With the latest update every issue related to pathgrid has been fixed. If you still have NPCs throwing themselves into the river that's due to some other mod editing the pathgrid in Balmora.
Here's a pictue of how the pathgrid looks like in-game when there's no conflicts: https://imgur.com/qTbrKUY
As you can see the pathgrid looks good so if you have suicidal NPCs just think about what other mod might be changing something in Balmora :P
ANOTHER NOTE If you find floating banners, misplaced lamps and doors, that's usually caused by installing mid-game as activators and light sources tend to keep their position.
So this answer is a little late, but having just updated some of my mods and run into the same issue, I figure I'd give you (and others) a different answer.
The newest Tamriel_Data has deprecated the bottles; the meshes aren't actually broken (at least in my game) but those statics now have the mesh of that red cube that tells you the item has been deprecated. It's actually working as intended, in Tamriel_Data.
Turns out, though, that most of the bottles are actually still in the BSA, so I managed to fix it by making an esp that points those bottles back to their original textures (there were three that I didn't find in the new BSA so I just duplicated another set of bottles for those). It seems to work (meaning I can see the bottles on the floor again), and I wouldn't mind uploading it... I just don't know if that would step on anybody's toes.
I haven't loaded your mod yet, I'm mid-game, so this may have been addressed.
I've always liked the places like 'south west Balmora square' that are slightly angled to the grid. They add a break up of the grid pattern that's subtle but still aesthetically pleasing. I think the town wall to the south of the western gate could use a bend in it to parallel the angled face of The Lucky Lockup with a tower in it controlling the gate. I did an interior of the ex_hlaalu_b_01 that fits inside the building envelope I wanted to put next to the gate. I always thought there should be Hlaalu guards on the gates as well.
For anyone getting missing textures on the temple while using the Atlas patch. Go into your textures folder, then into the atl folder, look for atlas_velothi_01.dds (or atlas_velothi_02.dd your preference) copy and paste it, rename the copy to just atlas_velothi.dds. enjoy!
For some reason when using the Project Atlas Patch, the included mesh ex_velothi_temple_big.nif appeared as pink in Balmora. I was able to fix this by deleting the patched mesh and instead using the base one in Core00. Just letting you know.
This mod appears to be incompatible with the Morrowind Adventurer's Guild mod - somehow, it causes Meldor's Armor shop and the Adventurer's Guild building to merge together! Is there a patch that I can use to correct this?
I cannot enter and exit certain houses. Clicking on the doors is useless, nothing happens. I cannot use the lower exit of that Kahjiit merchant house. I cannot do the cave rat quest for the Fighter guild, because I cannot enter the house of the Dunmer client. Some other doors are also unusable. This is so weird. I'm having the same problem with your Seyda Neen overhaul and the new Lighthouse. The doors are there and are marked as doors when hovering over them with the cursor, but pressing the use button does nothing on them. It's like the entry/exit marker got deleted or overwritten.
I'm using a new save with your mods.
Edit 1: I'm going to eat my shoes. Apparently it was "Accidental Theft Protection". Someone else had the same problem and left a comment on your Sadrith Mora overhaul mod. That mod was the least thing I was expecting to be the culprit. Maybe you could put the mod in the incompatibility section?
Strange, in the past - with previous installs - this mod worked fine for me. Currently I have the issue that the Tamriel_Data.bsa models won't load. No exclamation marks - just no models at all. This is both with the .bsa registered and unpacking the files manually. And of course with Tamriel_Data.esm enabled. As does it occur with older versions of this mod and Tamriel_Data. Nor does changing load order matter, or just loading your mods and the TR ones by themselves.
Checking in the Construction Set, yup, there's all the models loading fine. Its just in game that nothing is appearing. So I honestly don't know the fault - as its though something's going in and deciding to unload all the Tamriel_Data models from your mod -and just your mod (as the TR_Mainland assets load fine in the TR areas). Weird.
The Western Guard Tower South is not aligned, there is no door and a floating trap door . it seems off from the north tower. I am confident I don't have mods in Balmora.
Checked in the CS just to be sure and it's properly aligned with no floading doors so it has to be a mod conflict. It's also right in the middle of Balmora so I think someone else would have already noticed bw now :P
I had the same issue and, it was because I installed the mod "Guilds" by hater8 (i fell in love with it, to be honest). It was working quite well once I used the patch that was meant for Stav's. Except for that tower issue. I just checked the order of my mods, switched a few priorities and, now the problem is gone. The only "oops" is that now I can see two blue lamp behind the mage's guild window but, it's a small detail :-)
To download this mod, I get that I need Tamriel_data which was made for Tamriel rebuilt. Does downloading Tamriel_Data put strain on the game performance (lower fps) because it adds more distant land to the game or is this purely a resource mod?
220 comments
If you still have NPCs throwing themselves into the river that's due to some other mod editing the pathgrid in Balmora.
Here's a pictue of how the pathgrid looks like in-game when there's no conflicts:
https://imgur.com/qTbrKUY
As you can see the pathgrid looks good so if you have suicidal NPCs just think about what other mod might be changing something in Balmora :P
ANOTHER NOTE
If you find floating banners, misplaced lamps and doors, that's usually caused by installing mid-game as activators and light sources tend to keep their position.
The newest Tamriel_Data has deprecated the bottles; the meshes aren't actually broken (at least in my game) but those statics now have the mesh of that red cube that tells you the item has been deprecated. It's actually working as intended, in Tamriel_Data.
Turns out, though, that most of the bottles are actually still in the BSA, so I managed to fix it by making an esp that points those bottles back to their original textures (there were three that I didn't find in the new BSA so I just duplicated another set of bottles for those). It seems to work (meaning I can see the bottles on the floor again), and I wouldn't mind uploading it... I just don't know if that would step on anybody's toes.
I've always liked the places like 'south west Balmora square' that are slightly angled to the grid. They add a break up of the grid pattern that's subtle but still aesthetically pleasing. I think the town wall to the south of the western gate could use a bend in it to parallel the angled face of The Lucky Lockup with a tower in it controlling the gate. I did an interior of the ex_hlaalu_b_01 that fits inside the building envelope I wanted to put next to the gate. I always thought there should be Hlaalu guards on the gates as well.
I'm using a new save with your mods.
Edit 1: I'm going to eat my shoes. Apparently it was "Accidental Theft Protection". Someone else had the same problem and left a comment on your Sadrith Mora overhaul mod. That mod was the least thing I was expecting to be the culprit. Maybe you could put the mod in the incompatibility section?
Checking in the Construction Set, yup, there's all the models loading fine. Its just in game that nothing is appearing. So I honestly don't know the fault - as its though something's going in and deciding to unload all the Tamriel_Data models from your mod -and just your mod (as the TR_Mainland assets load fine in the TR areas). Weird.
It's also right in the middle of Balmora so I think someone else would have already noticed bw now :P
A dirty edit from another mod maybe?