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Converter screw up

Submitted by Yali on
Hi all, I got the converter to work as far as saving cells. After about an hour of saving cells, I got a win 32 unhandled error message right after the converter read "Saving World XSCL". Any way to solve this?
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I am not an expert at troubleshooting Converter errors; maybe Hashmi has some other advice, but my first thought is that if you are running Windows 7, you need to run the Converter as an Administrator.
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Nope, XP - I've been running it as an administrator. Here are the mods I'm using: GDR_MasterFile.esm Deus Ex Machina a Steampunkyish mod. esp Vivec Expansion 2.0.esp Grass Beta Grazelands.esp Grass Beta West Gash.esp Grass Beta Ascadian Isles.esp Grass Beta Bitter Coast.esp Any thoughts?
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try to convert without mods first
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Yup ... remove the mods. Most of these wont work anyways ... the grass mod for example has been tested and it does no work. Besides Oblivion has its own grass that is added to Morroblivion where appproporate. You must also remember that with the new morrowind_ob.esm project support for morrowind mods has been completely dropped. We are working on fixing a unified standard conversion ... and you will no be able to benefit from the several fixes if you choose to play a morrowind-modded conversion of Morroblivion.
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OK, I'm now using the Morrowind_ob.esm mod with the latest build. However, I'm an unable to reach Seyda Neen. I take the boat, I get the loading screen, and bam, windows error.
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It could be a problem with the main quest\arrival and David Budrek should be able to help you better. Just to make sure however you may want to try using the console to teleport into some cell other than the ship ... Seyda Neen lighthouse for example ... or Balmora. Press ~ Type in "coc SeydaSNeenVSLighthouse" without quotes Unless I made a spelling mistake this should put you in the seyda neen lighthouse.
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Ok, got into Morrowind! The trouble now is that whenever I approach Hla Oad, I get the same bloody windows error. Here are my mods: Oblivion.esm Morrowind_ob.esm Better Cities Resources.esm MorrowOblivion_World Transport.esp Vivec race for Robert's better bodies.esp DLC_ShiveringIsles.esp ElsweyrAnequina.esp Tales from Elsweyr Anequina.esp Vvardenfell_Imports.esp Streamline 3.1esp PTMudwater.esp Imperial City Suburbs.esp The Unique Landscape .esps' Dirtier Bravil.esp xulBeaches of Cyrodiil.esp xulAspenWood.esp NaturalWater by Max Tael.esp Natural Habitat by Max Tael.esp Natural_Vegetation by Max Tael.esp Here are my active OMODS: Better Cities 4.5.1 Better Cities Resources BSA 4.5.0 Qarl TP3 (texture pack) v1.3 Merged Maps 1.1
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I cannot find a "Hla Oad" in Morrowind, and I do not know it well enough to locate somebody by name unless I can find them in the CS. The first thing you need to do is figure out what is causing the problem. Try disabling everything except Oblivion.esm and Morrowind_ob.esm and then start a new game. If this solves the problem, then one of your mods is conflicting. If the problem persists, then there is something corrupt from your conversion. This seems to be a fairly common problem. You can try using the OMOD available on this site. Even though it does not have all the meshes and textures required by the master, this has helped solve crashing for others.
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Hla Oad is the town north of Seyda Neen on the bitter coast.
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I do not know Morrowind; I have never played Morrowind. I'm sorry, but you have to be VERY Specific with me. I do not know what the town North of Sedya Neen is and I am not going to go searching through the construction set to find it. I cannot find a Hla Oad in Morrowind, and I'm not going to go looking for him if he's not there. Please try what I had suggested.
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OK, I'll clarify... I walked from Seyda Neen north along the bitter coast. There I arrived at a town called Hla Oad. It is a dunmer village. When I tried entering the town I received an error message. I've been getting these error messages all through the landmass. I tried going to the Ascadian Isle region and received the same message. I tried disabling all my other mods. This didn't work. I had also previously tried using the OMOD. The OMOD conflicted with the already converted data (not the .esp), and I spent a good 20 minutes clicking through popups in OBMM. I wonder if this is most likely a conversion error, as I don't see any obvious conflicts.
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Yes, my first guess was that something is corrupt, but I have seen one instance where an obscure mod conflicted and caused the problem, so that needed to be ruled out first. Sorry about Hla Oad. Like I said, I obviously don't know Morrowind very well, and here I am making the Master and helping you. Go figure. The idea with the OMOD -IS- to conflict with your conversion, that is, to overwrite it, and hopefully overwrite whatever is bad with something good. This has worked for everybody else that has tried doing it that has had similar problems.
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@Yali: You should mention exactly what error message you are receving. It seems that a certain mesh is at fault. Also re-convert. Btw ...when your conversion last crashed ... you did re-convert {with morrowind mods deslected} before copying the morrowind_ob.esm from this site ... right? If not then that could be the problem causer ... you should ensure that the ESPconverter finishes its course until it says "done" ... and then copy the morrowind_ob.esm from the project.
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I get a windows 32 unhandled exception error. I just read that it might be a result of a Vvardenfell Imports mesh, I think a Nordic Helmet, that has caused CTDs. I had downloaded that same mod a year ago and had so many CTDs that it was unplayable. I'm pretty sure my converter managed to finish. I don't remember reading "done", but I remember getting a list of converted data, pressing enter, and the converter closing. Right now I'm using the OMOD, which so far has been working great - with the advantage of Oblivion meshes and textures. One question though... what is the relation between the OMOD and the Morrowind_ob.esm? Is it possible to just use the OMOD and add creatures through modding or existing mods made for the OMOD, that or any other missing facets of Morrowind? Or are the two in competition? Personally, I prefer the updated meshes and textures of the OMOD, but wish to integrate more Morrowind-like elements into it - like rain and atmosphere/sky in the Bitter Coast, the various creatures, not to mention the travel system and the various quests that seem to be part and parsel of the .esm project. Any thoughts?
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There is no relationship between the OMOD and Morrowind_ob.esm project. The Master created by conversion and/or included in the OMOD will be looking for certain meshes depending on what you have enabled/disabled with OblivionReplace and/or Object Replacement add-ons. The master in my project uses very few object replacements. Just "using the OMOD" has no effect on which objects are used; these are controlled by which Master you are using. The OMOD does not contain all the meshes/textures needed by my Master. However, the OMOD will not delete any that it is looking for, either, so if the meshes were converted, they will still be there unless you removed them yourself.
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please tell where to put the nif converter otherwise I'd be playing morroblivion RIGHT NOW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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New problem: I'm using the Morroblivion data GUI, and I'm running into the darn wolf skin.nif error over and over again when converting. Is there an easy way to solve this?
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Sorry, I just sent you a PM before reading this. Before I realized that the Pinned Topic "Getting to Morrowind" is instructions, I had used a web page posted by Growlf. I believe he talked about this error. http://www.psychodogstudios.net/forums/showthread.php?t=5304 These are the instructions I used to get to Morroblivion...
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