So why not just include this fix in Patch for Purists? Are you so desperate for achievements? Ofcourse not (maybe a little). To avoid compatibility issues mostly. This fix moves a door to a completely different cell. Apart from Rebirth and Lougian's Caverns Overhaul, I don't think any mod touches the cave Dubdilla. However, I still don't want to force people to implement my edits for the mods to come.
Apart from the ethical implications of using a voice actor's work, I'm unsure if it would provide a better solution. It seems more plausible for a sorcerer to reside under Mount Assarnibibi than in a cave beneath the town of Vos. However, for what it's worth, ESO built the Dubdil Alar Tower on top of the original location, which would help compatibility.
But again, I am very reluctant to blatantly use someone else's work to train AI models.
Oh don't worry, I wasn't saying you should update the mod/create a separate mod. I just thought it was interesting to see how technology has changed over the years to provide a previously impossible (even if unethical) solution.
The thing is, a patch is such a prominent part of a load order that it's the last thing you want to have a mod conflict with. That's why I'm very hesitant to implement conflict sensitive edits such as this.
In addition, I also have to be careful not to abuse the patch's monopoly position to impose my view of the game and modding. If someone wants to use Lougian's Caverns Overhaul (or any other overhaul for this cavern) in addition to an up to date unofficial patch, then that shouldn't be a problem.
Excluding mods (and having a lot of patch documentation to read before modding your game) doesn't seem like a desirable scenario to me.
Thanks for explaining your point view. Now it's clearer and a bit more persuasive.
I wanna just point that a grating person could say "your mod is as a bugfix, Lougian is not. Why would you care about Lougian or other mods while Lougian (or other mods) could actually provide a way to use their mod with this one?".
There were still some dirty edits in version 1.1 I uploaded yesterday. I just cleaned those and reuploaded the mod. I would advise people who have downloaded the mod between now and yesterday, to download this new clean version. Sorry for the inconvenience.
from Necrolesian modlist https://github.com/Necrolesian/morrowind-mod-list/blob/main/list.md
?There's one error in the plugin that can be fixed in the Construction Set. Edit the script VampireMolag and look toward the bottom of the script. See all those "endif"s? There's one too many. Delete one of them, save the script and the plugin, then clean in Wrye Mash.
Hm, why can't you redo the voice?, like, you wouldn't be purging the voice actor from the game or anything, you would just be adding the correct erm, verbal dialogue at least for that specific NPC. just would need a good mic and read the line as the original guy did.
As this one turned out to be a success, I have another suggestion for you :). Ebernanit and Abernanit having their names switched. The book "Deathblow of Abernanit" describes a fortress to Mehrunes Dagon in the Ashlands. Abernanit in game is a bandit cave on an island in the Bittercoast region. Ebernanit is a Shrine to Mehrunes Dagon in the Ashlands. Switching the names to these places should alleviate another dev oversight. The quests related would need updating as a warning though. Was thinking you could post it in this mod also as a one stop esp for these oversights. Don't like all the individual mods for small fixes in Morrowind Modding :/
"Worldspace Changes" could be a separate ESM file for Patch for Purists. Just throwing that idea out there. It would make it easy for people to both track down and make patches for any potential conflicts.
Finally, someone did it. I was wondering when someone would make a mod for this issue, not surprised it's you. I'll be trying this out. Now for people with ongoing games, they want to have not been in the locations for long enough to reset them or start a new game right?
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But again, I am very reluctant to blatantly use someone else's work to train AI models.
good mod. I vouch for merging it into PFP.
In addition, I also have to be careful not to abuse the patch's monopoly position to impose my view of the game and modding. If someone wants to use Lougian's Caverns Overhaul (or any other overhaul for this cavern) in addition to an up to date unofficial patch, then that shouldn't be a problem.
Excluding mods (and having a lot of patch documentation to read before modding your game) doesn't seem like a desirable scenario to me.
I wanna just point that a grating person could say "your mod is as a bugfix, Lougian is not. Why would you care about Lougian or other mods while Lougian (or other mods) could actually provide a way to use their mod with this one?".
?There's one error in the plugin that can be fixed in the Construction Set. Edit the script VampireMolag and look toward the bottom of the script. See all those "endif"s? There's one too many. Delete one of them, save the script and the plugin, then clean in Wrye Mash.
Cleaned duplicate object instance (dead_skeleton FRMR: 395230) from CELL: dubdilla, uncharted caverns, lower
I concur with the decision to make this separate from PfP.