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  1. DoritoJunkie
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    I installed it but the rings are still invisible on my character
    1. abot
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      [EDIT 2024-07-16] TL;DR; vanilla ring texture fix

      Post a link to your Morrowind\MWSE.log file, maybe there is some error message there that can help diagnosing your problem
    2. DoritoJunkie
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      is it this?

      Morrowind Script Extender v2.1.0 (built Jan 27 2020) hooked.
      Found MGE XE. Version: 0.11.6.0
      MWSE Lua interface initialized.
      [LuaManager] ERROR: Failed to run mod initialization script:
      Data Files\MWSE\mods\abot\Vanity\main.lua:43: assertion failed!
      stack traceback:
      [C]: in function 'assert'
      Data Files\MWSE\mods\abot\Vanity\main.lua:43: in main chunk
      [Perfect Placement] Loaded successfully.
    3. DoritoJunkie
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      is it this?

      Morrowind Script Extender v2.1.0 (built Jan 27 2020) hooked.
      Found MGE XE. Version: 0.11.6.0
      MWSE Lua interface initialized.
      [LuaManager] ERROR: Failed to run mod initialization script:
      Data Files\MWSE\mods\abot\Vanity\main.lua:43: assertion failed!
      stack traceback:
      [C]: in function 'assert'
      Data Files\MWSE\mods\abot\Vanity\main.lua:43: in main chunk
      [Perfect Placement] Loaded successfully.
    4. abot
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      if you have not done it already, try this:
      delete the file Morrowind\mwse-version.txt,
      then double-click the file
      Morrowind\MWSE-Update.exe
      to have MWSE update to latest Lua dev version
      see if this fixes things
    5. DoritoJunkie
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      so it's working now but the rings have no texture https://imgur.com/a/zMYVd4I
    6. abot
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      try dropping the ring on the ground
      ,open the in game console, type
      fixme [return]
      a couple of times, this should reload the cell data / texturing,
      then take the ring back from the ground, see if it helps refreshing the textures
    7. DoritoJunkie
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      nope, didn't help
    8. abot
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      try going to some exterior cell with sunny day weather/when there is a good light, the drop the ring to some place where it is visible well on a screenshot.
      First thing to be sure is the ring is visible correctly when dropped.
      Open the in game console, click the ring so its identifier is visible on the console window header. Type ORI in the console window, then post a screenshot if the console screenshot text is readable (else post what you see as text). In theory the ORI command should tell us if the ring is coming from a non-standard Bethesda mod, and the console header should at least tell us the ring identifier for further investigation.
    9. DoritoJunkie
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      https://imgur.com/a/i3QWIL6
    10. abot
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      you have some problems with that ring if it looks black when dropped on the ground, my mod just attaches a copy of the ring mesh to the finger, if the ring mesh does not display correctly on the ground it will not look better on a hand copy. If you are using a ring replacer like unique finery try reinstalling it
    11. DoritoJunkie
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      It's vanilla
    12. abot
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      then no other idea, sorry, but until it does not look fine when dropped, it cannot work when put on finger
      P.S. where is that "CHIM Engine" in the console window header coming from?
    13. DoritoJunkie
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      I renamed the console that
    14. abot
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      ok, if you are 100% pure vanilla it may be a bug with some vanilla meshes/textures, you could try a dedicated .esp replacer like the old ring texture fix or e.g. a more recent mesh overhaul including tons of other things, or (what I'd do) a replacer for amulet and rings
      And that is really all.
    15. DoritoJunkie
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      just installed the first mod and it seems to be working now, thanks
    16. DuskWulf
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      Above and beyond the call of duty and sense of scope there, abot. You really didn't have any reason to go to that sort of length to help someone fix a problem that isn't with your mod. I just wanted to say that I appreciate it and I recognise the effort. It's probably a strange thing to say but I often feel that modders aren't thanked enough despite the efforts they make. So, thanks!
  2. deleted155104748
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    Hi abot can you please make this mod for OpenMW?
    1. abot
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      I don't use OpenMW and I don't support things I don't use. Also probably technically not possible yet anyway.
    2. deleted155104748
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      It’s a that at least the game doesn’t crash on it, the developers seem to have made support for lua mods, only there they work differently
    3. abot
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      They are completely incompatible implementations. Regardless, as I said 100 times already, I don't support things I don't use.
    4. HunterN6Thompson
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      you could say that in a less snide way abot im sure repeating yourself isnt painful
    5. SenecaMagnus
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      dang, dude got banned. i mean i do hate it when people ask mod authors to go out of their way when they've already made a free mod and given it to the world (there's lots of free openmw mods out there, too). so i'll say thank you to the mod author, even tho i use openmw. i do, regardless, appreciate that he put real time into something he gave to the world for free.
  3. GlazzyDeer
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    There seems to be a bit of clipping for rings on the left hand of beast races in first person
    1. abot
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      If you try this, maybe we can get some useful information:
      1. drop the ring
      2. open in-game console
      3. click the dropped ring
      post the exact ring identifier you can see on console header once clicked the ring (or post a screenshot where that ring identifier is readable)
      4. even better, use the ORI console command there is a possibility it tells the name of the mod from which the ring is coming if not a default Bethesda ring
  4. Scringo
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    I have a small issue where changing amulets (and maybe rings, although I haven't noticed) doesn't update the character model unless I save and reload. Is there a way to fix it, or is that just how the mod works?
    1. abot
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      Could you please try if you still have the problem while equipping less than maximum rings at the same time?
    2. Scringo
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      If I remove all my rings, it works, but if I have even one ring equipped, it still won't update.
    3. abot
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      Uhm, I was thinking the problem could happen when having all the rings slot equipped only, for that I think I have some fix, not sure it will help if no rings are equipped though, anyway it will be in next update
      [Edit] maybe try posting 2 screenshots (how it is/how it should be) so perhaps I can get a better idea what kind of accessories/clothes/armor you are wearing etc). Also set logging level to 2 in the mod MCM configuration panel before making the screenshots and post the MWSE.log file after making them.
    4. Scringo
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      Sorry I didn't see this earlier. 
      This is the before and after of me switching amulets. Do be aware that my game is heavily modded:
      https://files.catbox.moe/yq46ll.png
      https://files.catbox.moe/arwnms.png
      This is what it should look like. Notice the removed rings:
      https://files.catbox.moe/ws6zrb.png
      And this is the log's entries related to vanity:
      abot/Vanity: modConfigReady, Morrowind Code Patch option to enable 1 extra on-use ring slot detected
      abot's Vanity mod config registered
      {"maxVisibleRings":3,"amuletVerticalOffset":-15,"amuletScale":100,"ringSideOffset":-15,"amuletForwardOffset":27,"amuletSideOffset":7,"ringScale":100,"viewAmuletLevel":4,"debugMessages":false,"logLevel":0,"ringForwardOffset":26,"displayLevel":2,"viewRingsLevel":3}

      abot/Vanity: updateAmulet(npcRef = PlayerSaveGame Mehra Sedri) amulet of slowfalling Amulet of Slowfalling amulet
      abot/Vanity: checkRings(npcRef = PlayerSaveGame Mehra Sedri) ring_keley Engraved Ring of Healing slot 1
      abot/Vanity: checkRings(npcRef = PlayerSaveGame Mehra Sedri) mdmd_critosring Boss Crito's Mark slot 2
      abot/Vanity: checkRings(npcRef = PlayerSaveGame Mehra Sedri) ring of fireball Ring of Fireball slot 3
      abot/Vanity: checkRings(npcRef = PlayerSaveGame Mehra Sedri) ring_keley Engraved Ring of Healing slot 1
      abot/Vanity: checkRings(npcRef = PlayerSaveGame Mehra Sedri) mdmd_critosring Boss Crito's Mark slot 2
      abot/Vanity: checkRings(npcRef = PlayerSaveGame Mehra Sedri) ring of fireball Ring of Fireball slot 3
      abot/Vanity: checkRings(npcRef = PlayerSaveGame Mehra Sedri) ring_keley Engraved Ring of Healing slot 1
      abot/Vanity: checkRings(npcRef = PlayerSaveGame Mehra Sedri) mdmd_critosring Boss Crito's Mark slot 2
      abot/Vanity: checkRings(npcRef = PlayerSaveGame Mehra Sedri) ring of fireball Ring of Fireball slot 3
      abot/Vanity: updateAmulet(npcRef = PlayerSaveGame Mehra Sedri) amulet of slowfalling Amulet of Slowfalling amulet
      abot/Vanity: checkRings(npcRef = PlayerSaveGame Mehra Sedri) mdmd_critosring Boss Crito's Mark slot 1
      abot/Vanity: checkRings(npcRef = PlayerSaveGame Mehra Sedri) ring of fireball Ring of Fireball slot 2
      abot/Vanity: checkRings(npcRef = PlayerSaveGame Mehra Sedri) ring of fireball Ring of Fireball slot 1
    5. abot
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      Uhm in one of the images you are wearing some kind of scarf that is probably hiding the amulet, try increasing the amulet forward offset in the mod MCM , settings are common for  all the amulets so it is a compromise with different sizes/positions of amulet meshes and especially with scarf like robes/armors etc
  5. elfamosoalek
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    I have a problem, rings show fine but they all are black, anyone have an idea why ?
    1. abot
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      I have made sticky the related posts
  6. Syanide23
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    Hi abot, I've been making wearable meshes for belts and I was wondering if you'd be interested in using them for something like this? If not could you give me some advice on how to code something like this for belts? Either way I love your mod and it's what inspired me to make the meshes anyways!
    1. abot
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      If you want to do it yourself, check source code of mods like this one or Weapon Sheathing, basically you need to find proper nodes in the actor skeleton structure to attach a copy of your mesh.
      If you want me to give it a try, post one belt somewhere and I can check if it is possibly working with this mod. Or maybe it is something you could more easily add to something like Onion
  7. cheesebacks
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    When I make a new game I can't see my rings in 1st person, but loaded saves are fine. What do :(
    1. abot
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      You mean before getting your papers from the Census Office? I don't think the game view changing is initialized until then
    2. cheesebacks
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      I meant after that when I get Fargoth's ring and any other ring they don't appear. When I enableracemenu in my loaded save the rings disappear in 1st person. It might be an issue with better bodies I don't know
    3. abot
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      > When I enableracemenu in my loaded save the rings disappear in 1st person. It might be an issue with better bodies I don't know
      Ah okay, sorry my bad currently the mod needs to save/reload at least once to work if you are not using any quickstart mods (or  if you change your race in game). I will see if I am able to make it work instantly when you change race in next update.

      [EDIT] hopefully fixed in update 1.06
    4. cheesebacks
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      Thank you, I don't know why I didn't try saving and reloading before. BTW, this is my favorite mod and I appreciate you supporting it and updating it
  8. Kursings
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    Would it be possible to make a patch between this and double chim? When I duel wield weapons, the rings disappear in first person.
    1. abot
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      try this:
      1. unequip all the rings
      2. equip your dual wield weapon
      3 . equip a ring in the left hand, and let me know if equipping the ring breaks the display of the parry weapon
    2. Kursings
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      i just tried what you said, I can still see the left handed weapon but the ring still disappears in first person
    3. abot
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      If the ring disappears and not the contrary, it means Axe mod is the one nuking hand attachments nodes already present while attaching its weapon, it is not something I can change in my mod
    4. Kursings
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      Alright, thanks!
    5. abot
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      Check the update, it has a workaround to try and fix te3.loadAnimation currently nuking player visual attachments.
      It should help if you are using mods (e.g. Double CHIM, 4NM - Total Gameplay Overhaul,
      Sails and Sales, The Art of Alchemy, Dwemer Cycle...) disabling visual attachments added by Vanity.
    6. Kursings
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      That worked! tysm
    7. Kursings
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      So that issue is fixed but I was wondering, is it normal for the ring position to differ from 1st person to 3rd person? Because I am using better bodies and my rings fit perfect on my fingers in 1st person, but they aren't positioned properly in 3rd person.
    8. abot
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      That's strange as the used ring mesh is the same for 1st and 3rd person view so a ring not respecting vanilla rings alignment should look misplaced in both 1st and 3rd person view, Try posting some links to images showing the problem
    9. Kursings
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      https://imgur.com/a/unSNMZS
    10. abot
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      Looks like the hands in 3rd person view have a different pose/position. 1st thing to try (if you are not using it already) is to use the Better Body replacer version suggested/linked in the mod description page
      [EDIT] e.g. this should be how the ring looks on a Altmer lady using Vanity with the linked body replacer
  9. cheesebacks
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    I'm not able to equip some rings like Moon-and-Star and Ring of Azura to my left ring finger with MCP's extra ring-slot, is there a way to fix that?
    1. abot
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      MCP extra ring slot is for non-constant/on-use effect rings only
  10. deathstarboy
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    Ring of Hortator is strangely angled on the finger. It looks horribly to see. All the other items are really cool to see instead. 9.5/10
    1. abot
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      Strange. Maybe check you are not using some mesh replacer changing default Data Files\Meshes\c\C_Ring_exquisite_1.nif mesh size/orientation and/or the mesh used by hortatorring clothing item to something different from Data Files\Meshes\c\C_Ring_exquisite_1.nif
    2. deathstarboy
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      Is that file 8KB?
    3. abot
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      vanilla one is about 8k, there are commonly used replacers that are bigger though. The one in this replacer has the same angle/position as vanilla, maybe give it a try
    4. deathstarboy
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      I understand, i think the problem comes from this mod https://www.nexusmods.com/morrowind/mods/46433?tab=posts but only for some items like the Ring of Hortator, others like Caius etc. are totally fine.  I suppose the meshes of some items have been rotated by the mod for some strange motives. Thx anyway
    5. abot
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      Yeah, that mod changes several artifact rings to point to non-standard size/angle meshes e.g. hortatorring is redefined to point to a new Alais\c\Ring_hortator.nif, if you open both meshes in nifskope you can see the differences with standard c\C_Ring_exquisite_1.nif
      The easier way to fix this ring would be copying c\C_Ring_exquisite_1.nif over Alais\c\Ring_hortator.nif
  11. JoylessJoker15
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    maybe unrelated but is there a mod that allows players (and npcs) to wear more of these accessories ? I realized I cannot wear two rings and a belt
    1. abot
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      You can wear by default 1 belt + 2 rings, 3 rings with the MCP patch option
      This mod can show the 3 rings but no belt (not worth even trying to code that as there are no available fitting belt models, only folded/ground models)
    2. JoylessJoker15
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      sorry, meant more than that, be decked out with amulets etc