Morrowind

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abot

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abot

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  1. abot
    abot
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    My transport mods use Better Bodies race for the poses. To avoid different skin tones/appearance with different better Bodies skin
    replacers
    people may have installed, my mod is was using the standard texture path for BB skin texture, so to make easy to align the mod with
    any BB skin you  prefer to use, overwriting the
    Data Files\Textures\abot\bb\bb_skinm_de.dds,
    Data Files\Textures\abot\bb\bb_skinm_de.dds (if present)
    and
    Data Files\Textures\bb\bb_skinm_de.dds,
    Data Files\Textures\bb\bb_skinm_de.dds (if present)
    with the one you prefer/install last from your Better Bodies textures.

    Note: I had them using renamed textures previously, but then people asked why
    the skin tones of some caravaners was not like the ones they were
    using, and I am not going to dress caravaners already using a loincloth
    as it is a posed mesh and hard to replace..

    Note: to avoid problems, lately I moved the textures again
    from
    Data Files\Textures\bb\
    to use
    Data Files\Textures\abot\bb\

    so if there is a
    Data Files\Textures\bb\bb_skinm_de.dds
    inside a boats package it's one I forgot to delete, you can skip installing it or replace it with the one from your Better Bodies texture

    And no, I am not going to manage extra packages/replace my BB textures each time I pack
    the mod, if you have problems with nude textures just install your
    better bodies textures after this mod to overwrite the nude ones
    packaged with the mod (or overwrite them with the ones you like), simple
    as this, you would want to do it anyway if you are using different BB
    skin tones to match the caravaners with your preferred BB skin tones

    I am open to suggestion if you want these transport mods tagged as
    Nudity, but it seems like silly to me as it is certainly not the mod
    main theme
    [EDIT] done it's a nudity mod



    NOTE: if you are NOT using Vurt's tree replacer for those meshes, you should NOT install/copy the contents of the "extras" folder over the Morrowind meshes folder

    having said that, to fix the "tree texture missing" problem if you have it:

    A) if you are using another/not Vurt tree replacer, you can restore original
    Data Files\Meshes\f\flora_tree_04.nif
    Data Files\Meshes\f\flora_tree_03.nif
    Data Files\Meshes\f\flora_tree_wg_01.nif
    from the other tree replacer

    B) if you are not using tree replacers, just delete
    Data Files\Meshes\f\flora_tree_04.nif
    Data Files\Meshes\f\flora_tree_03.nif
    Data Files\Meshes\f\flora_tree_wg_01.nif
    if present, so these resources are loaded from Morrowind.bsa instead
  2. kstover
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    For those using Magic Diversity, follow these steps to remove the pink wings:

    1. Copy abot's "magic_hit_Levitate.nif" from this mod's archive.
    2. Go to "data files\meshes\ARK\M" and paste "magic_hit_Levitate.nif" in the folder
    3. Delete "LevitateHit.nif"
    4. Rename "magic_hit_Levitate.nif" to "LevitateHit.nif"
    5. Done! No more pink wings!

    Thank you abot for an amazing mod :)
  3. Herbmeister
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    Attempting to re-install the most recent version of Silt Striders using Wrye Mash and got the following error:

    Traceback (most recent call last):
      File "mash\masher.pyo", line 7365, in Execute
      File "mash\mosh.pyo", line 5640, in install
      File "mash\mosh.pyo", line 5124, in install
      File "mash\bolt.pyo", line 280, in getmtime
      File "genericpath.pyo", line 62, in getmtime
    WindowsError: [Error 1392] The file or directory is corrupted and unreadable: u'C:\\Games\\SteamLibrary2\\Steamapps\\common\\Morrowind\\Data Files\\Textures\\wtt\\tx_book_08.dds'
    1. abot
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      I've just downloaded the mod archive and checked the tx_book_08.dds texture inside, it is correct. Try downloading/installing again
  4. Tkohr
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    I have written this on gondoliers, here again, this awesome mod is working with OpenMW 0.47 ! My test was 22 hours ingame, and no problems. abot, you can change your description, so all openMW 0.47 users can enjoy your must have mod :)
    1. viviforever92
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      Thanks for let us know. 
    2. roofpig
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      Awesome thanks for the heads-up!
    3. bigperk420
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      thanks, I was wondering and your testing and reporting here encouraged me to go for it... ah yes, and the mod list grows. excellent
  5. ShadowOfNV
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    I recently updated my Morrowind mods and MGE XE and I noticed I'm getting random crashes or the game stop responding whenever I use the scenic option. Well, at least from Seyda Neen to Balmora, I haven't tested other routes yet or if this also effects boats and such. I was just wonder if you might know a conflict or bad mod or something in my load order that could be causing the crashes.

    Load order: https://pastebin.com/Q9jEiLuG
    1. abot
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      most likely thing to cause crashes these days is low memory IMO, scenic travelling makes you change a lot of cells so it is more or less like super-jumping or teleporting around in regards to memory usage, you use a lot of memory, maybe try making more or less the same route but just levitating/running around without using the mod, see if problems are mod related or not. if you are using MWSE-Lua and it crashes from memory problems you should have a warning in last MWSE.log lines about low memory.
      There is not much to do in that case other than trying to reduce textures size/MGE-XE memory usage  and/or number or loaded mods (lua mods too sometimes use lots of memory)

      {EDIT] oh, but looking at the list, you should not have grass mods loaded, they are meant to be loaded only from MGE-XE interface when generating MGE-XE distant land, I suggest to put them all in a Data Files\Grass folder so you will no more be able to load them as normal .esp plugins by mistake
      {EDIT2] oh crap that is not even a loading order, it is Mod Organizer shit. Proper loading order comes from Mash or MLOX or Mod List MWSE-Lua mod
    2. ShadowOfNV
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      No line about low memory in my last MWSE.log, weird. Thanks regardless.


      Edit: I don't have the grass mods loaded, MO2 just lists them in my load order. Also I am using MLOX to order my load order, that's the load order it gave me. But I did notice this is my MWSE.log:

      "Morrowind has raised a warning with a lua stack trace: Not able to find Upper Leg part in emc_RTJEB_ninpants_bl_ul.
      stack traceback:
      Morrowind has raised a warning with a lua stack trace: Not able to find Upper Leg part in rt_pants_Knee_M_ul.
      stack traceback:
      Morrowind has raised a warning with a lua stack trace: Not able to find Knee part in emc_rt_p_lea1_21_k.
      stack traceback:"
    3. abot
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      >  Also I am using MLOX to order my load order, that's the load order it gave me
      Ah ok sorry I was baffled by the "generated by MO2" header, I guess it means MO2 copied the file from MLOX.
      > Morrowind has raised a warning with a lua stack trace: Not able to find Upper Leg part in rt_pants_Knee_M_ul
      these are common warnings caused by using better body/clothes, no harm in them but it is better to have them displayed only in their natural destination (The Warnings.txt file) than copied in MWSE.log so you may want to set the MWSE-Lua option (LogWarningsWithLuaStack) in the configuration panel to skip logging them in MWSE-Lua log too, they are just noise
  6. Porotype
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    Does this mod (and Boats form the same author for that matter) work out of the box with Tamriel Rebuilt? Or do I need to download a patch/patch the mod .esp file with the TR patcher?
  7. lwolv
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    Not compatible my a**... I'm enjoying this amazing mod on my potatoe android rn
  8. Contrast01
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    Using OpenMW and tes3mp I'm having an issue where the silt strider disappears and leaves me in the air with a constant levitate effect. The levitate is removed if I start another ride and immediately dismount. At first the problem seemed to occur if trying to shoot a bow or read a book while riding, but it also seems to just happen on its own 5 seconds into the ride. Still testing.

    I realize OpenMW may not be officially supported, but seeing as others have it working, any tips would be appreciated!
    1. abot
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      play with the real one
    2. abot
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      > I realize OpenMW may not be officially supported, but seeing as others have it working, any tips would be appreciated!
      Morrowind.exe + MCP + MGE-XE + MWSE-Lua
  9. KillerK
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    So I started a new game with this and abot's boats installed, and I haven't gotten a chance to try it yet, but already something seems wrong since for some reaason the silt strider is just randomly running around on its own. Is it supposed to do that, or is it still supposed to be standing still at its port till the player uses it?
    1. abot
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      LOL.
      These are the scenic striders, you are no more the only one travelling around, n'wah (read the readme, you can disable scenic striders if you want)
  10. SpiritTauren
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    Thank you for the update <3 The new additions are excellent. That last one makes me think of those elephant tents from the Lord of the Rings movies.
  11. MudgeFuppet
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    all seems to work fine with the latest OpenMW nightly build 0.47.0 and looks amazing with the improved distant lands and water graphics. Works mostly with Tamriel Rebuilt but doesn't seem to include the lastest regions (Almas Thirr, Vhul etc) unless ive done something worng, but all in all amazing mod.

    cant recommend enough with OpenMW distant lands

    Edit: does this mod add a nude male dunmer model with a circumcised cock?
    1. abot
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      > Edit: does this mod add a nude male dunmer model with a circumcised cock?
      My transport mods use Better Bodies race for the poses. To avoid different skin tones/appearance with different better Bodies skin replacers people may have installed, my mod is using the standard texture path for BB skin texture, so it is easy to align the mod with any BB skin you prefer to use, overwriting the
      Data Files\Textures\bb\bb_skinm_de.dds
      with the one you prefer/install last
    2. Breaker9229
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      Hmmm... this doesn't seem to work for me with OpenMW nightly build 0.47.0. The animation is incredibly glitchy and keeps flashing the silt strider all around my screen as we move. My character is moved but the animation is incredibly buggy. 
    3. morrowindnostalgia
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      @Breaker9229: late reply but I just hate it when folks spread misinformation on OpenMW compatibility. Abot's Silt Strider and Boat mods have been working with OpenMW perfectly for a long time now. I am using a nightly build from last week (OpenMW development (2b144ff3dd)) with no problems at all.
  12. MalekithNexus
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    Hey, I'm just about to set up a new morrowind installation and have a quick question about your awesome mod (mods to be precise, boats and river striders as well):
    Tamriel Rebuilt version 21.01 is out, a maintenance release to be compatible with Tamriel Data 8.0. Do you plan on update your TR patches for your travel mods accordingly?

    Best regards
    1. abot
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      yes, but I just started upgrading my setup for the latest project Tamriel releases so it will probably take some time