Discussion:
How do I fix these error messages?
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j***@internetmailing.net
19 years ago
Permalink
Every time I played my game, I got an error message as it was starting
up, saying that one or more plug-ins could not find the correct
versions of the master files they depend on. The games were still
playable, so I just ignored it, and there were no problems that I could
see.

I tried loading the game without Tribunal, and without the companions
that depend on Tribunal, such as Laura Croft, Constance the thief, and
Morgana the witch, and it worked fine without error messages. What a
sad loss - but I still had Arya, who depends only on Morrowind itself.
I'm searching the house for the Tribunal disc to try reloading it, but
no luck so far. My family moved recently, so I'm hop[ing it wasn't
thrown out.

But now when I meet her, I'm getting an error message saying "Script
BAR_CompScript_Arya trying to RunFunction. Index greater than function
count. The script will not run anymore." and I notice there's no
"Companion Share" which is important for playing the game.

Does anyone know how to fix this?

Julie
ManaUser
19 years ago
Permalink
Post by j***@internetmailing.net
Every time I played my game, I got an error message as it was starting
up, saying that one or more plug-ins could not find the correct
versions of the master files they depend on. The games were still
playable, so I just ignored it, and there were no problems that I could
see.
Does anyone know how to fix this?
Julie
What you need to do find out which plug-in(s) are effected (IIRC you can
look at "warnings.txt" in the morrowind folder to find out), then load
the effected plug-in(s) in the editor one at a time (making that plug-in
the "active" one). And save them again. That will update them to use the
current master files.
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j***@internetmailing.net
19 years ago
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...
Thanks for the help, ManaUser! The warnings.txt file says "Texture
"Textures\Tx_contain_box_wood.dds" count 2." But there's no file named
"Tx_contain_box_wood.dds" in the Texture folder.

Gratefully, Julie
ManaUser
19 years ago
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Post by j***@internetmailing.net
Thanks for the help, ManaUser! The warnings.txt file says "Texture
"Textures\Tx_contain_box_wood.dds" count 2." But there's no file named
"Tx_contain_box_wood.dds" in the Texture folder.
Gratefully, Julie
That sounds like a seperate (probably minor) error, try exiting the game
right after you get the message so it should still be the last one in
the file.

If that doesn't work... the bad plug-in is probably one of the ones you
mentioned ealier since the error stopped when you didn't use them. Try
loading each in the editor, you'll get a very similar error message
there too when you open the effected plug-in. So re-save any plug-in
that gives that error when you laod it and you should be good to go.
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Björn Liffers
19 years ago
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...
Basically, this is a good idea. But be careful not to add unwanted GMSTs
(GaMe SeTtings) to your mod. I'll explain this a bit:
When Tribunal was released, it added several new Game Settings to Morrowind,
for example Companion Share or new spells like "Summon Fabricant".
The same applies to Bloodmoon; it adds even more Game Settings.
Let's assume you have Tribunal and/or Bloodmoon installed. When you open a
mod in the Construction Set that is dependent on Morrowind only and resave
it, the Construction Set will add 72 new GMSTs (the notorious "evil" GMSTs)
to the mod. Since your newly saved mod will load after Tribunal and Blood-
moon, it will override their settings, thus creating errors in your game.
The most obvious error is, that the spells "Summon Fabricant", "Call Wolf"
and "Call Bear" won't work anymore.

Now, how do you avoid creating a "GMST-contaminated" mod?
The easiest way is to leave the mod alone and ignore the error message,
that "one or more plugins couldn't find the correct versions of the master
files."
If that is no option for you, open and resave them in the Construction Set,
but be sure to also activate Tribunal *and* Bloodmoon, even if the mod
doesn't need them.
If you have already created a "dirty" mod, you can remove the GMSTs with
the "Enchanted Editor" available here, for example:
http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=96
There are other editors that are capable of cleaning your mod, but I
have found the Enchanted Editor to be the best.

For more information about GMSTs have a look at this site:
http://www.mwmythicmods.com/argent/tech/gmst.html

Björn
ManaUser
19 years ago
Permalink
...
That can be an important thing to consider, and I debated mentioning,
but I didn't want to overload ***@internetmailing.net with too much
info at once. :) IMHO the best way to deal with the problem is GMST
Vaccine, available here:
http://wrye.ufrealms.net/#NotesandUtils

Basically it's just an .esp file containing the "problem" GMST. If you
load it in the editor along with whatever other files you're working
with the editor won't put unwanted GMST in your files. I've made a habit
of loading it every time I use the editor, it only takes couple extra
clicks so it's hardly even worth thinking about whether I need it any
particular time.

As the name suggests, GMST Vaccine won't cure an already "infected"
plug-in, but combined with the "details" function in the editor it's
pretty easy.

You just select your mod in the datafiles menu (what you get by clicking
the open folder icon), and click Details, then select all
the GMST entries. Press the Delete key, answer yes. Close the details
window. Now to completely remove them, load the plug-in (as active)
along GMST Vaccine (not active) and resave it.

Now... If you feel up to learning about an even /more/ subtle and
annoying mod problem, look around that site I linked to and read
"Doubling Explained" then consider getting Wrye Mash to prevent it.
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Björn Liffers
19 years ago
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...
Thanks for pointing that out. I knew about Wrye Mash, but so far have
never used GMST Vaccine. It sounds like a brilliant solution to the
GMST problem.
Post by ManaUser
Now... If you feel up to learning about an even /more/ subtle and
annoying mod problem, look around that site I linked to and read
"Doubling Explained" then consider getting Wrye Mash to prevent it.
I have used Mash several times to fix doubling issues and to thoroughly
clean up my savegames. I just hadn't considered using it as a vaccine;
somehow I have always seen it as curing medicine. As soon as I have
some more spare time, I'll read about the technical background.
Thanks again for reminding me of Mash's capabilities.

Björn
ManaUser
19 years ago
Permalink
Post by Björn Liffers
I have used Mash several times to fix doubling issues and to thoroughly
clean up my savegames. I just hadn't considered using it as a vaccine;
somehow I have always seen it as curing medicine. As soon as I have
some more spare time, I'll read about the technical background.
Thanks again for reminding me of Mash's capabilities.
Just to be sure there's no confusion, GMST Vaccine and Wrye mash are
seperate things, just made by the same guy, but you knew that, right?

As far as using Wrye Mash preventativly, the file data locking feature
is a big help for me. I spend as much time modding and playing, so I
can't really follow the (otherwise good) advice not to edit a mod while
I'm playing it, or I would never play any mods. :) But as long as I run
Mash to reset the files dates, I can usually get away with it.

I also use the "sync to load list" followed by "repair all" on a any
save I'm about to play if I've loaded or unloaded any mods since I
played it last. That prevents at least the vast majority of doubling
problems.
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Björn Liffers
19 years ago
Permalink
Post by ManaUser
Post by Björn Liffers
I have used Mash several times to fix doubling issues and to thoroughly
clean up my savegames. I just hadn't considered using it as a vaccine;
somehow I have always seen it as curing medicine. As soon as I have
some more spare time, I'll read about the technical background.
Thanks again for reminding me of Mash's capabilities.
Just to be sure there's no confusion, GMST Vaccine and Wrye mash are
seperate things, just made by the same guy, but you knew that, right?
Sorry, I got those tools mixed up; I thought GMST Vaccine was one of
Mash's templates (stupid assumption, now that I come to think of it).
Somehow I tend to lump all of Wrye's tools together and call it "Mash".
Post by ManaUser
As far as using Wrye Mash preventativly, the file data locking feature
is a big help for me. I spend as much time modding and playing, so I
can't really follow the (otherwise good) advice not to edit a mod while
I'm playing it, or I would never play any mods. :) But as long as I run
Mash to reset the files dates, I can usually get away with it.
I'm not modding much (mainly editing mods for use with NoM and WindowsGlow),
so I only need to run Mash every now and then to clean up my savegames.
But I can image that someone creating a new mod simply can't do without
Mash anymore.
Post by ManaUser
I also use the "sync to load list" followed by "repair all" on a any
save I'm about to play if I've loaded or unloaded any mods since I
played it last. That prevents at least the vast majority of doubling
problems.
Yes, those are exactly the functions I have used Mash for so far. My
last savegame became so cluttered that I encountered Guar herds of some
30 to 50 animals in the Grazelands: that really slowed down my computer.
However, some mods (especially those which make extensive use of scripts)
seem to have problems with cleaned savegames. I remember a dysfunctional
Emblem (Magical Trinkets of Tamriel), missing an NPC (Lothavor's Legacy)
and uncontrolled teleporting after cleaning the savegame.
Therefore, I try to use Mash as seldom as possible.

Björn
ManaUser
19 years ago
Permalink
Post by Björn Liffers
However, some mods (especially those which make extensive use of scripts)
seem to have problems with cleaned savegames. I remember a dysfunctional
Emblem (Magical Trinkets of Tamriel), missing an NPC (Lothavor's Legacy)
and uncontrolled teleporting after cleaning the savegame.
Therefore, I try to use Mash as seldom as possible.
I have noticed that. But as far as I'm aware no one has figured out
exactly what the problem is. Which is too bad, because Wrye Mash is
probably as close to a complete solution to the doubling problem as
there will ever be.
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j***@internetmailing.net
19 years ago
Permalink
Hi Björn and everyone. Thanks for the advice - Since I need to get
back the "Companion Share" function, I tried following your step "open
and resave them in the Construction Set, but be sure to also activate
Tribunal *and* Bloodmoon, even if the mod doesn't need them." (I
haven't got Bloodmoon yet, except in the unalterable GOTY X-Box
version.)

When I do so (by clicking on Morrowind and its update and Tribunal and
the various mods, and activating one of the mods, I presume) I get a
zillion error messages saying things like "Following string is
different for topic Blah Blah", etc. Should I just keep clicking on all
the error messages till the mods are all loaded?

I've also just downloaded "Enchanted Editor" and "Wrye Mash" so I'll
try to use those as well, shortly, and ask about any difficulties.

Thanks to *everyone* for all the help so far!
ManaUser
19 years ago
Permalink
...
Check out GMST Vaccine in my last post first an alternative to loading
Tribunal when you don't need, but yes, those "Following string is
different" messages are fairly common and usually nothing to worry about.

However their sheer numbers can be a real pain. There's a trick to
getting through them all though. You can edit Morrowind.ini (in your
Morrowind folder) and add this line below "[General]".
AllowYesToAll=1

Now you'll have the option to click "Cancel" when you get an error in
the editor which means ignore ALL the errors.
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