Morrowind

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Iguar

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iguar

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I'm not an author of this mod, I've only made an polish translation of it!
Nie jestem tw�rc� tej modyfikacji, odpowiadam jedynie za jej spolszczenie!

Mod umo�liwia podr� �azikiem w czasie rzeczywistym, dodaje tak�e �aziki dzikie, kt�re mo�na spotka� podczas podr�y.

Serdeczne podzi�kowania dla Abot za stworzenie �wietnej modyfikacji.

Many thanks to Abot for great mod.

Iguar

TO JEST TYLKO SPOLSZCZENIE, DO DZIA�ANIA POTRZEBNY JEST ORYGINALNY MOD Silt Striders (https://www.nexusmods.com/morrowind/mods/42267/?); ZAZNACZAMY O0CZYWI�CIE TYLKO POLSKI PLIK .esp


Oryginalne readme:

The Elder Scrolls III MORROWIND: Silt Striders


VERSION HISTORY:

1.2
- more caravaner comments galore (big thanks to Athirena!)
- better compatibility with Vivec Expansion and Morrowind Rebirth
- re-added missing Data Files\Meshes\e\magic_hit_Levitate.nif to the archive
- fixed a bug in triptime calculation in abotSiltStriders.esp
- some code and meshes optimization
- changed fMaxHeadTrackDistance value

1.1
- added Tamriel Rebuilt silt striders
- moved some waypoints for better compatibility
- fixed scenic strider spawning in Gnisis
- removed %PCRank references in dialog
- tweaked strider meshes, added strider passenger, blinking eyes
- changed/added caravaner comments
- added health regeneration during travel

1.0/beta - first release


USAGE: abotSiltStriders.esp: Tribunal or Bloodmoon scripting engine
required Tribunal and/or Bloodmoon.esm loading not required

abotSiltStridersTR.esp: Tribunal,esm, Bloodmoon.esm, TR_Data.esm,
TR_Mao1.esm, TR_Map2.esm loading required

IF YOU HAVE TAMRIEL REBUILT INSTALLED, LOAD ONLY abotSiltStridersTR.esp,
ELSE LOAD abotSiltStriders.esp

INFO: I wanted to travel Morrowind on top of a real Silt Strider so
strongly, and after years waiting for some similar mod to be completed,
I decided to try myself.

To avoid the need of thousands of waypoints for the routes, I used
geometry and positioning instead of AI, and creature collision to detect
and go past minor obstacles/slopes, disabling collision only when
needed.

To enjoy the scenic trips use the caravaner "- scenic travel" dialog
topic.

To dismount from the strider or reach destination immediately activate
the strider while riding. From the same menu you can also configure the
mod.

To fully enjoy the mod as intended, you should have last MGE/MGE XE
distant land, some MGE macro keys set to move the 3rd person view
camera, and last MCP (Morrowind Code Patch) Vanity camera lock option
checked. This will allow you to pan the camera and enjoy a more stable
and much more scenic experience during silt striders trips.

Oh, and your preferred tree replacers/landscape enhancers of course!

As usual, I tried to be as compatible as possible, so routes are not so
straight but landscape/trees are nearly unchanged (except some landscape
under a boulder on top of a mountain, I think that spot should not
conflict with anything).

KNOWN GLITCHES: A noticeable stuttering in 1st person view when riding
at great speed over rocky terrain.

When enabling back collision there is a 1 frame stutter due to player
being warped on the ground by the engine for one frame, no matter what
magic effect/scripting command is used. I have found no remedy for this
engine quirk so far.

To avoid hostile attacks when travelling, player by default is set
invisible by script (a ...invisible invisibility effect). Don't use a
constant invisibility item while riding, you don't need it and probably
you will have to wait the end of the trip before the invisibility
transparency of your spell is reset unequipping the enchanted item.

Care has been taken trying to be compatible with other mods, but being
so many mods around obviously this can not be guaranteed.


COMPATIBILITY NOTES

- Living Cities of Vvardenfell (NPC LCV Schedules 03.esp) There is
probably a typo in the scheduling of the Khuul caravaner Seldus Nerendus
that makes him disappear for half a day. If you are able to edit and
compile scripts, you can fix this replacing "seldus
nerendus"->positionCell -65939 13552 975 4218 "Khuul" in the script
SC_Khuul_1 with "seldus nerendus"->positionCell -65939 135552 975 4218
"Khuul" and replacing "seldus nerendus"->positionCell -65939 13552 975
4218 "Khuul" "seldus nerendus"->aiTravel -65939 13552 975 with "seldus
nerendus"->positionCell -65939 135552 975 4218 "Khuul" "seldus
nerendus"->aiTravel -65939 135552 975 in the script SC_Khuul_2.

If you are not familiar with TESCS, you can use
ab01NPCLCVSchedulesFix.esp, load it after NPC LCV Schedules 03.esp.

Some of Vurt's BC trees have low leaves with collision still enabled,
which can cause stuttering when colliding with the strider. Hopefully
this will be fixed in next BC trees releases.

I changed the waypoints near Gnisis strider port to avoid colliding with
the imperial bridge added by Morrowind Rebirth mod. There are still
problems with a tree placed right in front of Balmora strider port and a
scenic rock arc over the Odai river.

TECH NOTES: speed change selected using the configuration menu is
effective when next waypoint with different scheduled speed is reached.

TESTING ONLY: set ab01debug to 25 will enable some debugging messages.


CREDITS

I started working on this for myself, inspired by a mod on
development by Fliggerty for the last 4 years, because I really wanted
real, scenic striders so badly.

I have offered my help/work in this mod to try and finish that mod in a
faster way, but after a while I decided to keep on my own, I think I am
using a different approach to routing (setpos instead of AI).

This mod is a tribute to everyone contributing to MGE, MGE XE, MCP, to
scenery/trees modders, to Tamriel Rebuilt team for giving us more and
better world to stride.

The great original Silt Strider animation is by Lingarn, I have
NIFskoped it a lot to suit mod needs.
http://www.mediafire.com/file/6546hje6e7q658a/ID3266-2-20-Silt+Striders+
v1.0-20040322.zip

The caravaner's plastic pose is from Phaedrus' slaughterfish hunters
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7579

, his head and hair are from Better Heads (head retexture by
Petethegoat)
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8912

his loincloth is by Dereko from Better Clothes, shirt also is from from
Better Clothes
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8737

see through helmet is original in game mesh tweaked by
Deamon2000/Hollow_Fang in Helms Of Sight 2.0
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6933

One passenger lady is a reworked sitting lady by Lady Eternity from
Dragons Breech resources, with a head retexture by Emma based on a mesh
by Rhedd and Allerleirauh hair by Ren, book retexture from Better Books
by William The Taffer.
http://modhistory.fliggerty.com/index.php?dlid=3896
http://lovkullen.net/Emma/faces.htm
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4187
http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=2332

The other lady is from Lidicus'URM creatures (seducer) dressed with
Korana's flemish dress from Clothiers of VVardenfell
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7400
http://www.tesnexus.com/downloads/file.php?id=27167

Other cargo items and levitation magic effect are reworked standard game
meshes.

Some caravaner's comments come from
http://www.uesp.net/wiki/Tes3Mod:Tamriel_Rebuilt and some from Beth Forums users (thanks Athirena and Dragon32).

I moved levitation magic effect down so it should usually be not visible
when riding. If for any reason you want to restore the original effect,
you can delete the Data Files\Meshes\e\magic_hit_Levitate.nif

If you want to get rid of the effect completely (that is, have a always
invisible levitation effect), rename the
Data Files\Meshes\e\magic_hit_Levitate_inv.nif
to
Data Files\Meshes\e\magic_hit_Levitate.nif

As usual, feel free to use anything done by me, just give credit when
credit is due and be sure to be compatible with this mod (that usually
means: always use different ids, not super-easy but if you are a modder
capable to tackle with the code you should know how to do it). Be
prepared though, the real hard work is creating the routes!

Anyway, I really love this mod, maybe you'll like it too.

-abot
[email protected]
abot.silgrad.com