Love the look of the mod but I can't figure out how to play it, I've found stuff relating to Albion like the tavern and books around the surrounding docks but I can't figure out how to get there. Do I need to complete a certain amount of quests or did I miss the woman I was supposed to talk to?
Latest version crashed my computer. I deleted it and things were back to normal without Fablewind. Take you time and fix what you've got before adding anything new. Great idea though, lots of luck fixing things.
Don't know if my comment moments ago was posted; but the 1.15 version changed the Seyda Neen lighthouse door name to Leuchtturn and the ingame map's cursor was shrunk to an impossible to find small cursor
When you go into the Leuchtturm, it is pitch black and you cannot get out; nor see anything even with bright lanterns...only option is transport out or exit the game. I got the levitate spell in Balmora and was able to fly into the upper lighthouse door and enter the regular lighthouse. I then exited the lighthouse using the downstairs main door; but I could not go back in; the ground floor door was still named Leuchtturm. I deleted Fablewind and the door went back to the original and the map cursor went back to normal also
Just loaded 1.5 and the lighthouse in Seyda Neen was renamed to Leuchtturm and upon entering the door, everything went black and I could not get in. I had to start a new game and went to Balmora and got a levitate spell. Back to Seyda Neen I was able to cast levitate and fly up to the top and enter through the upper side door and the lighthouse interior was the original; but leaving through the main exit on the bottom floor didn't change anything. Couldn't get back inside the main door. Also the Morrowind map cursor was shrunk down to almost impossible to find little arrow
Checked this mod out over the weekend, gotta say your level design skills are fantastic, there's some really excellent exterior landscapes here. Having said that though, I can't help but notice there's a few major issues, perhaps first and foremost is the ship to Albion in Seyda Neen, and I'm surprised this hasn't been reported yet because it's an impossible to miss issue. You've used a copy of the Chargen boat for the ship to Albion, which is automatically disabled as soon as the player finishes character creation, so all anyone will see when playing the mod is a bunch of floating crates and barrels and a couple NPCs swimming in the ocean. This should be replaced with the static model "Ex_de_Ship" instead. As a general rule, you should avoid using any objects that have the word CharGen in the name, and for that matter anything that says UNI that isn't a pillow.
Furthermore, there's a ton of dirty references that need to be cleaned out, and these are actually the cause of most of the translation issues you've been experiencing. Every time you hit the "Save" option in the object reference window when moving or placing vanilla game objects, like, for example, "barrel_01" or "barrel_01_pos", you're creating a dirty reference. Don't hit the save button! Hit cancel instead! In case you're unfamiliar, a dirty reference is an unintentional alteration to an existing vanilla game object. Because you have the German version of the CS and Morrowind, these dirty references will cause translation issues with the objects you modify when played in the English version of the game.
To clean out dirty references from your mod, install tes3cmd in your Morrowind Data Files directory. Then hold shift and right-click on the Data Files folder and select to open a command window. Type in tes3cmd clean "Fablewind 1.4v.esp", this will create a new .esp with the dirty references removed. Here's a written tutorial if you need it.
Unfortunately, because you tried to fix the translation issues by renaming barrels and crates and all that manually, tes3cmd won't be able to clean out every dirty reference in this case, because it'll read your renaming of game objects as deliberate alterations and not unintentional ones.
The following list of dirty references will still persist even after cleaning with tes3cmd:
I have sorted out the ship to Albion and will be hopefully noticed in the next update, thank you for clearly telling me, as im British using a German cs is hard for me to pin point the problems even when the problem come up in German and with it being my first time using the CS.
Ill get the dirty refs sorted out thank you for the feed back
Would renaming everything back to its original name help with the problem instead of using the program to clean the renaming problem
First time using the CS?! Well, that's even more impressive then, you've clearly got some natural skill if you've managed to pull off such excellent and atmospheric environments so quickly after picking up the CS!
But anyway, to answer your question, no renaming everything wouldn't really fix the underlying problem. The translation issues are just a symptom of the dirty references themselves. Dirty references could potentially corrupt save-games and cause accidental mod-conflicts, among other things. They really need to be cleaned out, and once they are, that'll also fix the translation issues as well. If you need help, you could send me your current .esp and I could clean it for you, it's really pretty easy to do.
I dont really want to ask for help because i really should try and learn but yes could i send you the current .esp, but could i ask when you clean out the dirty refs say you clean out an npc does that delete the npc from the mod meaning you have to recreate that npc, also how do you want me to send the .esp i will be sending you the file in working which is 1.5
And thank you for saying, ill admit im trying my best but i know i can do more
Checked this mod out over the weekend, gotta say your level design skills are fantastic, there's some really excellent exterior landscapes here. Having said that though, I can't help but notice there's a few major issues, perhaps first and foremost is the ship to Albion in Seyda Neen, and I'm surprised this hasn't been reported yet because it's an impossible to miss issue. You've used a copy of the Chargen boat for the ship to Albion, which is automatically disabled as soon as the player finishes character creation, so all anyone will see when playing the mod is a bunch of floating crates and barrels and a couple NPCs swimming in the ocean. This should be replaced with the static model "Ex_de_Ship" instead. As a general rule, you should avoid using any objects that have the word CharGen in the name, and for that matter anything that says UNI that isn't a pillow.
Furthermore, there's a ton of dirty references that need to be cleaned out, and these are actually the cause of most of the translation issues you've been experiencing. Every time you hit the "Save" option in the object reference window when moving or placing vanilla game objects, like, for example, "barrel_01" or "barrel_01_pos", you're creating a dirty reference. Don't hit the save button! Hit cancel instead! In case you're unfamiliar, a dirty reference is an unintentional alteration to an existing vanilla game object. Because you have the German version of the CS and Morrowind, these dirty references will cause translation issues with the objects you modify when played in the English version of the game.
To clean out dirty references from your mod, install tes3cmd in your Morrowind Data Files directory. Then hold shift and right-click on the Data Files folder and select to open a command window. Type in tes3cmd clean "Fablewind 1.4v.esp", this will create a new .esp with the dirty references removed. Here's a written tutorial if you need it.
Unfortunately, because you tried to fix the translation issues by renaming barrels and crates and all that manually, tes3cmd won't be able to clean out every dirty reference in this case, because it'll read your renaming of game objects as deliberate alterations and not unintentional ones.
The following list of dirty references will still persist even after cleaning with tes3cmd:
Sorry, that's a long list of issues, I know, but this really is an impressive mod so far, and I'm looking forward to seeing more from it!
TelShadow wrote: I have sorted out the ship to Albion and will be hopefully noticed in the next update, thank you for clearly telling me, as im British using a German cs is hard for me to pin point the problems even when the problem come up in German and with it being my first time using the CS.
Ill get the dirty refs sorted out thank you for the feed back
Would renaming everything back to its original name help with the problem instead of using the program to clean the renaming problem
And Thank you it means a lot
darkelfguy wrote: First time using the CS?! Well, that's even more impressive then, you've clearly got some natural skill if you've managed to pull off such excellent and atmospheric environments so quickly after picking up the CS!
But anyway, to answer your question, no renaming everything wouldn't really fix the underlying problem. The translation issues are just a symptom of the dirty references themselves. Dirty references could potentially corrupt save-games and cause accidental mod-conflicts, among other things. They really need to be cleaned out, and once they are, that'll also fix the translation issues as well. If you need help, you could send me your current .esp and I could clean it for you, it's really pretty easy to do.
TelShadow wrote: i dont really want to ask for help because i really should try and learn but yes could i send you the current esp, but could i ask when you clean out the dirty refs say you clean out an npc does that delete the npc from the mod meaning you have to recreate that npc, also how do you want me to send you the esp
TelShadow wrote: I dont really want to ask for help because i really should try and learn but yes could i send you the current .esp, but could i ask when you clean out the dirty refs say you clean out an npc does that delete the npc from the mod meaning you have to recreate that npc, also how do you want me to send the .esp i will be sending you the file in working which is 1.5
And thank you for saying, ill admit im trying my best but i know i can do more
No, cleaning out a dirty reference doesn't delete anything you've added to the game. Like say, if you've placed a bunch of copies of "barrel_01" in one of your interior cells, then cleaned the mod, those barrels are still there, the mod cleaner just cleans out the dirty reference made to the object's meta data, if that makes sense. You wouldn't need to clean out any NPCs in this case, because those are all-new objects added by your mod, you don't need to clean out new objects you've created.
Anyway, if you want, just send me the file via pm on the Nexus here using Google Drive or DropBox or whatever service is convenient. Cleaning the mod will only take a minute, so I should have it back to you pretty quickly.
Also, since you're new to the CS, you might find this video tutorial series useful. Let's Mod Morrowind, covering interior design and basic CS features (episode 1), quest design and implementation (episode 2), dungeon creation (episode 3), and the basics of the landscape editor (episode 4). I don't think you need any help with creating landscapes or exterior designs, you're already really good at it, but if you need extra help getting used to the CS, it might be a handy guide.
ill try im not that good with the nexus contacts i only talk to one person here i will take a look at the videos, sorry i dont want to seem like such a newbie sorry its 3am here and i cant think, do i need to send you the link from my google drive with the file to you over pm
thank you, i have been like this for the past two weeks only getting 5 hours sleep im really putting my all into this Fablewind and i want to see it to the end,.
thanks again it really helps me out i hope you have a nice day or night..
Tried this yesterday on my New Morrowind Mods stream and I like what you have so far. I know it is still a WIP but there were a few dirty refs. The mixture of styles (I remember a monument with temple, Imperial and Daedric elements) in a single construction is a bit odd and not lore-friendly, have you considered using the meshes with a single texture to unify them, maybe? Other than that, you clearly have a knack for building exteriors, congrats.
Thank you for the congrats, after i have set the ground works of the exteriors and landscaping i do plan on unifying with single meshes, and thank you for playing my mod and the feed back.
Any Problems With Fablewind (33 comments)
Do I need to complete a certain amount of quests or did I miss the woman I was supposed to talk to?
i always wanted to download this
I really want to play this but i dont want to destroy the world...
Thank you 1maxkillen
Ill get the dirty refs sorted out thank you for the feed back
Would renaming everything back to its original name help with the problem instead of using the program to clean the renaming problem
And Thank you it means alot
But anyway, to answer your question, no renaming everything wouldn't really fix the underlying problem. The translation issues are just a symptom of the dirty references themselves. Dirty references could potentially corrupt save-games and cause accidental mod-conflicts, among other things. They really need to be cleaned out, and once they are, that'll also fix the translation issues as well. If you need help, you could send me your current .esp and I could clean it for you, it's really pretty easy to do.
And thank you for saying, ill admit im trying my best but i know i can do more
No, cleaning out a dirty reference doesn't delete anything you've added to the game. Like say, if you've placed a bunch of copies of "barrel_01" in one of your interior cells, then cleaned the mod, those barrels are still there, the mod cleaner just cleans out the dirty reference made to the object's meta data, if that makes sense. You wouldn't need to clean out any NPCs in this case, because those are all-new objects added by your mod, you don't need to clean out new objects you've created.
Anyway, if you want, just send me the file via pm on the Nexus here using Google Drive or DropBox or whatever service is convenient. Cleaning the mod will only take a minute, so I should have it back to you pretty quickly.
Also, since you're new to the CS, you might find this video tutorial series useful. Let's Mod Morrowind, covering interior design and basic CS features (episode 1), quest design and implementation (episode 2), dungeon creation (episode 3), and the basics of the landscape editor (episode 4). I don't think you need any help with creating landscapes or exterior designs, you're already really good at it, but if you need extra help getting used to the CS, it might be a handy guide.
thanks again it really helps me out i hope you have a nice day or night..
I know it is still a WIP but there were a few dirty refs.
The mixture of styles (I remember a monument with temple, Imperial and Daedric elements) in a single construction is a bit odd and not lore-friendly, have you considered using the meshes with a single texture to unify them, maybe?
Other than that, you clearly have a knack for building exteriors, congrats.