Morrowind
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  1. WhiskeySykes
    WhiskeySykes
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    What is wl_SolstheimOverhaul_v1 and where do I find it? OpenMW says its a parent file of Anthology ToTSP.
    1. Atrayonis
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      That is the old Tomb of the Snow Prince. It is deprecated.
    2. WhiskeySykes
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      never mind

      I read the HOTV TOTSP changelog on their webpage. So anthology is built-in.
  2. NoID88
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    Hello, just a report on a couple mods with (relatively) tiny incompatibilities
    Roscrea: (lore friendly ver) the boat and travel npc's live in the ocean right now lol (future version not tested.)
    Morrowind constructor: "door" to ice cave floating over ocean
    ashes and ice: 2 (i think) cave "doors" floating simmilar to constructor
    more detailed places: a couple floating logs and grass, only one spot surprisingly (near the roscrea boat)

    Thanks in advance! i know you're busy

    (not important (to me))
    wizards islands, but it also conflicts with tr, so its just a pass for me
    thought id report it anyway

    (i believe either havish or chemua, or both? also interfere) il report this on those mods pages though
  3. don3bren
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    The patch that replaces the TR_Alpha Patch for TR versions 1609+ seems to be dependent on the "Anthology Solstheim.esm" instead of the "Anthology Tomb of the Snow Prince.esm"
    1. Atrayonis
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      Noted. Will change this as soon as I have enough time.
    2. don3bren
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      thanks
    3. Datboijames
      Datboijames
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      Any progress on the update for the TR Patch? :(
  4. Adk96
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    Hey, I was wondering, is this compatible with abot's fixed SToTSP 1.3?
    1. Atrayonis
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      No.
  5. BlutTieren
    BlutTieren
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    This may be a stupid question, but is the forgotten halls addon for the Neverhalls covered by your Neverhalls anthology patch?
    1. Atrayonis
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      Forgotten Halls, as far as I'm aware of, merely adds a glorified basement to the Neverhalls. So it's compatible as it doesn't affect the worldspace.
    2. BlutTieren
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      Awesome, thanks for the response.
  6. SoftboiRodvt
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    I know this is probably a bit to ask for, but is there any chance you can release a version of the Vanilla-ish fort frostmoth for the OG Solstheim placement? I'm trying to get Anthology ToTSP to work w/ Rebirth's version(and it does! if I don't use the .esp and only the .esm, which leaves a nasty bit of terrain right where old frostmoth used to be) but using both the .esp and .esm doesn't remove the town and doubles a bunch of NPCs.

    I'm probably messing something up, but either help or that small request would be appreciated! :)
    1. arizzi
      arizzi
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      I was planning on using both those together too. I had also encountered The weird land issues at the original location. Did you ever resolve that?
    2. Atrayonis
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      If Rebirth has started to encroach on Solstheim, then unfortunately nobody can make a lasting patch. Morrowind Rebirth is an ESP (which means other ESPs can't delete its changes, so you would have to upload an edited Rebirth.esp and I don't know if its permissions even allow that to be done) and it is notoriously bad about keeping a consistent datetime stamp.

      No matter what patch I'd make (if that was even possible) it couldn't keep up with Rebirth's constantly changing load order.
      Sorry, but Rebirth is kind of a steamroller of a mod. Can't avoid it, can only get flattened. You'll have to add my Anthology mods to the growing list of mods that are irrevocably incompatible with Rebirth.
    3. OffworldDevil
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      I just spoke with Trancemaster about this and any changes to Solstheim are purely accidental and should be fixed in further updates.
    4. Atrayonis
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      Well, that's certainly good news. Thanks!
  7. kuyondo
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    while travelling around the sea west/southwest of solstheim, i saw many npc and creatures falling down into the sea. i think they are supposed to be in solstheim but the island was moved. any fix?
    1. Atrayonis
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      Not until you tell me what mod placed them there. ATotSP work with Tomb of the Snow Prince (the original) and the Unofficial Morrowind Patch, I make no guarantees for any other mod that adds things to Solstheim.
    2. kuyondo
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      Its ok, I managed to deal with it. I have a question tho, I know we use tesfaith to move lands, but when I used it to move solstheim, and load the new plugin ingame,. I created 2 solstheims. Can you help me? Is there a way to move lands without dupilcating it?
  8. BrotherZebedee
    BrotherZebedee
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    Great mod, good work, will have to get that OpenMW when its done.
    1. kuyondo
      kuyondo
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      It depends on your definition of done
  9. Revylrie
    Revylrie
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    Edit: Had a question about a possible bug, found the real culprit. Disregard.
  10. lorddee
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    Not sure how I could have possibly missed this gem of a mod so far... must have been an incredible amount of work to do this - thank you so much!

    One thing I can report - if I am close to the original position of Solstheim, Morrowind is throwing these warnings:

    Current file "Anthology Tomb v0.92.esp"
    Cell "Sea of Ghosts"
    Object reference "wl_terrain_mt_bm_R_06"
    missing in master file.

    Current file "Anthology Tomb v0.92.esp"
    Cell "Sea of Ghosts"
    Object reference "wl_terrain_mt_bm_R_06"
    missing in master file.

    Current file "Anthology Tomb v0.92.esp"
    Cell "Sea of Ghosts"
    Object reference "wl_terrain_mt_bm_R_06"
    missing in master file.

    [etc.]

    They can be ignored and the game runs fine - just wondering if it's something worth mentioning.
    1. lorddee
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      Quick follow-up:

      This is showing up in WryeMesh during the "repair all" option for a savegame:


      Anthology Tomb v0.92.esp has bad refs and must be repaired first.

      Example Bad Ref from Anthology Tomb v0.92.esp:
      Cell: [-21,24]
      Object Id: Terrain_rock_BM_01
      Object Index: 5535
      Mod Index: 4 (wl_SolstheimOverhaul_v1.esm)

      This seems to happen with a minimal mod list (MW/Tribunal/Bloodmoon/Unofficial MW Patch/TotSP/Anthology), too. Any ideas?
    2. Psijonica
      Psijonica
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      Well what you can do is repair the mod individually in Mash and then try the repair all option.
      Or if that doesn't work just uncheck the mod and then try the repair all option.

      The mod may need cleaning. ***I don't recommend cleaning large mods unless confirming with the mod author because sometimes these utility tools may say it has a dirty edit but it was done on purpose. That is why you need todouble check before cleaning large extra content mods. With clothing and armour mods I just clean them without double checking.***

      This video covers how to clean an esp of dirty edits. It is the last topic in the video.

    3. Atrayonis
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      Looks like I fucked up somewhere. The mod requires overwriting a ton of existing references after all, and something seems to have gone wrong. It kept happening for a good long while (ghost references in the sea of ghosts), but I thought I caught them all.

      I'll have a look at cell -21,24 and post an update soon as I can (which might not actually be *that* soon, but I'm checking into it).

      Under no circumstances should anyone go and recreate references or hit "repair all" anywhere, it will undo all the deletions.
    4. lorddee
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      Thanks for the replies, you two.

      I actually tried repairing before - and found out the hard way that Anonytroll is, of course, right: I ended up with half of Solstheim's rocks and vegetation floating around the aptly named Sea of Ghosts :-P
    5. Atrayonis
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      Well, it seems that something is indeed quite wrong. In certain cells, every time statics are deleted, they will create errors in Morrowind (not the CS). This is replicatable in cell -21, 24 even in a completely new plugin. Mesh delete, esp saved, gone to cell, error.

      I'm pretty sure that didn't happen before. I'm investigating atm. I might have to move all statics in these cells under the seabed. Maybe it affects only those statics which TotSP edited from vanilla Bloodmoon, so it might not be necessary to move all of them either.
    6. Atrayonis
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      nvm, spoke too soon, still investigation. There might not be a solution that doesn't involve something like OpenMW.
    7. Atrayonis
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      Right, it seems that there is no way to solve this problem.
      It seems to persist because Tomb of the Snow Prince apparently modified existing Solstheim assets instead of deleting them and adding its own. Anthology Tomb deletes existing references. Since two masters use the same assets that the ESP wants to delete, the Morrowind.exe gets confused and tosses out an error (the Construction Set has no problems with this, however).

      Undeleting the assets works, but then you have all the crap in the Sea of Ghosts. Undeleting and moving under the ocean floor also doesn't work, as that has the same problem.
      The only way this could be fixed would be to modify the actual Tomb of the Snow Prince ESM instead of modifying it with an ESP. This is not possible, unless wollibeebee gives his okay - and he was pretty clear in the original readme that he would not permit changes to the ESM.

      So for the forseeable future: avoid the Sea of Ghosts. Sorry.
    8. MaeseAtorrante
      MaeseAtorrante
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      What I will avoid is the Tomb of the Snow Prince mod.
    9. Atrayonis
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      Well, suit yourself, maybe try out the version which moves mostly-vanilla Solstheim (no errors on the Sea of Ghosts): http://www.nexusmods.com/morrowind/mods/43436/?
    10. Atrayonis
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      Great news! This has been fixed recently in OpenMW, so the next released version will run popup and bug free!

      Of course, vanilla Morrowind will still have this problem.
    11. lorddee
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      I am a couple months late, sorry. Just wanted to say 'Thank You' for the replies and your work here, Anonytroll. Well then, here's hoping OpenMW comes along nicely :-) Have a good one, man!