Morrowind

File information

Last updated

Original upload

Created by

RandomPal - Wolli - R0

Uploaded by

RandomPal

Virus scan

Safe to use

Tags for this mod

44 comments

  1. JoylessJoker15
    JoylessJoker15
    • member
    • 295 posts
    • 1 kudos
    (READ THIS IF YOU HAVE ISSUES WITH DOORS OR CONTAINERS BEING SCREWY) This is actually a fantastic little mod. I only have one issue, the house in front of the South wall corner club (when you exit the club the first house in front of you). Has boxes misaligned and the door is missing completely. I have put this mod after Morrowind Unlocked and I do not use any other mods that deal with town overhauls or anything. There are also some floating boxes near the house close to the east side watch tower. The one near caius's house.

    Now for those that want to fix some issues, do NOT use container ownership. This conflicts with a house in front of Southwall cornerclub's front entrance. Unlocked Morrowind conflicts with this mod if it loads AFTER. so load it before this mod and all should be functional.
    1. RandomPal
      RandomPal
      • supporter
      • 1,749 posts
      • 175 kudos
      I didn't change any of those buildings so it must be some other mod or some mod conflict.
    2. JoylessJoker15
      JoylessJoker15
      • member
      • 295 posts
      • 1 kudos
      you did though, because it adds the balconies and staircases to them
    3. RandomPal
      RandomPal
      • supporter
      • 1,749 posts
      • 175 kudos
      Could be, it's been a while since I made this. There's definitely no missing doors as that would be hard to not notice. I might have missed some floating urns or crates but nothing too obvious.
      I don't know what Morrowind Unlocked is so I can't help you but mods adding ownership to containers could explain the floaters (ownership overhaul, anticheese, owned balmora crates and mods like these).
      Mods editing doors like nighttime door lock could explain the missing doors.

    4. JoylessJoker15
      JoylessJoker15
      • member
      • 295 posts
      • 1 kudos
      hm. will check that out later. Morrowind Unlocked adds keys to almost all doors and chests that are owned by people. When it loads before your mod, two houses are fine, but one is not. I will try to get back to you.
    5. JoylessJoker15
      JoylessJoker15
      • member
      • 295 posts
      • 1 kudos
      It looks fine and dandy now. Not sure what the conflict was as I didn't change the load order in relation to your mods and the ones I thought were conflicting
  2. JoylessJoker15
    JoylessJoker15
    • member
    • 295 posts
    • 1 kudos
    I have installed this but two doors are not placed correctly. one is missing completely. the first and second picture of this gallery show this house. I have no plugins that should mess with this. Note, you should load this mod after Morrowind unlocked as it has a conflict with doors.
  3. JoylessJoker15
    JoylessJoker15
    • member
    • 295 posts
    • 1 kudos
    this mod still causes the issue of moving a door back too far, the one belonging to the skooma user Tsyia or something.
    1. RandomPal
      RandomPal
      • supporter
      • 1,749 posts
      • 175 kudos
      Could be a mod conflict with nightime door locks or some similar mod. But in any case, the mod is not supported anymore.
    2. JoylessJoker15
      JoylessJoker15
      • member
      • 295 posts
      • 1 kudos
      why is it not supported anymore? I have npcs go home, does this conflict?
    3. RandomPal
      RandomPal
      • supporter
      • 1,749 posts
      • 175 kudos
      I simply decided to develop these ideas more, with bigger projects like my Balmora mod or Beautiful Cities.
    4. JoylessJoker15
      JoylessJoker15
      • member
      • 295 posts
      • 1 kudos
      speaking of which, will bom become modular?
    5. RandomPal
      RandomPal
      • supporter
      • 1,749 posts
      • 175 kudos
      No as that would go against the point of the project, which is to have a coherent rework, with a consistent design for every location.
      It would also make impossibile for me to maintain all those patches.
    6. JoylessJoker15
      JoylessJoker15
      • member
      • 295 posts
      • 1 kudos
      I dont get the first point, how would this change consistency? I have not thoroughly checked all concept art but I couldn't find official concept that shows wells in seyda neen or balmora for example and the overhaul adds these.
    7. RandomPal
      RandomPal
      • supporter
      • 1,749 posts
      • 175 kudos
      What I mean is that every modder has its own way of doing things, so using mods made by different authors results in an uncoherent patchwork, where the amount of clutter, assets used and design choices change from town to town.
      I've come to the conclusion that it would be better to just play vanilla than an uncoherent mess.

      There are a few exceptions to this, like MD's mods, which I'm supporting, but that's my stance on the matter.

      As for concept art, my mods go further. We only have 3-4 drawings that are flashed out enough to make something out of them.
      With BCoM, I'm also trying to flash out settlements with the new assets made by TR and OAAB, trying to capture the "concept art vibe", and trying to finish parts of the game that feel rushed (like the lack of imperial carpets or dunmer middle class furniture, for example).

      You might not agree with anything I just wrote of course, which is okay as this is all up for debate and we're modding in our free time, but all my mods have free perms so everyone who wants to take them into a different direction is free to do so.
    8. JoylessJoker15
      JoylessJoker15
      • member
      • 295 posts
      • 1 kudos
      so, in short, you decided to add the wells because you feel it improves the design despite it not being part of the official concept art?
    9. RandomPal
      RandomPal
      • supporter
      • 1,749 posts
      • 175 kudos
      Yes.
    10. JoylessJoker15
      JoylessJoker15
      • member
      • 295 posts
      • 1 kudos
      reasonable.
  4. IlanSmolders
    IlanSmolders
    • member
    • 624 posts
    • 3 kudos
    How is this different from https://www.nexusmods.com/morrowind/mods/45149?tab=posts
  5. Shehriazad
    Shehriazad
    • member
    • 62 posts
    • 3 kudos
    To anyone running this with OpenMW I'd love some feedback on an issue I have.

    When using this mod my game will instantly crash when trying to load the cells Balmora/Suran but ONLY when Distant Land and Active Grid Object Paging are turned on.
    If I turn off Distant land there are exactly 0 issues...this is a bit weird.
    This might just be a "me" issue which is what I want to find out!

    Edit: It seems more people are having this issue when running the mod with OpenMW and having distant land enabled, a few people will be looking into this. I'll update this if a solution is found!
    1. RandomPal
      RandomPal
      • supporter
      • 1,749 posts
      • 175 kudos
      We're looking into it! Hopefully we'll be able to fix this for the next update:)
      Tested on my install and could reproduce the issue. Should be fixed in 1.3!
    2. akortunov
      akortunov
      • member
      • 55 posts
      • 11 kudos
      Can you tell where was a culprit?
    3. RandomPal
      RandomPal
      • supporter
      • 1,749 posts
      • 175 kudos
      Don't know much about 3d modeling. But according to G7 (who fixed the meshes) the issue was that some models had "several internal meshes with zero vertices/triangles".
  6. Shehriazad
    Shehriazad
    • member
    • 62 posts
    • 3 kudos
    So if I don't use the white version I don't need this update?

    Either way, great little mod!
    1. RandomPal
      RandomPal
      • supporter
      • 1,749 posts
      • 175 kudos
      Yup, nothing to fix for the vanilla version:)
  7. hokan42
    hokan42
    • member
    • 372 posts
    • 4 kudos
    Nice little mod.

    I did run in one one minor issue - two of my (Suran) shop banners are free floating when using this mod. This seems to be because the mod has moved the placement of the banner poles.

    It should be easy to correct the placement via the console (in OpenMW) but I wonder if there is some way that the mod could avoid causing the issue to begin with.
    1. RandomPal
      RandomPal
      • supporter
      • 1,749 posts
      • 175 kudos
      You can see in the screenshots that the banners are not floating.
      Could it be another mod editing the banners position?
      You could check by selecting the banner in-game, opening the console and using the "ori" command.
      Could you try this please?
    2. hokan42
      hokan42
      • member
      • 372 posts
      • 4 kudos
      The "ori" info shows that the banner and banner poles are from the base game (Content File: Morrowind.esm) while only the steps and balcony are from this mod. None of the other ori info seems to change.

      I'm using a mix of three banner related mods:
      * Guar Skin Banners for OpenMW and Vanilla Morrowind (https://www.nexusmods.com/morrowind/mods/44355)
      * Banners With Sound (https://www.nexusmods.com/morrowind/mods/45015)
      * Lysol's Guar Skin Banners for Arukinn's Signs and Signposts (https://www.nexusmods.com/morrowind/mods/46390)

      This gives me bumpmapped, animated and noisy banners.

      I'm also using the Suran Waterfront (https://www.nexusmods.com/morrowind/mods/44693) mod - it mostly adds some new houses. I added it after the banner mods and it didn't cause any banner issues at the time.

      I'm currently loading the "Concept art Hlaalu Balconies - Balmora and Suran.ESP" before any of my Suran and Balmora city overhaul mod esps.
      Loading "Concept art Hlaalu Balconies - Balmora and Suran.ESP" last causes a bunch of terrain issues (reverting terrain to vanilla shape ?) so is not a viable option.

      My initial guess was that the banner position and animation state got stored in the save game, causing the banners to not line up when a later mod moves the banners and banner poles around.
    3. RandomPal
      RandomPal
      • supporter
      • 1,749 posts
      • 175 kudos
      It could be Suran Waterfront since it's a dirty mod from what I remember ie: there's edits that are not actually needed.
      And the terrain edits in my mod are actually needed to have some objects align properly. Unfortunately you can only have one mod editing terrain in a specifi cell at one time so the one that loads last "wins", if that makes sense.
      I'd have to make patches for them but there aren't many good mods for Balmora and Suran so I couild do it. What mod are you using for Balmora?
    4. hokan42
      hokan42
      • member
      • 372 posts
      • 4 kudos
      Kilcunda's Balmora (https://www.nexusmods.com/morrowind/mods/44149).
    5. hokan42
      hokan42
      • member
      • 372 posts
      • 4 kudos
      Just tried the 1.1.1 release found some additional minor issues - two in Balmora one in Suran.
      Added a user submitted image to the "Images" section to make these a bit easier to find.

      Removed the image, the issue seems save related, things look ok on new character.
    6. Brujoloco
      Brujoloco
      • supporter
      • 701 posts
      • 25 kudos
      Personally I think the issue lies with Suran Waterfront, its a really ... strange mod. It alters Suran so much weirdly with some landscape edits and reposition of objects. I had an extremely bad experience with it some time ago, and ended up using Suran Docks as the best approach to a different Suran.

      Also as someone that is constantly modding Morrowind, have you tried to test the mod with your setup by leaving the game, loading it up anew and creating a brand new level 1 character that you just COC Suran away to the place?

      I have noticed Morrowind leaves "ghost trails" when switching mods on the same character midgame, and this is pretty noticeable with mods lthat adds insects attracted to light sources and many other mods that overlay their own path grids over others, making npcs behave strangely.

      Again just a suggestion :)
    7. hokan42
      hokan42
      • member
      • 372 posts
      • 4 kudos
      It does indeed look correct with a new character.
      I guess that I have some object placement game state in my save file - it looks like I will have to do a few placement adjustments via the console, to make things look correct.
  8. hokan42
    hokan42
    • member
    • 372 posts
    • 4 kudos
    Having one esp per city could be a good idea, especially if you add balconies to more cities (e.g. in Tamriel Rebuilt).
    Having "per city" esps makes things more modular, making it possible to "disable" the mod for some but not all cities - if there are conflicts with other overhaul mods.
    1. RandomPal
      RandomPal
      • supporter
      • 1,749 posts
      • 175 kudos
      True, but there's just a handful of times this can be used in-game so having modular esps for just one single balcony didn't seem very logical to me. I'd rather build a cathalog of patches:)
    2. arcvoodal
      arcvoodal
      • member
      • 206 posts
      • 1 kudos
      nvm
  9. spockthewok
    spockthewok
    • member
    • 76 posts
    • 1 kudos
    Would you be willing to include a version that has ownership on the new containers you've added as clutter for the weirdos like me that like to have everything owned? Thanks.
    1. RandomPal
      RandomPal
      • supporter
      • 1,749 posts
      • 175 kudos
      Oh yeah of course. I wanted to do it but simply forgot about it:/
      Will be fixed in the next update :)
  10. NihilisticPoet
    NihilisticPoet
    • member
    • 181 posts
    • 9 kudos
    Glad to see your musings on MMC come to fruition. Beautiful! Endorsed.
    1. RandomPal
      RandomPal
      • supporter
      • 1,749 posts
      • 175 kudos
      Luckily the discussion picked the interest of some other people who gave me a hand!:)