63 comments

  1. EnvyDeveloper
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    Due to popular request, I have made the "quest locations only" version. Only the locations which are relevant to a quest or are a part of faction headquarters, have been kept in this version. Balmora's performance is a lot better now, and the Mathi Agea island runs somewhat better.

    The full version has still been kept, because who knows, maybe OpenMW will be able to run it better in the future.

    If you still find the performance in the Mathi Agea island to be bad, please let me know and I'll continue the trimming.
  2. stone1
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    Hello Envy!

    I'm so glad this mod got to see the light of day! Have been following this since 2012, and I thought it had died when Preadator left. It's awesome you got to finish it, even without all of the interiors, etc. Hlaalu has always been my favorite house, and except for all the Balmora mods, it didn't really seem to get much modding love.

    Quick questions:

    (1) As released, this does not impact Rethan Manor in any way, right? I seem to remember Preadator had plans for that, but it doesn't look like they made it in.

    (2) Were any of the vanilla interiors touched? I seem to remember that there were no plans to change them, but just want to be sure.

    (3) Is there a list anywhere of the cells that are changed outside of the cities? I know the strongholds got added and other buildings outside the cities, and I'd just like to know what spaces I have to play without.

    (4) Are there any player homes? I don't think there are, but just checking.

    (5) To use, do I need both the .esp files from the main file and the update file? I'm using the full version.

    Thanks again! Amazing work. Y'all (modders) keep the community engaged all these years after the game was released.
    1. EnvyDeveloper
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      Thank you. :)

      To answer your questions:

      1). Rethan Manor was not touched, no. I was hoping that Praedator would have done that too.

      2). Yes, some of the interiors have new NPCs, invisible quest triggers and even new items put in them. The only incompatibility that may arise as a result of it is Dwemer Rebirth, because Aleft has a new artifact.

      3). You can use TESFaith Sharp to see if there are any conflicts with your current mods.

      4). Yes, there are two. One is the Redchurch Temple shared room that you get once you join the faction and another is the Young Mages Retreat which you get once you finish the Young Mages Gathering questline.

      5). Just replace the .esp with the update file.
    2. stone1
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      Thanks for your detailed answer! I really appreciate that you're keeping track of what's being posted here. I know how time consuming that can be.

      (1) Rethan Manor - That's a shame that he didn't work on it. This mod is fantastic though, and hopefully can serve as a platform for modding the Hlaalu going forward (with permission, of course!).

      (2) Vanilla Interior Changes - Ah, okay, thanks for letting me know. I'll try to take a look at what was added to those interiors. I'm sure someone will patch Dwemer Rebirth soon, and it's such a great mod as well.

      Beyond that, could I make a small recommendation? If you scripted the doors that don't have interiors to say something like "there is nothing of interest here" or "this door won't budge", it would help immersion a lot. Having the door just spin into nowhere can be immersion breaking. It's just a small thing though!

      I'm going to figure out how to make this work with any other mods I use in my new setup (I'm coming back to Morrowind after 6 years away or so). I love Hlaalu, so hopefully this will be an intrinsic part of my modlist going forward.

      Thanks again!
  3. baobabcosmos
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    This mod looks really great, and I would love to play it, but it does look like it needs heavy cleaning.

    QUOTE
    Cleaning Stats for "C:\Games\Morrowind\Data Files\City of Balmora - Quest Locations Only.esp":
    duplicate object instance: 81
    duplicate record: 48
    junk-CELL: 52
    redundant CELL.AMBI: 22
    redundant CELL.WHGT: 22
    UNQUOTE

    I am far from being an expert, but having a further look in the CS, it seems to me that the mod is editing things it is not supposed to -- even after cleaning it with tes3cmd and tespcd.
    1. EnvyDeveloper
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      Thanks for the report. I uploaded a cleaned version of the mod.

      A lot of things had to be removed from the Full Version to make the Quest Locations Only version. I only used about 10-15% of the canvas that Praedator has given me and I was initially just the quest/narrative designer. I did not foresee Praedator leaving, and when he did, it turned out that there was a lot more stuff which existed in the mod than he told me about.

      This, coupled with my aversion to breaking the quests I made, led me to possibly miss out on removing some things.
    2. baobabcosmos
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      Thanks for your feedback. :) I understand your concern about breaking quests, - it's just that I am trying to have a new set up as clean as possible. (Seen way too many CTDs in my life, duh...)

      If I may, regarding the cleaned version you have just uploaded, tespcd still reports some unclean entries. (A bunch of "Dialog text identical to default entry" plus a few statics.) Is it safe to delete them all, or would that break something?

      There also seem to be landscape conflicts (?) with UMOPP Siege at Firemoth, Expedition to Mzelthuand and TR_Preview. Unfortunately I am not good enough with the CS to determine if it is really due to the mod's content, or if these are just leftovers that could be safely deleted as well...
    3. EnvyDeveloper
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      I have a heavily modded Morrowind with the Quest Locations Only version. Don't have CTDs. :)

      I can guarantee that I made sure that Siege at Firemoth and TR_Preview are compatible with City of Balmora - I extensively explored the Mathi Agea island to check this. However, the current version of TR_Preview and Siege at Firemoth are incompatible with each other at the moment, that's probably why there seems to be landscape conflicts.

      Expedition to Mzelthuand, on the other hand, has not been checked and I'll look into that.

      Regarding the dialogue entries, they are intentional. There are 2 Uvoo Llarens - one Tribunal Temple version and another Redchurch Temple version. She can join the Redchurch Temple during the questline and her quests contribute to your Redchurch Temple faction reputation. Not a clean solution, I know, but I can't remove an NPC from a faction like you can do in Oblivion onwards. Removing the dialogue entries will break this.
    4. baobabcosmos
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      Many thanks for the comprehensive reply! I'll give it a go, then :)

      EDIT: So I tested it, and I must say I really like what you have done with the place! (Especially the path between Balmora itself and Moonmoth, it does fit in perfectly!)
      Unfortunately, I could not keep the mod in my load list due to a very serious problem in the FPS department. Even in its "Lite" version the mod hits actually harder than Epic Dagon Fel, Walled City of Balmora or Dramatic Vivec (to name a few town expansions/overhauls I have been playing with)... It costs me 7-10fps which is more than I can afford. It's a pity, like I said it looks really nice, but c'est la vie ¯\_(?)_/¯
    5. EnvyDeveloper
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      I understand.

      Have you tried the Quest Locations Only version or is that still an FPS loss?
    6. baobabcosmos
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      Yes, - I was talking about the ‘Quest locations only’ version. I didn’t even think about trying the full version, I know my laptop is not a beast... (That is, it *was* a beast... 10 years ago)
    7. EnvyDeveloper
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      I understand. I struggled to run this mod well on my laptop and it was only bought about 5 years ago.
  4. robcbwilson
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    Super excited to see this finished. Was following Praedator when he started this and thought it would never see the light of day. Thanks so much for finishing this :)
    1. EnvyDeveloper
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      No worries, happy to have finished it too. :)
  5. HaleophantGreen
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    I absolutely love how much this mod expands upon Balmora and the other sites. Especially the small towns built on the roads that lead up to the city. I just wish there was a "lite" version compatible with Morrowind Rebirth, but I know that would probably be too much work at this point.
    1. EnvyDeveloper
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      I was thinking of doing a Rebirth patch, but even with the Quest Locations Only version, the market is incompatible among other things.
  6. Ayisyen
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    Hi! It's me again, does this mod conflict with the guard tower edits made by Suran Underwater Manor??
    1. EnvyDeveloper
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      It shouldn't conflict, as far as I know.
  7. Penisiqe
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    Probably a dumb question, but is the "Quest locations only" version compatible with Kilcunda's Balmora?
    1. EnvyDeveloper
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      With the patch, yes.
  8. Numaron
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    Hey,
    I really liked your mod from the looks, so I installed it right away for my next big playthrough - Balmora looks awesome, finally like the big city it deserves to be!

    Question though: in my game the mod seems...unfinished so to speak, many doors do not open, I was trapped in the outlander inn, the great hlaalu guard - house basically hidesthe entrance door once you enter, and in the sewers doors open into nothingness, the ceilings is gone in some cases, etc.

    Is this part of the (yet) unfinished mod, or may this be a mod conflict with other mods? I already checked your compatiblity list...
    1. EnvyDeveloper
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      Thank you. :)

      The level designer Praedator left the community before the interiors could be finished, so had to do what I did with the resources I had. But regarding the Outlander Meet Inn, I don't recall being trapped there in the latest version - do you mean you got stuck into the geometry or you can't come out?
  9. zackperk
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    I love the mod, however, when I switched to the Quest-only version, all NPCs in Balmora are doubled.

    Ive tried totally removing the mod and reinstalling, but the issue persists. Is there a way I can fix this?

    Thanks.
    1. Zobator
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      http://lmgtfy.com/?q=Morrowind+Doubling

      First link.
    2. EnvyDeveloper
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      Use Wrye Mash standalone to repair your save. No more doubling should occur.
  10. antonkirby
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    Hi ! Thanks for this mod. I want to notify you of the following observation : I noticed several floating cavern doors on the way between Balmora and the Fields of Kummu. Deactivating this mod via NMM made these floating doors go away, however, deactivation did not remove two piers on river Odai south to Balmora and a "Welcome" sign that both seem to be part of this mod's scenery.

    Do you happen to have any idea of what may causes these ?

    Thanks !

    Here's my mod load order :
    GameMode=Morrowind

    Morrowind.esm=1
    Tribunal.esm=1
    Bloodmoon.esm=1
    MCA.esm=1
    Tamriel_Data.esm=1
    TR_Mainland.esm=1
    XE Sky Variations.esp=1
    MacKom_Hairs.ESP=1
    Better Bodies.esp=1
    MK_Khajiit.esp=1
    Wey_New_Argonians.ESP=1
    More Better Clothes.ESP=1
    Accurate Attack.esp=1
    Animal Behaviour.esp=1
    Graphic Herbalism.esp=1
    Better Blocking.esp=1
    RealSignposts.esp=1
    SpeechcraftBalance.ESP=1
    Fashionable Merchants 1.0.esp=1
    Mudcrab Island TLAD.esp=1
    True_Lights_And_Darkness_1.0-NoDaylight.esp=1
    True_Lights_And_Darkness_1.1.esp=1
    DD_Caldera_Expansion.esp=1
    Sky_Main.esp=1
    Sky_Main_Grass.esp=0
    TR_Mainland_1709_hotfix5.esp=1
    TR_Factions.esp=1
    TR_Mainland_1709_hotfix4.esp=1
    TR_Preview.esp=1
    TR_Travels.esp=1
    PC_Stirk_Grass.ESP=0
    PC_Stirk_v4.8.ESP=1
    CultSheog-0.99.ESP=1
    Shattered Stones - An Earthquake Mod.esp=1
    TR_CensusAndExciseTravel.esp=1
    Weather Effects.esp=1
    NighttimeDoorLocks-LD 1.1a.esp=1
    More Dangerous Lava.esp=1
    Fire_Hurt_All.esp=1
    Fire_Hurt_bloodmoon.esp=1
    Fire_Hurt_morrowind.esp=1
    Fire_Hurt_Tribunal.esp=1
    The Lamp.esp=1
    Morrowind Crafting Equipment.esp=1
    Morrowind Crafting 2-1.esp=1
    Windows Glow - Tribunal Eng.esp=1
    abotWindowsGlowTR1709.esp=1
    abotWindowsGlow.esp=1
    NoM 3.0.esp=1
    Nymeria's Monthly Respawn.esp=1
    Nymeria's Faster Walk.esp=1
    sadrith mora expanded TR.esp=1
    sadrith mora expanded.esp=1
    Immersive Seyda Neen.ESP=1
    JMK - Discoveries And Adventures.esp=1
    City of Balmora.esp=1
    1. EnvyDeveloper
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      That must mean that I didn't delete all the stray doors. Thank you for reporting it.

      I'll get to it, sometime this week.
    2. EnvyDeveloper
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      Alright, I fixed it. There should be no more stray doors between Balmora and the Fields of Kummu.
  11. Primalsplit
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    Does it conflict with Balmora Trader and Balmora and Suran alterations? Also do I have to start a new game?
    1. EnvyDeveloper
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      Likely to be fine with Balmora Trader - the temple courtyard isn't touched upon by either version. I can't find the alterations mods you mention, but I think it's likely to be incompatible.

      No, you don't need to start a new game. The quests were designed so that you can just plug and play from an existing save.
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