Hello, I notice in the recent update for VFWE to coincide with the latest BCoM patch, that the NPC Veres Fadathram is floating above one of the rooms rooms in the Ald Skar Inn. I believe the Redoran War and Sathil armor esp has not been updated for the latest BCoM? Specifically the updates Ald Skar update. As always, tyvm
I realize it's old and outdated, and nobody cares, but it seems that the Love in the Time of Daedra patch hasn't solved the landmass issue with Nivalis (Tamriel Rebuilt) for me. Has anyone gotten it to work recently? Thanks.
It seems this patch puts it in the same location, but I suppose the "outdated" part is the landscape edit, as the problem has not been solved. I'll revert to the original patches to see if that works.
My patch merged land edits from both TR and Love in time of the Daedra, but a recent update changed the lanscape once more so the patch is now useless.
Is there any compatibility issues between "Vanilla Friendly Wearables Expansion" and original/RR Cephalopod mod for BCoM? What should I install to get everything working properly with guards wearing armor? Is there any need to install original mod, or only wearables with guards patch is enough?
The version included here is a mushup of the original cephalopod armour and the RR (this one: https://www.nexusmods.com/morrowind/mods/49103). Guards wearing the cephalopod armour is a feature that also needs added the YAGD patch though.
I apologize for responding to an old post but I'm a bit confused as to how I use VFWE with Bcom, specifically the cephalopod guards. My question is, I'm using VFWE with both TR and OAAB patches, but which bcom and bcom yagd patch do I use for the guards to work with vfwe Tyvm
I don't understand the question. BCoM has a YAGD patch that's literally named "cephalopod armor", so it's obviously what you want to use. The patch included here are also simply so that Telvanni guards from OAAB and TD use the cephalopod armor. The armor itself is in TD data so none of these required assets from other mods.
I apologize my friend. So I should use BCOM's patches 28 Cephalopod armor + 29 Yet Another Guard Diversity - Cephalopod Armor to have it work alongside VFWE, correct? I must've confused it with the RR patches. And most importantly, thank you very much.
Hello my friend, could I get some quick clarification please? Is More Deadly Denizens, Interesting Kinsmer and Cultist merged into VFWE? And if so, does that mean Interesting Imperials and Soltheim NpCS is not? As always thank you.
Hi, they're more or less integrated, meaning that I grabbed the edits I liked, and discarded what I didn't, and in most cases it was more about taking inspiration than straight up importing the same edits into my mod, in the sense that there's almost always some additional edit.
What I didn't like about MDMD: too many new weapons. I replaced most new weapons with vanilla/OAAB/TD stuff. New weapons are cool but they don't play well with rebalance mods, and are also underwhelming when they lack a unique model.
What I don't like about the IO series: I think the mod goes too far with mixing various sets, probably in a attempt to integrate as much stuff as possible from TD. Some combinations look a bit clownish, and vanilla only does that in rare occasions. I think it's better to leave some sets alone if the base game doesn't have good opportunity to integrate them, and leaving some stuff unique to TR, also makes exploring TR more rewarding, and a more unique experience.
In short, if you use this, you don't need any IO mod or MDMD, as it already covers everything.
As always, a fantastic and insightful response. Thank you very much. I can't express it enough. I'm trying to build a new list that is a vanilla+ and concept art.
I'm sorry my questions never stop lol. So VFWE includes this (https://www.nexusmods.com/morrowind/mods/49103?tab=description) version of the Cephalopod armor, I also use YAGD Full Cepha. My question is, which bcom patch do I use with VFWE is it RR_Dankes_Cephalopod_Armor_Eng.esp or RR_Cephalopod Armor_BCOM_patch.ESP? And do the TR and OAAB patches just add cephalopod do those guards? As always thank you very much!!!
Hey, man, maybe I've missed it somewhere, but is there a list of all of the mods that VFWE incorporates? I'm trying to trim down my personal additions which I'm slowly finding out are redundant, like Sloads and Slavers, Racer Dust, and Telvanni Slavers, which has been causing some duplicate NPC spawning (but not with all of them...? Preferential choices, I'm sure)
Besides the T-posing does not using the dev version of OpenMW 0.49 break any other aspects of the archmage robe and are there other items that are buggy in the 0.48 release atm?
It's just one robe. It's likely that the robe itself has some weird settings that worked on vanilla engine but not on OpenMW, at least not before they fixed something in 0.49.
I downloaded the Vanilla Wearables and followed the instructions and now I keep getting an NiAnimation Error, Cannot Find "Abdomen". Very Distressed as I spent this whole weekend working on this mod list. Any help is appreciated!
I went to confront Gothren and found his robe made his body except his hands, feet, and head invisible. Oddly enough it looked the mesh around the hands and the scarf around the next were visible. It's the Telvanni Sorceror's Rob, id dnk_telv_rb I don't believe I have any mods that could be conflicting or overwriting the mesh? Not one that touches any robes for sure.
Also the latest release of TD adds some more robes and even some Telvanni common clothes I think you'd have fun with adding to VFWE :)
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It seems this patch puts it in the same location, but I suppose the "outdated" part is the landscape edit, as the problem has not been solved. I'll revert to the original patches to see if that works.
What should I install to get everything working properly with guards wearing armor? Is there any need to install original mod, or only wearables with guards patch is enough?
Guards wearing the cephalopod armour is a feature that also needs added the YAGD patch though.
The patch included here are also simply so that Telvanni guards from OAAB and TD use the cephalopod armor.
The armor itself is in TD data so none of these required assets from other mods.
What I didn't like about MDMD: too many new weapons. I replaced most new weapons with vanilla/OAAB/TD stuff. New weapons are cool but they don't play well with rebalance mods, and are also underwhelming when they lack a unique model.
What I don't like about the IO series: I think the mod goes too far with mixing various sets, probably in a attempt to integrate as much stuff as possible from TD. Some combinations look a bit clownish, and vanilla only does that in rare occasions. I think it's better to leave some sets alone if the base game doesn't have good opportunity to integrate them, and leaving some stuff unique to TR, also makes exploring TR more rewarding, and a more unique experience.
In short, if you use this, you don't need any IO mod or MDMD, as it already covers everything.
Cheers!
Thanks for being patient with my dumb ass.
Also the latest release of TD adds some more robes and even some Telvanni common clothes I think you'd have fun with adding to VFWE :)