I haven't modified that version, simply uploaded the provided file, so no. If you want, you can make the necessary change yourself - just copy the text and action box for "account status" topic from the OMW version to Light. The only difference is that in the vanilla version I used some hex editing to make the topic look better, and OMW doesn't take it well, so I restored the conventional formatting for it.
IndyBankWC is a bit broken (OpenMW 0.46); the North Wall Tower isn't there (but the trapdoor entrance is); there's some floaters in the Market District; and an empty wall segment up the hill in the southeastern part. The tricky thing is it all looks fine in the CS but not in the actual game.
I thought dirty edits might have been the case but I tried this version of the mod out with nothing else in and the issues remain. Does anybody have any ideas on how to fix it?
I must admit, I was not the one that made the WC version of the mod (haven't been playing with Walled City at all, in fact), so I may not have the whole info on it. Then again, I've tried to load the game with the mod (although my version of OpenMW is 0.48) and I don't find any artifacts from your description. Care to elaborate?
Tower number 2, in your screenshot, is not there but the entrance to it IS, so it floats at the top of an "invisible" tower. On the southern side, in the south east (behind the South Wall Corner Club), a section of wall that slopes upward is also not rendered. In the Market plaza, the doors and windows of several stores is floating while the stores themselves are several meters away. Similarly, the Temple's main building is several meters disconnected from the enclosing walls, doo, and windows that makes its front entrance.
It's possible this is a 0.46-specific issue--I cannot update to 0.48 with my current computer due to its age--since a similar issue (in the vanilla game) occurs with Fort Pelagiad after exiting Ahnassi's House. In that case, the missing wall segments reappear after entering/exiting any other building or wandering for a couple of minutes.
I didn't see the problems I described in the Construction Set either, but I have only had this floating/invisible architecture problem with this mod, Morrowind Rebirth, and parts of Dave Humphrey's Furniture Store (specifically, Castle Ebonheart's southwestern corner missing a segment of wall and a section of ceiling in the Ald'ruhn home) yet not 99% of other mods such as Kilcunda's Balmora, Izi's Balmora, Izi's White Suran, etc.
I'll check the main Walled City Balmora mod and see if the problem is there as well. Overall, I'm uncertain what the root is because I couldn't find anything wrong in the Construction Set.
EDIT: I checked Walled City Balmora 1.6 and the problems I've mentioned aren't there. Tower number 2 is where it should be; the southern walls are solid; the shops in the market district are as they should be; and the Temple is likewise appropriate.
I'm particularly interested in IndyBankWC because I like that version's Balmora house and how it's placed in the Walled City Balmora mod, so it's a shame it's not fully working in OpenMW 0.46.
Did you load both IndybankWC and the original WC mods for the game? I've loaded Indybank alone, and Balmora is surrounded with walls and towers; not sure if original WC is needed at all. Maybe it's the superposition of mods that causes glitches. Also, did you load the mod in the middle of a game or started a new one?
Originally, I loaded both of them and this was a mistake since they're out of alignment; like stretches of walls would right next to each other and some parts of IndyBankWC were directly on top of regular Walled City. However, there were no (visible) floaters, but all the doubling architecture and visible mess made it a problem in its own right.
Then, I tried IndyBankWC on its own and realized it has Walled City by itself, and I fresh New Game saves to test it after noticing the problem with old test saves. New Games didn't fix the floaters I mentioned, but it did (of course) fix typical stuff like banners not being in the right place but that's not the kind of floater I'm reporting; I'm referring to floaters such as doors and windows being meters away from where they should be, or the trapdoor of Tower number 2 and Balmora-facing lantern lamp being present but not the actual tower itself.
Also, thank you for taking the time with me. I apologize for not having thanked you earlier, since it might be a little strange to have forgotten only to do so abruptly.
EDIT: Just to check, I redownloaded this mod and tested out IndyBankWC--the problems I listed aren't there in-game. I failed to note I actually edited IndyBankWC to remove the excessive statues (and some other things) and left it as ".omwaddon." I'm wondering if I either got unlucky with a bad download or if loading it as ".omwaddon" rather than ".esp" caused issues. I'm now going to load up the version I modded, but with the suffix changed to ".esp", and see if it fixes the issue.
EDIT2: I have discovered that, when attempting to re-edit the fresh download to have fewer statues (etc.), the problems I described above returned. I suspect the issue has to do with OpenMW 0.46's Construction Set since there was also an error message about something not having a "valid reference" for something other. Perhaps it failed to recognize 2 objects being where they're supposed to? Other than that, it's clear that attempting to edit the mod with the OpenMW CS breaks it.
Have you tried to edit it with original CS? Unless you intend to add some OpenMW specific functionality to the mod, there's no reason to stick to OpenMW CS.
I haven't. I wasn't aware I could, actually, since I didn't know what I was doing the year or two ago I got into Morrowind (via OpenMW) in the first place.
I don't presently intend to try it for myself but it stands to reason that if the OpenMW CS is the problem that the normal CS would work fine. However, I spent too much time troubleshooting mods last week that I'm completely burnt out on the venture. D-X
Thank you for the tip, though, since it didn't occur to me.
I tried to change the interest rates, but after the altering the esp dosent show up in the mod folder? what did i exactly do wrong?, im using the lite version by arakhor
The mod works great, but who actually accept letters of credit? Just checking all the merchants and no one of them accept them telling "they have no business with banks"
Well, I don't remember anymore why it was done this way (the mod is more than twenty years old, after all), but it seems that letters of credit are accepted on per-person basis:
Haven't had a chance to fully explore the mod yet (lite version), but there's a funny incompatibility with Antares Go to Jail v3.7.
If you don't put it above Go to Jail in your load order, being arrested will just dump you in front of the nearest jail with the vanilla stat drains instead of locking you in a cell. However, if you get a bounty over 1000 drakes, you will go to the ebony mine as intended.
So even if there's no added buildings, the simple addition of the hand placed npcs is enough to wreck compatibility with mods that are sensitive to changes to town cells.
This is interesting. I haven't been in Morrowind for years, so hardly can say anything helpful right off the bat, but are you sure it's about hand-placed NPC's in the bank mod? Honestly, I can's imagine *anything* that could cause such behavior, since these two mods (especially lite) hardly share any asset to conflict. Definitely not cells.
What if you try to edit the Indybank in MWEdit, remove all cells from it (that, of course will make the mod useless, but that's just for testing) and try the compatibility with that version (with the clean start, obviously)? If it still causes issues, try to delete greetings and see what happens then.
No, it's specifically designed to minimize impact on maps and therefore, possibility for conflicts with other mods that might make changes to same maps. Hence, no houses.
I see. Then indeed, "BankLite_by_Arakhor" version is what has to be used, it has banker NPCs in existing interior cells instead of dedicated buildings.
Back in 2004/2005 I used this mod and loved it. It was one of those mods that altered the game positively and in a balanced way that made my experience of Skyrim even better with a higher level of immersion. And indeed, it's not even that much of a novelty given that Daggerfall had banking systems in each province.
This mod is simply unmatched and unfortunately had not even been duplicated in either Oblivion or; most surprisingly, Skyrim to date! Such a great and rather simple mod which increases my enjoyment of the game and increases the feeling of Morrowind being a second life experience belongs in any game that aspires to immerse the player to that level.
This to me is the essential mod that I cannot play Morrowind without.
The developer of this mod really should consider adding this to other Bethesda titles, and most definitely might wish to suggest it to the Tamriel Rebuilt modders for the new areas of the game.
To my knowledge, both Oblivion and Skyrim branches of Nexus contain several bank mods, though I haven't tried any myself. And, sadly, I haven't tried to mod any Bethesda games past Morrowind (actually haven't *played* Skyrim yet). Shame, I know.
As for including banks into Tamriel Rebuilt - instructions for making building banks and NPCs bankers are below in comments, anyone can do it.
Installed this simply for the realism addition to the Morrowind world. What society doesn't have a banking system? The loans and letters of credit are a nice touch too. Great idea and well executed!
89 comments
I thought dirty edits might have been the case but I tried this version of the mod out with nothing else in and the issues remain. Does anybody have any ideas on how to fix it?
It's possible this is a 0.46-specific issue--I cannot update to 0.48 with my current computer due to its age--since a similar issue (in the vanilla game) occurs with Fort Pelagiad after exiting Ahnassi's House. In that case, the missing wall segments reappear after entering/exiting any other building or wandering for a couple of minutes.
I didn't see the problems I described in the Construction Set either, but I have only had this floating/invisible architecture problem with this mod, Morrowind Rebirth, and parts of Dave Humphrey's Furniture Store (specifically, Castle Ebonheart's southwestern corner missing a segment of wall and a section of ceiling in the Ald'ruhn home) yet not 99% of other mods such as Kilcunda's Balmora, Izi's Balmora, Izi's White Suran, etc.
I'll check the main Walled City Balmora mod and see if the problem is there as well. Overall, I'm uncertain what the root is because I couldn't find anything wrong in the Construction Set.
EDIT: I checked Walled City Balmora 1.6 and the problems I've mentioned aren't there. Tower number 2 is where it should be; the southern walls are solid; the shops in the market district are as they should be; and the Temple is likewise appropriate.
I'm particularly interested in IndyBankWC because I like that version's Balmora house and how it's placed in the Walled City Balmora mod, so it's a shame it's not fully working in OpenMW 0.46.
Then, I tried IndyBankWC on its own and realized it has Walled City by itself, and I fresh New Game saves to test it after noticing the problem with old test saves. New Games didn't fix the floaters I mentioned, but it did (of course) fix typical stuff like banners not being in the right place but that's not the kind of floater I'm reporting; I'm referring to floaters such as doors and windows being meters away from where they should be, or the trapdoor of Tower number 2 and Balmora-facing lantern lamp being present but not the actual tower itself.
Also, thank you for taking the time with me. I apologize for not having thanked you earlier, since it might be a little strange to have forgotten only to do so abruptly.
EDIT: Just to check, I redownloaded this mod and tested out IndyBankWC--the problems I listed aren't there in-game. I failed to note I actually edited IndyBankWC to remove the excessive statues (and some other things) and left it as ".omwaddon." I'm wondering if I either got unlucky with a bad download or if loading it as ".omwaddon" rather than ".esp" caused issues. I'm now going to load up the version I modded, but with the suffix changed to ".esp", and see if it fixes the issue.
EDIT2: I have discovered that, when attempting to re-edit the fresh download to have fewer statues (etc.), the problems I described above returned. I suspect the issue has to do with OpenMW 0.46's Construction Set since there was also an error message about something not having a "valid reference" for something other. Perhaps it failed to recognize 2 objects being where they're supposed to? Other than that, it's clear that attempting to edit the mod with the OpenMW CS breaks it.
I don't presently intend to try it for myself but it stands to reason that if the OpenMW CS is the problem that the normal CS would work fine. However, I spent too much time troubleshooting mods last week that I'm completely burnt out on the venture. D-X
Thank you for the tip, though, since it didn't occur to me.
"lliros tures"
"fonas retheran"
"vasesius viciulus"
"verick gemain"
"thongar"
"manicky"
"alusaron"
"dronos llervu"
"hakar the candle"
"saetring"
"alds baro"
"savard"
"hodlismod"
"Sirollus Saccus"
"lorbumol gro-aglakh"
"hrundi"
"wayn"
"thorek"
"meldor"
"ergnir"
"tuveso beleth"
"daynali dren"
"nalcarya of white haven"
"balmora_personal_mage"
"merchant_manor_trader"
"sadrith_mora_trainer"
Plus anyone of Enchanter Service class.
If you don't put it above Go to Jail in your load order, being arrested will just dump you in front of the nearest jail with the vanilla stat drains instead of locking you in a cell. However, if you get a bounty over 1000 drakes, you will go to the ebony mine as intended.
So even if there's no added buildings, the simple addition of the hand placed npcs is enough to wreck compatibility with mods that are sensitive to changes to town cells.
What if you try to edit the Indybank in MWEdit, remove all cells from it (that, of course will make the mod useless, but that's just for testing) and try the compatibility with that version (with the clean start, obviously)? If it still causes issues, try to delete greetings and see what happens then.
there's like a gap in the textures so it looks like the bank area is floating
Back in 2004/2005 I used this mod and loved it. It was one of those mods that altered the game positively and in a balanced way that made my experience of Skyrim even better with a higher level of immersion. And indeed, it's not even that much of a novelty given that Daggerfall had banking systems in each province.
This mod is simply unmatched and unfortunately had not even been duplicated in either Oblivion or; most surprisingly, Skyrim to date! Such a great and rather simple mod which increases my enjoyment of the game and increases the feeling of Morrowind being a second life experience belongs in any game that aspires to immerse the player to that level.
This to me is the essential mod that I cannot play Morrowind without.
The developer of this mod really should consider adding this to other Bethesda titles, and most definitely might wish to suggest it to the Tamriel Rebuilt modders for the new areas of the game.
To my knowledge, both Oblivion and Skyrim branches of Nexus contain several bank mods, though I haven't tried any myself. And, sadly, I haven't tried to mod any Bethesda games past Morrowind (actually haven't *played* Skyrim yet). Shame, I know.
As for including banks into Tamriel Rebuilt - instructions for making building banks and NPCs bankers are below in comments, anyone can do it.