Morrowind

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SiberianCrab

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SiberianCrab

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  1. SiberianCrab
    SiberianCrab
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    Updated to V1.4
    - small mesh optimisation
    - .bsa archive unpacked
    - BAIN system implemented
  2. Cl3v3rP0tat0
    Cl3v3rP0tat0
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    Crash still happens - bad NIF reference when using normals.


    This still happens, I am using Release 48 (with normal maps for doors in my mod load) ... seem Tel Vos Lighthouse triggers a CTD...yes a crash to desktop - not a hang, a CTD, clear - no ambiguity.

    CODE: SELECT ALL
    [16:05:39.951 I] Loading cell Vos, Lighthouse[16:05:40.577 V] Out of bounds UV set 0 on shape "Tri In_t_lh_02_door_02:4" in meshes/rr/tlv/in_t_lh_02_door_02.nif

    This repeatable and can be replicated in game if running Tel Vos Lighthouse https://www.nexusmods.com/morrowind/mod ... escription and Tx_wood_brown_posts_02_n.dds
    https://www.nexusmods.com/morrowind/mod ... 1000020680
  3. Tomes2789
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    Hello! Thanks for this mod, it's beautiful! Only issue, as an FYI, I'm running OpenMW 0.47, and this is the only mod out of 400+ that causes my game to freeze/crash. It will happen any time my character gets too close to the lighthouse. Just wanted to let you know, thanks!
    1. Fargoth117
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      Same for me too.
    2. SiberianCrab
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      It works fine for me. Do you have any error logs?
  4. leugimimi
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    Cleaning this mod with tes3cmd, found this

    CLEANING: "RR_Telvanni_Lighthouse_Tel Vos_Eng.ESP" ...
    Loaded cached Master: <DATADIR>/morrowind.esm
    Cleaned junk-CELL: azura's coast region (13, 16)
    Output saved in: "RR_Telvanni_Lighthouse_Tel Vos_Eng.ESP"
    Original backed up to: "tes3cmdbck/RR_Telvanni_Lighthouse_Tel Vos_Eng.ESP"
    Cleaning Stats for "RR_Telvanni_Lighthouse_Tel Vos_Eng.ESP":
    junk-CELL:     1
    1. Mikeforall
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      good find
  5. Radix838
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    I don't see a .bsa file. Am I missing something, or has it been removed from the newest version? 
    1. SiberianCrab
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      .bsa archive is unpacked now
    2. Radix838
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      I'm sorry if this is obvious, but I don't know what that means. Am I right that I don't need to register anything in the .ini file?
    3. SiberianCrab
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      > Am I right that I don't need to register anything in the .ini file?
      Yes. Nothing to register anymore.
    4. Radix838
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      Thank you for the clarity!
  6. Mirrror
    Mirrror
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    Please do more lighthouses. Also, download link in fliggerty results to bizarre error, when trying to download BSA Registration Utility. I don't really understand what registering .bsa file means, should morrowind.ini archive list change in some way? Or can something be done with Wrye Mash? Multipatch? I ran BSA Registration utility and it just said all .bsa is registered, but I need more documentation on the confirmation to be sure than just one line of text. Utility has done nothing to my archive list, could you tell just what is the line that should be listed there so i can manually list it there
    1. Bud 52
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      Going to assume you figured this out by now, but in case anyone else reads this and has the same issue--open the Morrowind.ini file, and scroll down to where you see some lines that look like this:

      [Archives]
      Archive 0=Tribunal.bsa
      Archive 1=Bloodmoon.bsa

      All you have to do to register a new bsa is add the filename in the same numerical format, like:

      Archive 2=Lighthouse.bsa **(or whatever the filename is)**
      Archive 3=Lots of Nudity.bsa
      etc.
      etc.
    2. EspeciallyCommon
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      To anybody confused after reading the readme: there is no need to register the BSA as of V1.4. The readme in the file is for V1.3.
  7. johnelros
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    Hi! The model in_t_lh_02_door_02.nif seems to be inconsistent at least in OpenMW. The door shape (Tri In_t_lh_02_door_02:4) wears no texture, just a dark background instead, and crashes the game while approaching the lighthouse if normal/specular maps of the door shape texture are present.

    Upd. OK, I've sorted out with this issue: it's necessary to set UV mapping in NiTriShapeData.
    1. kuyondo
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      I have posted the fix in the OpenMW forums. Anyone can find it here->https://forum.openmw.org/viewtopic.php?f=40&t=5309
  8. EricWolf202
    EricWolf202
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    Text glitched reposted below
    1. EricWolf202
      EricWolf202
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      Geting this when trying to extract happens with other version aswellC:\Users\EricW\Desktop\Morrowind attempt at moding it\part14\ENG Telvanni Lighthouse - Tel Vos-42744-1-3.rar: Checksum error in RR - Telv_Lighthouse_Tel_Vos\English\Data Files\RR_Telvanni_Lighthouse_Tel Vos_Eng.ESP. The file is corrupt
  9. sirmister
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    Great mod thank you very much !
    What program did you use to make the bsa file ?
  10. deleted2203515
    deleted2203515
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    Great!
  11. darkelfguy
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    This is a great atmosphere and immersion mod, it fits in perfectly with the Azura's Coast region and I simply love the cliff path design. There was a bit of an oddity with the doors though, their names weren't in English or really any other language, just a bunch of weird characters, but perhaps it was just me. Anyway, this is an excellent mod! Endorsed.

    By the way, for anyone having trouble with BSA Reg and the tower not showing up, don't worry, BSA Reg doesn't always work but luckily it's easy to fix the problem. Just go to your Morrowind folder, find your Morrowind config file, back it up first, then edit it by adding the archive in manually underneath [Archives] near the bottom of the config. Here's a screenshot of what it should look like (note Archive 3).
    1. SiberianCrab
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      @There was a bit of an oddity with the doors though

      Fixed. Mod updated to V1.2