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Morroblivion Starting Ship Crash

Submitted by bforrest on
I just installed the 005 version of morrowind_ob.esm I have the source files for v004 installed, as well as the resources for vvardenfell importers. the morrowoblivion transport mod works, and i took the ship from the imperial city to seyda neen, it loaded perfectly, and i arrived in the ship's hold. But when i tried to exit the hold, the game crashed. Any ideas?
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I have never crashed when exiting the ship or at all during that whole opening sequence, and I have tested that a bunch of times. Some others had experienced crashes After exiting the hold and then talking to the Redguard on deck. I had put up some suggestions, but never heard anything back I don't know if they fixed the issues or not. I have begun assembling the entire mod into a package with ALL the meshes and textures. That type of thing is totally taboo, but it may end up being the only thing that works reliable. Then we would at least know that we were working from the same thing. The package is 329mb. I will try to upload it overnight tonight, but I would want somebody to test it before I put out any type of common link.
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So I tried starting with a completely new character, and taking the boat to Ebonheart works fine, but taking it to seyda neen crashes in the same place. Do you think that travelling on foot and getting the package would then allow me to travel to seyda neen and be on the deck of the boat the next time? and i'll keep an eye out for those meshes/textures
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I am not really sure what your plans are in the game, but this console code might be helpful for the moment: COE -3 -18 It will teleport you to Seyda Neen, but unfortunately your feet will be stuck in the ground and you will need to use TCL to get loose.
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I am confused. Starting a new game with Morrowind activated places you in Sedya Neen. There would be no need to take the boat. Unless you took the boat to Cyrodiil, then came back to Sedya Neen. Can you describe what, exactly, you are doing in as much detail as possible? Exactly where does this crash occur? What mods do you have installed? What is the sequence of events leading up to the crash? I think I may put a Quest Target into this quest so that "MoveToQT" would take you exactly where you needed to go.
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Figured out why I didn't start in Seyda Neen. I had the Start Choices mod recommended in the walkthrough enabled (I guess reenable it after starting a new game to allow OB main quest?). Turning it off and starting a new game worked, with starting in the ship's hold. When exiting the ship, the loading screen displays and begins to load, and then the game CTDs. My loaded mods are Oblivion.esm Morrowind_ob.esm Tribunal_ob.esm Bloodmoon_ob.esm DLCShiveringIsles.esp Kinghts.esp ElsweyrAnequina.esp Colored Map for Elsweyr 1.1.esp MorrowOblivion_World Transport.esp
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Thank you for the info on Start Choices. I have never actually used that; it was just a pass-through recommendation. I will update the Readme, but I do not know how Start Choices will behave if not used at Start. I'll have to investigate. You do not need Bloodmoon or Tribunal. They are completely Empty. I'm not sure it will make any difference, but would you try two things please? * Try it with ONLY Oblivion and Morrowind active. * Try it with Oblivion, Morrowind, and World Transport active. This does sound a little like what others have reported. I am wondering if there is something corrupt in the Conversion. The trouble is trying to track down what. You could try installing the OMOD on top of your existing conversion. There is a fair chance that whatever is possibly corrupt will be fixed with the OMOD.
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Trying both options, Oblivion+Morrowind, Oblivion+Morrowind+World transport both result in crashes in the same place (during loading screen). I'm unfamiliar with OMOD, I use Wrye Bash for my mod ordering. Is there a way to extract the included files from the OMOD file without OBMM? Just a random question about missing textures: when I did make it to Ebonheart (through using Start Choices and World Transport) I noticed that I'm missing a texture/mesh for what I believe is Heather. Will running the converter again potentially create the required mesh?
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Thank you for testing both options. There seems to be something in this general area that is somewhat commonly corrupt, and this is most likely during conversion. If you are using Wrye Bash and have a Bashed Patch, you need to rebuild it. That may solve your issue. OBMM has an option to extract OMOD files to a folder. That's the only thing I ever use it for. The OMOD is available here: http://morroblivionfull.blogspot.com/ Simply rerunning the converter will NOT help you -IF- there is something corrupt, and we have not determined definitively that is the problem. The converter does not replace existing files. You would first need to do an uninstall with Tes4files available on Nexus. Then reconvert.
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Tried out the OMOD suggestion. Started up a new game and was able to get off the ship. Main Quest and others like Fargoth's Ring seem to be working great. A few bugs -Some textures (pieces of the boat, shack walls in Seyda Neen) are purple. Should I recopy the 004 Source files? -The Release Identification Papers from the guy who asks your birthsign have blank fields for Name, Class, and Birthsign - Asking Sellus Gravius about "Background" returned 'I am %name, and %rank of %faction" -Arrile has a slight wander (does not just stand behind counter as in Morrowind) -> this may be intentional? -Arrile seems to stock a few Oblivion items (Iron Cuirass, Gauntlets, Greaves, Helmet, and Shield) in addition to MW ones (vvardenfell iron shield) although the OB items seemed to be lacking icons. Finally a few questions. I am fairly new to the construction set, but are there any simpler tasks that I can help with? Second, if the EULA problem with Morroblivion is the porting of meshes/textures etc, could enough user made meshes/textures eventually make this mod strictly speaking 'legal' if the reliance on MW could be cut?
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Here are some answers to some of the things you have reported: Oblivion does not support wildcard name, rank, and faction codes like Morrowind could, so it can not fill in the blanks on the Release Identification Papers. The code has been removed to render blanks rather than gibberish, so the appearance of the Release Identification Papers is correct and working as planned. 'I am %name, and %rank of %faction' is part of the very same compatibility problem. Whenever I see dialog like that I remove the gibberish so the gamer can't see it. The mod is undergoing lots of changes right now, so I bet someone activated some dialog that was not previously viewable. I will have to delete more gibberish. For some reason Arrille is glitchy and won't sell things to people if his default AI package is used. I wrestled with this problem for two hours one night. The only solution I found was to let him wander a bit, and now he is happy to sell things to people. Some of the items used in Morroblivion are identical to the Oblivion items and / or use the Oblivion icon. You will find a mixture of items wherever you go. I had a very similar problem where I could not get any icons for Morrowind items. All I would get was silver ax icons. You can download this mod which fixes icons: http://www.mediafire.com/?rgf24g6y652vu5r If you are willing to use the CS, I am sure there is a lot of work you would be capable of doing to help the project. Many of the jobs would involve learning one operation in the CS and then inspecting lists of hundreds of items and doing the action on each problem you find. This would fix one aspect of Morroblivion everywhere at all times in the Morrowind game world. I am sure that there is some type of work which would suit your tastes because there is work in so many fields available.
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I'm more than willing to use (and learn; i was going to start really getting into it anyway) the CS. I'm somewhat familiar with the basic functions of building cells/placing objects & actors/creating new items (duplicating and renaming to create a new object). I'd need to learn how dialog works, but like I said above willing to learn. Where would I get a "job"? (What's available/needs to be done) Second, I've read a few of the older forum posts about the project/group design of Morroblivion. Is there a set way to add changes in a way that reduces/eliminates repetition of changes. ie would I send files to you (yoshimo), or david budrek, or eloth or would i just create a new forum post and hope for eventual assimilation into the main esp?
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Going from your above post, I assume one of the things that could be done is rewriting all the 'background' dialog options to not use morrowind's system, and actually type up their dialog
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You have no idea how touchy dialog is and how much I have had to fight with it. There are LOTS of other things you can do; just take a look around. I do not "merge" dialog; instead I copy it one line at a time. If you would like your stuff to be included in future releases, the most direct way is to send me a PM, but any of the options you described would work. We are cooperating very loosly on this project. There is no Project Leader and nobody giving direction. I have made a post of requests that you can check, or you can pick something. It all depends on what you see. Yoshimo has made entire mods fixing the placement of items, but Morrowind is a very big place. Do all spells function properly? That could be something. My first suggestion to people is start playing as you have done, and either report the bugs, or if you see something you think you can fix, then fix it. For missing textures you can try reconverting again, or try reinstalling the support files, or both.
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BForrest, Sorry, I forgot to address your question about licensing. Realized what we're dealing with. Bethesda Softworks is the company that has not bothered to finish fixing game breaking bugs in Oblivion. They have not bothered to Patch the THOUSANDS of bugs that the "Unofficial" Oblivion Patch addresses. These guys are certainly never going to bother to rethink or change their position on Morroblivion. Additionally, replacing all the Meshes and Textures in the game with user created version, plus Morrowind_ob.esm would mean that players could just download the mod and never need to have purchased Morrowind. Big No-No. What you see is what you get. Imagining that someday we will be OK is just a daydream; it will never really happen.
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^ Well Bethesda has a habit of making games "free" when they are old enough (daggerfall was 13 years old) ... maybe in the next 4-5 years Morrowind will be made free ... and then there will be no issues with morroblivion's legality.
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Hi I am having the same problem bforrest was having, when I start a new game everytime I leave the hold of the ship my game crashes. I have used the console as well to transport me to other locations and everytime I exit a building to outside my game crashes. I have uninstalled and re installed the whole process a few times now by both manually adding the files to my data folder and using Wyre Bash. I have used both version 0025 and 0026 of the morroblivion_ob.esm as well. Any help would be greatly appreciated.

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I am not the one who is going to solve it. But I know the ones who can is going to ask for more information.

You should write which mods you use, and make sure that you installed Morroblivion correctly.

 

Still my guess is that the problem is with the loading order of mods. You should use Oblivion Mod Manager and make sure Morrowind_ob.esm loads exactly after Oblivion.esm.

 

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Darth South is absolutely right; more information would be helpful. A full Load Order would be needed (use BOSS, or OBMM, or Wrye Bash to get one). My first guess, however, is that you are running Windows 7, have installed Oblivion to it's default location, and are running into User Access Control. My second guess is what Darth South said, your Load Order.
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Sorry I knew i forgot something.

Load Order:

Oblivion.esm

Morrowind_ob.esm

Unofficial Oblivion Patch.esp

DLCShiveringIsles.esp

Unofficial Shivering Isles atch.esp

Vvardenfell_Imports.esp

MorrowOblivion_World Transport.esp

 

Every mod after Morrowind_ob.esm I have moved in every combination possible. I have tried it with just Oblivion and I still will have the same problem exiting the prison, so possibly it has nothing to do with Morroblivion at all.

I am running it on Windows Vista and it is not in its defualt location it is at c:/Games/Oblivion

I hope this is enough information.

 

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