Morrowind

Any Problems With Fablewind (33 comments)

  1. Farzaneh
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    I assume that "Mourningwood" was ment to be a joke. I would suggest emphasizing the joke by adding tall wooden towers with rounded hills or haypiles.
  2. martin7771
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    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?
  3. crazyladybutterfly
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    is this compatible with tamriel rebuilt, skyrim and province cyrondil mods?
    i always wanted to download this
    1. Buffering23
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      Same question here.
      I really want to play this but i dont want to destroy the world...
  4. TelShadow
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    Before anyone says it, yes they is a floating light in Sunset House (1.22v) it will be fixed in (1.23v)
  5. 1maxkillen
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    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.
    1. TelShadow
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      did you clean the file?
  6. TelShadow
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    Just to let everyone know you may get three warnings on the loading screen dont worry im aware of it lol
  7. 1maxkillen
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    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
    1. TelShadow
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      interesting.. i have never heard of this happening, ill look into it now and see whats up,

      Thank you 1maxkillen
    2. TelShadow
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      Leuchturn is german fo lighthouse so that makes sense to fixs but i dont know what is up with the Maps cursor
    3. 1maxkillen
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      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
    4. TelShadow
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      right, thats strange ill try and get it fixed, ill keep you updated
  8. 1maxkillen
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    Just tried 1.9 and got the following error: Master file topic 'Nerevarine' has been deleted by 'Fablewind 1.9v.esp'.
    1. TelShadow
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      Hopefully it is sorted out now, it will be in 1.10, if it comes up again in 1.10 let me know, Thank you..
    2. 1maxkillen
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      I got your note about using the enchanted editor; but I'm 74 years old and don't understand how to program. I will wait for the 1.10 version. Thanks
    3. TelShadow
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      thats fine by me.
    4. 1maxkillen
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      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
  9. darkelfguy
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    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:

     

    Spoiler:  
    Show

    Alchemy:

    Potion_Cyro_Whiskey_01

    Potion_Local_Brew_01

    Potion_Local_Liquor_01

     

    Books:

    sc_paper plain

     

    Containers:

    barrel_01_cheapfood20

    barrel_01_cheapfood5

    barrel_01_float_food20

    barrel_01_pos

    barrel_02_CheapFood5

    chest_01_v_potion_h_01

    contain_corpse_Nord

    contain_corpse00

    contain_corpse21

    de_r_drawers_01_fcloth

     

    Creatures:

    bonelord

    skeleton

    skeleton archer

    skeleton warrior

     

    Doors:

    CharGen_ship_trapdoor

    Ex_imp_loaddoor_02

    in_de_shack_door

    in_impsmall_door_jail_01

    Ship chargen_shipdoor

     

    Items Miscellaneous:

    misc_com_wood_bowl_04

    misc_com_wood_cup_01

    misc_com_wood_fork

    misc_com_wood_knife_UNI2

    misc_com_wood_spoon_01_UNI2


     

    In order to clean out these remaining dirty references, you'll need to use Morrowind Enchanted Editor (or a similar program), load up the mod, and manually delete each of these references and then hit save. There's a tutorial for you here if you need it (just ignore the part about TESPCD, I wouldn't recommend using that). Here's a screenshot example of deleting dirty references manually with Enchanted Editor.

     

    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!

    1. TelShadow
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      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 alot
    2. darkelfguy
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      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.
    3. TelShadow
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      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
    4. darkelfguy
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      In response to post #63079321. #63081671, #63084301, #63084581, #63084616 are all replies on the same post.


      Spoiler:  
      Show

      darkelfguy wrote:
      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:

       

      Spoiler:  
      Show

      Alchemy:

      Potion_Cyro_Whiskey_01

      Potion_Local_Brew_01

      Potion_Local_Liquor_01

       

      Books:

      sc_paper plain

       

      Containers:

      barrel_01_cheapfood20

      barrel_01_cheapfood5

      barrel_01_float_food20

      barrel_01_pos

      barrel_02_CheapFood5

      chest_01_v_potion_h_01

      contain_corpse_Nord

      contain_corpse00

      contain_corpse21

      de_r_drawers_01_fcloth

       

      Creatures:

      bonelord

      skeleton

      skeleton archer

      skeleton warrior

       

      Doors:

      CharGen_ship_trapdoor

      Ex_imp_loaddoor_02

      in_de_shack_door

      in_impsmall_door_jail_01

      Ship chargen_shipdoor

       

      Items Miscellaneous:

      misc_com_wood_bowl_04

      misc_com_wood_cup_01

      misc_com_wood_fork

      misc_com_wood_knife_UNI2

      misc_com_wood_spoon_01_UNI2


       

      In order to clean out these remaining dirty references, you'll need to use Morrowind Enchanted Editor (or a similar program), load up the mod, and manually delete each of these references and then hit save. There's a tutorial for you here if you need it (just ignore the part about TESPCD, I wouldn't recommend using that). Here's a screenshot example of deleting dirty references manually with Enchanted Editor.

       

      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.
    5. TelShadow
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      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
    6. darkelfguy
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      Aye, just send the link over pm, or here in the comment thread if you prefer.
    7. TelShadow
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      i sent it via pm, sorry this mod has been keeping me up late every night - hope it works
    8. darkelfguy
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      Sent you the cleaned version, hopefully it works out alright. You should probably get some rest.
    9. TelShadow
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      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..
  10. Danae123
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    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.
    1. TelShadow
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      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.