Please note that new user registrations disabled at this time.

Odd Problem

This forum is to be used for all discussions pertaining to Bethesda Softworks' The Elder Scrolls III: Morrowind and its Tribunal and Bloodmoon expansion packs.
Post Reply
User avatar
fable
Posts: 30676
Joined: Wed Mar 14, 2001 12:00 pm
Location: The sun, the moon, and the stars.
Contact:

Odd Problem

Post by fable »

Herbs to...forcefields?

I decided to take my youngish bruiser north of Seyda Neen in search of some experience with axes, given that he'd acquired a nicely enchanted one from a bunch of bandits who would obviously never need the thing again.

However, the last time I showed up in Seyda Neen, I got a message about a certain file not being present--and whether I wanted to run the executable, anyway. I said yes. Traveling north, I came across odd, while diamond-shaped force fields with yellow exclamation-point shapes in 'em inside some swamps, about where you'd expect to find one or two herbs. Can't interract with 'em, and they give off a hum.

Now, I've never followed this particular geographical course in the game, so for all I know, it could actually be a *feature*--though I'm highly doubtful, to say the least. ;) Is this a bug? And if so, has anybody else encountered it?
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
User avatar
cjdevito
Posts: 716
Joined: Mon May 06, 2002 9:26 pm
Contact:

Post by cjdevito »

Sounds like a mod issue, Fable. Try loading that game, saving it, reloading in a new save slot, then going back to the trouble area and see if you're still seeing the glitches.
User avatar
fable
Posts: 30676
Joined: Wed Mar 14, 2001 12:00 pm
Location: The sun, the moon, and the stars.
Contact:

Post by fable »

Yeah, think I'll have to do that. The only mod I'm using regularly at the moment is that Seyda Neen island house, with the teleport slippers. I'm beginning to wonder if the slippers might be at fault--yet for the most part, the problem seems to occur after I've moved through an area or two, rather than as soon as I've arrived.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
User avatar
cjdevito
Posts: 716
Joined: Mon May 06, 2002 9:26 pm
Contact:

Post by cjdevito »

What I'm thinking is a mod you used -- even if only briefly -- and then uninstalled. There are a lot of 'dirty' mods out there that leave lasting changes after uninstalling them, and generally the worst don't show up until after they've been uninstalled. The 'can't find, continue loading executable?' prompt is one I see when loading a save game that was saved while a mod was installed, but later uninstalled.
User avatar
fable
Posts: 30676
Joined: Wed Mar 14, 2001 12:00 pm
Location: The sun, the moon, and the stars.
Contact:

Post by fable »

Well...*that* was nasty. At least the problem's gone. I found that two mods I unloaded were very uncooperative: the pack guar mod, and the Seyda Neen extra quest mod. Both refused to uninstall properly. However, after I got back in and returned to the area north of Seyda Neen, the bizarre forcefields in the swamp patches were gone, and my beloved herbs had returned. ;) I am currently running only two unofficial mods: House D'Orthay, and the Shakti Book of Secrets. The former seems to be well-coded, and the latter actually comes with an uninstall. Can't beat that.

EDIT: I've also had problems with that swampcoast sounds mod. In fact, I think it's that one which generated the bizarre forcefields effect. Interestingly, Bethsoft's own mods don't have an uninstallation feature, so that when you load after unchecking 'em, you get a few error messages about missing files (for those same mods).
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
Post Reply