Tracking down an error source

Discussions and questions about the CS and mods for Morrowind
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Sadachbia
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Novice
Posts: 56
Joined: Mon Jan 17, 2011 9:13 pm
ES Games: Morrowind, Skyrim, [redacted], some Oblivion, some Fallout 3
Platform: Peecee, Xbox, Mac
Status: Make the trees stop chasing me!

Tracking down an error source

Post by Sadachbia »

I'm starting to regret reinstalling MGSO just to get animated grass back… /sigh Anyway, I "just fix it!"'d as many mods as I could with TEStool, repaired refs for others in Wrye Mash, but it still gives me this error when I try to run the game:

Cell "Ald Redaynia" not found for dialogue type Topic
Info "EMPTY"

I reinstalled Ald Redaynia Extended, and it's enabled and appears to be problem-free. I suppose it might still be that mod, or it might be another one entirely. It's not an error that the cell can't be found, it has to do with dialogue, correct? So if I know what's going on, could I use TES Construction Set to add the missing dialogue back in and get past this loading error? Either way, I would like to know which mod is causing the hiccup, and I'm not sure how to find that out on my own.

UPDATE: Ran mlox, was reminded that the Merged Dialogs function from TEStool can cause problems, so I disabled that in the mod list. The game loaded further than it had before, but this time crashed to the error message

Expression Error Unable to find cell id "Ald Redaynia" in script Teleport_getGrid_Sub1.

So, I guess I need to figure out what mod has that script so I can fix it.

ANOTHER UPDATE: Found it. Morrowind works again. :D So totally worth it. Stubbornness pays off.
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