This error is harmless: it appears because your version of Morrowind.esm is different from the one with which this plugin has been created. If it bothers you - just update the list of master files in WryeMash. Or you can resave the plugin in CS. Or you can simply ignore this error.
done by your recommendation, unlike your other mod, this came with no specific warnings of missing objects (see other mod). thank you I'm excited to play it. This was the only error, but I think from my past experiences that it is definitely harmless: Texture "Textures_land_default.tga" count 2.
I know this is seven years old, but an error comes up when starting the game with the optional cloud of dust. When I disable the esp, the error goes away. Something isn't working right with your mod.
Looks absolutely amazing, good thing Dagoth Ur got stuck for a while so I could get a good look, haha. Can't imagine playing Morrowind without this mod now
Great Mod! Is there any chance that you would want to retexture that piece of metal hanging from the rope as well? I haven't seen it done by anyone else.
For those of you looking at all these bump maps and drooling wanting it, but you're new to modding like myself. (Sorta. New to being successful at modding this game anyway. I also play the others. They're much easier to mod.) You need to download the "Morrowind code patch" and place it in your Morrowind.exe (type that in from the start menu after you have properly installed morrowind. (Morrowind>Tribunal>Tribunal Patch>Bloodmoon> BM patch.) Now don't run that, but right click and open file location. Now copy and paste the code patch here and use 7zip or winrar to extract here by right clicking and going down to either. Than simply run the program and check the box that allows reflections. I think you still need and should have the MGE. It makes a HUGE difference with the graphics. Even if you run it off a toaster of a computer today like me.)
I am gathering mods for playing MW again ( After 3 to 4 years playing OB and Skyrim. ) and i have a question for the author or any one who knows. Can i use Akulakhan Replacer with Darknut's Greater Dwemer Ruins?
I've never used Darknut's Greater Dwemer Ruins so I can't say for sure.
I think it doesn't change Akulakhan's model, but even if it does - I suppose there won't be any problems if you simply override it by this replacer. As for the optional esp which activates ash cloud after the Heart is destroyed - in theory it also shouldn't cause any conflicts. But perhaps it's better to clarify also with Darknut.
Oh do not worry GDR is a mod i do not want to play without, i hat it installed years ago and it was one of the first mods i installed after i installed MW again a few weeks ago. I also installed this mod and placed it after GDR, i will see what happens once i get to that point in the MQ.
23 comments
Edit:
Cloud esp says MORROWIND.ESM has been edited. Keeping it turned off unless fixed.
This was the only error, but I think from my past experiences that it is definitely harmless:
Texture "Textures_land_default.tga" count 2.
I think it doesn't change Akulakhan's model, but even if it does - I suppose there won't be any problems if you simply override it by this replacer.
As for the optional esp which activates ash cloud after the Heart is destroyed - in theory it also shouldn't cause any conflicts. But perhaps it's better to clarify also with Darknut.
I really don't understand, how come Akulakhan hasn't been replaced or retextured before?!