The patch made by Vrugdush for this mod & UL Snowdale doesn't work, at least with Feldscar installed. Huge land tears in the area between the hut & Feldscar that are caused by the patch. Don't use it if you use Feldscar; you don't even need it because the area looks fine without the patch.
I really, really wish you would stop making all of your mod NPCs essential. Knightly Orders has this too - why? NPCs shouldn't be essential unless they're critical to the story, and all of these are not. Cute little mods but I just can't find myself to keep them in the load order because of that reason. They have no reason to be essential. It's so weird to enter an area where there are like, six essential NPCs that don't even have unique dialogue.
Load mod's esp into the CS go to NPCs in object window expand FormID column (between editorID column and Count Column click once on Form ID to sort NPCs by FormID descending edit each of the 14 Glenmoril NPCs by unchecking its essential box save esp if using some modmangers (like OBMM), you may have edited only the active .esp in the data file, and not the base .esp contained in the OMOD or other mod folder. In which case, and if you want a permanent copy of the edited .esp, copy paste the edited .esp from the DATA folder, combine it with the Meshes and Textures of the mod in a folder, and make a new mod out of the folder.
Non-essential npcs can easily die via creatures, npc fights, bandits, guards, etc. You don't know what the mod author set each npc's aggression to; if it's high enough, they can get in fights on their own. Nothing worse than coming into a city and seeing dead npcs on the road or in town. You wonder, were they a part of a quest, and are they set to respawn? You can resurrect them via the console, but you don't know if a quest is now broken, and you shouldn't have to waste time on that at all anyway since they can just as easily die again. Mods that DON'T set npcs as essential are the annoying ones. I use the CS to go into every mod that doesn't do that & set them all myself -- unless there's too many npcs, then I just use ZuTheSkunk's mod to easily set them essential in game with a hotkey. You just cast a spell on any npc and they're instantly essential or revert to non-essential.
In the case of this mod, it adds unique witch covens... why in the world would you want them set non-essential? So they can die by some wilderness creature or bandit and you can visit an empty tent?
I can understand why people might want this either way. There's something to be said about environmental story telling; one person might be upset that the NPCs in the mod are dead before they arrive, while another might find that a neat indicator that "something happened" before they arrived.
I like the idea but this shouldn't be tagged as lore friendly:
" "What little I have discovered points to the witches of Glenmoril. In the past, they have been capable of creating a cure. I have searched for these witches throughout Cyrodiil, but no covens still exist within its borders. There may be one left. I have unconfirmed reports of a woman seen near theCorbolo River who fits the description of these witches. "
Install the mod after have completed the vampire cure quest, then you can head canon that the mobile (as show by their tents) Glemoril merchants have recently moved in, maybe because of disruption by the Oblivion crises in their prior locale.
A compatibility patch for Unique Landscapes - Snowdale is now available from The One Stop Patch Shop over at AFK Mods. Thanks, Guinefort1 and Vorians, for letting me share it, and mhahn123, for hosting it.
Hello there, I have created a compatibility patch for this mod to work better with Ruins of Miscarcand: https://www.nexusmods.com/oblivion/mods/49833/?tab=description
I have checked all locations and none have any conflicts, at least with UL and Hesu which are the primary landscape mods I use. In fact, the locations couldn't be better - obscure locations fairly distant from society, and most of them add something that was missing in that empty landscape. Their remoteness puts them pretty far from any other landscape mods.
Love this! Actually, I have most of your "Series" in my load order. I did find a conflict with another mod. If you have the Watchtower (http://www.nexusmods.com/oblivion/mods/13675/?) installed, it completely covers on of the coven huts. You can still get the map marker and the notification for it, but there is no access without "TCL"ing through the rocks.
Oh I am personally extremely glad to hear that ! (Guinefort1: "I've made a list of UL mods that are the most likely ones to cause trouble. They are: Cliffs of Anvil, Silverfish River Valley, River Ethe, Cloudtop Mountains, Snowdale, and Ancient Yews. Hopefully that will help.")
You think this coven is undocumented, ever hear of the Afterdark Society? Only small mentions in Arena and Daggerfall and then completely falls off the radar by Morrowind. Anyways will try this mod out and see if I can fix the collision issue.
First off, congratulations on stumping me with an obscure lore element. : ) I like to think that I'm pretty informed about ES lore, but I'm pretty weak on anything pre-Morrowind, especially since much of that was subtly thrown out anyway. Thank you ESO, for providing the first real in-universe documentation of the Glenmoril Coven. You'd think it wouldn't have taken that long. Anyway, please feel free to do as much (or as little) work on the collision issues as you like. I hope that you enjoy the mod. Cheers.
I've found out what's causing the collision issues. Many of the objects (like the wall hangings or the hanging skulls) have weird collision meshes added to them. Removing them fixed the issue, but a real fix would have to involve modifying the collision on the meshes or removing the collision from them entirely.
UPDATE: Turns out it was only one mesh that was the problem and have fixed it. will pm a link to the file if possible.
30 comments
go to NPCs in object window
expand FormID column (between editorID column and Count Column
click once on Form ID to sort NPCs by FormID descending
edit each of the 14 Glenmoril NPCs by unchecking its essential box
save esp
if using some modmangers (like OBMM), you may have edited only the active .esp in the data file, and not the base .esp contained in the OMOD or other mod folder. In which case, and if you want a permanent copy of the edited .esp, copy paste the edited .esp from the DATA folder, combine it with the Meshes and Textures of the mod in a folder, and make a new mod out of the folder.
In the case of this mod, it adds unique witch covens... why in the world would you want them set non-essential? So they can die by some wilderness creature or bandit and you can visit an empty tent?
" "What little I have discovered points to the witches of Glenmoril. In the past, they have been capable of creating a cure. I have searched
for these witches throughout Cyrodiil, but no covens still exist within
its borders. There may be one left. I have unconfirmed reports of a
woman seen near the Corbolo River who fits the description of these witches. "
Also there is a compatibility patch for Ruins of Miscarcand, here.
https://www.nexusmods.com/oblivion/mods/49833/?tab=description
(Guinefort1: "I've made a list of UL mods that are the most likely ones to cause trouble. They are: Cliffs of Anvil, Silverfish River Valley, River Ethe, Cloudtop Mountains, Snowdale, and Ancient Yews. Hopefully that will help.")
First off, congratulations on stumping me with an obscure lore element. : ) I like to think that I'm pretty informed about ES lore, but I'm pretty weak on anything pre-Morrowind, especially since much of that was subtly thrown out anyway. Thank you ESO, for providing the first real in-universe documentation of the Glenmoril Coven. You'd think it wouldn't have taken that long. Anyway, please feel free to do as much (or as little) work on the collision issues as you like. I hope that you enjoy the mod. Cheers.
UPDATE: Turns out it was only one mesh that was the problem and have fixed it. will pm a link to the file if possible.