Morrowind

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The Big City Project Team

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TheWanderer001

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30 comments

  1. TheWanderer001
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    Current version 0.01.e - Minor bug fix and replace door.
  2. TheWanderer001
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    Sorry folks but this project has been shelved indefinitely
  3. bulfrek
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    this looks very unique
  4. Glisp
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    So where abouts on the map is this? will this interfere with any of the province mods? I hope not because it looks promising.
    1. TheWanderer001
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      This is nowhere on the actual map... it's location is only implied... it is all in internal cells... therefore will not interfere with any other mod.
    2. Glisp
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      cool.... though I seem to be getting an expression error with the mod. And I've downloaded the patch.... I can't even get into the actual game to test it. Expression Error Unable to find object "zz_sittingpants" in script tw_Barstool01script. btw you may be able to find some modders willing to help you with this project in the Morrowind modding community discord https://discord.gg/HPdS8t
    3. TheWanderer001
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      agg... sorry... those are not used and should have be removed... and I thought I had got everything...
      I'll fix and post again. New version: 0.01.d

      These problems are odd though... I'm running this exact version in OpenMW without any problems...
      not convinced though OpenMW is just ignoring the error's ???

      I will be checking out on the discord... thanks.

      Hmm.... now I remember why I hate discord... can never find anything relivant... nothing more than a 'very' slightly organised chat room.
    4. Glisp
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      cool let you know if I run into anymore errors. Also I'm using vanilla so that might be why its detecting more errors. And yeah I hate discord too but it has its uses.
    5. TheWanderer001
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      uploading new version 0.01.e as I speak :)
      see comments with Drewbertt.

      I've been told there is more to Discord than I thought so will have to go dig deeper ;)
    6. Glisp
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      btw found a sound bug. The cat sounds are overriding the default Thud noise when a creature dies. easy to fix. just gotta assign it to a creature via the soundgen option. I'll mess around with it because I'm familiar with the issue (it's an issue that actually plagues the vanilla game with bloodmoon installed as everything will use werewolf sounds if a soundgen isn't assigned to it.)
    7. Glisp
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      So I fixed all the soundgen issues for now assigning sounds to the creatures where viable. There were a couple I couldn't find so I temporarily assigned them to an unused vanilla creature. I can send you the edited ESP if you wish so you can tweak it to your liking. I'm very anal about the soundgen issue lol.

      Edit: also you may want to remove the BB models from your BSA's. it overrides the standalone Betterbodies. This wouldn't be an issue but some players are twitch streamers and want to avoid nudity. I think it should be up to the player anyway what version of BB they use.

      Edit2: actually you may want to drop using BSA's altogether. Most people don't even bother these days because computers are far more powerful and can hold more data. I mean there are some exceptions, such as the province mods but that's because of their scale.
    8. TheWanderer001
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      Remember this is a beta there are and will probably be other problems to find

      Please do send me your esp version to help me sort out the sounds though

      Hmm… didn’t think about BB… I thought ours would naturally be overridden by whatever the payer had installed anyway… so yes you are probably right they should be removed just to be sure.

      The main reason for BSA’s is not for space saving but because the Project only has permission to distribute all the models as part of this project… not as general assets.
    9. Glisp
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      Okay gimme a minute to link you to it. http://www.mediafire.com/file/skqif7y17o4211a/_TSI_Jarvik.esp/file

      there you go. Sorry about it being on mediafire. Nexus doesn't actually have a method to send attachments outside of the forums. there were a couple of non-Jarvik related sound tweaks I made as well. Notably I deleted the extranous Werewolf sounds Bethesda accidentally added in Bloodmoon. (because depending on load order it might override mods that fix this issue so better safe than sorry) These werewolf sounds are unassigned duplicates of the actual used ones and have no real purpose so nothing was broken by removing them.

      Regarding the BSA thing, I understand. And yeah I actually experimented with it. For some reason even dating the BB ESP after the BSA didn't override it like it was supposed to. But yeah you don't really need them in the BSA anyway tbh. Just put down BB is required on the download page.

      Oh one last thing, how do I get to Jarvik? Do I have to COC there or is there a place I can go to teleport there?
    10. TheWanderer001
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      travel to "Dagon Fel" go around the back of "The End of The World" tavern, there beyond the well you will see a door in the wall.
      Then... guess what...
      At least after my updates it's should be there

      I've got your esp... will check it out tomorrow now... Thanks
    11. Glisp
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      Well I tried your mod out. Have to say it's not what I expected. I was um... expecting something a little bit more....lore friendly. That being said, I kinda like the premise. Truth be told times are changing for the morrowind modding scene. More Lore friendly mods are coming out than there used to be and Morrowind has been experiencing a sort of modding renaissance. This is thanks in part due to OpenMW and MWSE LUA. Really think you should join the morrowind modding community discord man. It may just be a chat room but it's well worth it because it's a good place to get feedback and find potential project members.

      Getting back to the mod, one complaint I have is that the aesthetics clash a bit. the streets and buildings look like they're from the 1700's and 1800's while some NPC's look like they came out of the 1920's (namely the guys in the overcoats and fedoras) Then you got imperial guards wandering around further clashing with the aesthetic. Not telling you how to make your mod but just something I think may be a little jarring to people playing the mod.

      I'm not saying make the mod more lore friendly but you should at least try to keep the aesthetics consistent with one another. Sorry if any of what I said insults your creative vision. Wasn't trying to. Just wanted to give some feedback and my thoughts on the direction of the mod.
    12. TheWanderer001
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      More than 80% of the overall project has been made by many other modders over the years since it started in 2006.
      The guards are in armour because no one over all these years has got around to re-dressing them :D
      The work of redressing all the NPC is a job open to anyone who would like to give it a go…
      or you can wait for me to actually get around to it... someday… maybe… I have little to no skill in clothing though.

      As for the aesthetics clashing a bit that is only because you are thinking in terms of this our own planet... we are in a fantasy setting where almost anything is possible... who is to say how their culture developed... well actually me I suppose as I'm the one creating it now ;)
      But yes it bares no resemblance to Morrowind or even the rest of Tamriel… it’s not suppose to.
      The only reason for it being in Morrowind at all is because that is the game engine picked for it back in 2006 by the original team… and because of the hundreds of assets it uses it’s not practical for it to be moved. I’d love for it to be a Total Conversion mod… but that's very unlikely to ever happen.

      I have to be honest I’m not really that interested in actually playing Morrowind…
      I am just picking up this mod from where it was left back in 2014. For it to ever be completed then it will take a team not just me.
      I’ll continue with it though because I still enjoy modding with it.

      Thanks for you for taking the time to give your feedback :)
      not many actually do.
    13. Glisp
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      I can probably help with the clothing part some. And yeah my headcanon is essentially I'm in another dimension. Especially with the fact I went through a door to go to another world basically XD. Clothing is something I can probably do as well. Here's a brief list of what I know how to do: Sound stuff, some dialog, (not really good with scripted dialog and dialog options yet though.), retexturing objects (to a limited degree), making icons for items, writing, adding creatures (will still need a model to add it in.), Object placement (my creativity is admittedly lacking though), adding weapons and armor (once again need models to be able to add them.) and concept work. (though I'm not like the best artist in the world I can draw stuff some).

      That's pretty much everything I know how to do. I'm by no means an expert modder but I know Morrowind and the game engine due to who I keep company with. Also when testing the mod we should probably use both OpenMW and Vanilla because as I stated above both engines are viable and some stuff that works in vanilla may not work right in OpenMW and vice versa (as you saw with those many errors you were having) If you want, you can handle the OpenMW side of the play testing while I handle vanilla side. That way any compatibility issues are covered.
    14. TheWanderer001
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      Sound stuff is probably not needed that much at present but will certainly be useful later on. Anything clothing as I said I’m next to useless there apart from dropping them on to NPC :D
      Scripting I think I’m fairly competent with and adding dialogue is easy with the util I use.
      I think what is need the most is interior furnishing and decorating and quest writing. Currently I’m doing my testing in OpenMW and have found a couple of things that don’t quite work right.

      I’ll PM you with more :)
  5. drewbertt
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    I can't seem to start a game with the plugin and bsa loaded. I get the following errors and then it crashes:
    Expression Error Unable to find object "bar_act_clock01_hour" in script bar_script_clock01.
    Expression Error Unable to find object "bar_act_clock08_hour" in script bar_script_clock08.
    Expression Error Unable to find object "BE_Instrument_Mallet_01" in script BE_GongHit.
    1. TheWanderer001
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      Okay... I'll check it out and probably add a file with just those in it and then also update the main download... will be back with fix soon :)
    2. TheWanderer001
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      Have just uploaded the fix. It is an ESP only replacement and is only needed with v0.01.a
      v0.01.b has the fix and is currently being uploaded.
    3. drewbertt
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      Now I'm getting
      Expression Error Unable to find object "bar_act_clock08_hour" in script bar_script_clock08.
      Expression Error Unable to find dialogue id "bcj_001_pie" in script Bshan_sweeneylock.
    4. TheWanderer001
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      Uploaded fix esp only... hopefully this will be the last... sorry about problems :)
      new esp v0.01.c

      Full v 0.01.c also uploaded
    5. TheWanderer001
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      Don't know how it happened... but half of the esp content disappeared when fixing the reported script loading bugs.
      Hopefully I've fixed it... and have uploaded it again...
      as well as just an esp for those that have already download the full package.
    6. drewbertt
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      Alright, the new version works!
      So, I couldn't find any door in dagon fel, and testool says that the cell is identical to vanilla besides pathgrid, so there is no door! I coc'd my way to Eastdale and then made my way through the Brewer's Quarter and Jarvik Harbour. Really nice work! The interiors are empty, but plenty still manage to have a personality to them just by their arrangement. It's really apparent that you put thought and effort into each one. Small touches like seeing the harbour outside of a shop and having the wares be visible through a window bring things to life. I'm excited to see where this project goes.
      I did get some errors while exploring:
      Model Load Error: Meshes\ls\ls_art_picture02.nif cannot load file in Meshes\ls\ls_art_picture02.nif.
      Will use the default object Marker_Error.NIF.
      Model Load Error: Meshes\ls\ls_art_picture01.nif cannot load file in Meshes\ls\ls_art_picture01.nif.
      Will use the default object Marker_Error.NIF.
      Model Load Error: Meshes\ls\ls_art_picture03.nif cannot load file in Meshes\ls\ls_art_picture03.nif.
      Will use the default object Marker_Error.NIF.
      Model Load Error: Meshes\ls\ls_art_picture04.nif cannot load file in Meshes\ls\ls_art_picture04.nif.
      Will use the default object Marker_Error.NIF.
      Model Load Error: Meshes\hex\hex_cab1.nif cannot load file in Meshes\hex\hex_cab1.nif.
      Will use the default object Marker_Error.NIF.
      Model Load Error: Meshes\hex\hex_cab1b.nif cannot load file in Meshes\hex\hex_cab1b.nif.
      Will use the default object Marker_Error.NIF.
    7. TheWanderer001
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      There are finished interior’s… The Apothacary and Outfitters on the harbour…
      In the Brewer’s Quarter there is Daniels home (39) and what will be a Player home (24)
      and building 1, 2 and 3 and a few more… you’ll need to check which buildins they are on the map.

      I missed that the door had also disappeared… upto now I’ve been able to fix with just a esp change but with those missing meshes I’ll nee to update the bsa as well… will do that now and upload asap.

      Okay don't need a new bsa the missing meshes are from a unfinished quest I'm working on and wrongly I put them back in while fixing the esp... will upload replacment esp sortly.

      replacement esp uploaded.

      hmm... Meshes\hex\hex_cab1b.nif. is in fact needed... just checked the bsa that mesh is in there ???
      But I can see from one of your screenshots the cab is not displaying... it should be with the horse.
  6. Macbone
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    Wanderer, welcome back! It's so good to see you in Morrowind modding again!
    1. TheWanderer001
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      Thanks
      Yes it's been a few years

      I just wish this upload had gone smoothly... something has gone horribly wrong with the esp ???
      I will sort it though
  7. TheWanderer001
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    Sorry everyone something has gone wrong with the upload.
    I will repost again as soon as possible.

  8. Gortag
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    Oh wow, I remember coming across this project years ago, years after it was seemingly abandoned. I remember feeling sad that such a cool looking effort was abandoned. Really glad to see this