ab01wlcrShipWreckScript from water life throws a verify error on line 73, column 0 (<newline>): missing expression.
lines 70 - 73 are
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if ( ab01debug == 2 )
MessageBox "shipwreck N. %g scale set to %f" ab01wlShipWrecks
endif
The sea star, shells and sandcoin scripts seem to not work correctly, the scripts are similar for the harvesting section
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if ( OnActivate )
if ( ab01autoLoot == 0 )
; set t2 to 0
; disable
activate
return
else
set x1 to ( ( player->GetLuck ) + 20 )
set i1 to Random 101
if ( x1 > i1 )
if ( GetItemCount "ab01wlRndSandCoin01" > 0 )
player->AddItem ab01ingred_sandCoin01 1
elseif ( GetItemCount "ab01wlRndSandCoin02" > 0 )
player->AddItem ab01ingred_sandCoin02 1
elseif ( GetItemCount "ab01wlRndSandCoin03" > 0 )
player->AddItem ab01ingred_sandCoin03 1
elseif ( GetItemCount "ab01wlRndSandCoin04" > 0 )
player->AddItem ab01ingred_sandCoin04 1
elseif ( GetItemCount "ab01wlRndSandCoin05" > 0 )
player->AddItem ab01ingred_sandCoin05 1
elseif ( GetItemCount "ab01wlRndSandCoin06" > 0 )
player->AddItem ab01ingred_sandCoin06 1
elseif ( GetItemCount "ab01wlRndSandCoin07" > 0 )
player->AddItem ab01ingred_sandCoin07 1
elseif ( GetItemCount "ab01wlRndSandCoin08" > 0 )
player->AddItem ab01ingred_sandCoin08 1
else
set i1 to -1
endif
if ( i1 >= 0 )
MessageBox "Sand Coin gathered"
endif
else
MessageBox "No luck this time"
endif
There is another entry in the error log
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NIFSkeletonLoader: Warn: Unhandled NiDirectionalLight __MAX_Default_Light in meshes\abot\ab01fishingrod.nif
Both mods throw loads of errors for missing attack or idle animations in many models but I am not sure how to test if the animations are missing or a bug in OpenMW is preventing them from running. As both these mods have been run extensively in vanilla there seems to be a difference in the way that OpenMW deals with them.