Hello! This mod looks and is amazing! I just had a quick question for the author of this amazing mod. WHAT ENB ARE YOU USING?!?! It looks amazing. I have the overhaul but its nothing like that. Its almost close to a Fallout 3/New Vegas style ENB, but it fits Morrowind so well with the Lantern Lighting. Get back to me if you can and Thanks in advance! (PS Sorry if you said is somewhere, I'm in a rush and cant read all of the comments Atm.)
Hello, can you please give me the instructions to uninstall the mod completly I try but I still have the visual of the mod appear and dissapear as I approach to Balmora, I delete everything
I'm not sure if anyone else is having this issue but I am having some major clipping from the added textures and some areas look like two buildings have been meshed together. Any help would be really appreciated!!
This, and the other entries in the Epic cities series, give an imposing first impression. The cities do look better to casual inspection, but the arrangement and inaccessibility of the additions breaks the illusion quite quickly, and I found them to detract from the immersion of the scene. This style of decoration works better in the later games, due to the limitations on the player's freedom of movement (closed cities, no levitation). Certainly worth checking out, to see if it suits you!
This is such a cool addition to Balmora, I really don't get it why so many people complain about the empty houses. They do have a purpose and they fulfill it nicely. I can totally get where the mod author was going with this. If you want to spice things up even further, I recommend combining this with Kilcunda's Balmora mod ( https://www.nexusmods.com/morrowind/mods/44149 ). Except for a couple walls and a stair, that can be disabled easily, they work together just fine. I don't get any FPS drops with these two mods installed.
Thanks for sharing mikeandike, kudos for all your hard work!
Because back in the day of morrowind people wanted quality, not quantity.
There are literally houses in this mod which no npc could ever hope to get to. No stairs or roads going to them, no pathway, just sitting there with a doorway right behind a giant building. If that doesn't break immersion for you I don't know what will.
They look great but really if you think about it after awhile staring at them gets old if you can't enter them. It would be great to turn them into homes, shops, pubs and other sorts of shops and that would make it very immersive. TheLordDagoth I agree with you 100%. Now saying that every individual likes something different and in the end it is all what you want to experience in your game that really matters.
Ok, I have been tweaking this mod quite a bit. As I am the user of MGSO and bunch of other mods on top of it, I feel that I need to make a heads-up post. First of all, its a great mod but "raw" execution. By "raw" I mean usage of out-of-place floaitng barrels statics and barrels stacked on tops (It's really noticable with Animated Containers mod, when they open from the bottom instead of top). Also, the crates that are used are not containers with random leveled loot like you expect them to be around Balmora, but they are supposed to be used in Ahnassi house and have food inside. It felt like the author rushed and chose whatever containers IDs come first in the editor, thank god they didn't have any original scripts attached that could have been a real mess. These alone need some fixing, especially if you are the person like me who likes when the things done correctly. Namings of statics are also a mystery for me (ZZZZZZZZZZZZZ stairs for expample, dunno why you made a new static ID of default stairs with this name, the mod does not introduce new meshes, so there is no reason to make a new ID with the default mesh). UPD: You probably occasionally double clicked on the static while trying to change Y axis position with Z pressed and made a new one. Secondly, clothing store has a new (for whatever reason, I guess, is to make the shop look bigger) section added on top of it, which is housing static itself and have a useless door hidden behind the central window. It's really noticable, you can see the door because the window placement doesn't cover it fully, while there was no reason to keep the door behind. I am guessing if somebody using different windows replacer the door and passage will be more visible. On top of that there is at least 1 door which is supposed to be blocked but it's missing blocked script and can be "opened". The last and the most annoying thing is: why the hell did you change landscape? Honestly, why? Why did you touch the small island near the bridge near Silt Strider port? There is no addition to the island, but for some reason you moved the spawn point of leveled creature and "shrinked" landmass that is closer to the river. This made grass from mods (talking about Vurt's here) floating above it. There is also a noticible hole in landscape near the rocks up above from the pawnbroker shop, which needs cover as well, not speaking of fixing the floating grass by hand. And yes I am pretty sure that its this mod that changed it, I compared with only it loaded in CS and original landscape. Can upload screenshots. Some doors are misscaled compared to the static there are in. That results in unusual big doors at some places and there is at least one door that is smaller which results in a gap between statics, not to mention some rock gaps, door gaps and places where you are not suppose to pass become passable into statics collision.
Tho, I appreciate it, but your replies to critique posts over your Epic mods series seem to be meaningless. I was fully objective (read: no unsupported hate) when I wrote this overview of "raw execution" (I can make an album on Imgur with screenshots and post link, if you doubt it) and tried to adress some poor design and unnecessary edits which can led to some problems. Epic Sadrith Mora has a bug which basically blocks access to vanilla NPC's house, and not everyone is famillar with CS or want to tinker with it fixing your bugs. At least you could have replied that you don't intend on updating your mods and you are aware of the problems they have, so people won't be clueless. =/ Post section was not only made to show your gratitude and thanks to mod author, but also for critique, suggestions and feedback on problems, so the author can reflect and update mods\or people would be aware of them if the author is long gone from nexus.
I don't care what's said in the negative comments. These mods are amazing. Game runs very high fps on my potato notebook w/ optimizer mods installed. And cities look like... cities. ^_^
When walking up to Balmora, I thought, Hey! this looks really cool. I can't wait to get there and explore the new areas. After arriving in town, though, I was disappointed to discover that none of the new areas are accessible. In fact, they don't even look livable because stairways just end at rocks and doors are blocked by rocks. This kind of broke the immersion for me. If you could redo this mod so that the new areas look livable and so that it's possible for my character to walk up into the new areas and look around (even if I can't go into any of the new buildings), it would improve the experience for me.
I would also ask you to make sure this mod works with Kilcunda's Balmora, because I really love the look of that mod.
160 comments
Hey folks! Just wanted to thank you again for making Epic Balmora file of the month through your endorsements!
Here's the next mod in the series! Epic Sadrith Mora!
I use MGEXE with the standard shaders that it comes with. I'm glad you like the mod, thanks for the support!
As per the description page for Balmora Waterworks, Epic Balmora is 99% compatible with that mod except for one single building.
Screenshot
I haven't seen a fix posted anywhere else, so I hope it is okay if I share one here:
Google Drive
Just needed a slight realignment of that one building.
Cheers!
Certainly worth checking out, to see if it suits you!
Thanks for sharing mikeandike, kudos for all your hard work!
There are literally houses in this mod which no npc could ever hope to get to. No stairs or roads going to them, no pathway, just sitting there with a doorway right behind a giant building. If that doesn't break immersion for you I don't know what will.
i have one question. Most of doors are not able to open... it write, refuse to open... it is ok, or just a bug from my side?
First of all, its a great mod but "raw" execution. By "raw" I mean usage of out-of-place floaitng barrels statics and barrels stacked on tops (It's really noticable with Animated Containers mod, when they open from the bottom instead of top). Also, the crates that are used are not containers with random leveled loot like you expect them to be around Balmora, but they are supposed to be used in Ahnassi house and have food inside. It felt like the author rushed and chose whatever containers IDs come first in the editor, thank god they didn't have any original scripts attached that could have been a real mess. These alone need some fixing, especially if you are the person like me who likes when the things done correctly.
Namings of statics are also a mystery for me (ZZZZZZZZZZZZZ stairs for expample, dunno why you made a new static ID of default stairs with this name, the mod does not introduce new meshes, so there is no reason to make a new ID with the default mesh).
UPD: You probably occasionally double clicked on the static while trying to change Y axis position with Z pressed and made a new one.
Secondly, clothing store has a new (for whatever reason, I guess, is to make the shop look bigger) section added on top of it, which is housing static itself and have a useless door hidden behind the central window. It's really noticable, you can see the door because the window placement doesn't cover it fully, while there was no reason to keep the door behind. I am guessing if somebody using different windows replacer the door and passage will be more visible. On top of that there is at least 1 door which is supposed to be blocked but it's missing blocked script and can be "opened".
The last and the most annoying thing is: why the hell did you change landscape? Honestly, why? Why did you touch the small island near the bridge near Silt Strider port? There is no addition to the island, but for some reason you moved the spawn point of leveled creature and "shrinked" landmass that is closer to the river. This made grass from mods (talking about Vurt's here) floating above it. There is also a noticible hole in landscape near the rocks up above from the pawnbroker shop, which needs cover as well, not speaking of fixing the floating grass by hand. And yes I am pretty sure that its this mod that changed it, I compared with only it loaded in CS and original landscape. Can upload screenshots.
Some doors are misscaled compared to the static there are in. That results in unusual big doors at some places and there is at least one door that is smaller which results in a gap between statics, not to mention some rock gaps, door gaps and places where you are not suppose to pass become passable into statics collision.
Post section was not only made to show your gratitude and thanks to mod author, but also for critique, suggestions and feedback on problems, so the author can reflect and update mods\or people would be aware of them if the author is long gone from nexus.
I would also ask you to make sure this mod works with Kilcunda's Balmora, because I really love the look of that mod.