MGSO + Morrowind Rebirth Compatibility Issues

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FrozenWolf150
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MGSO + Morrowind Rebirth Compatibility Issues

Post by FrozenWolf150 »

This thread is for discussing compatibility errors with these two mods and, hopefully, how to resolve them.

For my latest playthrough, now that I have the specs to run them, I decided to go ahead with the MGSO and Rebirth mods. However, I ran into quite a few compatibility errors that weren't documented. I installed the latest version of Rebirth and followed all the instructions, including deleting the unused meshes for the bull and betty netch. Upon starting the game, I ran into a missing mesh error. I don't remember it exactly, but it was one of the tree meshes for the Ascadian Isles region.

To resolve this glitch, I actually had to rerun the MGSO configuration and turn the trees back on for the Ascadian Isles. I suspect the error is due to the absence of replacement tree meshes in Rebirth, so setting it to "custom" for that section will result in an error.

I finally got everything up and running. Except for a missing texture for glass boots (a glitch from MGSO) the game went along smoothly.

All was going fine until I got to the final part of the Bloodmoon main quest in the Mortrag Glacier. Prior to this, I had noticed something odd, in that the chests in Solstheim that are supposed to have randomly generated loot are empty. No problem, I thought, because the ones with predetermined loot still have the correct items. Well, it turns out that the chest containing the glowing key in the first area of the Mortrag Glacier is also empty. The only way to get out of this map is to play as a werewolf, or use the console:

Code: Select all

player->additem "key_hircine1" 1
I'm not sure what's causing the empty chest glitch on Solstheim, but it's a game-breaker as far as I'm concerned.
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Re: MGSO + Morrowind Rebirth Compatibility Issues

Post by ClockworkCadaver »

I checked out all mods included in MGSO in the Construction Set, because another person reported the same issue. I found that the problem is a wild edit from the mod called "Morrowind Containers Animated".
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So this isn't a compatibility issue. Just uncheck "MW Containers Animated.esp" during that part or use console commands, like you suggested. Also, I wouldn't recommend running two overhauls like MGSO and MR at once. There are just too many things that can go wrong.
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Re: MGSO + Morrowind Rebirth Compatibility Issues

Post by FrozenWolf150 »

Well, to be honest, I was planning on also trying out Tamriel Rebuilt on top of these for my next playthrough.

Thanks for the fix though. I should have known there was a correlation between animated containers and the empty chests glitch.

Would you happen to know how to resolve the glass boots issue? The error message pops up whenever I try to place glass boots on the ground, since the game has to render the object. It doesn't happen when I equip the boots, or if I simply move it between containers or sell it.
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Re: MGSO + Morrowind Rebirth Compatibility Issues

Post by FrozenWolf150 »

Well, I screwed up again. I went into the MGSO options to disable the animated containers mod from there, since that's how it was installed to begin with. It said it would have to clean my savegames afterwards. I thought, no problem, as this should eliminate any error messages I might get. Unfortunately, it did just the opposite, and resulted in a huge string of error messages for the missing container scripts.

I think the best option is to just leave the animated containers off when configuring MGSO.
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Re: MGSO + Morrowind Rebirth Compatibility Issues

Post by ClockworkCadaver »

I'm sorry if I was unclear. I meant unchecking the plugin in the load order (by selecting "Data Files" in the Morrowind launcher), not unchecking it in MGSO's settings.

I'm also getting an error message when I try to drop the glass boots. It reads: TES3Stream Warning: Model "meshes\a\a_glass_boots_gnd.nif tex not found", i.e. the model can't find it's texture. I opened the model in NifSkope and saw that one of the texture-paths was broken.
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I corrected it by adding "textures\" to the beginning of that line and that seemed to have fixed it.

Tamriel Rebuilt should work fine with MGSO, though, since it's not really an overhaul, more of an expansion.
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Re: MGSO + Morrowind Rebirth Compatibility Issues

Post by FrozenWolf150 »

ClockworkCadaver wrote:I'm sorry if I was unclear. I meant unchecking the plugin in the load order (by selecting "Data Files" in the Morrowind launcher), not unchecking it in MGSO's settings.
Both options work, as does unchecking it via Wrye Mash, which I have to use because something about my current installation is causing the launcher to crash whenever I try to access the Data Files.

I will have to try that edit using NifSkope. I'm not a modder so I didn't even know where to begin looking for a solution.

I have something new to report on getting MGSO and Rebirth to work together. You know how the FAQ for Rebirth says that you need to disable the MGSO trees and grass? It turns out this advice is based on older versions of MGSO, and will result in error messages for missing meshes every time the game tries to load a different region. I suspect this is because the latest version categorizes the trees by region, whereas Rebirth expects there to be a single category for "trees." Regardless, I re-ran the MGSO options and just picked the trees I like, and the game now runs fine.
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Re: MGSO + Morrowind Rebirth Compatibility Issues

Post by FrozenWolf150 »

Here's another one for Bloodmoon. Not sure which mod is causing it.

After you learn of the Udyfrykte's attack on Thirsk, the entrance to its lair is supposed to appear from beneath the snow mound that was blocking it before. However, it doesn't show up correctly, and is just a floating black block that you can access from any side. This doesn't break the quest in any way, but it's a peculiarity I thought was worth noting.

ETA: Whoops, been using the wrong version of Rebirth. I didn't realize v2.4 had come out a week ago. This should fix some of the issues I've been having.
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Re: MGSO + Morrowind Rebirth Compatibility Issues

Post by Spirithawke »

The Animated Containers issue can also be solved by getting the latest version of the mod from nexus and installing that. The Version with MGSO has sadly not yet been updated to that newer version. The Glass Boots issue is fixed by the patch from John Moonsugar (along with several other MGSO issues), available on GHF downloads: http://download.fliggerty.com/download--726
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Re: MGSO + Morrowind Rebirth Compatibility Issues

Post by FrozenWolf150 »

OK thanks I'll try it out. I hope it doesn't ruin my savegames.

I was just about to post regarding some additional glitches, like tree limbs blocking outdoor pathways, the vine blocking the entrance to Tel Fyr, and the tree roots disappearing from the spriggans quest in Bloodmoon. I'll wait and see if the patch resolves these issues.
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Re: MGSO + Morrowind Rebirth Compatibility Issues

Post by Spirithawke »

I meant to post this awhile back, but it slipped my mind...oh well...better late than never.

For bug reports I would post over on the official forums in the appropriate threads, i.e. for Morrowind Rebirth, and for MGSO, although that one is close to getting locked and so you might have to look for thread #4 if you are reading this way in the future.

The author of Morrowind Rebirth is VERY active and responsive to MR related problems. The author of MGSO has not been seen in awhile, I believe he may be away serving his country in the service. However many people still try to help with solutions in the MGSO threads. At any rate, things posted there will be eventually seen by him when he returns and makes an update to MGSO.
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