This is one of the most singularly impactful mods for visual experience and lore for me as I love being able to see the scale of Red Mountain from anywhere on Vvardenfell and the mainland. I am running Total Overhaul and it conflicts with BCOM'S integrated version of RR Ghostgate expansion. The issues aren't gamebreaking (some doors not working, duplicating NPCs) and I would merge it myself once I am more familiar with OpenMW.
Beautiful Cities of Morrowind has its own version of Red Mountain Reborn in the patches archive. Try out that version first. Personally I only noticed a small land seam when you go into Red Mountain.
I was questions about this too. I have both the Red Mountain Reborn.esp files as well as the patch file with BCoM. Does one go before another? Does one replace it? I'm having an issue with a particularly distracting texture and mesh seam near the temple in Ald'Ruhn and some landscape clipping at the Ghostgate.
With both esps used, nothing seems to change. With just the patch, Red Mountain reverts back to its vanilla state.
Why do you need permission? All assets for every mod ever created are owned by the companies that made or published the respective games. Modders don't own anything, and therefor have no permission to give.
From a legal perspective, sure I can see this being possible for plugins (especially since Bethesda did steal a Fallout 4 modder's mod and turned it into a DLC). But reputable mod hosting website respect authors/uploaders enough to not have their work rereleased by others on their website if they do not want it or if they prefer you seek permission first from the author.
I can also see the legal perspective you mentioned not being 100% true, such as if an artist created the assets by themselves. Just because they bundle it into a mod does not make it 100% Bethesda always. That would cause a lot of legal issues because some games, such as CD Projeckt Red, allow people to port their assets to other games as mods. So if someone ported a sword from one of their games into Morrowind it does not make it Bethesda's property.
I have seen this mod repackaged for Beautiful Cities of Morrowind. Not sure if you are allowed to released it with fixes or if the person who maintains Beautiful Cities of Morrowind got permission. Keep in mind this was originally part of Morrowind Rebirth and the person who uploaded it here got his permission first. Just mentioned so you may need to request permission from both if you want to do modifications and publish.
Does this work with BCOM? I tells me I need to have the RR Ghost fortress, which isn't compatible with BCOM I've seen there's a BCOm version of this mod, but I cannot find it.
I know this is a year late, but this mod doesn't work well with BCoM.
BCoM has its own integrated version of RR Ghostgate that's merged into the core plugin for BCoM (so it won't have its own separate esp). Because of this, RMR's "RR Ghostgate" patch won't recognize BCoM's version at all.
In Mod Organizer, an esp says it is missing the Master known as VSW_Tomb_of_the_Snow_Prince.esm. I have TOTSP installed as well as the solstheim graphical replacer. is there something else I am missing or will the mod function as is?
You can update the masters in Wrye Mash. I really need to go through and clean this up. My plan for compatibility when I update this is to lean heavily on Merged Lands utility.
Unfortunately this is very incompatible with BCoM, especially since the patches in this mod for RR Ghostgate don't recognize BCoM's integrated version of it, which is a big issue since if you try adding the standalone RR Ghostgate to account for this, it just results in TONS of duplication (for obvious reasons).
Compatibility with Memento Mori is also a bit of a mess with lots of unclear methodology for the patches between the two of them. I spent *hours* trying to reorder and replace patches and esps of these mods and their compatibility patches, and nothing worked.
Also, the Foyada Mamaea Overhaul patch in this mod adds a bunch of flora not present in the original mod without providing the assets itself, so the Foyada just ends up being covered in yellow question marks.
Beacon of St Rilms is *mostly* compatible, but for some reason RMR removes some of the rock clutter that allows the Beacon's gate to mesh into the terrain. Beacon of St Rilms is a small and rather new mod though so it's understandable that RMR isn't perfectly compatible with it.
I know this mod hasn't been updated in 4 years but it's still unfortunate that so much is incompatible, as this mod is *really* cool. I've tried looking into patching things myself but everything is so messy that I don't know where to even start.
the patched version of foyada mamaea overhaul that this comes with uses a lot of meshes that are missing like rem/flora_chartree_02.nif but I can't find those meshes anywhere, it's not provided in foyada mamaea overhaul, red mountain reborn, or oaab_data, what gives?
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Does anyone have a BCOM fix yet?
With both esps used, nothing seems to change. With just the patch, Red Mountain reverts back to its vanilla state.
What a pain.. it is the only good mod for a taller red mountain..
I can also see the legal perspective you mentioned not being 100% true, such as if an artist created the assets by themselves. Just because they bundle it into a mod does not make it 100% Bethesda always. That would cause a lot of legal issues because some games, such as CD Projeckt Red, allow people to port their assets to other games as mods. So if someone ported a sword from one of their games into Morrowind it does not make it Bethesda's property.
I've seen there's a BCOm version of this mod, but I cannot find it.
BCoM has its own integrated version of RR Ghostgate that's merged into the core plugin for BCoM (so it won't have its own separate esp). Because of this, RMR's "RR Ghostgate" patch won't recognize BCoM's version at all.
Compatibility with Memento Mori is also a bit of a mess with lots of unclear methodology for the patches between the two of them. I spent *hours* trying to reorder and replace patches and esps of these mods and their compatibility patches, and nothing worked.
Also, the Foyada Mamaea Overhaul patch in this mod adds a bunch of flora not present in the original mod without providing the assets itself, so the Foyada just ends up being covered in yellow question marks.
Beacon of St Rilms is *mostly* compatible, but for some reason RMR removes some of the rock clutter that allows the Beacon's gate to mesh into the terrain. Beacon of St Rilms is a small and rather new mod though so it's understandable that RMR isn't perfectly compatible with it.
I know this mod hasn't been updated in 4 years but it's still unfortunate that so much is incompatible, as this mod is *really* cool. I've tried looking into patching things myself but everything is so messy that I don't know where to even start.