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Kilcunda

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Kilcunda

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203 comments

  1. Xerxse
    Xerxse
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    stopping by just to say how this balmora overhaul blends so well with the raw morrowind vibe, simply feels natural to have 👍
  2. drstrangelove42
    drstrangelove42
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    Hey,

    thanks for this great mod. Ever since i discovered it a few years back i can't image playing without it. and i'm happy you're still working on it.

    i recently installed the new version and i discovered a big seam if you exit Balmora to the north on the road towards Caldera. Unofotunaltey this seam is quite visable and distracting (you can see through the ground). The seam disappears if i disable your mod. I found your fix in the miscelanious downloads for a seam but installing it didn't help.

    Could you look into it? I would attach a screenshot, but nexus doesn't seem to have a function for that...

    Cheers
    1. drstrangelove42
      drstrangelove42
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      hey, i uploaded some screenshots of the seam on my google drive. also found another problem with some stairs. if you want to take a look: https://drive.google.com/open?id=1t9ecgBkLIv96PHW_5Hp1CXsLhUnlCDzg
    2. Kilcunda
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      Hi drstrangelove,

      Thanks for the report and the screenshots!

      Can you please send me your current active plugins list? It looks as though another mod is altering the heightmap for some of the Balmora cells (possibly as the result of a dirty edit). Also, does the issue persist if you move Kilcunda's Balmora to the bottom of your load order?
    3. drstrangelove42
      drstrangelove42
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      Thank you Kilcunda for getting back to me. Putting your esp lower in my load order fixed the problem, thank you. Don' really know why i didn't think of that myself :). i'm not 100% sure what other mod conflicted with it but the only other mods that make changes in the vicinity are nx9 house mod and Bigger Temples. But it's all good now and i can enjoy your beautiful balmora overhaul!

      thanks again
    4. Kilcunda
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      No worries! Glad to hear it! Apologies for my delayed reply.

      I'm actually running with bigger temples myself, I'll have to remember to add it to the recommended mods list!

    5. RithisAlrathith
      RithisAlrathith
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      Sorry to necro this but I had the same problem; fixed it by moving the esp down to the bottom but then I found the culprit in Ashworm's Houses and Apartments, which needs to be loaded before this mod.

      Hope it'll be useful to someone.

      EDIT: Well I really did not check until now but Ashworm's mod is any case hardly compatible with this one lol since it puts its Balmora house in a very inconvenient location on top of other stuff.
  3. Dreacl
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    I love the way you envision Balmora

    I noticed that the bridge on your left side as you walk towards the waterworks from the high town has a couple tears on the walkway 
    you can only slightly see them when you walk over the bridge one way if you keep looking down
    still just thought I'd let you know

    This mod + Do You Get To High Town Very Often = the best Balmora overhaul imho (would love a patch) 
    Throw in Balmora Rooftops Apartments with Balmora Temple Redone and you have yourself the most amazing Balmora

    Great work
    Thank you for sharing
  4. voro117
    voro117
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    Love this mod it's so great, very logical additions
    my only question is there any chance to get a compatibility patch with "Do you get to the high town very often"?
    been trying to find mods that build off that one

    also the tree out in the plaza by the silt strider using the west Gash Tree replacer looks very wilted and dead without any leaves, is that on purpose?
    Like the intention was to look like people have neglected that tree
    1. Dreacl
      Dreacl
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      +1 
      would love to see a patch for DYGTHTVO 
  5. CosmicCrisis69
    CosmicCrisis69
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    Not sure if it might be compatibility issue with Morrowind Optimization Patch or Project Atlas, but on the Lite version of the mod the store banners/flags in front of the Fine Alchemist and the Fine Clothier shops appear to be attached to a missing wall (floating) and are also not flapping but frozen at an angle. Also, not sure if it's intentional or not, but the gate triolith in front of the Temple appears a featureless white instead of matching the color of the temple.

    Update: Tried the regular version, and the banners are now attached to the buildings and flap around in the wind normally. But loading in on a new save I got a texture error about the gate trioliths (ex_gg_gatetriolith_01) trying to load atlas_velothi textures, which must be causing the white color. Any advice on how to make it compatible with Atlas?
    1. Kilcunda
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      I ran in to this issue in my most recent install as well - I was able to fix it by downloading the latest version of Project Atlas from GitHub, apparently Hotfix 0.7.2 on Nexus also fixes it. Seems to be an issue with Atlas, I haven't changed the textures for those trioliths (shameless kit-bashing strikes again!)

      Hope that helps! Thanks for reporting.
  6. Felik12
    Felik12
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    very good mod, lore-friendly and vanilla like. I hate those super big mods that change all things. Smaller is better. 
    1. Kilcunda
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      Thanks Felik! Glad you enjoyed it.
  7. xan713
    xan713
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    Hi, thanks for the mod! I love the changes, and 'm using it on my Samsung s23 ultra loadout with about 300 mods active. I downloaded the Welcome Home edition.

    Ran into some issues, probably due to incompatibilities with other mods. Eg OOAB, TR, Balmora Underworld, ?Smugglers Market?, ?Bazaar Sewers Expanded?

    Issues: Some extra unfinished bridges on the canal which come from your mod. They only go 3/4 of the way across. One is across from Drarane Theras storage and across from the normal house. Some poles floating above the normal house.
    The small dock on the right of it is also missing pieces. 
    The bridge across from Hecerindes house is also having the issue.
    The crane area near Vori's house has lots missing aside from the lanterns and their poles.

    Probably Balmora Underworld (one trapdoor entrance is clipping, next to Drarane Theras normal house).
    A log floating in front of Drarane Theras Storage house door.

    Dura Gra-Bols second level staircase is blocked by a floating overhang.

    Plenty of Halalu wall end 01s jut out of the water on their own too.

    Haven't done a huge amount of exploring, but the canal area seems to be the one to suffer. I'll update if I find any more issues.

    This may spur someone to look into this and make some compatibility patches. Just some insights for you. 

    Love your mod, will disable in meantime
     Thanks for your time. 
    1. Kilcunda
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      Thanks for reporting! Unfortuantely I haven't had the spare time to make compatibility mods for some of Balmora's other popular overhauls, but if any are created I'll make sure to link them in the mod page. Good to know for anyone hoping to run a similar setup.
  8. Marktwelve
    Marktwelve
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    New favorite i love it, added Balmora Temple Redone, Balmora Rooftop Apartments and a few personal mods all
    worked together perfect! Adding Balmirak required only moving a light post and deleting a rock group and this is Balmora
    i plan to use a lot, iv used many other set ups in Balmora, some i miss but this one is number 1 with only a couple minutes
    in TES Construction Set and Balmirak ending the load order.
  9. WhiskeyJag
    WhiskeyJag
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    This is a beautiful upgrade to Balmora, the canal area especially that should have been in vanilla imo. The additional lanterns and foliage are most welcome and blend in nicely with the atmosphere. It also plays well with the Balmora Home - Riverwatch mod. I highly recommend both.

    In your description you state you cleaned this .esp, but I found the following when I ran it through tes3cmd:?CLEANING: "kilcunda's balmora.esp" ...
    Loaded cached Master: <DATADIR>/morrowind.esm
    Loaded cached Master: <DATADIR>/tribunal.esm
    Loaded cached Master: <DATADIR>/bloodmoon.esm
     Cleaned junk-CELL: west gash region (-1, -1)
     Cleaned duplicate object instance (terrain_rock_wg_12 FRMR: 279606) from CELL: west gash region (-2, -1)
     Cleaned duplicate object instance (Rararyn Radarys FRMR: 41610) from CELL: balmora (-3, -2)
     Cleaned duplicate object instance (light_de_streetlight_01_223 FRMR: 41466) from CELL: balmora (-3, -2)
     Cleaned duplicate object instance (light_de_streetlight_01_223 FRMR: 41474) from CELL: balmora (-3, -2)
     Cleaned duplicate object instance (ex_hlaalu_canal_01 FRMR: 6905) from CELL: balmora (-3, -2)
     Cleaned duplicate object instance (ex_hlaalu_canal_01 FRMR: 6907) from CELL: balmora (-3, -2)
     Cleaned duplicate object instance (ex_hlaalu_canal_03 FRMR: 6917) from CELL: balmora (-3, -2)
     Cleaned duplicate object instance (ex_hlaalu_canal_02 FRMR: 17733) from CELL: balmora (-3, -2)
     Cleaned duplicate object instance (ex_hlaalu_canal_01 FRMR: 17736) from CELL: balmora (-3, -2)
     Cleaned duplicate object instance (ex_hlaalu_canal_01 FRMR: 32705) from CELL: balmora (-3, -2)
     Cleaned duplicate object instance (ex_hlaalu_buttress_03 FRMR: 32830) from CELL: balmora (-3, -2)
     Cleaned duplicate object instance (furn_de_lightpost_01 FRMR: 41465) from CELL: balmora (-3, -2)
     Cleaned duplicate object instance (terrain_rock_wg_14 FRMR: 43386) from CELL: balmora (-3, -2)
     Cleaned duplicate object instance (terrain_rock_wg_17 FRMR: 32903) from CELL: balmora (-3, -3)
     Cleaned junk-CELL: bitter coast region (-4, -1)
     Cleaned duplicate object instance (flora_tree_wg_01 FRMR: 32959) from CELL: balmora (-4, -2)
     Cleaned duplicate object instance (flora_tree_wg_01 FRMR: 32960) from CELL: balmora (-4, -2)
     Cleaned duplicate object instance (ex_hlaalu_steps_06 FRMR: 34119) from CELL: balmora (-4, -2)
     Cleaned junk-CELL: ascadian isles region (-4, -4)
    Output saved in: ".\Clean_kilcunda's balmora.esp"
    Original unaltered: "kilcunda's balmora.esp"

    Cleaning Stats for "kilcunda's balmora.esp":
           duplicate object instance:    17
                           junk-CELL:     3
    1. Kilcunda
      Kilcunda
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      Please forgive my very late reply (a year to the day, no less!)

      Well this is embarrassing, went back through my files and found the .bat file I had previously used for TES3cmd cleaning wasn't working. Cleaned and reuploaded the .esp files, should be fixed now.

      Thanks for the kind words! I'll definitely have to check out the house mod you linked, looks great!
  10. daichitsukiji
    daichitsukiji
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    Hi.
    For some reason this mod is causing a crash when I travel south from Caldera to Balmora. I am saying this after testing a wide number of configurations to pin-point which mod was causing it and yours seemed to be the offender. I haven't seen anyone else with this issue and for all I know I'm causing it because of an incompatibility, but I still thought I'd let you know just in case. My load order is basically the STEP installation and your mod.
    At the moment I'll simply play without it, which is kind of a shame because I liked it.
    1. Balathustrius
      Balathustrius
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      • 12 kudos
      I've used this mod for a very long time with no crash issues.
    2. Kilcunda
      Kilcunda
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      Thanks for the kind works daichitsukiji, apologies for not responding sooner! On the off chance you're ready for your next install three years down the line and run in to the same issue, reach out and I'd be happy to help troubleshoot.