A word of advice: because of the way containers work in Morrowind, you should not take all money from income containers - always leave at least 1 septim which was there originaly. If don't do that, chest will remain empty and won't spawn rents and income. It should be noted in description I think.
Actually, those containers works very wobbly, sometimes spawning rents, sometimes not. I've made some personal adjustments to handle collecting income via dialogue with Hloadala Savel. If you want, I can share my modifications with you.
I like the "no TARDIS" and "regular income" ideas in this mod, so I took a look at it with the Construction set. Aside from requiring "Morrowind Rebirth" -- which really should be listed in the Requirements section along with Bloodmoon and Tribunal -- there are some problems which should be fairly simple to address.
1. The mod lacks a ReadMe file. This is especially important because it contains versions 1.0 and 1.1, with no guidance as to which one should use. Incidentally, 1.0 requires "Morrowind Patch 1.6.5 Beta (BTB Edit)", and the Construction Set crashes if you don't have it. So the rest of the comments apply to v1.1 only.
2. The mod is "dirty", and must be cleaned with TEStool, TESAME, or a similar utility. For a mod as complex as this one, cleaning is not optional.
3. The Construction Set flashes the message "moved reference not found in master file" five times before it actually opens the mod. I don't know whether this has something to do with the "Morrowind Rebirth" dependency, or something else.
4. Several interior cells retain the original set-up, plus the expanded new design, plus random objects floating in the void. It's possible that a script which refers to a new object (items, furniture, NPCs, etc.) might get "confused" by all the redundant copies, and glitch out. Also, remember that Morrowind renders everything in a given cell, regardless of whether the PC can see it. Of course, given the power of modern computers, I doubt players will notice any slowdown in performance.
5. Several NPCs have twins. In my notes, I wrote "2 Sernsis, upper and lower floor" and "2 Unilas, fused with each other". Then I ran out of room, so this problem might affect other NPCs too.
For some reason the entrance to the manor puts me in the void underneath the manor, any clue why this is happening? Note: The first level of construction is completed, I was just told to cure the kwama queen and hire miners.
Okay, I officially give up on this mod. There are so many different bugs and unnecessary changes, to make this mod incompatible with just about everything. It's clear the mod author was using Morrowind Rebirth, because there are a bunch of missing meshes (barrels, vintage brandy, guar drums) that were used with that mod, not to mention a significant number of changes to Balmora (the door to Tsiya's house reverts back to its vanilla placement if you load this after an overhaul like Beautiful Cities, there's an attic in the Balmora Fighter's Guild that exits to the outside even though there are no changes to the building exterior...).
You had a great concept, and I was really looking forward to playing this, but the poor execution makes it impossible to play if you're using other mods.
Yes, there are some slight landscape changes in the Ascadian Isles Region cells (-3,-5), (-4,-4) and (-4,-5). Mostly terrain elevation changes, but I've also readjusted the rock formations outside the mines to better fit with the buildings and added some flora for aesthetics
In the Morrowind Modding Community Discord server, junglebrad helped me figure out the issue with creating a groundcover for this mod.
He took the 'fixed esp' provided by Laicus below, and cleaned it with TESTool: here is that updated file (replaces the main mod's esp).
He then ran it through Yacoby's Mesh Generator and Remiros Groundcover settings to create a grass esp for those three Ascadian Isle cells affected: (-3,-5), (-4,-4) and (-4,-5). If you use this, you need to delete those three cells from the existing Remiros Groundcover Rem_AI.esp file before you run it through MGE XE Distant Land.
You may need to have a Discord account to access those files, but I'd encourage @Ursanclaw to rehost both files here for others to use.
I'm also having issues with barrel meshes, specifically barrels 02, 05, & 11. And all icons for Restore Health potions are replaced with an image of a smiley overlaid with a universal no. All issues go away upon disabling Rethan Estate 1.1
Thanks for the fix. Just completed Phase One, getting a mesh error with TM\vintage_brandy that locks the game upon entering the manor.
ETA: Cured the queen & recruited miners; upon reporting back to Driler I get another error: Script nolore Line 4 function reference object "C_RE_Vassirn_chest" not found. And the game locks.
The author used the meshes from Morrowind Rebirth, download it and just drop the files into the game folder without selecting a mod. The second error is a typo in the dialog, corrected.
Mesh issues fixed, many thanks. As for talking with Driler, error message is now: Script nolore Line 4 function reference object "C_RE_Vassirin_chest" not found.
I'm getting yellow triangles from a certain common barrel. I used the console and found out it is a vanilla mesh from morrowind.esm. For some reason it goes away when I deactivate your mod despite your mod not altering barrel meshes as far as I know. Any ideas on what's happening?
Hmm, haven't got a clue actually... Are you having issues with the 1.0 or 1.1 version? And does the error apply to all barrels added or just one barrel (and can you also describe which one, near which building)
edit: Or does the error happen to ALL barrels worldwide?
It is all barrels labeled barrel_01_cheapfood5. I tried reinstalling morrowind and different mesh replacers but nothing has worked so far except removing Rethan Estate.
Well, I think it's safe to say my mod will be the cause of it, especially since I've been messing around with barrels a lot. I'll have a look at it tomorrow and see what the issue might be.
Apparently, the author used barrel meshes (and not only) from another mod, I fixed it (but the source mod is full of other dubious edits, which I have not fixed yet), if the author does not mind, I will give a link to the corrected esp.
Greetings! It seems a very interesting mod, especially since it's truly the only one (beside Erengard Mines) which grants the player a chance to earn money from enterprise. So good, also, that many NPCs otherwise left around after a quest come to the estate and settle down! I would take the opportunity to ask three questions:
1. Is this mod compatible with Open Morrowind? That would be the most important question.
2. In the downloadable archive there are two ESPs: the "1.0" and the "1.1" version. I suppose we shall load only the latest one, so why are they both included?
3. I fear I've misunderstood in which way the aesthetic changes are optional: are they granted by an in-game choice or is there available a "non full" version of this mod which doesn't touch the Rethan Manor area but only the other river side? I would be very interested in this version because I would greatly appreciate the compatibility features declared in the description.
Thanks in advance for the answers and thanks again for the fine mod!
32 comments
1. The mod lacks a ReadMe file. This is especially important because it contains versions 1.0 and 1.1, with no guidance as to which one should use. Incidentally, 1.0 requires "Morrowind Patch 1.6.5 Beta (BTB Edit)", and the Construction Set crashes if you don't have it. So the rest of the comments apply to v1.1 only.
2. The mod is "dirty", and must be cleaned with TEStool, TESAME, or a similar utility. For a mod as complex as this one, cleaning is not optional.
3. The Construction Set flashes the message "moved reference not found in master file" five times before it actually opens the mod. I don't know whether this has something to do with the "Morrowind Rebirth" dependency, or something else.
4. Several interior cells retain the original set-up, plus the expanded new design, plus random objects floating in the void. It's possible that a script which refers to a new object (items, furniture, NPCs, etc.) might get "confused" by all the redundant copies, and glitch out. Also, remember that Morrowind renders everything in a given cell, regardless of whether the PC can see it. Of course, given the power of modern computers, I doubt players will notice any slowdown in performance.
5. Several NPCs have twins. In my notes, I wrote "2 Sernsis, upper and lower floor" and "2 Unilas, fused with each other". Then I ran out of room, so this problem might affect other NPCs too.
You had a great concept, and I was really looking forward to playing this, but the poor execution makes it impossible to play if you're using other mods.
He took the 'fixed esp' provided by Laicus below, and cleaned it with TESTool: here is that updated file (replaces the main mod's esp).
He then ran it through Yacoby's Mesh Generator and Remiros Groundcover settings to create a grass esp for those three Ascadian Isle cells affected: (-3,-5), (-4,-4) and (-4,-5). If you use this, you need to delete those three cells from the existing Remiros Groundcover Rem_AI.esp file before you run it through MGE XE Distant Land.
You may need to have a Discord account to access those files, but I'd encourage @Ursanclaw to rehost both files here for others to use.
Just completed Phase One, getting a mesh error with TM\vintage_brandy that locks the game upon entering the manor.
ETA: Cured the queen & recruited miners; upon reporting back to Driler I get another error:
Script nolore Line 4 function reference object "C_RE_Vassirn_chest" not found. And the game locks.
The second error is a typo in the dialog, corrected.
Script nolore Line 4 function reference object "C_RE_Vassirin_chest" not found.
I'll edit later with the list of mods & save file.
Are you having issues with the 1.0 or 1.1 version? And does the error apply to all barrels added or just one barrel (and can you also describe which one, near which building)
edit:
Or does the error happen to ALL barrels worldwide?
I'll have a look at it tomorrow and see what the issue might be.
I would take the opportunity to ask three questions:
1. Is this mod compatible with Open Morrowind? That would be the most important question.
2. In the downloadable archive there are two ESPs: the "1.0" and the "1.1" version. I suppose we shall load only the latest one, so why are they both included?
3. I fear I've misunderstood in which way the aesthetic changes are optional: are they granted by an in-game choice or is there available a "non full" version of this mod which doesn't touch the Rethan Manor area but only the other river side? I would be very interested in this version because I would greatly appreciate the compatibility features declared in the description.
Thanks in advance for the answers and thanks again for the fine mod!