So I did some exploration around and I found some small mistakes that really bothered me. One of the would be the ramp next to the mine shack , I moved the one next to the mine entrance towards the bridge under and while going towards the mine , after the waterfall , there was a hole in the ground , i covered it with a rock. Any advice on what to do with the small adjustment ? https://imgur.com/a/HsV0LT9
when using this with Friends & Frens I get a matching ID error: Matching IDs: AA_Silence Friends and Frens.ESP: type Spellmaking Concept art Gnisis - Lightweight.ESP: type Activator
Hello! Love this mod, currently in my mod list. :3 I was just curious, I use Balmora from Nwahs and Mushrooms Team. As well as Stonewood pass reworked. I tried using Rem's groundcover patch you have here cause I figured it wouldn't have any issues since your Balmora and theirs is so similar. I was right ofc, Balmora was fine. But my Stonewood pass is messed up. I was wondering if there are any patches out there that would work for that? I also use Rocky West Gash Aggressively Compatible Version and Caldera Mine Expanded - Simplified and bug-free. Any help at all would be wonderful, Thanks!
This mod is great! Only issue is the bed in the Madach Tradehouse rented room is gone! Just two floating pillows. I checked if there were any conflicting mods on my end, didn't see any.
Do you have the mod "The Publicans"? They both change the bed's reference to allow renting it, but if "The Publicans" is loaded after this mod, the bed is reset to its vanilla position.
If you checked conflics with TESPCD, this is not detected, by the way.
By the way, this mod apparently makes the bed rentable, but it doesn't add dialogue to Fenas Madach for renting it. With "The Publicans" it can be rented, but he says it's downstairs to the left (the vanilla location), when it is upstairs in this mod.
open the console, type "ra" (reset actors) and press enter. This will reset all NPCs to their default positions. NPCs shifting away from their position even though they are not moving is an old vanilla Morrowind bug, caused by the idle animation. Patch for Purists includes fixed animation files, however, they are not compatible with mods that replace the same files. The fix is available separately here: https://www.nexusmods.com/morrowind/mods/45231
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Oh well it'll be for the next playthrough then
One of the would be the ramp next to the mine shack , I moved the one next to the mine entrance towards the bridge under and while going towards the mine , after the waterfall , there was a hole in the ground , i covered it with a rock.
Any advice on what to do with the small adjustment ?
https://imgur.com/a/HsV0LT9
when using this with Friends & Frens I get a matching ID error:
Matching IDs: AA_Silence
Friends and Frens.ESP: type Spellmaking
Concept art Gnisis - Lightweight.ESP: type Activator
is this fixable?
Those using MGE XE, don't forget to re-generate distant lands when adding landscapes mods.
I was just curious, I use Balmora from Nwahs and Mushrooms Team. As well as Stonewood pass reworked.
I tried using Rem's groundcover patch you have here cause I figured it wouldn't have any issues since your Balmora and theirs is so similar.
I was right ofc, Balmora was fine. But my Stonewood pass is messed up. I was wondering if there are any patches out there that would work for that?
I also use Rocky West Gash Aggressively Compatible Version and Caldera Mine Expanded - Simplified and bug-free.
Any help at all would be wonderful, Thanks!
is it a comfortable fit?
I checked if there were any conflicting mods on my end, didn't see any.
If you checked conflics with TESPCD, this is not detected, by the way.