Morrowind

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Mordaxis

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Mordaxis

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43 comments

  1. LeadManHoller
    LeadManHoller
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    For anyone wondering - this is incorporated into BCoM (Beautiful Cities of Morrowind) all the way since BCoM 1.6.2.
    Take care :)
  2. aristeo812
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    By the way, what is the mod which adds those shiny gilded incrustations to the tables and chests? I used is long time ago, but I can't remember what it is and how to find it.
  3. Felik12
    Felik12
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    very nice mod
  4. Dellmizzle
    Dellmizzle
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    So which files from the download page are the non true lights and darkness versions? I am not running that mod and for whatever reason, my Vivec mages guild is really really dark. *Edit nvrm 
  5. EinBlonderTraum
    EinBlonderTraum
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    Are there any major compatibility issues with Stavroguin's Mages Guild Aesthetics Overhaul: Stavroguin's Mages Guild Aesthetics Overhaul?
    1. Mordaxis
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      Sorry, I have no idea.  I don't use that mod and there are no pics of the Vivec guild on the page or in the description so I can't tell if it would or not.
  6. Swordsguy2010
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    " Ever wonder just where all those guild members in Ald'ruhn were supposed to meet to hear Trebonius' speech while you robbed them blind?"

    He he, he he, ah, yeah :)
    1. Mordaxis
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      ;)
  7. lelimule
    lelimule
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    it's strange: in my game this mod duplicate Trebonius Artorius and Tiram Gadar.

    i have openmw and a french version of Morrowind (i translated this mod).

    in TESCS i see the IDs Trebonius Artorius and Tiram Gadar with count = 2.
    i deleted one of each to have count = 1. then i saved the esp. But it doesn't work; no more Trebonius Artorius and Tiram Gadar in my game!
    1. Mordaxis
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      First, did you install this in the middle of a game? This needs to be installed on a new game or duplication will occur. I believe there is a process to run a fix for this duplication but I forget--I think abot has posted in the comments here or on my other mod with how to fix this particular bug. (But honestly, I always just start a new game when installing mods to be safe).

      Also, I cannot troubleshoot OpenMW as I don't use it. Others have said it's compatible so I have to take their word.

      Just deleting the NPCs by lines in the CS, you probably deleted the original NPCs themselves. Did you look at the guild hall cell in the CS and make sure they are duplicated there? This is where you'd want to delete any duplicates in the CS. However, I would not be messing around in the CS unless you are really know what you're doing (that is, you read up on it and first made something yourself--editing other people's stuff is really tricky because you don't really know how they set things up...) Also, I only moved NPCs around so there is NO duplication in my original esps; this I have verified.

      Also, I'm unsure what your translation process was... in Morrowind if you make an esp that edits another esp you will also end up with lots of duplication. You have to first "esm-ify" the esp file you want to make changes to (i.e. my mod) to make your esp file, then revert my file back to an esp afterwards. This is done through Wrye Mash. Otherwise, you can just edit my original file and that should not cause duplication (if you do it properly).

      ALWAYS clean/re-clean a file after editing it, though, as the Morrowind CS is also notorious for causing random edits and duplication/reverting of changes.
    2. redondepremiere
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      Hello, I translate mods as well (with quite a bit more experience) and use the base game.

      The program used is ESP-ESM Translator ( https://www.nexusmods.com/skyrimspecialedition/mods/921 ), which allows modifying the entries that need to be translated directly in the plugin, without the need to make an additional plugin or esmify files.

      The problem lelimule has encountered (which shows up whether a new game or an existing save is used) is something I've experienced on a number of other plugins (like Necessities of Morrowind, Mines and Caverns and Morrowind Comes Alive, I've also seen a crazy amount of errors with DNGDR's file) and seems to arise when a plugin that moves/deletes a reference from its master file(s) is loaded in a version of the game with a different localization (like an english plugin in a french game), resulting a varying number of "Object reference not found in master" errors when opening the plugin in-game or in the Construction Set.

      While some might be automatically cleaned when loading the CS if they're identified as duplicate references (as specified in the Warnings.txt in that case), most of those "broken refs", to my knowledge, have to be identified and cleaned out (by deleting the unmodified duplicates) manually in the CS. It can concern NPCs sometimes, as is the case here.

      It doesn't seem to be related to the program used to translate the files from what I could find via some experimenting, and I unfortunately don't know what the root cause of the issue is (considering that problem seems severly undocumented, even where it could have been encountered). Cleaning with tes3cmd / the Enchanted Editor doesn't catch such errors at all, and Wrye Mash's Repair Refs function only works with the duplicate refs (I think it can even break things further if there are a lot of broken refs). I don't know if modders with more technical knowledge of the game can help about that, and no one in the french side of the community has a clue, as far as I could find.

      All in all, making a clean translation of this plugin shouldn't be too hard and would just need a few careful adjustments in the CS (along with the necessary recleaning). Morrowind's engine / file structure is the only one at fault here.
    3. Mordaxis
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      Thank you for the clarification, I hope the above user finds use in it! I would also suggest maybe looking on abot's site as he may have covered this issue at some point as well, but you likely know more than I do on this anyway...
  8. jMichael0309
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    I fought the arch mage in the area and no key, is there a spare key somewhere, or can we get the console name for the key?
    Used a Open 100 spell and got in. Just thought you might want to know about the no key thing.
    Downloaded V2.2 playing with MW rebirth, no TR

    great mod!!
    1. Mordaxis
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      Thanks, glad you enjoyed it! And thanks for letting me know about the key, I was afraid of that. The ID of the key is "_MD_MageKey" (I think I should remove the beginning "_" from the name, though, as that may cause issues, iirc), but you can just click on the door after opening the console and type "unlock" to be easier. You should still be able to pick-pocket it from him while he's in the MG are still. I don't really know how the game handles the arena duels; if Trebonius is duplicated there or just teleported there (and whether the cell is duplicated or not). There does not seem to be a set duplicate of him in the CS (unless I'm just missing him) so I'm not sure if his script is not catching the key because of a potential name error or if there's something else needed to be done. I don't have the time to look into this right, unfortunately, but hopefully it's just a minor issue.

      EDIT: it could possibly also be another mod is editing Trebonius and reverting him to vanilla inventory. From what I recall just about anything can do this from head replacers to other inventory edits (like Melchior Dahrk's mage robe mod). I plan to test this whenever I can manage a new playthrough but I may just need to find a better way to give the key...
  9. ElderMalaclypse
    ElderMalaclypse
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    Real nice upgrade to the Guild. I've a number of mods like this that add just enough content to frequently used locations so they enhance and make the world a more robust, enjoyable experience. Keep up the good work.
    1. Mordaxis
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      Thanks, glad you enjoyed it! I definitely have plenty of plans for future projects, including some other major Vivec interiors (which will include a merge of this mod) as soon as I can find the time again...
    2. DoggOward
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      Hope all is well...and you can find the time!
    3. Mordaxis
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      Thanks! Yeah, there's just a lot going on right now and part of it is also waiting for the next round of edits to TamrielData as I plan to use it for some of my mods and don't want to potentially update everything again in like 3-4 months or so.
  10. cubanbface
    cubanbface
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    My game has bitter coast plants on the doors of the library and arch-mage chambers for some reason. Right on the entrance of the doors.
    1. Mordaxis
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      So this can be caused by a number of things. Did you install this midway through a current playthrough? Sometimes Morrowind can have issues with this so you may need to try a new game and see if this happens there too.

      Is this my most recent version? I did clean it but it's POSSIBLE it didn't clean well enough and there may be a couple of bad edits left behind; you could try cleaning again with TES3CMD.

      It could be a mod conflict (these plants are leftover from the vanilla cell-I moved them to the opposite wall) causing vanilla edits to be reverted. Are you using Rise of House Telvanni? I have not tested these two together (and don't have time to do so) so I don't know if that mod is the cause.

      In the meantime you should be able to use the console to delete the plants.