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Author Topic: Too Many Mods Loaded Into Memory?  (Read 268 times)

Dojo2000

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Too Many Mods Loaded Into Memory?
« on: June 15, 2004, 10:04:00 PM »

Here's a list of the mods I have in my TDATA game folder
The names aren't that descriptive, but I gives you an idea of what I have:

100% Projectile Store chance
Abandoned Flat v2
Complete Morrowind Part II
Darkshourd Keep v1.2
Earthly Delights
Enchantment Fix
Fair Magicka Regen
fix_typos
A Good Place to Stay v1.8
licklebookies.esp (?)
Master Slave Key
Mikesleuchtturm_0607
momoney
Necromancers Amulet
Ninja Monkey Statue
Official Plugins v1.0
Portable Bedrolls
Potions
Questfix v1.2
QuickCharacter
Real Sign Posts
Rich Scamp
Santa's Little Helper
Scrolls
Sunmoth Legion Fort
Teleportation Ring
Tower of Hawkwing
Unique Banners and Signs
Uvirith Unleashed v1.2
Velothi Tower
Wizard's Staff
Wyr Jeweler v1.01
Zed

I was getting a dirty disk error (playing off my HDD) about every 20 minutes, or it freezes.  I assume thats normal becuase it happens to my roommate on his unmodded xbox.

I just tried using the Skeletal Mannequins mod and it gave me a dirty disc error while loading my saved game.  So I delete it and try again, but now none of the 50+ saves I have will load.  It just keeps giving me dirty disc errors.  Most of those saves don't have any mods saved to them.

In my TDATA/42530001 folder I get the warning:
Expression Error Unable to find dialogue id "TG_KillHardHeart" in script staceyScript.
I tried clearing the cache, but that didn't work.
If I delete all the mods I can load a game, but everything will be out of whack, like the mod that changes my Telvanni tower.  If I load the save in the tower, exit it, and reenter then I fall through the floor and die.  Thats no good.
I don't have any of the morrowind tools to even begin to find out what this means, and all these mods worked together before.  Anyone have a clue what's going on?
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Dojo2000

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Too Many Mods Loaded Into Memory?
« Reply #1 on: June 17, 2004, 04:20:00 PM »

Ya, I experience the most DD errors when I move into a new cell and it loads it.

I'm not even a member of the Thieve's Guild.  I'm the ArchMagister of Telvanni, Wizard in Mage's Guild, 1st rank of Blade, and I think Protectorate in Fighter's Guild.  I had to download a mod to get around the telvanni master bug, and I think a mod that supposed to fix the mage's guild wizard-master wizard is actually keeping me from becoming a master wizard.

Like I said, if I delete all the mods I can load a save, but it seems if I have any of the mods in I get that script error in the warnings.txt.  

Any way to flush mods out of a game save?  I already tried the enchanted editor and that wasn't helpful at all.
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Dojo2000

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Too Many Mods Loaded Into Memory?
« Reply #2 on: June 17, 2004, 04:21:00 PM »

--double post--
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hammy_69

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Too Many Mods Loaded Into Memory?
« Reply #3 on: June 17, 2004, 05:47:00 PM »

well, something like a mod cleaner could used to remove things from the ess, but if you have been playing with mods for a long while this could be rather difficult.  You most likely stuck, and will have to start over.
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Dojo2000

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Too Many Mods Loaded Into Memory?
« Reply #4 on: June 17, 2004, 06:38:00 PM »

Does a mod cleaner exist, or are you refering to the TEC* utilities?

If you can clean out the mods with the Enchanted Editor I haven't figured it out yet  sad.gif
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hammy_69

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Too Many Mods Loaded Into Memory?
« Reply #5 on: June 17, 2004, 08:58:00 PM »

TESAME is a good mod cleaner, it will display everything contained in a mod and you can easily remove anything unwanted.
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Eclp

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Too Many Mods Loaded Into Memory?
« Reply #6 on: June 18, 2004, 01:38:00 AM »

i guess it because the mod or maybe the files that mod require you doesn't installed on your xbox
i added giant,beter head,beter bodies,abadoned estate,dual wield,slave warrior, combat enchanced,Master Slave Key, races,hooded robe,cloak of three,dark brotherhood helm,sephiroth weapon,sharpened weapon,rhedhead breton,rhedhead nord,cladskin,ff7-r weapon,sheath beltclip, blood and gore,zodiac sign and there is no problem
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Lepain

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Too Many Mods Loaded Into Memory?
« Reply #7 on: June 18, 2004, 03:31:00 PM »

I added a bunch of mods too and after a certain point I would also get the DD error. Like Nightelf said about memory I heard somewhere that Morrowind keeps the current cell that you are in and the previous cell in memory for faster load times.

If you've ever had a dirty save ( doubling of object, npcs and the like) with the PC version that is why they say to load the save, move a couple cells away, save, dump the affending mod, save, load the new save with the mods added. It gets it out of memory.
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Dojo2000

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Too Many Mods Loaded Into Memory?
« Reply #8 on: June 18, 2004, 03:37:00 PM »

Problem is NightElf said its a script from the game, not one of my mods.  If I dump all the mods I can actually load a save though.

I'm taking classes right now, so I haven't had time to play around with deleting the mods anymore.
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Lepain

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Too Many Mods Loaded Into Memory?
« Reply #9 on: June 18, 2004, 03:55:00 PM »

Yeah I know what your saying about time... I put all of my mods on individually and tested them with a new game every time. I gave up for a while now I'm back and looking for new ways. But...

Another thing that may be a problem is completing the mods to get the items. Say you have a full suit of Carnithus' Warmasters Armor in your inventory, heck all of Carnithus' Armors in there ( new textures, meshes, icons)... the game has to load that information from the save, and from the .esp and associated folders in the same cache area which is also hogging up all the memory. As I recall with my experiences the DD errors became more frequent the more stuff I completed. Just a thought, could be wrong.

Oh and TG_KillHardHeart is a journal entry that the script uses.
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Dojo2000

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Too Many Mods Loaded Into Memory?
« Reply #10 on: June 18, 2004, 06:05:00 PM »

Ya, some of the mods like the potions and scrolls are all new icons for the corresponding inventory items.  Lots of graphics to take up memory.

All of these mods worked (although I did get frequent DD errors) together.
As soon as I tried to add the Skeletal Mannequins mod NONE of my game saves would load and it gave me the script warning.  I deleted the mod, but the problem persists, even on my game saves that have NO mods in them.

QUOTE
Oh and TG_KillHardHeart is a journal entry that the script uses.

Are you saying that it's looking for this journal entry and can't find it?  Where would I have picked up this entry, or what triggers it?  I'm not a member of the Theive's Guild.

I did notice a couple dialogue bugs (whats new):  I can tell a "student"  in Mage's Guild in Ald ruhn to join the Morog Tong, even though I'm not a member of them.
A House Hlaalu member asks me to get a House Redoran member to apologize for insulting them, but I'm not a member of either house.
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Dojo2000

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Too Many Mods Loaded Into Memory?
« Reply #11 on: June 18, 2004, 06:08:00 PM »

Ya, some of the mods like the potions and scrolls are all new icons for the corresponding inventory items.  Lots of graphics to take up memory.

All of these mods worked (although I did get frequent DD errors) together.
As soon as I tried to add the Skeletal Mannequins mod NONE of my game saves would load and it gave me the script warning.  I deleted the mod, but the problem persists, even on my game saves that have NO mods in them.

QUOTE
Oh and TG_KillHardHeart is a journal entry that the script uses.

Are you saying that it's looking for this journal entry and can't find it?  Where would I have picked up this entry, or what triggers it?  I'm not a member of the Theive's Guild.

I did notice a couple dialogue bugs (whats new):  I can tell a "student"  in Mage's Guild in Ald ruhn to join the Morog Tong, even though I'm not a member of them.
A House Hlaalu member asks me to get a House Redoran member to apologize for insulting them, but I'm not a member of either house.
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Lepain

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Too Many Mods Loaded Into Memory?
« Reply #12 on: June 19, 2004, 05:05:00 AM »

Journal entries are considered part of the dialogue section of morrowind, which gives everyone trouble on the xbox. Journal entries use index numbers to recognize whether a certain objective has been completed, most of the time in a script or the results section of dialogue. This is the staceyscript.

Begin staceyScript

;script on Gentleman Jim Stacey

;local for dialogue which is set if the player puts Enamor and the note in the right chest.
; appended to by BILL, 20010913

short enamorInChest
short doneKey
short nolore

;don't process when disabled
if ( GetDisabled == 1 )
   return
endif

if ( GetJournalIndex TG_KillHardHeart >= 100 )
   if ( CellChanged == 1 )
      Disable
      Return
      ; make him disappear when you're the Master Thief
   endif
else
   if ( OnDeath == 1 )
         if ( doneKey == 0 )
           AddItem Skeleton_key 1
           ; make him drop the Skeleton key if the player doesn't already have it
           ; can't be in his inventory, re: pickpocket, lest the player get it twice
              set doneKey to 1
      endif
   endif
endif

if ( GetJournalIndex TG_SS_Enamor >= 100 )
   return
endif

if ( "de_p_chest_02salynsaret"->GetItemCount "Glass_Dagger_Enamor" >= 1 )
   if ( "de_p_chest_02salynsaret"->GetItemCount "bk_Enamor" >= 1 )
      Set enamorInChest to 1
   endif
endif

End

The script is on Gentleman Jim Stacey and by looking at how the journal entry is used I would have to say that after you kill Radd HardHeart and return to Gentleman Jim he promotes you to Master Thief and in the results section of this dialogue it must make the Index number for the journal entry a 100. That way after you are the master thief there is no more need for him and he leaves town forever (the disable function) after you change cells ( if (CellChanged == 1)).

I haven't tried half of the mods that you have but I'd guess that one of them changes or deletes the journal entry. A few that look suspect to me are the fix typos mod, Complete Morrowind II ( I have no clue what this mod changes, but it sounds like alot. )
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hammy_69

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Too Many Mods Loaded Into Memory?
« Reply #13 on: June 19, 2004, 08:41:00 AM »

Some of you may have problems not from memory but using up to much the disc space.  You have to leave room for save games and your journal.  So of course, the more stuff you do the bigger your saves and journal get, which could start competing with the mod space causing dirty disc errors.

I figured that you shouldn't have more than around 200mb of mods, that leaves like 87mb for saves and journal crap.
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hammy_69

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Too Many Mods Loaded Into Memory?
« Reply #14 on: June 19, 2004, 10:40:00 AM »

oh, usually memory means RAM, I thought the conversation was about textures and such being loading into RAM.  Yes, hard drive space is key, if you do not leave enough room for the game to take certain actions things will go south very quickly.
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