Morrowind

292 comments

  1. 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 :)
  2. DemonPenguin444
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    Hey ABoT! I had a quick question regarding updating for the new version of TR: the update instructions on your page mention to first disable the TRBoats and TRStriders esp and make a save, however the next step says to "add" the main esps for Boats and Striders back into the load order. My question comes from the phrasing of "add" there in the second step; for the update process, should I be disabling ALL boats and striders .esps - even just the normal Vvardenfell ones - then making the update save, exiting Morrowind and THEN enabling the normal Vvardenfell esps, making a new save, then cleaning that new save? Or should the normal Vvardenfell .esps stay activated through the whole process?

    Hopefully I explained myself alright there, let me know if I didn't!
    1. abot
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      > mention to first disable the TRBoats and TRStriders esp and make a save
      I never said that. You should never have abotSiltStriders.esp and abotSiltStriderTRYYMM.esp loaded at the same time, they are mutually exclusive like clearly stated in the readme. If you had both loaded you had one overwriting the other.
      I said to disable the TR related things e.g. abotSiltStiderTRYYMM.esp (and abotBoatsTRYYMM.esp and aborRivereStridersTRYYMM.esp) and save

      Instructions for dummies:
      1. if you are using anything ending with TRYYMM.esp (YY = year, MM = month of related TR release) untick  (e.g. using Mash) from your loading order anything starting with abotBoats, abotSiltStriders, abotRiverStriders.
      2. start the game, load a save, ignore error messages, save again as newsave
      3. exit game, use Mash repair all/remove debris cells on your newsave
      4. add back to the loading order abotBoats.esp, abotSiltStriders.esp (those NOT ending with TRYYMM.esp)
      5. load newsave, play with boats and striders hopefully still working in Vvardenfell
    2. DemonPenguin444
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      Ahhh, I see where I was stupid here. Thanks for the reply and hope your day goes well!
  3. Newhxc777
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    I have this campfire floating by the Seyda neen lighthouse and ori says it comes from this mod. I'm using BCOM so it makes sense if your mod isn't meant to be used with it. Is there a way to remove the parts of your mod that aren't strictly stilt striding related?
    1. abot
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      "Scenic Seyda Neen lighthouse" option from in game mod configuration menu.

      Or you can change  it directly from the in game console
      set ab01ssNoLighthouse to 1
  4. KalBreen
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    I read the document that says there is suppose to be scenic travel between Seyda Neen and Balmoral, and instead when i asked to go to the places I only went direct with no scenic travel. I've only just started the game and haven't ventured past Seyda Neen as yet. Just wondering if I'm missing something. I'm using vanilla Morrowind with only about 20 mods, and mostly the essential ones.
    Edit. Fixed. Moved it up the load order. Fantastic mod!
  5. Oppapi
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    Thank you Abot for this absolutely essential mod... I can't imagine myself playing without it.

    I have a random question. I want to use this mod in conjunction with No Fast Travel and rename the "- scenic travel" topic to "travel". Admittedly, I'm very new to modding but I was wondering which lines of code I would have to edit to make that work...

    It was a wild shot in the dark but I opened up ab01ssOnLoadScript and changed AddTopic "- scenic travel" to AddTopic "travel"and then deleted the "-scenic travel" topic and created a new "travel" topic but that didn't work (you're probably thinking "Duh...").

    Am I close at least? If that is too complex a question for you to answer, then please ignore it and just take my kudos.
    1. abot
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      Try renaming the topic
  6. Dolsebela
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    is this compatible with the latest tamriel rebuilt? remodding tes3 from scratch again and don't want to worry
    1. abot
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      only abotSiltStriders.esp
    2. Dolsebela
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      okay, thankyou
  7. zsouza13
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    Is there a way to replace the textures ans meshes of the moving Silt Strider to the ones found in this https://www.nexusmods.com/morrowind/mods/48664?tab=files. Thank you very much and mod works beautifully. One last question, which vurts trees is the patch for? Ascadian? Ty!!
    1. abot
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      1. No they use a mesh replacer with incompatible-with-vanilla texture mappings
      2. probably some version of Vurt's ascadian isles and west gash
    2. zsouza13
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      Thank you my friend. Also, the mod is beautiful. Your work impresses me as always. I love seeing them en route when I'm playing. Makes the world feel lived. 
  8. Yfrere11
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    Interestingly, does the Silt Strider follow the route set by the game (if there is one), or one that you create yourself? Because the travel time is slightly different (faster with the old type of travel).
    1. abot
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      Vanilla striders real time travel destinations should be the same as vanilla destinations, price is fixed/not related to game setting/player stats/followers etc.
      IIRC time is set to be more or less proportional to the time spent for the real time route.
    2. Yfrere11
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      Thanks for answer! I would also like to know if there will be an opportunity to turn after the animal/ boat in the future? And is there a way to make the turn smoother?
    3. abot
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      No for both questions
  9. Yfrere11
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    Hello! I decided to take a ride from Gnisis to Maar Gan, and noticed that the Silt Strider was moving through Khuul, to the north, and not directly towards the city. What could this be related to? After all, the second option is much faster, given that the Silt Strider easily climbs on various surfaces
    1. abot
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      Honestly I don't remember. It could be there were no easier direct routes without conflicting with some other mod, or simply that I have recycled some waypoints from the longer route, it takes a lot of time to make and test them. Also they are meant to be scenic routes.
  10. Scringo
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    Whenever loading the game or the scenic travel option, it says "Model Load Error: Meshes\abot\ss\ab01strider02.nif cannot load file in Meshes\abot\ss\ab01strider02.nif. Will use the default object Marker_Error.NIF." After loading these, the game crashes. The odd thing is that, in my Core Files, ab01strider02.nif is there. The esp is, of course, in my Data Files, and I've not used any of the other files because I'm not using Vurt's Trees, NPC schedules, and my Tamriel Rebuilt is version 22.11. 
    1. abot
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      if by "in my core files" you mean some MO2 folder which is not the one used by the game (Data Files), no idea I don't use MO2 or other (not-implemented-as-transparent-OS-driver) virtual file systems, if you install the mod to the real Data Files folder where the game can see it I suppose MO2 should see it too by default.
      If by "in my core files" you mean you have included Core 00 as base folder inside Data Files, e.g. something like
      00 Core\Meshes\abot\ss\ab01strider02.nif
      see below:
      Mod archive is in Bain\Mash archive compatible format. When there are extra options you divide them in separate folders usually starting with a number, 00 Core usually means "core files of the mod that must go to Data Files in any case first".
      if you are doing a manual install/not using a BAIN archive format aware tool, content of 00 Core should go to Data Files e.g.
      00 Core\Meshes\abot\ss\ab01strider02.nif --> Data Files\Meshes\abot\ss\ab01strider02.nif and so on.
    2. Scringo
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      Oh thank you, I hadn't realized, but for some reason I had put Core 00 in my Data Files as a separate folder, not the contents of the folder into my Data Files. I guess I had just overlooked it as a fluke, since I've manually downloaded plenty of mods before :)
  11. Confessoru
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    Don't know if this was reported before, but when I choose the scenic travel option and at some point skip the rest of the trip, npc's no longer greet you when you walk up to them and there's no more headtracking when you're near them. After it I had to let the scenic travel play out, and it fixed the issue.
    1. abot
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      If you are using abotHTDtravel.esp, try disabling it, I'm not sure it works reliably with recent MWSE-Lua versions
    2. deleted72461928
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      I had this same issue. In fact NPCs behaved as if I had a highlevel chameleon effect or something as they'd run away when I initiated combat and whatnot. Going on a full scenic trip fixed it so no big deal. Took a bit to narrow down the culprit though and I had a bit of fear for a moment that my game was totally busted! Also interesting is that if I swapped outfits with the Quick Loadouts mod my character would indeed appear with the chameleon effect on, weird.
    3. abot
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      IMO there is something in patches done by MGE/MWSE to chameleon/invisible visual effects that is messing with how standard SetInvisible scripting command used to work (setting actor invisibility for the AI only without altering visual appearance), and that change should be reverted, in my game setup it is also messing with dwemer ghosts appearance sometimes removing their visual invisibility.

      I need to use the SetInvisible command in this mod to try and avoid cliffracers attacks when scenic travelling without making player/npcs visually invisible.

      At the moment there is a possible fix option in my Smart Companions MWSE-Lua mod.
      I will try adding similar standard commands sequence in next release of this mod dismounting code.
      If you have the problem for now  try from console
      player->SetInvisible 0
  12. 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
    3. blackshuriken
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      Did you ever get this working? I have an idea of why this is happening in tes3mp, I will make a patch if I figure it out.
    4. Z0oka
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      Any news?
    5. unseen20
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      The real one doesn't have multiplayer