Great mod but sadly each cell still adds map marker on map which is really annoying and immersion breaking. Half island map is filled with markers everywhere "The Grove of Ben'Abi" one next to other That in combination with no compatibility with another amazing mod Spines of Madness, i will have to delete this mod from my vanilla+ modlist. Thx for making it though!
After a lot of fiddling I've figured how to remove the cell names and banish the map markers. Construction Set and MWEdit can't do it. Enchanted Editor was the only tool that could do the job.
Load the mod in EE. Expand the cell list. You'll see the ones that contain the grove. Click the first one and wait for the editor to read the values. Select the entry called NAME and simply delete 'The Grove of Ben'Abi' text. Select the next cell and Enchanted Editor will ask if you want to Scan References. This is just to ensure you're not breaking another part of the mod that references the bit you edited. Click Cancel, it's fine.
Basically repeat this for all the Cell entries. Then save. Delete the old version from your Data folder and replace it with the one you just made.
When you load the game you'll see that the markers are still cluttering your map. Visit Sheogorad again and walk through those areas and the markers will be erased.
Really atmospheric and seamless with the vanilla game. Amazing work as always. Has a permanent place in my load order!
One suggestion: because each of the cells has been renamed (from the default region name to "The Grove of Ben'Abi"), each cell adds a world map marker. This ends up leaving a dense cluster of markers on the world map. I'd prefer to retain the vanilla region name or, if it's possible, register a new region name that won't generate map markers. But this is a really minor quibble, and easy to "fix" in the CS depending on personal preference.
*Edit: Can confirm they are not superficially compatible. Some mushrooms from the grove mod are spliced inside some of the rocks. You could make it compatible by simply command console disabling the specific mushrooms that conflict. However, the spine mountains look awesome!... from afar, but up close the textures are low quality, at least compared to Intelligent Textures at Morrowind Nexus - mods and community (nexusmods.com).
The spines of madness also causes a pretty big frame drop, and I've got a decent rig, i7 6700k, gtx 1660 ti, 32gb RAM.
Groves of the North was initially made as a way to combine this mod and Winds of Sheogorad before evolving to be a more elaborated overhaul of the region.
Bottomline: This mod is not compatible, but a tweaked version of it is already included in Sheogorad - Groves of the North.
The only problem I have with v2 is that I can't endorse this mod twice :/ I loved it when it was first released, and I love it all the more with this update. The changes are great, it really feels like some ancient memorial.
Suggestions: - adding a comma in the activator names? As in, "Tears of Azura, Sermon I"? - perhaps an "\n" for line breaks could be useful? (I can't remember if that works in vanilla MW, though)
The mod is not compatible with Morrowind Rebirth. (land tears) It is so cool though, that forced me to learn how to fix the issue in the TES construction kit.
Visited the grove today. And this is one of those mods which blends seamless into the game while still adding to it. The mod is a wonderful addition to the region of its location and really adds another layer to it. There is small amount of written content which can be found in the grove, and I found it to be well written as well. I really liked that the dense placement of the emperor parasols (the large mushrooms) gives you the feeling of a canopy. Recommended to everyone.
PS the try visiting the grove at dusk, day and night, with MGE real time shadows and sun shafts.
26 comments
That in combination with no compatibility with another amazing mod Spines of Madness, i will have to delete this mod from my vanilla+ modlist.
Thx for making it though!
Load the mod in EE. Expand the cell list. You'll see the ones that contain the grove. Click the first one and wait for the editor to read the values. Select the entry called NAME and simply delete 'The Grove of Ben'Abi' text. Select the next cell and Enchanted Editor will ask if you want to Scan References. This is just to ensure you're not breaking another part of the mod that references the bit you edited. Click Cancel, it's fine.
Basically repeat this for all the Cell entries. Then save. Delete the old version from your Data folder and replace it with the one you just made.
When you load the game you'll see that the markers are still cluttering your map. Visit Sheogorad again and walk through those areas and the markers will be erased.
Happy days.
One suggestion: because each of the cells has been renamed (from the default region name to "The Grove of Ben'Abi"), each cell adds a world map marker. This ends up leaving a dense cluster of markers on the world map. I'd prefer to retain the vanilla region name or, if it's possible, register a new region name that won't generate map markers. But this is a really minor quibble, and easy to "fix" in the CS depending on personal preference.
*Edit: Can confirm they are not superficially compatible. Some mushrooms from the grove mod are spliced inside some of the rocks. You could make it compatible by simply command console disabling the specific mushrooms that conflict. However, the spine mountains look awesome!... from afar, but up close the textures are low quality, at least compared to Intelligent Textures at Morrowind Nexus - mods and community (nexusmods.com).
The spines of madness also causes a pretty big frame drop, and I've got a decent rig, i7 6700k, gtx 1660 ti, 32gb RAM.
This wasn't made with either in mind was it?
Bottomline: This mod is not compatible, but a tweaked version of it is already included in Sheogorad - Groves of the North.
Suggestions:
- adding a comma in the activator names? As in, "Tears of Azura, Sermon I"?
- perhaps an "\n" for line breaks could be useful? (I can't remember if that works in vanilla MW, though)
It is so cool though, that forced me to learn how to fix the issue in the TES construction kit.
I suppose double thanks then!
PS the try visiting the grove at dusk, day and night, with MGE real time shadows and sun shafts.
Does a great job of distinguishing the region from Azura's Coast, and feels great to wander through. Really nice stuff.