I just tried this mod, I like it - it's beautifully made Unfortunately two things made me remove it from my load order 1 all doors to the lighthouse, shacks and houses have an x before the names on the doors (example: xLighthouse, xAllan's House etc) 2 the lighthouse door is only half visible, the other half is hidden beneath one of the cornerstones of the lighthouse itself
apart from these two minor things, it really is a beautiful addition to Ebonheart thank you :)
a version with the outskirt houses but without the lighthouse would indeed be fab
Last year, I found a version of this mod that excluded the lighthouse, so users could use just the lighthouse from mwgek & thus the neat questline made by Dillonn241. But I've misplaced it. Would any of you happen to know where to find it? I like the style and location of this mod's lighthouse more, but I want to do the questline, so it is what it is.
Thank you very much for including the map! I'd gladly install the mod, but unfortunately it conflicts with two other mods located at the same place: Cathedral Akatosh and Tea Mod. these are very old mods, I wasn't even able to find them right now on the Internet. Still, would have been great to have this village aroudn the cathedral, but alas.
Decided to say "screw it" and try to make it work anyway. SURPRISINGLY it just works. Loading the outskirts AFTER both TeaMod and CatAkatosh allowed for a stable ground, and only a need to delete one big mushroom in front of the Cathedral's door. One house kinda mashes into the Cathedral, but it gives a certain "cobbled together" feel in the end. The tea house ended up a bit blocked, but not unreachable. Had a modder worked on this, a compatibility patch would not have been hard. Not being one myself, I make do with disabling some of the doodads instead.
Thank you for the mod, Southern Ebonheart is certainly very lively now!
I know it's a Necropost, but i just wanna tell you that i'm happy that you could mix and mash other mods with mine. I'm very busy nowdays so it's hard to make compatibility patch and so. Thanks!
Some things though, easily seen in EE and also cleaned quickly with TES3CMD:
CLEANING: "C:\Users\Downloads\123\Ebonheart outskirt + lighthouse district (NO Windows Glow).esp" ... Loaded cached Master: <DATADIR>/morrowind.esm Cleaned duplicate object instance (ex_nord_door_01 FRMR: 113855) from CELL: seyda neen (-2, -9) Cleaned duplicate object instance (Ex_De_Shack_Door FRMR: 67845) from CELL: hla oad (-6, -5) Cleaned duplicate object instance (active_com_bed_03 FRMR: 22519) from CELL: pelagiad, adanja's house Cleaned redundant WHGT from CELL: pelagiad, adanja's house Output saved in: "C:\Users\\Downloads\123\Clean_Ebonheart outskirt + lighthouse district (NO Windows Glow).esp" Original unaltered: "C:\Users\\Downloads\123\Ebonheart outskirt + lighthouse district (NO Windows Glow).esp"
Cleaning Stats for "C:\Users\\Downloads\123\Ebonheart outskirt + lighthouse district (NO Windows Glow).esp": duplicate object instance: 3 redundant CELL.WHGT: 1
So the file could use a bit some more cleaning :)
Also all the doors are still showing the X before their names: https://i.imgur.com/si775Xi.jpg
And I know you recommend people to use the alternate texture/mesh for the Lighthouse, but some people like me use vanilla models or do not enjoy certain aesthetics.
So if you could just make a clone of the mod that is labeled vanilla and that has this door moved a bit to the right, it would be GOLDEN!: https://i.imgur.com/ynbWhqK.jpg , else all vanilla lighthouse users like me will see this buried in the roock door :)
Hope you are safe as well during these trying times and thank you for making this wonderful mod!
Back home, Somehow... Hope you guyz are all well with the Corona matter...
Anyway: Fresh cleaning for the 2 files with TESTool. Just download the new files (v1.5 WinGlow) & (v1.6 Standalone) Hopefully, no more GMTS, Terrain issues, and rendundant cells. Enjoy!!!
Hi! Great mod, very atmospheric, thank you! … However, there seem to be a few issues:
(1) Just also noticed the GMSTs in the non-windows-glow version: There are all 72 "Evil GMSTs" in this mod.
(2) Also when you look at the lighthouse from the seaside (take a little swim) there is a rock floating in the air at the wall of the lighthouse. This is because I am using the excellent "Apel's Lighthouse Retexture" which comes with a completely new mesh: https://www.nexusmods.com/morrowind/mods/42532 On the other hand, however, when I swap this for the vanilla lighthouse NIF, then the door is half buried by the stone pillar to its left. So I do not quite know what to make of this. Anyway, it looks like this mod was made with "Apel's Lighthouse Retexture" installed, which btw also becomes clear by looking at the pictures in the "Image" section of this mod. ;-) Therefore, I think you should mention "Apel's Lighthouse Retexture" under this mod's "Requirements" section. (The same goes, of course, for your Lighthouse mod.)
(3) Why are all doors labelled with the letter "x" in front (e.g. "xTavanda's house")? There should not be any reason for this. Standard Morrowind nomenclature would be: "Ebonheart, Tavanda's House" (city name in front, then comma, then the name of the house, all uppercase initial letters).
(4) Is there a reason why there are changes to the following cells: - "Hla Oad" (-6, -5) - "Pelagiad, Adanja's House" - "Pelagiad" (0, -7) - "Seyda Neen" (-2, -9)
(5) The download warning for "Ebonheart outskirt 'n' lighthouse district (NO aBot Windows Glow)" still states that "Windows Glow" is a prerequisite for this version, which is obviously not true.
Thank you for strictly using vanilla assets and not applying any landscape edits in this mod, which makes it extremely compatible, lore friendly and slim.
Thanks also for the non-WindowsGlow version. Windows Glow, although it comes with MGSO, is considered outdated. Even though one of its pros is that the illuminated windows are real light sources – this most unfortunately is also its biggest con because of the (sometimes huge) performance impact going along with this. Indeed MelchiorDahrk's "Glow in the Dahrk" system is state of the art and imho largely surpasses Windows Glow.
Sorry for all the nitpicking, but before I permanently install any mod, I always take it through a very strict and very lengthy and detailed evaluation process. So all this came up in the course of the various steps of this process.
Btw, I also corrected all these issues already (including some slightly misplaced objects), so if you'd like, just drop me a line here and I will send you a download link. :-)
Oh, well … please understand that I only can do this for the author of this mod because it is his creative work after all and I feel that therefore he should have the final word on this.
Hello! Thanks for stepping by, testing and told me all the experiences/issues you had found for this mod. First of all, sorry for the late reply, at the moment i'm not in my city and not able to re-work on my projects to fix. But please feel free to share any file that fix some issues if the other users request it. it's a pleasure, and i'll give you credit :)
Hello. The outskirt area is really beautiful. But there are conflicts with NMC Ebonheart. Is there a way you make a version with just the lighthouse and the fishers district ? Thanks.
Hello, and thank you! Unfortunatly, (as you can see by my late answer) it's a bit busy period for me, so i'm afraid i can't do the update you've requested. Alternatively, you could use my old Lighthouse mod (It's just the functional Lighthouse).
I hope it help. https://www.nexusmods.com/morrowind/mods/44201
Hello. I understand. But there is not the fishers area in your mod and it looks good. Perhaps when you will have the time, just delete the outskirt area and keep the lighthouse and the fishers area ?
You know if you want it that bad, you could just open up the creation kit, and delete them yourself, would literally take no more time then 15 minutes, you might enjoy it as well if your new the Creation Kit, its not as hard as one may think, especially if all your doing is click on thing and deleting them.
29 comments
Unfortunately two things made me remove it from my load order
1 all doors to the lighthouse, shacks and houses have an x before the names on the doors
(example: xLighthouse, xAllan's House etc)
2 the lighthouse door is only half visible, the other half is hidden beneath one of the cornerstones of the lighthouse itself
apart from these two minor things, it really is a beautiful addition to Ebonheart
thank you :)
a version with the outskirt houses but without the lighthouse would indeed be fab
SURPRISINGLY it just works. Loading the outskirts AFTER both TeaMod and CatAkatosh allowed for a stable ground, and only a need to delete one big mushroom in front of the Cathedral's door. One house kinda mashes into the Cathedral, but it gives a certain "cobbled together" feel in the end. The tea house ended up a bit blocked, but not unreachable. Had a modder worked on this, a compatibility patch would not have been hard. Not being one myself, I make do with disabling some of the doodads instead.
Thank you for the mod, Southern Ebonheart is certainly very lively now!
Some things though, easily seen in EE and also cleaned quickly with TES3CMD:
CLEANING: "C:\Users\Downloads\123\Ebonheart outskirt + lighthouse district (NO Windows Glow).esp" ...
Loaded cached Master: <DATADIR>/morrowind.esm
Cleaned duplicate object instance (ex_nord_door_01 FRMR: 113855) from CELL: seyda neen (-2, -9)
Cleaned duplicate object instance (Ex_De_Shack_Door FRMR: 67845) from CELL: hla oad (-6, -5)
Cleaned duplicate object instance (active_com_bed_03 FRMR: 22519) from CELL: pelagiad, adanja's house
Cleaned redundant WHGT from CELL: pelagiad, adanja's house
Output saved in: "C:\Users\\Downloads\123\Clean_Ebonheart outskirt + lighthouse district (NO Windows Glow).esp"
Original unaltered: "C:\Users\\Downloads\123\Ebonheart outskirt + lighthouse district (NO Windows Glow).esp"
Cleaning Stats for "C:\Users\\Downloads\123\Ebonheart outskirt + lighthouse district (NO Windows Glow).esp":
duplicate object instance: 3
redundant CELL.WHGT: 1
So the file could use a bit some more cleaning :)
Also all the doors are still showing the X before their names: https://i.imgur.com/si775Xi.jpg
And I know you recommend people to use the alternate texture/mesh for the Lighthouse, but some people like me use vanilla models or do not enjoy certain aesthetics.
So if you could just make a clone of the mod that is labeled vanilla and that has this door moved a bit to the right, it would be GOLDEN!: https://i.imgur.com/ynbWhqK.jpg , else all vanilla lighthouse users like me will see this buried in the roock door :)
Hope you are safe as well during these trying times and thank you for making this wonderful mod!
Cheers!
Anyway:
Fresh cleaning for the 2 files with TESTool. Just download the new files (v1.5 WinGlow) & (v1.6 Standalone)
Hopefully, no more GMTS, Terrain issues, and rendundant cells.
Enjoy!!!
(1) Just also noticed the GMSTs in the non-windows-glow version: There are all 72 "Evil GMSTs" in this mod.
(2) Also when you look at the lighthouse from the seaside (take a little swim) there is a rock floating in the air at the wall of the lighthouse.
This is because I am using the excellent "Apel's Lighthouse Retexture" which comes with a completely new mesh:
https://www.nexusmods.com/morrowind/mods/42532
On the other hand, however, when I swap this for the vanilla lighthouse NIF, then the door is half buried by the stone pillar to its left.
So I do not quite know what to make of this. Anyway, it looks like this mod was made with "Apel's Lighthouse Retexture" installed, which btw also becomes clear by looking at the pictures in the "Image" section of this mod. ;-) Therefore, I think you should mention "Apel's Lighthouse Retexture" under this mod's "Requirements" section. (The same goes, of course, for your Lighthouse mod.)
(3) Why are all doors labelled with the letter "x" in front (e.g. "xTavanda's house")? There should not be any reason for this.
Standard Morrowind nomenclature would be: "Ebonheart, Tavanda's House" (city name in front, then comma, then the name of the house, all uppercase initial letters).
(4) Is there a reason why there are changes to the following cells:
- "Hla Oad" (-6, -5)
- "Pelagiad, Adanja's House"
- "Pelagiad" (0, -7)
- "Seyda Neen" (-2, -9)
(5) The download warning for "Ebonheart outskirt 'n' lighthouse district (NO aBot Windows Glow)" still states that "Windows Glow" is a prerequisite for this version, which is obviously not true.
Thank you for strictly using vanilla assets and not applying any landscape edits in this mod, which makes it extremely compatible, lore friendly and slim.
Thanks also for the non-WindowsGlow version. Windows Glow, although it comes with MGSO, is considered outdated. Even though one of its pros is that the illuminated windows are real light sources – this most unfortunately is also its biggest con because of the (sometimes huge) performance impact going along with this. Indeed MelchiorDahrk's "Glow in the Dahrk" system is state of the art and imho largely surpasses Windows Glow.
Sorry for all the nitpicking, but before I permanently install any mod, I always take it through a very strict and very lengthy and detailed evaluation process. So all this came up in the course of the various steps of this process.
Btw, I also corrected all these issues already (including some slightly misplaced objects), so if you'd like, just drop me a line here and I will send you a download link. :-)
Is it possible that you may share the modified esp with me that you mentioned?
First of all, sorry for the late reply, at the moment i'm not in my city and not able to re-work on my projects to fix. But please feel free to share any file that fix some issues if the other users request it. it's a pleasure, and i'll give you credit :)
This is my log:
---------------------------
CLEANING: "E:\SteamLibrary\steamapps\common\Morrowind\Data Files\Clean_ebonheart outskirt + lighthouse district (NO Windows Glow).esp" ...
Loaded cached Master: <DATADIR>/morrowind.esm
Cleaned Evil-GMST Tribunal: steleportdisabled
Cleaned Evil-GMST Tribunal: slevitatedisabled
Cleaned Evil-GMST Bloodmoon: swerewolfrefusal
Cleaned Evil-GMST Bloodmoon: swerewolfpopup
Cleaned Evil-GMST Bloodmoon: swerewolfrestmessage
Cleaned Evil-GMST Bloodmoon: swerewolfalarmmessage
Cleaned Evil-GMST Tribunal: smaxsale
Cleaned Evil-GMST Tribunal: sdeletenote
Cleaned Evil-GMST Bloodmoon: seditnote
Cleaned Evil-GMST Tribunal: sprofitvalue
Cleaned Evil-GMST Tribunal: scompanionshare
Cleaned Evil-GMST Tribunal: scompanionwarningmessage
Cleaned Evil-GMST Tribunal: scompanionwarningbuttonone
Cleaned Evil-GMST Tribunal: scompanionwarningbuttontwo
Cleaned Evil-GMST Bloodmoon: fwerewolfrunmult
Cleaned Evil-GMST Bloodmoon: fwerewolfsilverweapondamagemult
Cleaned Evil-GMST Bloodmoon: iwerewolfbounty
Cleaned Evil-GMST Bloodmoon: fwerewolfstrength
Cleaned Evil-GMST Bloodmoon: fwerewolfagility
Cleaned Evil-GMST Bloodmoon: fwerewolfendurance
Cleaned Evil-GMST Bloodmoon: fwerewolfspeed
Cleaned Evil-GMST Bloodmoon: fwerewolfhandtohand
Cleaned Evil-GMST Bloodmoon: fwerewolfunarmored
Cleaned Evil-GMST Bloodmoon: iwerewolfleveltoattack
Cleaned Evil-GMST Bloodmoon: iwerewolffightmod
Cleaned Evil-GMST Bloodmoon: iwerewolffleemod
Cleaned Evil-GMST Bloodmoon: fwerewolfathletics
Cleaned Evil-GMST Bloodmoon: fwerewolfacrobatics
Cleaned Evil-GMST Bloodmoon: fwerewolfhealth
Cleaned Evil-GMST Bloodmoon: fwerewolffatigue
Cleaned Evil-GMST Bloodmoon: fwerewolfmagicka
Cleaned Evil-GMST Bloodmoon: fwerewolfintellegence
Cleaned Evil-GMST Bloodmoon: fwerewolfwillpower
Cleaned Evil-GMST Bloodmoon: fwerewolfpersonality
Cleaned Evil-GMST Bloodmoon: fwerewolfluck
Cleaned Evil-GMST Bloodmoon: fwerewolfblock
Cleaned Evil-GMST Bloodmoon: fwerewolfarmorer
Cleaned Evil-GMST Bloodmoon: fwerewolfmediumarmor
Cleaned Evil-GMST Bloodmoon: fwerewolfheavyarmor
Cleaned Evil-GMST Bloodmoon: fwerewolfbluntweapon
Cleaned Evil-GMST Bloodmoon: fwerewolflongblade
Cleaned Evil-GMST Bloodmoon: fwerewolfaxe
Cleaned Evil-GMST Bloodmoon: fwerewolfspear
Cleaned Evil-GMST Bloodmoon: fwerewolfdestruction
Cleaned Evil-GMST Bloodmoon: fwerewolfalteration
Cleaned Evil-GMST Bloodmoon: fwerewolfillusion
Cleaned Evil-GMST Bloodmoon: fwerewolfconjuration
Cleaned Evil-GMST Bloodmoon: fwerewolfmysticism
Cleaned Evil-GMST Bloodmoon: fwerewolfrestoration
Cleaned Evil-GMST Bloodmoon: fwerewolfenchant
Cleaned Evil-GMST Bloodmoon: fwerewolfalchemy
Cleaned Evil-GMST Bloodmoon: fwerewolfsecurity
Cleaned Evil-GMST Bloodmoon: fwerewolfsneak
Cleaned Evil-GMST Bloodmoon: fwerewolflightarmor
Cleaned Evil-GMST Bloodmoon: fwerewolfshortblade
Cleaned Evil-GMST Bloodmoon: fwerewolfmarksman
Cleaned Evil-GMST Bloodmoon: fwerewolfmerchantile
Cleaned Evil-GMST Bloodmoon: fwerewolfspeechcraft
Cleaned Evil-GMST Bloodmoon: fcombatdistancewerewolfmod
Cleaned Evil-GMST Bloodmoon: ffleedistance
Cleaned Evil-GMST Tribunal: seffectsummonfabricant
Cleaned Evil-GMST Bloodmoon: seffectsummoncreature01
Cleaned Evil-GMST Bloodmoon: seffectsummoncreature02
Cleaned Evil-GMST Bloodmoon: seffectsummoncreature03
Cleaned Evil-GMST Bloodmoon: seffectsummoncreature04
Cleaned Evil-GMST Bloodmoon: seffectsummoncreature05
Cleaned Evil-GMST Tribunal: smagicfabricantid
Cleaned Evil-GMST Bloodmoon: smagiccreature01id
Cleaned Evil-GMST Bloodmoon: smagiccreature02id
Cleaned Evil-GMST Bloodmoon: smagiccreature03id
Cleaned Evil-GMST Bloodmoon: smagiccreature04id
Cleaned Evil-GMST Bloodmoon: smagiccreature05id
Cleaned junk-CELL: ascadian isles region (3, -15)
Cleaned duplicate object instance (flora_heather_01 FRMR: 283901) from CELL: ebonheart (2, -13)
Cleaned duplicate object instance (ex_nord_door_01 FRMR: 113855) from CELL: seyda neen (-2, -9)
Cleaned duplicate object instance (Ex_De_Shack_Door FRMR: 67845) from CELL: hla oad (-6, -5)
Cleaned duplicate object instance (active_com_bed_03 FRMR: 22519) from CELL: pelagiad, adanja's house
Cleaned redundant AMBI,WHGT from CELL: pelagiad, adanja's house
Output saved in: "E:\SteamLibrary\steamapps\common\Morrowind\Data Files\Clean_Clean_ebonheart outskirt + lighthouse district (NO Windows Glow).esp"
Original unaltered: "E:\SteamLibrary\steamapps\common\Morrowind\Data Files\Clean_ebonheart outskirt + lighthouse district (NO Windows Glow).esp"
Cleaning Stats for "E:\SteamLibrary\steamapps\common\Morrowind\Data Files\Clean_ebonheart outskirt + lighthouse district (NO Windows Glow).esp":
Evil-GMST Bloodmoon: 61
Evil-GMST Tribunal: 11
duplicate object instance: 4
junk-CELL: 1
redundant CELL.AMBI: 1
redundant CELL.WHGT: 1
-------------------------------------------------------------
Also lighthouse is either badly placed or not correctly aligned to vanilla textures, main door is buried.
The outskirt area is really beautiful. But there are conflicts with NMC Ebonheart.
Is there a way you make a version with just the lighthouse and the fishers district ?
Thanks.
Unfortunatly, (as you can see by my late answer) it's a bit busy period for me, so i'm afraid i can't do the update you've requested.
Alternatively, you could use my old Lighthouse mod (It's just the functional Lighthouse).
I hope it help.
https://www.nexusmods.com/morrowind/mods/44201
I understand. But there is not the fishers area in your mod and it looks good. Perhaps when you will have the time, just delete the outskirt area and keep the lighthouse and the fishers area ?