Yep, should be. I didn't change the overall structure of the guild much, just moved some furniture around and added a few new areas. Tarancur should show up as normal and I don't think MMR adds anything else to the Balmora guild.
Quest-wise everything added by this mod should be totally separate from the vanilla quests, so no interference there either.
If you do run into any issues, let me know and I'll fix them. I also use MMR :)
In the balmora mages guildhall, I have a missing book mesh that "ori" shows is from the mod, are there any resources that I need to source from another download?
The book is "Overview of Gods and Worship"
Edit: Merged Objects.esp seems to have a typo in the mesh called for as "OverwiewofGods.nif" instead of "OverviewofGods.nif"
There is no BCOM patch per-se. RandomPal included and then heavily modified (read: stripped things out so it's closer to vanilla) this mod. Not sure how much of it is left in recent versions of BCOM, but enough that they're not compatible by default.
If you want the extra features in this mod (eg more clutter, more rooms, dialogue, quests), then load this esp, and also run the .bat file included (requires tes3cmd to be installed). The .bat file will remove the affected interiors and NPCs from the BCOM esp, so that the two mods can work together. You need to re-run that script every time you update BCOM, because the updated BCOM esp will have the ints/npcs back again.
If you want to check what the .bat file does before running it (you should! It's good practice, because .bat files can run arbitrary commands), you can open it in something like notepad or visual studio code to check it. It will be just a series of tes3cmd commands to remove bits from the bcom esp.
tl;dr use both the esp from this mod and from bcom, and then run the compatibility script
Gah! I cannot find Arthes Llaren for the life of me! The quest says: "Usually he's over at the corner club, by the siltstrider". I assume that's the Southwall Corner club? He isn't there :( Tried all the other clubs/pubs too with no luck.
I tried placeatpc, "arthes llaren", 1,20,1 and it comes back with the error: Error: failed to create manual cell ref for arthes llaren (unknown ID) Does this mean Arthes Llaren doesn't exist?
Arthes Llaren is in the Fighter's Guild, he's the guy in armor hanging out by the kegs. Marsh-Axe is just saying that he spends a lot of time with the people from the cornerclub.
He should exist, but that isn't his id. (it'll be something like "luce_mio_bfg_arthes", not 100% if that's the correct id though)
I'm such an idiot, I realise I completely misunderstood what Marsh-Axe was saying and took it another way entirely!! I feel so embarrassed :/ Anyway, thanks for the reply and thanks for a fantastic mod, I'll get back to looking for Wuleen-Shei :)
Question, did you add some kind of script on the stuff in Galbedir/Ranis's rooms that adds a 9k weight to the inventory of whoever wears it? Because Julan's animations are completely broken now even after removing this kind of weight found in his inventory and I'm worried my save is now bricked because of it.
No, I didn't add anything like that. There are trapped items in Ranis's room, but the most they do is summon a daedra when activated. I'm not sure what could cause that kind of problem - do you have some sort of mod that adds weight to gold?
Same problem as Pherim. Except I could not free him because I can't find the key. Urgh. Also picked: I'm there for business. I found the key to release the argonian but...honestly this mod is really buggy. I released him and he does nothing at all.
Very nice additions to Balmora guilds, like them a lot! Now I'm kind of stuck with strange explosion quest in Magic guild. I reached evoker status and could talk about it with guild leader, she think that it was Telvanny spy diversion. And it is all. What I am suppose to do next?
I really like what this mod has done to the Balmora guilds!! And I love the library in the Mages Guild (What is a Mages Guild without a library of knowledge - C'mon Bethesda!!?) There is a problem, though, in the borrowing of books - the posted rules say that if there is more than one copy of a book you can borrow it at Apprentice level or higher, but every time my Apprentice tries to take such a book all of the mages attack me!! Is there something I have to do, or someone I need to talk to, to be able to borrow books?
Sounds like at some point I messed up the ownership settings in the library >< will add a note to fix this in the next version, with apologies to your poor maligned apprentice who has been unfairly attacked.
46 comments
Quest-wise everything added by this mod should be totally separate from the vanilla quests, so no interference there either.
If you do run into any issues, let me know and I'll fix them. I also use MMR :)
Thanks again for this and your other mods!
In the balmora mages guildhall, I have a missing book mesh that "ori" shows is from the mod, are there any resources that I need to source from another download?
Edit: Merged Objects.esp seems to have a typo in the mesh called for as "OverwiewofGods.nif" instead of "OverviewofGods.nif"The book is "Overview of Gods and Worship"
Use the BCOM esp file or the one from this mod?
If you want the extra features in this mod (eg more clutter, more rooms, dialogue, quests), then load this esp, and also run the .bat file included (requires tes3cmd to be installed). The .bat file will remove the affected interiors and NPCs from the BCOM esp, so that the two mods can work together. You need to re-run that script every time you update BCOM, because the updated BCOM esp will have the ints/npcs back again.
If you want to check what the .bat file does before running it (you should! It's good practice, because .bat files can run arbitrary commands), you can open it in something like notepad or visual studio code to check it. It will be just a series of tes3cmd commands to remove bits from the bcom esp.
tl;dr use both the esp from this mod and from bcom, and then run the compatibility script
I tried placeatpc, "arthes llaren", 1,20,1 and it comes back with the error: Error: failed to create manual cell ref for arthes llaren (unknown ID)
Does this mean Arthes Llaren doesn't exist?
He should exist, but that isn't his id. (it'll be something like "luce_mio_bfg_arthes", not 100% if that's the correct id though)
Anyway, thanks for the reply and thanks for a fantastic mod, I'll get back to looking for Wuleen-Shei :)
I found the key to release the argonian but...honestly this mod is really buggy. I released him and he does nothing at all.
Now I'm kind of stuck with strange explosion quest in Magic guild. I reached evoker status and could talk about it with guild leader, she think that it was Telvanny spy diversion. And it is all. What I am suppose to do next?