Controller on Node 90 - meshes/e/magic_cast_myst.nif

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SlightlyCubed
Posts: 8
Joined: 23 Sep 2016, 19:25

Controller on Node 90 - meshes/e/magic_cast_myst.nif

Post by SlightlyCubed » 23 Sep 2016, 19:31

Hello everyone!

I created a new account just for this issue I am having because it is the first issue I have even run into while using OpenMW! I downloaded a mod by the name of YAPHM (Yet Another Portable House Mod) over on the Nexus and ran into a rather interesting issue. The mod adds a spell into your characters menu that uses the function of Mark and Recall to warp you into a "portable" home. The interesting issue part comes into play that the spell itself works fine but then randomly stops working. When you cast the spell it is normally supposed to pop up a menu where you can select out of three options. However, randomly, the spell will cast and will not produce the menu at all.

When I look into my console thing that launchs along side OpenMW it states this as an error "Unhandled controller NiPathController on node 90 in meshes/e/magic_cast_myst.nif" When I check my install directory I do not have any mod altering this file as it is not present at all in the folder structure. It also seems once the spell "breaks" it will never work again as I have tried reloading the save game and going into a new cell. The only way to make it work again is to go back to an earlier save game.

I apologize if I am not reporting this bug correctly as I am quite new to this. I read the guidelines (as in quick read) and did not notice anything that stated about posting in this issue thread. Thanks for any time spent in advance!

aesylwinn
Posts: 243
Joined: 14 Dec 2015, 20:30

Re: Controller on Node 90 - meshes/e/magic_cast_myst.nif

Post by aesylwinn » 24 Sep 2016, 05:13

The "Unhandled controller" warning should be irrelevant here. I would guess that its an issue with one of the scripts. Whether the problem is on the OpenMW end or the mod end, I don't know.

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MiroslavR
Posts: 156
Joined: 12 Feb 2014, 17:45

Re: Controller on Node 90 - meshes/e/magic_cast_myst.nif

Post by MiroslavR » 24 Sep 2016, 18:14

The script that manages teleportation is attached to an item in your inventory that should not be visible (but OpenMW shows a purple box). If you remove this item from your inventory and leave the place where you left it, the script will stop executing, resulting in the behavior you've described.

This pull request should fix the issue: https://github.com/OpenMW/openmw/pull/1078

SlightlyCubed
Posts: 8
Joined: 23 Sep 2016, 19:25

Re: Controller on Node 90 - meshes/e/magic_cast_myst.nif

Post by SlightlyCubed » 29 Sep 2016, 17:23

Thanks for the replies!

I ended up confirming the idea that it is an item that should not be seen by the player by reinstalling and ignoring the item itself and playing normally. This also applies to any item used in a "sorting" chest mod that requires an item present in the container.

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MiroslavR
Posts: 156
Joined: 12 Feb 2014, 17:45

Re: Controller on Node 90 - meshes/e/magic_cast_myst.nif

Post by MiroslavR » 29 Sep 2016, 19:58

This is fixed for the next version.

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