I installed the deluxe version of this mod, but I do not have a working Telvanni Tower (I just get teleported 200m above a Deadric shrine northeast of Balmora). And the mine does not work. the door just revolves one time, but does not send me to the interior cell.
I have the feeling I forgot one of the esps or something?
Hi, yep going by that launcher log theres no NHM version running. Its odd that there was a house there at all. Did you try the Hlaalu, Imperial or Velothi version?
Thanks! Funny you should mention it, compatibility patches for BCOM, Rebirth etc are on the agenda for v1.11 The only thing stopping me so far is the number of versions... adding BCOM would take me from 13 versions to 25. I will drop them a message though, see what i can get done by the end of the month.
Ald Ruhn- No Balmora- Yes Caldera- No Dagon Fel- Yes Ebonheart- Yes Gnisis-No Sadrith Mora - Yes Seyda Neen - Yes Suran - Yes Tel Branora - Yes Vos - Yes Deluxe - Yes Pocket - Yes
Rebirth 4/13
Ald Ruhn - No Balmora - No Caldera - Yes Dagon Fel - No Ebonheart - No Gnisis - No Sadrith Mora - No Seyda Neen - No Suran - No Tel Branora - Yes Vos - Yes Deluxe - No Pocket - Yes
This is an excellent housing mod. Really fun to explore the deluxe home and have additional houses in the cities. Really appreciate the seperate esp's for compatibility! Excellent travel options for the time pressed player. Endorsed! There is a small land tear in Suran next to the house with BCOM but nothing horrifying. I would love a version for White Suran if you'd ever feel like it.
Most excellent. I've just finished a Training Run with OpenMW and am building my Mods for MW + Tamriel Rebuilt as OpenMW lacks some especially cool mods, Cloud Storage Warehouse most in particular, which you now support. Your remarkable House system is core to my playing and I just discovered BCOM and am delighted to see you are now supporting that. Perfect. Have you ever thought about one of your Houses in Rebuilt?
For anyone on the Total Overhaul Mod list from modding openmw, you need to have the ESP sandwiched between the two BCOM patches for the Balmora Waterworks.
I Love this mod on my first playthrough. I'm going again through openMW and the Total overhaul modlist. I'm getting into a situation where either the ground will be lowered in Balmora making the houses float or the ground under the player house will be lowered making the player house float.
I know this has something to do with BCOM but the patch doesn't seem to be working, I think BCOM may have updated and the patch no longer works. I've been experimenting with different combinations, If I the playerhouse fixed, then Balmora, specifically right outside of Casius Cosades the ground will be will be lowered
I currently have my openmw cfg list like this: content=Beautiful cities of Morrowind.ESP content=NHM Deluxe Imperial v1.11.ESP content=NHM-BCOM Balmora v1.11.ESP
I've been playing with this setup a bit more, I can get the housemod fixed but balmora is still lowered, I'm not sure what has changed since I went back to the 2024 version of BCOM and still had issues.
I believe the BCOM patch was for your classic version if I'm mistaken so I shouldn't need it for the Deluxe version. I'll keep playing with it and see if I can't get it fixed because I really enjoy this mod.
EDIT: I've narrowed it down to the BCoM_WaterWorks.ESP addition which is conflicting in some method. I'm still investigating, I might just remove the waterworks addon because I enjoy your mod a lot more.
Trying to just remove the waterworks leaves other land broken, I also tried to backdate BCOM core back a version or two and still leaves some ground broken in balmora, I'm not sure how I could fix this, I'll keep trying though.
I tried to go into TESCS and edit the landscape myself but I have a few other groundcovers like OAAB_sapplings so It's going to take me a little to edit everything but I should be able to fix it tomorrow.
My mod adjusts the landscape, and the changes are applied to the whole cell. Now the changes are just where the house is, so the edges of the cell aren't any different from regular MW. BCOM changes the landscape across the edges of the cell. SO it no longer fits in with the original-shape landscape that my house applies over the top of BCOM.
I'm going to try a solution, where I create copies of my houses and strip the land data from them. Then, I load each of these mods with BCOM and recreate the land changes then save them as the new patched version. Give me a minute to do that... theres 14 houses to go through!
Thanks so much for taking a look! I had to jump into TESCS to edit my groundcover anyways and that program is so scary lol! looking forward to your updates!
DL v1.10 today and the earth-bound Deluxe house still has the earth collapse under the left side of the house. Thought I could send this directly to you with an image, but either I forgot where to go or you blocked direct mail and images are not allowed on this page. If you are not seeing this, could there be something in my files causing this problem?
Hmmm! Ive checked it with a fresh Steam install and OpenMW, and the land data is definitely there in the Deluxe .esp Youre definitely using v1.10... does this problem occur with a fresh save? Are you using OpenMW, MGEXE, or just vanilla? Are you running any other mods that could alter the terrain? Like Rebirth or..? Any error messages popping up? I usually upload photos to imgur when i want to share them, but i imagine you're seeing vanilla landscape, which is odd.
Is there a way for me to look up the console command item IDs for everything in this mod? examples the propylon conduit amulets, dark ordinator armor, Items you have in the telvani tower from the deluxe house? It's impossible to replace some of the items if they are lost and idk how to look up the item IDs. Thank you!
You could open the esp in the Construction Set. Every item I've made has the prefix USAS_
Edit: A quick guide
1) Look in your Morrowind folder. Its called TES Construction Set. Load it up. 2) Under Files (the top left drop down menu) is an option called Data Files. Click it. 3) Select any version of NHM. Even the classic houses have deluxe items, so it doesn't matter which 4) Click OK. It may throw a popup about Active files. This is irrelevant. It may give a bunch of other 'error' popups. This is normal. Click yes or cancel and it'll continue loading. 5) Interlock your fingers and push your hands palm outward, away from your chest. Your fingers may click. Say "We're in" out loud. 6) After moment, you'll see a bunch of new entries in the 'Object Window'. Those tabs will help you find what you're looking for. Click 'Name' and it'll sort them alphabetically. Tap the u key, and it'll take you straight to all the usas_ items. 7) Find the item you want and make a note of its ID. Lets use the key that gets you into the Deluxe tower as an example.Its ID is usas_towerkey 8) Run morrowind as normal. In the console type player->additem "usas_towerkey" 1
Idk if it was intended or bugs, using this mod make every npc background dialogue say a little bit of this and a little bit of that, except for the blades and legionnaire. The khajit mau, iirc her robe or something dialogue make it loop click in one of the options. The animated dwemer staff recognized as a one handed axe instead of actual staff. Besides that the house is awesome and especially useful for returning player.
Nice catch, thankyou for the report. Ill have a look at these soon
Edit: tested Deluxe & Pocket with blank steam save, cannot reproduce dialogue errors for NPCs or Mau.
Mau doesnt have any topics that require an answer though, so please clarify click loop? She is supposed to change her robes every day, but the script doesnt change dialogue. Tested a few generic NPCs and some named ones, their dialogue is all normal. What a wierd bug. Another mod conflict?
The staff/axe issue will be fixed in future release, id like to make that whole area a bit prettier while im at it.
It highly possibly mod conflict at my list tho. I have a 100+ mods lol(I send you the list). But when I open the mod to try debug it myself it looks fine. One thing I didn't test is only use this mod in a newgame.
I'm having issues with models not having meshes, resulting tons of warning signs all over the place. I've reinstalled multiple times, manually and with a manager. I won't post the whole log as it's pretty large and don't want to block with a wall of text but here's a snippet:
There are missing meshes and textures in the Nexus file. Ill reupload as v1.10.1 and this should fix the issues with MW not finding my missing resources
However, youve also got errors stating that it cannot find resources that should come shipped with generic morrowind. Even with the steam/gog versions wrapping these up in a .bsa they should still be found. I will look into this
Without a doubt, this is the best house mod I've ever personally used for Morrowind. In particular, the Pocket (portable) House mod is extremely useful as it can't conflict with anything else, which is important given my mod load as I'm loading over 300 mods.
During testing, it didn't conflict with anything else I had loaded. If you get a message about your masters being out of date, load up Wrye Mash and update the ESP(s), i.e. the typical fix for this.
The Deluxe portable version is a wonder to behold--the amount of detail you put into this is INCREDIBLE and really aligns with my aesthetic sense.
Congratulations on a fantastic achievement and a major addition to the MW modding community.
136 comments
I have the feeling I forgot one of the esps or something?
launcher.cfg
NHM-BCOM Deluxe Hlaalu v1.11.ESP
I have it ticked in the OpenMW launcher.
EDIT: Did you download the .cfg file? Because it is longer that what you can see in the preview with OneDrive.
And thank you for the awesome mod!
The only thing stopping me so far is the number of versions... adding BCOM would take me from 13 versions to 25.
I will drop them a message though, see what i can get done by the end of the month.
BCOM 10 / 13
Ald Ruhn- No
Balmora- Yes
Caldera- No
Dagon Fel- Yes
Ebonheart- Yes
Gnisis-No
Sadrith Mora - Yes
Seyda Neen - Yes
Suran - Yes
Tel Branora - Yes
Vos - Yes
Deluxe - Yes
Pocket - Yes
Rebirth 4/13
Ald Ruhn - No
Balmora - No
Caldera - Yes
Dagon Fel - No
Ebonheart - No
Gnisis - No
Sadrith Mora - No
Seyda Neen - No
Suran - No
Tel Branora - Yes
Vos - Yes
Deluxe - No
Pocket - Yes
There is a small land tear in Suran next to the house with BCOM but nothing horrifying. I would love a version for White Suran if you'd ever feel like it.
Have you ever thought about one of your Houses in Rebuilt?
*I've said this before and been wrong
For anyone on the Total Overhaul Mod list from modding openmw, you need to have the ESP sandwiched
between the two BCOM patches for the Balmora Waterworks.
Example:
content=BCOM_pathgrid_reset.ESP
content=NHM-BCOM Deluxe Imperial v1.11.ESP
content=BCoM_WaterWorks.ESP
Thanks so much for looking into this, I'm excited to play morrowind again!
I'm getting into a situation where either the ground will be lowered in Balmora making the houses float or the ground under the player house will be lowered making the player house float.
I know this has something to do with BCOM but the patch doesn't seem to be working, I think BCOM may have updated and the patch no longer works. I've been experimenting with different combinations, If I the playerhouse fixed, then Balmora, specifically right outside of Casius Cosades the ground will be will be lowered
I currently have my openmw cfg list like this:
content=Beautiful cities of Morrowind.ESP
content=NHM Deluxe Imperial v1.11.ESP
content=NHM-BCOM Balmora v1.11.ESP
I believe the BCOM patch was for your classic version if I'm mistaken so I shouldn't need it for the Deluxe version. I'll keep playing with it and see if I can't get it fixed because I really enjoy this mod.
EDIT: I've narrowed it down to the BCoM_WaterWorks.ESP addition which is conflicting in some method. I'm still investigating, I might just remove the waterworks addon because I enjoy your mod a lot more.
Trying to just remove the waterworks leaves other land broken, I also tried to backdate BCOM core back a version or two and still leaves some ground broken in balmora, I'm not sure how I could fix this, I'll keep trying though.
I tried to go into TESCS and edit the landscape myself but I have a few other groundcovers like OAAB_sapplings so It's going to take me a little to edit everything but I should be able to fix it tomorrow.
I'm going to have a look now... and I was so confident that the lanscape tearing had been fixed for v1.11!
My mod adjusts the landscape, and the changes are applied to the whole cell. Now the changes are just where
the house is, so the edges of the cell aren't any different from regular
MW. BCOM changes the landscape across the edges of the cell. SO it no
longer fits in with the original-shape landscape that my house applies
over the top of BCOM.
I'm going to try a solution, where I create copies of my houses and strip the land data from them. Then, I load
each of these mods with BCOM and recreate the land changes then save
them as the new patched version. Give me a minute to do that... theres
14 houses to go through!
I had to jump into TESCS to edit my groundcover anyways and that program is so scary lol!
looking forward to your updates!
Hmmm! Ive checked it with a fresh Steam install and OpenMW, and the land data is definitely there in the Deluxe .esp
Youre definitely using v1.10... does this problem occur with a fresh save? Are you using OpenMW, MGEXE, or just vanilla?
Are you running any other mods that could alter the terrain? Like Rebirth or..? Any error messages popping up?
I usually upload photos to imgur when i want to share them, but i imagine you're seeing vanilla landscape, which is odd.
I am using OpenMW
Edit: A quick guide
1) Look in your Morrowind folder. Its called TES Construction Set. Load it up.
2) Under Files (the top left drop down menu) is an option called Data Files. Click it.
3) Select any version of NHM. Even the classic houses have deluxe items, so it doesn't matter which
4) Click OK. It may throw a popup about Active files. This is irrelevant. It may give a bunch of other 'error' popups. This is normal. Click yes or cancel and it'll continue loading.
5) Interlock your fingers and push your hands palm outward, away from your chest. Your fingers may click. Say "We're in" out loud.
6) After moment, you'll see a bunch of new entries in the 'Object Window'. Those tabs will help you find what you're looking for. Click 'Name' and it'll sort them alphabetically. Tap the u key, and it'll take you straight to all the usas_ items.
7) Find the item you want and make a note of its ID. Lets use the key that gets you into the Deluxe tower as an example.Its ID is usas_towerkey
8) Run morrowind as normal. In the console type player->additem "usas_towerkey" 1
Done. You are now a leet hacker.
Edit: tested Deluxe & Pocket with blank steam save, cannot reproduce dialogue errors for NPCs or Mau.
Mau doesnt have any topics that require an answer though, so please clarify click loop? She is supposed to change her robes every day, but the script doesnt change dialogue. Tested a few generic NPCs and some named ones, their dialogue is all normal. What a wierd bug. Another mod conflict?
The staff/axe issue will be fixed in future release, id like to make that whole area a bit prettier while im at it.
Object "USAS_Conduit_PH" (NHM Pocket v1.10.0.ESP)Model Load Error: Meshes\USaS\USaS_nif_BlueAmulet.nif cannot load filein Meshes\USaS\USaS_nif_BlueAmulet.nif.Object "USaS_MiniMush1" (NHM Pocket v1.10.0.ESP)Model Load Error: Meshes\USaS\USaS_nif_MiniMush1.nif cannot load filein Meshes\USaS\USaS_nif_MiniMush1.nif.Object "USaS_Map_Mournhold" (NHM Pocket v1.10.0.ESP)Model Load Error: Meshes\USaS\USaS_nif_Mournhold.nif cannot load filein Meshes\USaS\USaS_nif_Mournhold.nif.Object "USaS_Dwemerslate" (NHM Pocket v1.10.0.ESP)Model Load Error: Meshes\USaS\usas_nif_dwemerslate.NIF cannot load filein Meshes\USaS\usas_nif_dwemerslate.NIF.Object "USaS_RoyalShield" (NHM Pocket v1.10.0.ESP)
Model Load Error: Meshes\USaS\USaS_nif_GrassCanton.nif cannot load filein Meshes\USaS\USaS_nif_GrassCanton.nif.Texture "Textures\tx_a_nordicfur_cuirass.dds" count 3.Texture "Textures\TX_W_BattleAxe_shaft.dds" count 3.Texture "Textures\TX_W_silver_spear02.dds" count 3.Texture "Textures\tx_w_shortsword_grip.dds" count 4.Texture "Textures\TX_W_silver_spear01.dds" count 3.Texture "Textures\TX_W_Chitin_grip.dds" count 3.Texture "Textures\TX_W_Chitin_bladepoint.dds" count 3.Texture "Data Files\textures\Ashfall\grill\cooked.dds" count 3.Texture "Textures\tx_w_imperial_broadsword_pommel00.dds" count 3.Texture "Textures\tx_w_shortsword_pommel1.dds" count 3.Texture "Textures\tx_w_mercy03.dds" count 3.Texture "Textures\TX_W_BattleAxe_handle.dds" count 3.Texture "Textures\tx_w_shortsword_guard.dds" count 3.Texture "Textures\tx_a_chitin_hthumb.dds" count 3.Texture "Data Files\textures\Ashfall\grill\burnt.dds" count 3.Texture "Textures\TX_W_Mace_shaft.dds" count 3.Texture "Textures\_land_default.tga" count 3.Texture "Textures\tx_wood_oldwood_design_01.dds" count 3.Texture "Data Files\textures\Ashfall\grill\blighted.dds" count 3.Texture "Textures\TX_W_BattleAxe_head.dds" count 3.Texture "Textures\TX_W_ChitinAxe_spike.dds" count 3.Texture "Textures\tx_a_steel_g_greave.dds" count 3.Texture "Textures\tx_w_imperial_broadsword_guard01.dds" count 3.Texture "Textures\TX_W_ChitinAxe_head.dds" count 3.Texture "Textures\TX_W_Chitin_bladebase.dds" count 3.Texture "Data Files\textures\Ashfall\grill\diseased.dds" count 3.Texture "Data Files\textures\craftingframework\shadow.dds" count 3.Texture "Textures\tx_w_shortsword runes.dds" count 3.Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.ModelList still has 9 NIF files. 6 - Meshes\w\W_silver_spear.nif 2 - Meshes\w\w_shortsword00_sh.nif 1 - Meshes\xbase_anim_sh.nif 1 - Meshes\mer_fishing\playerAnimations1st.nif 178 - Meshes\craftingFramework/shadow.nif 1 - Meshes\w\w_dagger_chitin_sh.nif 1 - Meshes\mer_fishing\playerAnimations3rd.nif 1 - Meshes\w\W_WarAxe_Steel.nif 14 - Meshes\w\w_broadsword_imperial_sh.nif
Could there be an option in code patch i've selected affecting this? I have no mods messing with any models and textures even if I did the custom models from NHM wouldn't have been affected anyway as far as I am aware. Any help would be appreciated!
However, youve also got errors stating that it cannot find resources that should come shipped with generic morrowind. Even with the steam/gog versions wrapping these up in a .bsa they should still be found. I will look into this
Highly recommend.
Except the mannequins.
During testing, it didn't conflict with anything else I had loaded. If you get a message about your masters being out of date, load up Wrye Mash and update the ESP(s), i.e. the typical fix for this.
The Deluxe portable version is a wonder to behold--the amount of detail you put into this is INCREDIBLE and really aligns with my aesthetic sense.
Congratulations on a fantastic achievement and a major addition to the MW modding community.