Morrowind

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Last updated

Original upload

Created by

Pinsvinnn

Uploaded by

SammyB27

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42 comments

  1. r3v4n21
    r3v4n21
    • member
    • 8 kudos
    Is this compatible with RR Better Skar and/or Red Mountain Reborn?
  2. Chokaro
    Chokaro
    • member
    • 0 kudos
    Alright let me start of by saying that this is a really nice mod, breathes life into ald'ruhn while respecting the visual redoran style. You have my endorsement.

    But from my (possibly somewhat purist) perspective there are some things that slightly break immersion for me. It is mostly having all these lanterns and the lightweight clutter around such as shelved trader items and even leaves of paper. In my vision ald-ruhn is a harsh environment, withered by regular ash storms, and all these items would be blown away in a day. But this is highly subjective and I dont want to dissuade anyone from using this mod.

    Now my main question/request:

    The interior of Under Skar (Manor district) is downright jaw-dropping in my opinion and really expands the original vision. Would you be willing to do an Under Skar interior only version of this mod? Or would any modder out there take on the job (with your permission of course)?

    I might have to get into small-time modding myself.

    Anyways, thanks for the hard work!
  3. AutumnBramble
    AutumnBramble
    • member
    • 16 kudos
    Oh, this interpretation of Ald-Ruhn took my breath away. So lively and detailed! Absolute must-have mod forever more.
  4. UhtredWtal
    UhtredWtal
    • member
    • 0 kudos
    Hey Mate,
    great mod. I love it.
    I made a patch for the black Manor district, so the lighting works now.
    if you like, grab the file i´ve uploaded, or fix your file.
    You missed the fog density in the interior cell.
    it it is something different then 0, it works fine.
    I also made a small expansion, so the lighting of the shop banners is better and of the house redoran banners.
  5. SaintJustinian
    SaintJustinian
    • premium
    • 0 kudos
    This is an excellent mod! However, there appears to be an issue with the MGE XE "range vertex" graphic setting. With it on, it resulted in a pitch-black manor district. Only when changing it to a different setting did it work properly, even with no mods installed. Therefore, if anyone had this problem before, simply change the range vertex to the other modes (like depth pixel). Hope this helps! Thank you for this great mod!
  6. Mixail
    Mixail
    • member
    • 0 kudos
    Awesome work, but can you make version, that will be compatible with Mountainous Red Mountain mod?
    1. mysty
      mysty
      • member
      • 51 kudos
      I created a patch by loading both MRM and Ald-Ruhn X in the construction set and then editing the landscape to remove any tears in the terrain (soften vertices works great for this) and then re-sculpting the path in the mountain above the temple so you can climb up. If the mod author approves, I can provide it. If not, you should be able to create your own patch the same way with just a little time in the CS.
    2. Iheartgiantrats
      Iheartgiantrats
      • premium
      • 2 kudos
      I'd love for you to make this patch available as well, I'm not sure I'm quite fluent enough in the CS to patch these myself.
  7. Kilcunda
    Kilcunda
    • premium
    • 16 kudos
    Pinsvinnn, this is amazing, I knew the moment I walked through the main entrance and saw the lanterns strung across the three pillars I'd be in for a treat. Ald-Ruhn finally feels like the cultural Redoran capitol it's described as.

    I'll admit, at first I was a bit put-off by the Guar network quest (from previous experience in TES games where town overhauls end up adding things outside their scope with mixed results) but I found myself really enjoying it. In particular I loved the dialogue options with the Redoran Councillor and how it affected your funding for the project, I felt it was well written and the 'best' answers weren't always obvious. I did notice an incredibly minor grammar error (missing word in a sentence), feel free to PM me and I'll send you a screenshot.

    Under Skar was beautiful was well, it definitely feels as though the inhabitants have tried to take advantage of the limited space they have available over time.

    Well done!
  8. hokan42
    hokan42
    • member
    • 7 kudos
    Would it be possible to get a alternate .esp file that uses the original Under Skar interior? I'm currently using version 1.3 to achieve this, but this obviously leaves me without various other bug fixes & updates. I like the basic idea of adding more homes to the Skar interior, but I don't like the "odd" visual/architectural incoherent mix of cave home doors, Redoran building facades and original Skar doors.

    Has there been any progress in making this compatible with Ald-Ruhn Temple Expansion?

    Is there a reason why there is a tree stuck under the silt strider port? I'm not sure how it looks in vanilla Morrowind, but I have a fairly notably green and leafy (Vurt mod) tree lying on its side under the silt strider port.
  9. joelanggml
    joelanggml
    • premium
    • 0 kudos
    So I like this mod. But it took my 144 fps inside Skar (the main area inside) down to 80fps. And when I went outside into Ald-ruhn it tanked from 60fps in ash storms to 30 fps and crashed. Is there any way to increase performance with this mod? I even had the pathgrid patch installed as well.
  10. Sordahon1
    Sordahon1
    • supporter
    • 5 kudos
    I have these errors when I travel to Ald-Ruhn:

    Not able to find Upper Leg part in _GL_c_pants_common_02u.
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    Texture "Data Files\Textures\_reflection09H.dds" count 64.
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    Texture "Textures\tx_w_silversword_bladebase.dds" count 3.
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    Texture "Data Files\Textures\@_lev_ref07.dds" count 13.
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    Texture "Data Files\Textures\tx_a_studdedleather_cuirass00.dds" count 15.
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    Texture "Data Files\Textures\@W_wodPart6.dds" count 4.
    Texture "Data Files\Textures\@W_Sword70_nm.dds" count 6.
    Texture "Data Files\Textures\tx_a_daedric_codpiece00.dds" count 5.
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    Texture "Textures\tx_w_crystal_guard.dds" count 3.
    Texture "Data Files\Textures\tx_a_glass_emerald.dds" count 3.
    Texture "Data Files\Textures\_ref_029.dds" count 74.
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    Texture "Data Files\Textures\@_b_OrochHelm02_dt.dds" count 3.
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    Texture "Data Files\Textures\_ref_21.dds" count 44.
    Texture "Data Files\Textures\@_wood_brown_shelf.dds" count 9.
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    Texture "Data Files\Textures\@forE7.dds" count 3.
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    Texture "Data Files\Textures\tx_a_ironarmor_cuirass_02.dds" count 15.
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    Texture "Data Files\Textures\re901-3.dds" count 16.
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    Texture "Data Files\Textures\menu_thin_border_bottom.dds" count 2.
    ModelList still has 54 NIF files.
    2 - Meshes\w\W_silver_spear.nif
    10 - Meshes\w\w_iron_claymore_sh.nif
    1 - Meshes\w\W_Dwemer_mace.nif
    10 - Meshes\w\w_tanto_iron_sh.nif
    2 - Meshes\w\W_miner_pick.nif
    2 - Meshes\w\W_wooden_staff.nif
    1 - Meshes\w\w_warhammer_iron.nif
    5 - Meshes\w\w_shortsword_chitin_sh.nif
    1 - Meshes\w\W_Bolt_steel.NIF
    5 - Meshes\w\w_shortsword00_sh.nif
    1 - Meshes\xbase_anim_sh.nif
    48 - Meshes\w\w_broadsword_leafblade_sh.nif
    1 - Meshes\K_69\W_art_claymore_umbra.nif
    10 - Meshes\w\W_Iron_arrow.NIF
    57 - Meshes\w\w_claymore_sh.nif
    2 - Meshes\w\W_halberd_iron.nif
    1 - Meshes\w\w_wakizashi_sh.nif
    6 - Meshes\w\w_iron_shortsword_sh.nif
    9 - Meshes\w\w_broadsword_iron_sh.nif
    1 - Meshes\w\w_shortsword_ebony_sh.nif
    2 - Meshes\w\w_daikatana_sh.nif
    5 - Meshes\w\w_wakizashi_iron_sh.nif
    3 - Meshes\w\w_shortbow_chitin_sh.nif
    6 - Meshes\w\W_mace_ebony.nif
    10 - Meshes\w\w_longbow_steel_sh.nif
    3 - Meshes\w\W_silver_staff.nif
    1 - Meshes\w\w_longsword_crystal_sh.nif
    1 - Meshes\w\w_dagger_glass_sh.nif
    34 - Meshes\w\w_dagger_dragon_sh.nif
    12 - Meshes\w\w_shortsword_imperial_sh.nif
    1 - Meshes\w\w_crossbow_steel_sh.nif
    11 - Meshes\w\w_dagger_chitin_sh.nif
    3 - Meshes\w\W_Chitin_arrow.NIF
    14 - Meshes\w\w_longsword_silver_sh.nif
    21 - Meshes\w\w_iron_longsword_sh.nif
    61 - Meshes\w\W_spear.nif
    1 - Meshes\w\W_staff00.nif
    11 - Meshes\w\w_tanto_sh.nif
    6 - Meshes\w\W_Chitin_Axe.nif
    12 - Meshes\w\w_silver_dagger_sh.nif
    3 - Meshes\w\W_chitin_club.nif
    2 - Meshes\w\w_n_katana_sh.nif
    1. Sordahon1
      Sordahon1
      • supporter
      • 5 kudos
      There seems to be some incompatibility between HQ weapons, this mod and Parsuit Revisited MWSE as it stopped giving errors after I removed Parsuit Revisited.