Might've been designed for vanilla Morrowind but it's perfectly compatible with OpenMW. Sounds more like a Total Overhaul install issue to me. Did you disable the plugin like expected?
This mod sucks. Id love to have it but its not compatible with ANYTHING. and if its not compatible with Open-MW there is absolutely no way it should be downloaded or exist
Very good mod that adds a nice bit of atmosphere to the various docks.
Conflicts with Suran Underworld, however, which also edits the Fort Frostmoth docks in Solstheim. If loaded after Suran Underworld, Basks-In-The-Sun will be in the water. Loading it before SU fixes Basks-In-The-Sun's position. However, the added objects are floating because of the changes from SU.
By the way, OAAB_Data contains an improved and optimized version of the crane (meshes/ls/ls_dock_hoist.nif in this mod) that can just be used instead of the one included in this mod. In OAAB_Data, it's meshes/x/cranesmall02.nif.
This really seems like a must have mod for any playthrough. Had to use the patched version (from another mod page) since i have tamriel rebuilt and tomb of the snow prince. However my only complaint is that the stride port in vivec, i guess there were some edits to the terrain and i have floating grass underneath the port. Such a huge eye sore and ruins the experience for me but the mod is too good to not have installed
I did edit the ground slightly beneath the strider port and with vanilla Morrowind it works perfectly. The terrain issues you are seeing around Vivec are likely from other mods you are running.
Hi, love this mod. Unfortunately im experiencing a conflict with Epic Ald-ruhn. I know this isn't your problem but is there any way i can edit the esp or in game code to remove the Ald-ruhn part of this mod but keep the rest?
Make a backup copy of the mod. With the mod you want to edit in your Morrowind\Data Files folder, open the CS. Go to open in the top left, click on the mod and then click the “Details...” button. Find the CELL type reference with the name of (in this case Ald-Ruhn). Select it and press delete. Close the details window and now, with the esp still selected, click the button to make the plugin active. Now hit open or load or ok or what ever that button is called. Click through any errors, they’re normal, now once it’s finished loading, click save and you’re done.
If you have already visited that cell in the save game, you might have to clean your saves (can’t help with that i’m afraid) or load from an earlier one. If that doesn’t work let me know.
Having plenty of issues with caravaners are appearing below their respective platforms, ending up on the ground at the silt strider's feet. Anyone else having this issue? Trying to track down if there's incompatibilities with other mods, something to do with OpenMW or just something that is a fact for everyone.
After some investigating, I noticed that this conflicts with the Balmora house from Dave Humphrey's furniture mod. POV raises the land in front, burying the front door and other objects near it. I can't tell if this landscape edit was intentional or an accident. I used Morrowind Enchanted Editor and deleted the landscape changes to 3,3 and it seems to have solved the problem. I'm not sure if it's the same using the lite version of POV but I figured I'd post this here in case anyone needed a solution for the same issue. Aside from that, this is a great mod.
48 comments
Your attitude sucks.
Make your own mod
Conflicts with Suran Underworld, however, which also edits the Fort Frostmoth docks in Solstheim. If loaded after Suran Underworld, Basks-In-The-Sun will be in the water. Loading it before SU fixes Basks-In-The-Sun's position. However, the added objects are floating because of the changes from SU.
I did edit the ground slightly beneath the strider port and with vanilla Morrowind it works perfectly. The terrain issues you are seeing around Vivec are likely from other mods you are running.
Have a good day.
Go to open in the top left, click on the mod and then click the “Details...” button. Find the CELL type reference with the name of (in this case Ald-Ruhn). Select it and press delete. Close the details window and now, with the esp still selected, click the button to make the plugin active. Now hit open or load or ok or what ever that button is called. Click through any errors, they’re normal, now once it’s finished loading, click save and you’re done.
If you have already visited that cell in the save game, you might have to clean your saves (can’t help with that i’m afraid) or load from an earlier one. If that doesn’t work let me know.
Thanks for the kind words.