Causes issues when quests send you to get stuff from an npc that no longer exists and you are scratching your head trying to remember that you modded them out.
I'm not really sure what happened. I must have installed something this didn't like? It used to work and I noticed that suddenly it wasn't working anymore. I tried re-installing it to no luck. No matter what load order I place it in. Honestly not sure what happened.
The rebirth patch appears to no longer be compatible, atleast in OpenMW. Look at several overlapping meshes, broken doors, yellow exclamation marks, and clipping statues in Balmora. Unchecking the patch fixes the issues. Any plans to update?
aw crap, the patch clashes with the latest version of rebirth (obviously), is the patch vital to use this with Morrowind Rebirth? Or can i just leave it as is?
I like the idea, I'm a fellow TES Racist and also find it absurd how many foreign inhabitants are in the TES Games, and most mods make it even worse. Even in the most backward village, you have the diversity of a metropole. Although at least with Vvardenfell in comparison with Skyrim , it is somewhat explained in lore.
But yeah the greatest lack is always of "normal commoners". But maybe a more promising method could be changing mods like Morrowind Comes Alive. The ground build of this mod is perfect, but it just adds too many NPCs, that are too "diverse" in the sense that you met Khajiit explorers everywhere, and also very unimaginative's like Western Knights, when, in my opinion, the main goal should be adding mainly Dunmer commoners, guar herders etc.
But also in terms of foreign NPCs, instead of having boring imperial "Knights", more lore interesting persons like "nibenese Explorer".
Especially in terms of Tamriel Rebuilt and co. a more thoughtful lore-friendly version of Morrowind Comes Alive based on the TR_Data.bsa could be phenomenal because the very impressive groundwork of MCA is already there, the drunken NPCs in the night, full bars at certain times, the explorers in the wild.
Mh, sorry for the rambling, but that is something that always bothered me with the tes games, and their mods. ^^
Hm, looked at MCAs permissions, seems to be okay to modify it.
But to your mod, how will the LGNPC patch work? I guess you will simply reverse the NPCs that get a unique Backstory? And will you take all modules including the main quest ones into account? With such a patch I will definitive use your mod.
A little suggestion for a Morrowind Rebirth Patch, if you are interested. Rebirth adds two none-dunmer traders to ghostgate, which I find is a very odd place for a generic none dunmer NPC. Also, Rebirth adds the in dialogue mentioned Village of Ald Redanya, which is probably the most isolated village in all Vvardenfell, despite that it is inhabited by an extremely diverse population, again just generic NPCs, so a simple race and name switch should be enough.
Also, I forgot, thank you for the mod.
Edit: Also a suggestion, in line about the theme of this mod: Nord legionnaires in Dagon Fel as guards.
I completely agree. The numbers of non natives is too overwhelming for both Morrowind and Skyrim.
Another mod that kind of bothers me is Children of Morrowind. While it's said that 50% of the people in Vvardenfell are not native, the children should be much less so. Non Dunmer kids should be concentrated in the Imperial towns and the Foreign Quarter. Kids seen elsewhere should be prevalently Dunmer.
"But to your mod, how will the LGNPC patch work? I guess you will simply reverse the NPCs that get a unique Backstory?"
Yes, I think that's the best (the least invasive) course of action, I'll check the NPC's that I modified and if I notice some inconsistencies in the dialogue lines I will restore those NPC's back to the original state. I'll prepare that patch in the coming days.
I'll make a patch for the Morrowind Rebirth too, but I need to contact johanrosen first and ask for a permission. As far as I remember Morrowind Rebirth doesn't add new quests so all NPC's are generic?
To be honest I thought also about a separate mod, purely for lore/"OCD" fixes, which would serve as an extension for "More Dunmers". For example I wanted to give Buoyant Armigers at the Ghostgate and Molag Mar full armors (if there wear incomplete armors, I won't be adding helmets), remove as many Dunmers, Altmers and Bosmers as I can from the Imperial Legion, give Caldera miners worse clothes, give Serjo Avon Oran, the Suran governor, a higher rank in House Hlaalu (he's just a Lawman) and stuff like that. The list is quite long.
I've uploaded the Morrowind Rebirth patch, it's an ESP replacer, I couldn't do it the other way, so if you would like to test it please remember to backup your original "Morrowind Rebirth 3.81.ESP" first. You can find the list of alterated NPC's in the download package. Patch changes 38 NPC's in total.
I've also updated "More Dunmers" to 1.1.0, it adds five new NPC's. The documentation has been also updated.
Unfortunately, I couldn't make a patch for LGNPC's, all dialogues have been changed.
I had forgotten to mention that about 90% of all non-Dunmer NPC's in LGNPC have race/heritage related dialogues, that's why it was extremely difficult to create a patch - a huge amount of dialogues would have to be rewritten from scratch.
Hm yeah, that is clear, I mean that a patch of your mod simply could not so much be a patch, as a version, like you're non-Tribunal version, that only modifies NPCs to Dunmer, that aren't touched by LGNPCs, that was the idea ^^.
But as I think about it, could be debatable how much sense that would make, given that the LGNPC Series modifies nearly all Redorans but nearly no Hlaalus, so that the Hlaalu Dunmer Population would grew with your mod and the Redoran almost don't.
Maybe a more interesting and uncomplicated mod for a More Dunmer Style version, could be abot's merged version of animated Morrowind, which adds very unlikely diversified ambient NPCs like a Breton Bard in a Redoran inn or a male in Tel Mora.
By the way, I tested your version of Rebirth and couldn't find any problems.
23 comments
It used to work and I noticed that suddenly it wasn't working anymore.
I tried re-installing it to no luck. No matter what load order I place it in. Honestly not sure what happened.
In case anyone else was wondering, in the vanilla game 55.2% of VVardenfell's population is Dunmer. With this mod that number goes up to 59.1%
Can somebody tell me from which mod is the Orc's head on the 1st screen?
But yeah the greatest lack is always of "normal commoners". But maybe a more promising method could be changing mods like Morrowind Comes Alive. The ground build of this mod is perfect, but it just adds too many NPCs, that are too "diverse" in the sense that you met Khajiit explorers everywhere, and also very unimaginative's like Western Knights, when, in my opinion, the main goal should be adding mainly Dunmer commoners, guar herders etc.
But also in terms of foreign NPCs, instead of having boring imperial "Knights", more lore interesting persons like "nibenese Explorer".
Especially in terms of Tamriel Rebuilt and co. a more thoughtful lore-friendly version of Morrowind Comes Alive based on the TR_Data.bsa could be phenomenal because the very impressive groundwork of MCA is already there, the drunken NPCs in the night, full bars at certain times, the explorers in the wild.
Mh, sorry for the rambling, but that is something that always bothered me with the tes games, and their mods. ^^
But to your mod, how will the LGNPC patch work? I guess you will simply reverse the NPCs that get a unique Backstory? And will you take all modules including the main quest ones into account? With such a patch I will definitive use your mod.
A little suggestion for a Morrowind Rebirth Patch, if you are interested. Rebirth adds two none-dunmer traders to ghostgate, which I find is a very odd place for a generic none dunmer NPC. Also, Rebirth adds the in dialogue mentioned Village of Ald Redanya, which is probably the most isolated village in all Vvardenfell, despite that it is inhabited by an extremely diverse population, again just generic NPCs, so a simple race and name switch should be enough.
Also, I forgot, thank you for the mod.
Edit: Also a suggestion, in line about the theme of this mod: Nord legionnaires in Dagon Fel as guards.
Another mod that kind of bothers me is Children of Morrowind. While it's said that 50% of the people in Vvardenfell are not native, the children should be much less so. Non Dunmer kids should be concentrated in the Imperial towns and the Foreign Quarter. Kids seen elsewhere should be prevalently Dunmer.
Yes, I think that's the best (the least invasive) course of action, I'll check the NPC's that I modified and if I notice some inconsistencies in the dialogue lines I will restore those NPC's back to the original state. I'll prepare that patch in the coming days.
I'll make a patch for the Morrowind Rebirth too, but I need to contact johanrosen first and ask for a permission. As far as I remember Morrowind Rebirth doesn't add new quests so all NPC's are generic?
To be honest I thought also about a separate mod, purely for lore/"OCD" fixes, which would serve as an extension for "More Dunmers". For example I wanted to give Buoyant Armigers at the Ghostgate and Molag Mar full armors (if there wear incomplete armors, I won't be adding helmets), remove as many Dunmers, Altmers and Bosmers as I can from the Imperial Legion, give Caldera miners worse clothes, give Serjo Avon Oran, the Suran governor, a higher rank in House Hlaalu (he's just a Lawman) and stuff like that. The list is quite long.
I've also updated "More Dunmers" to 1.1.0, it adds five new NPC's. The documentation has been also updated.
Unfortunately, I couldn't make a patch for LGNPC's, all dialogues have been changed.
But, wow thank you for the Morrowind Rebirth version, I think that's enough for me at moment anyway, that only the Rebirth NPCs get dummersified.
Will test it
But as I think about it, could be debatable how much sense that would make, given that the LGNPC Series modifies nearly all Redorans but nearly no Hlaalus, so that the Hlaalu Dunmer Population would grew with your mod and the Redoran almost don't.
Maybe a more interesting and uncomplicated mod for a More Dunmer Style version, could be abot's merged version of animated Morrowind, which adds very unlikely diversified ambient NPCs like a Breton Bard in a Redoran inn or a male in Tel Mora.
By the way, I tested your version of Rebirth and couldn't find any problems.