Hello! Can't say for sure as I haven't used either yet, but judging from this pic?, Sheogorad: Groves of the North includes a modified version of my mod already? (It wasn't credited so I had to double-check, yeah it's already there.) As for Spines of Madness, yeah, there would be some conflicts as it adds more rocks to the Redaynia area too.
Oh, great! Many fewer things to worry about (as I'm putting together the oober-game world :) ). To provide the folks a shortcut, would you mention on the description about RR being on SGotN.
Tried it out on OpenMW 0.46. I have one odd issue, in that all the fish that are hanged up for drying, still move their fins and mouths.
Also tested with the current 0.47 nightly build - with the same result. I'm guessing that it's some animation that's doesn't get turned off for some reason.
Is this how the Telvanni get their cephapod helmets? ;)
https://imgur.com/a/HjV0BD7
It also says slaughterfish when hovering over the container... Im not sure if this was intentional to show that this is how cephalopods are caught in fishing villages
Hi R-Zero, I'm having a strange issue with your otherwise great mod, and I have indeed narrowed it down to this one.
Whenever I am in or near the area of your mod, there is a constant noise coming from my speakers, i.e. with no in-game source. It sounds like faint Morse Code beeping alongside a constant static sound. This sound continues until I leave the general area of (Ald) Redaynia, or if I enter an interior cell within the area. Disabling your mod prevents the issue entirely.
I don't have any other mods changing the same area, and I'm not using OpenMW either. Any idea what's going on, how to fix it? I'd rather not remove the mod....
Fair enough, I'll be looking into it more. My plugin list is quite large but I'm familiar with it enough to know your mod is the only plugin making any major changes to that area. That's the sole reason why I suspected your mod. Why disabling it would prevent that sound bug, is beyond me.
I'll report back here if I discover anything or find a fix...
It appears to be a conflict of sorts between your mod and Better Sounds. Disabling either prevents the sound bug from occurring. The latter tends to be quite picky with Region names (I've had problems with this in the past), and I saw that your mod makes an edit to a Region. I tried deleting that Region edit, but had no luck in fixing the bug.
I wouldn't rule out this issue being on my end specifically, but maybe someone can verify this conflict? I'll play around with it some more, and take a closer look at Better Sounds.
EDIT: After trying everything I could think of for a solution, I've had no luck, so I've opened up a thread over at r/tes3mods: https://old.reddit.com/r/tes3mods/comments/gi39v8/an_unlikely_mod_conflict_has_me_completely/?
EDIT 2: Solution has been found, the Sound Activator "Sound_Cave_Wind00" was the cause. Deleting it in the CS solved the issue. Read the linked thread for more details.
I told your issue to the modder of Better Sounds - Fixed and Cleaned esps, and he is going to update his mod with the fix. "Thanks for the heads up. Should be sorted as of version 1.2." https://www.nexusmods.com/morrowind/mods/46516/
Looks very nice and atmospheric. I would have used it for sure if not for the fact that I'm using another mod that adds it. I'll be tracking for now and give it a go in a future play through. Thanks for sharing!
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Reizeron, thank you for the mod.
Question: is it compatible with
Sheogorad: Groves of the North
or with
Spines of Madness?
As for Spines of Madness, yeah, there would be some conflicts as it adds more rocks to the Redaynia area too.
To provide the folks a shortcut, would you mention on the description about RR being on SGotN.
Tried it out on OpenMW 0.46.
I have one odd issue, in that all the fish that are hanged up for drying, still move their fins and mouths.
Also tested with the current 0.47 nightly build - with the same result.
I'm guessing that it's some animation that's doesn't get turned off for some reason.
https://imgur.com/a/HjV0BD7
It also says slaughterfish when hovering over the container... Im not sure if this was intentional to show that this is how cephalopods are caught in fishing villages
Kudos on the nice mod
Whenever I am in or near the area of your mod, there is a constant noise coming from my speakers, i.e. with no in-game source. It sounds like faint Morse Code beeping alongside a constant static sound. This sound continues until I leave the general area of (Ald) Redaynia, or if I enter an interior cell within the area. Disabling your mod prevents the issue entirely.
I don't have any other mods changing the same area, and I'm not using OpenMW either. Any idea what's going on, how to fix it? I'd rather not remove the mod....
I'll report back here if I discover anything or find a fix...
I wouldn't rule out this issue being on my end specifically, but maybe someone can verify this conflict? I'll play around with it some more, and take a closer look at Better Sounds.
EDIT: After trying everything I could think of for a solution, I've had no luck, so I've opened up a thread over at r/tes3mods: https://old.reddit.com/r/tes3mods/comments/gi39v8/an_unlikely_mod_conflict_has_me_completely/?
EDIT 2: Solution has been found, the Sound Activator "Sound_Cave_Wind00" was the cause. Deleting it in the CS solved the issue. Read the linked thread for more details.
"Thanks for the heads up. Should be sorted as of version 1.2."
https://www.nexusmods.com/morrowind/mods/46516/