It is dirty. The fix is the simplest thing in the world, though. I will detail this below.
1. Open CS. 2. Click your mod in the .esp list 3. Click " Details " 4. Delete the STAT records. 5. Wow that took no time at all.
I know that I am repeating what someone else has already said, but I am driving home the point that the numerous posts saying that this mod is dirty aren't 'lying' to you. We're trying to help.
On a more positive note, I never play Morrowind without this mod. This is an absolutely terrific idea. Endorsed, liked, subscribed, two thumbs up.
This is a nice and simple mod that greatly enhances the immersion qualities of Mournhold by utilizing the spires of the temple in every major city cell, making Mournhold feel much more complete. Endorsed.
That said, I should mention that there are four dirty references present in the current file. Namely, these dirty references are "Ex_MH_Temple", "Ex_MH_Palace_Courtyard", "Ex_MH_Palace_Tower", and "Ex_MH_Palace_Tower02". These dirty references are easy to clean, and you can use TESPCD, Enchanted Editor, or tes3cmd to get rid of them. If you need a tutorial, you can find one here for Enchanted Editor and TESPCD, and you can use the wiki for tes3cmd.
How are these references dirty? They are the static models I added to make all that stuff visible. Dirty references, aka "evil GMSTs", are totally unrelated global game variables, and this mod doesn't contain them. http://www.mwmythicmods.com/argent/tech/gmst.html Thanks for endorsing the mod
In response to post #16441390. #16651514 is also a reply to the same post.
GMSTs or Game Settings are not the same thing as dirty references. A dirty reference is created when you hit the save button on the object render window as seen here. By hitting that button, you are actually saving changes to every reference (or instance) of that object in the entire game, not just the one you're placing at the moment. This may sound a little confusing, because other editors, such as Oblivion's and Skyrim's Creation Kit, are very different and actually require you to hit the save button in order to keep any changes to that object. But doing that with Morrowind will create the aforementioned dirty reference, and you should always hit the cancel button instead when you have a window like this open in the render screen.
The main risk with dirty references is accidental conflicts with other mods, but there are technically other problems that can crop up as a result of dirty references, though in this case all of the dirty references in this mod are static objects which have a fairly low-risk factor so it's unlikely any major issues would occur as a result (other than mod conflicts). You can use the cleaning programs I linked in my first post for cleaning out dirty refs, and if you need help using them, simply use the tutorial and/or wiki linked above.
Thanks for the explanation, it's the first time I've heard that you're not supposed to click Save button when placing or moving objects in Morrowind. However, I maintain that this mod is not "dirty", and I'm very positive it would not cause any bugs. For years, we've been hearing about the "evil GMSTs" and how to eliminate them, and I've been doing that diligently. Now, someone comes along and says there are dirty references in my mod, suggesting I invest time in finding and eliminating them. I think I'll pass
In the plugin list in CS, if you select your mod and hit 'details', you see all the things you've changed. In your mod we can see that 4 statics were marked changed. This was caused by hitting save when you moved those static around. Not intentional, but still a dirty mod, because it contains changes which was not intended and identical to the records in the three vanilla ESMs.
Since this is a small mod, you can see the unintended changes. In the 'details' window, select those STAT records and hit delete. This should mark them as ignored. Now open your mod and save. This should remove those records.
Thanks for the suggestion, but as this mod is working fine, and no problems have ever been reported, I'll leave it as at is. All changes were intentional. This is not a dirty mod.
Thanks for the explanation, it's the first time I've heard that you're not supposed to click Save button when placing or moving objects in Morrowind. However, I maintain that this mod is not "dirty", and I'm very positive it would not cause any bugs. For years, we've been hearing about the "evil GMSTs" and how to eliminate them, and I've been doing that diligently. Now, someone comes along and says there are dirty references in my mod, suggesting I invest time in finding and eliminating them. I think I'll pass
You can use tes3cmd to clean your mods with very little fuss.
If anyone is curious what's being talked about here, there are four records in this mod whose values are the same as those in Tribunal.esm: ex_mh_temple ex_mh_palace_courtyard ex_mh_palace_tower ex_mh_palace_tower02
All are STAT records (statics).
So, if another mod intentionally changes one of these Statics (and, really, we're only realistically talking about mesh replacers when it comes to Statics like these) and "Visible Mournhold Temple" loads after that other mod then the changes in the other mod won't be seen in game. Because, y'know, load order.
What version of MGE do you use? I tried out 3.8.2 beta and it has fog so it cannot see too far. I also tried MGE XE which does see far but only so far and even the walls in Mournhold disappear if I am looking across the Bazaar from one end to the next.
When generating Textures for Distant Land, don't forget to tick the box "include interiors behaving like exteriors". This feature is in the current version of MGE XE available here at nexus.
12 comments
It is dirty. The fix is the simplest thing in the world, though. I will detail this below.
1. Open CS.
2. Click your mod in the .esp list
3. Click " Details "
4. Delete the STAT records.
5. Wow that took no time at all.
I know that I am repeating what someone else has already said, but I am driving home the point that the numerous posts saying that this mod is dirty aren't 'lying' to you. We're trying to help.
On a more positive note, I never play Morrowind without this mod. This is an absolutely terrific idea. Endorsed, liked, subscribed, two thumbs up.
That said, I should mention that there are four dirty references present in the current file. Namely, these dirty references are "Ex_MH_Temple", "Ex_MH_Palace_Courtyard", "Ex_MH_Palace_Tower", and "Ex_MH_Palace_Tower02". These dirty references are easy to clean, and you can use TESPCD, Enchanted Editor, or tes3cmd to get rid of them. If you need a tutorial, you can find one here for Enchanted Editor and TESPCD, and you can use the wiki for tes3cmd.
Dirty references, aka "evil GMSTs", are totally unrelated global game variables, and this mod doesn't contain them. http://www.mwmythicmods.com/argent/tech/gmst.html
Thanks for endorsing the mod
GMSTs or Game Settings are not the same thing as dirty references. A dirty reference is created when you hit the save button on the object render window as seen here. By hitting that button, you are actually saving changes to every reference (or instance) of that object in the entire game, not just the one you're placing at the moment. This may sound a little confusing, because other editors, such as Oblivion's and Skyrim's Creation Kit, are very different and actually require you to hit the save button in order to keep any changes to that object. But doing that with Morrowind will create the aforementioned dirty reference, and you should always hit the cancel button instead when you have a window like this open in the render screen.
The main risk with dirty references is accidental conflicts with other mods, but there are technically other problems that can crop up as a result of dirty references, though in this case all of the dirty references in this mod are static objects which have a fairly low-risk factor so it's unlikely any major issues would occur as a result (other than mod conflicts). You can use the cleaning programs I linked in my first post for cleaning out dirty refs, and if you need help using them, simply use the tutorial and/or wiki linked above.
Anyway, I hope that helps explain things!
Since this is a small mod, you can see the unintended changes. In the 'details' window, select those STAT records and hit delete. This should mark them as ignored. Now open your mod and save. This should remove those records.
If anyone is curious what's being talked about here, there are four records in this mod whose values are the same as those in Tribunal.esm:
ex_mh_temple
ex_mh_palace_courtyard
ex_mh_palace_tower
ex_mh_palace_tower02
All are STAT records (statics).
So, if another mod intentionally changes one of these Statics (and, really, we're only realistically talking about mesh replacers when it comes to Statics like these) and "Visible Mournhold Temple" loads after that other mod then the changes in the other mod won't be seen in game. Because, y'know, load order.