Morrowind

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Kilcunda

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Kilcunda

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199 comments

  1. 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
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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
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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!
  7. 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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      I've used this mod for a very long time with no crash issues.
    2. 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.
  8. Elitheia
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    In terms of atmosphere this is certainly one of the best Balmora overhauls of the many so far but I'd like to report some issues when using this mod together with Vurts Westgash (which is why I had to uninstall this one despite loving it). update: resolved
    Namely, it causes the game to crash between Balmora and Caldera (someone else mentioned this in the comments already and I found the cause to be this mod here as well) which also occured at this location when using the .esp from Vurts older Westgash Trees here on Nexus (the new version is on Modding History) so I am assuming (because a lot of edits from the new Westgash Trees are reverted and issues Vurt fixed are occuring again when this mod here is activated) that the mod somehow includes some stuff from the old faulty .esp version of Vurts trees? That would also explain a lot of clipping in Labor/Low Town, especially the backstreet with Caius' house at the end.
    (Unfortunately I didn't check my Warnings.txt before uninstalling but I know Vurts older version from 2011 was really messed up, I can only recommend using the trees from the pluginless version and the new version in general)

    I'd love to see this mod updated/fixed, it's better than Atmospheric Balmora and very lorefriendly, not intrusive and incredibly atmospheric. (I also love the waterfall and landscape edits outside of the town)

    update: Okay, I don't know what fixed it but I'm still using Vurts .esp-less replacer, I cleaned this mod and I'm not experiencing crashes between Balmora and Caldera anymore. Even though my trees in the West Gash are a bit messy now and I don't know why because without using the grass patch, generating distant land with it and then deactivating the .esp the trees are fine but after doing so some of them are reverted to an older version of Vurts trees.
    1. Kilcunda
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      Thanks for the kind works Elitheia! Forgive the late reply on my part, glad you were able to solve the issue
  9. GazdaPaja
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    Is North-East Balmora Seam Fix included in the latest main version?
    1. Kilcunda
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      Testing my memory here, but for the sake of others scrolling through the comments section - Yes, I believe so. The Seam Fix was created as a quick fix for a user who could not quite determine what conflict was causing the terrain to tear just north of Balmora, I uploaded it as an optional file in case if anyone else ran in to the same issue. I'm 99% sure I implemented these changes in a later version, but haven't heard any other players running in to the same problem.

      Moving that file to the 'old files' section to avoid any confusion.
  10. nakor86
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    This is my favorite Balmora mod. Really like the style and especially love the work around the new canal.

    In regard of the canal I would maybe have one little feedback:
    As you have already built some wooden docks reachable by little ramps, have you thought about also having a way (from there?) reaching directly into the water?
    Would be convenient to have a place inside the city where one could get out of the water and maybe it would also thematically make sense.
    (One could imagine that sometimes people go swimming there or need to be able to push for example smaller boats out of the water.)
    1. Kilcunda
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      Very late reply, but thanks for the kind words Nakor!

      Good feedback, if I end up updating the mod again (overhauling with OOAB_data is a tempting idea...) I'll see if I can implement this, or at the very least play with static heights to allow for players to enter/exit the canal easily.