81 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. benorun974
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    Really like your work. Amazing extended city.
    Btw, is there a way you make a version without the quests? Just the extended cities?
    Also Is it possible to translate your mod and post the translation on the site "la confrérie des traducteurs" ?
    Thanks.
    1. EnvyDeveloper
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      Thank Praedator - he made the cities. I made the quests and managed it

      Interesting request to have a city-only version - I am going to have to say no, I'm afraid. It is already difficult enough to maintain two versions.

      But I'd agree to the French translation, sure.
    2. benorun974
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      Ok i understand. It 's a lot of work. Thank you for the right to translate the mod.
    3. EnvyDeveloper
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      I understand. I checked the mod in Enchanted Editor and there are 947 lines (!). Would be quite an undertaking to translate such a number of lines.
    4. benorun974
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      oh please
    5. EnvyDeveloper
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      While it would be theoretically possible for me to just strip out the dialogue, quests and scripts from the mod, the problem is that the quests are interlinked with the world. That includes the Redchurch Temple being hostile to the player and the Time Clock underneath Balmora.

      I understand that 947 lines is a lot to translate, but I feel like the player would be missing out on a lot of content if the quests were gone.
  3. Night073
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    Is this compatible with:

    (1) MCA
    (2) Bathing Mod
    (3) Nom?
    1. EnvyDeveloper
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      Not sure, sorry.
  4. JosephHefner54321
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    How do u join the great hlaalu guard?
    1. EnvyDeveloper
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      Go to the Great Hlaalu Guards Headquarters, which is in the direction where the silt strider is. Speak to Anasour Llaram to join - you must already be a member of House Hlaalu to do that.
  5. Pushkatu
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    Thanks for your continuing support for this mod!
  6. Azulyn
    Azulyn
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    Really love the vibes from this mod. Debating on swapping out Concept Art Balmora for this one, simply because I like my Balmora looking nice and big.
  7. 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.
    2. nono165
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      a morrowind rebirth patch would be amazing, i would love to try both but this mods is 100x better anyhow for balmora, its a shame i cant use rebirth without the balmora changes.
  8. Pushkatu
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    I have discovered another visual bug if using MGE XE grass plugin. There's floating grass all over the place in Suran, but it doesn't crash the game. Parts of the town will simply look weird with all that grass in the air. Also, for anyone using or planing to use Antare's mod Knock Knock, know that it's incompatible with this. The doors of many houses in Suran are misplaced or missing with both mods activated.

    Spoiler:  
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    Sadly, I have no clue how to fix this. If someone manages to fix the grass, please do share the fix.

     
    EDIT: I have discovered a "fix". With the key mapper function of MGE-XE you can enable/disable the grass at any given time. Just asign a key and you're all set. Until someone will come up with a more permanent fix, this will have to do.
  9. Pushkatu
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    Hello!

    First let me say that I'm completely blown away by this mod, it's that amazing. It's everything I ever dreamed and more.
     
    FIxed!
     
    Sadly, I'm running into some issues that I can't seen to be able to fix on my own and I'd really, reeeaaaally hate to uninstall this just because of some textures/meshes. Bellow I'll try my best to explain what's going on. Note that all my Morrowind mods/tools/programs are up to date and everything thing else is working really great, even my FPS in crowded towns areas.

    Here are the 3 errors I'm getting:
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    As you can see your mod is last in my load order(left pannel), the only thing I have after it is the distantland files generated by MGE XE. Even on the right panel the esp is second to last. So there's no conflicts of any nature with my other mods. While the errors are annoying they are not fatal, meaning I can click "Yes" and keep playing, however things don't look good in game. Check bellow:

    Spoiler:  
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    Out of all the 700 people who downloaded I can't be the only one getting these errors, can I?! Any advice would be much welcomed! I tried removing the meshes, but I get the same errors without them. It must be something I'm not doing right if everyone else has no such problems. By the looks of it, it's the Imperial Newtscale armor set causing all this.

     
  10. Dennai
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    Has anybody be able to make working Kilcunda's and this mod (Quest locations only version) together? Even with the patch, I keep finding incompatibilities, no matter how I arrange the load order of the plugins involved.

    The worst offender is the bathhouse, that with both mods loaded sits in the middle of the staircase that leads to the riverside. Besides that, several natural environment objects overlaps with urban ones, like a tree bleeding into the wall temple entrance, plants into different buildings, etc.
    1. EnvyDeveloper
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      Very strange. I recall dealing with the bathhouse issue among the other things, but it seems like nothing was patched? I'll investigate and report back.
    2. EnvyDeveloper
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      Yeah, I don't know why it happens but the patch doesn't seem to have its changes saved. I tried to do the clean-up again but still the same issues.

      Unless I figure out why this happens, I'm going to remove the patch and update the description.
  11. 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!
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