This is a simple plugin - it would be pointless making it into an ESM. It does work with just TF2.
How are you installing the mods? An easy way to install this is to choose the version you want and install it manually. You can also install it with NMM but just activate the TF2 version.
I'm using these two mods together and there doesn't seem to be a problem. The Doors mod doesn't move anything, and this mod sticks to the vanilla Caldera layout. It's also compatible with Caldera Cellar by Craigor, aside from the fact you have to disable some things around the cellar entrance. This can be done by going into the console (using the ~ key), clicking on whatever it is you want to disable, type "disable", and press Enter. Be careful not to erase important things (like the house itself)......in case anyone didn't already know this.
I had a look in-game without any of the MGSO master files loaded and it turns out that Texture Fix 2.0 edits the landscape around Caldera, presumably to smooth out jagged edges and texture seems, but trying to use Caldera Clutter without it results in lots of floaters (although less than you might expect, it wouldn't take too long to fix them in the CS if you have a basic familiarity with it). None of the other MGSO master files (Texture Fix - Bloodmoon 1.1.esm, Morrowind Patch 1.6.5 Beta (BTB Edit).esm and Poorly Placed Object Fix 1.2.esm) should be necessary though, I don't think. The dependency on those can be easily removed in Enchanted Editor.
Jason210, this is a really nice little mod, you seem to have a knack for placing clutter so it looks natural. Caldera looks lived in now. Do you have plans to work on any other mods?
One thing to note is that there are a few dirty references that haven't been cleaned - they're unlikely to cause problems, but they *might*, so they should be cleaned with EE or whichever modding tool you prefer:
The main reason I made it dependant on MGSO is because I constructed this mod using the MGSO as a basis for artistic reasons. But as Lucevar remarked, I could easily remove the MGSO dependency and fix the floaters. I just don't think it would look so good. But I will try to do an alternative version that is not dependant on MGSO.
Thanks for your positive comments. I'm glad you like this, and yes, I'll probably be giving a few other places in Morrowind similar treatment. I prefer the minimalist approach.
I'll see if I can clean this mod up a bit and upload a new version.
"I just don't think it would look so good. But I will try to do an alternative version that is not dependant on MGSO."
I am glad you are considering removing the dependencies. But, I have to say this, looking good is a personal taste, so I might not agree with some of the choices with MGSO. Also, making it dependent on those ESMs causes problems to many who don't use MGSO and not all of them are as knowledgeble with mod tools as you, I or Lucevar. So the accessabilty of the mod is reduced. As a mod author, one should make the mod installation should be as easy as possible. Thats my view anyways
I understand and accept your point that plugins should be easy to install, and not have unnecessary dependencies.
However, regarding what looks good... I make mods for primarily for myself, according to my vision and inspiration, or what I feel is missing in the game. It's nice to be able to share them later, but I'm not too interested in trying to please everyone. Sorry if that sounds harsh! For me this is an immersion mod made as a compliment to the MGSO experience in Caldera. This means that the glowing windows, signs, textures, swaying items, sound effects and all the other tangible MGSO features in Caldera combine with the placing of these objects to form a holistic experience that was my vision and which I wanted to share. So my recommendation is that this mod is used with MGSO. That was my vision and inspiration, and remains my recommendation
In response to this discussion, I have now made (some uninspired! ) versions of the mod that do not require MGSO. Lucevar gave me some tips on how to edit the plugin in EE to remove the dependencies. I then fixed the floaters - it was not too painful. So now I have released three versions of the plugin. One that requires MGSO, one that just requires the Texture Fix 2.esm (because I think a lot of people use that) and one that requires just the Bloodmoon and Tribunal. So now folks have a choice of what to use.
"However, regarding what looks good... I make mods for primarily for myself, according to my vision and inspiration, or what I feel is missing in the game. It's nice to be able to share them later, but I'm not too interested in trying to please everyone. Sorry if that sounds harsh! For me this is an immersion mod made as a compliment to the MGSO experience in Caldera. This means that the glowing windows, signs, textures, swaying items, sound effects and all the other tangible MGSO features in Caldera combine with the placing of these objects to form a holistic experience that was my vision and which I wanted to share. So my recommendation is that this mod is used with MGSO. That was my vision and inspiration, and remains my recommendation"
I completely understand and agree. Actually, doing what you want is the best way to mod, IMO. All my mods are actually what I wanted in the game or what I didn't like in the game. That way you get the best ideas too. In the previous post I was just presenting a valid reason for not using MGSO, thats all. My native language isn't English so I could have worded it differently.
"how to edit the plugin in EE to remove the dependencies." You can remove dependency using wrye mash easily too. In the mods tab highlight your mod and uncheck the unwanted masters and hit save. I don't like messing with EE, as you cannot be sure what exactly you are editing sometimes. Just letting you know.
PS : Oh, and if you have multiple ESPs in the archive and only one needs to be activated, then its not compatible with NMM. So better remove the " Download with Manager" button. https://youtu.be/UKuMT5RT2IE?t=6m41s
16 comments
This is a simple plugin - it would be pointless making it into an ESM. It does work with just TF2.
How are you installing the mods? An easy way to install this is to choose the version you want and install it manually. You can also install it with NMM but just activate the TF2 version.
Cheers
/Jason
http://www.nexusmods.com/morrowind/mods/42511/?
Jason210, this is a really nice little mod, you seem to have a knack for placing clutter so it looks natural. Caldera looks lived in now. Do you have plans to work on any other mods?
One thing to note is that there are a few dirty references that haven't been cleaned - they're unlikely to cause problems, but they *might*, so they should be cleaned with EE or whichever modding tool you prefer:
barrel_01
misc_com_broom_01
light_swaying_lantern_256
ex_common_awning_wood_01
ex_common_plat_corn
ex_de_shack_plank_02
ex_drystonewall_end_01
flora_bc_moss_02
flora_grass_01
flora_grass_02
flora_grass_04
furn_com_fence_01
furn_com_fence_02
furn_com_lantern_hook_02
furn_de_ex_bench_01
The main reason I made it dependant on MGSO is because I constructed this mod using the MGSO as a basis for artistic reasons. But as Lucevar remarked, I could easily remove the MGSO dependency and fix the floaters. I just don't think it would look so good. But I will try to do an alternative version that is not dependant on MGSO.
/Jason
Thanks for your positive comments. I'm glad you like this, and yes, I'll probably be giving a few other places in Morrowind similar treatment. I prefer the minimalist approach.
I'll see if I can clean this mod up a bit and upload a new version.
/Jason
I am glad you are considering removing the dependencies. But, I have to say this, looking good is a personal taste, so I might not agree with some of the choices with MGSO. Also, making it dependent on those ESMs causes problems to many who don't use MGSO and not all of them are as knowledgeble with mod tools as you, I or Lucevar. So the accessabilty of the mod is reduced. As a mod author, one should make the mod installation should be as easy as possible. Thats my view anyways
I understand and accept your point that plugins should be easy to install, and not have unnecessary dependencies.
However, regarding what looks good... I make mods for primarily for myself, according to my vision and inspiration, or what I feel is missing in the game. It's nice to be able to share them later, but I'm not too interested in trying to please everyone. Sorry if that sounds harsh! For me this is an immersion mod made as a compliment to the MGSO experience in Caldera. This means that the glowing windows, signs, textures, swaying items, sound effects and all the other tangible MGSO features in Caldera combine with the placing of these objects to form a holistic experience that was my vision and which I wanted to share. So my recommendation is that this mod is used with MGSO. That was my vision and inspiration, and remains my recommendation
In response to this discussion, I have now made (some uninspired! ) versions of the mod that do not require MGSO. Lucevar gave me some tips on how to edit the plugin in EE to remove the dependencies. I then fixed the floaters - it was not too painful. So now I have released three versions of the plugin. One that requires MGSO, one that just requires the Texture Fix 2.esm (because I think a lot of people use that) and one that requires just the Bloodmoon and Tribunal. So now folks have a choice of what to use.
/Jason
I completely understand and agree. Actually, doing what you want is the best way to mod, IMO. All my mods are actually what I wanted in the game or what I didn't like in the game. That way you get the best ideas too. In the previous post I was just presenting a valid reason for not using MGSO, thats all. My native language isn't English so I could have worded it differently.
"how to edit the plugin in EE to remove the dependencies."
You can remove dependency using wrye mash easily too. In the mods tab highlight your mod and uncheck the unwanted masters and hit save. I don't like messing with EE, as you cannot be sure what exactly you are editing sometimes. Just letting you know.
PS : Oh, and if you have multiple ESPs in the archive and only one needs to be activated, then its not compatible with NMM. So better remove the " Download with Manager" button.
https://youtu.be/UKuMT5RT2IE?t=6m41s
@hollaajith, thanks for the info about Wrye Mash and NMM, I didn't know that.