Morrowind
0 of 0

File information

Last updated

Original upload

Created by

magerrer

Uploaded by

magerrer

Virus scan

Safe to use

Tags for this mod

16 comments

  1. alexpublius
    alexpublius
    • premium
    • 35 kudos
    Would you be willing to add a patch or replacer for 'Vennin's Addamasartus Overhaul' (found here)?

    I love your changes and consider this mod essential, but I'd like to try Vennin's overhaul and the only way I have to enjoy his interior is through TCL or the Construction Set, since the door markers to get into and out of his dungeon are still set to the vanilla locations.

    On the other hand, I have confirmed that the Addamasartus overhaul in 'Better Caves and Caverns' (found here) is perfectly compatible with your mod, so long as its esp loads before yours (as was the case with Mines & Caverns).
    1. magerrer
      magerrer
      • member
      • 3 kudos
      I haven't played Morrowind in quite some time and my mind is elsewhere for the time being. You'd have to wait till winter, when it's gaming season for me again. :D
      But it shouldn't be too hard for you to just create a patch? You seem to be way more apt at modding than I am! :)
  2. Lucevar
    Lucevar
    • premium
    • 107 kudos
    Fantastic mod! It always bothered me that Addamasartus was literally right across from the silt strider, and half a dozen imperial guards in Seyda Neen doing nothing about it. This is a great fix for it.
  3. alexpublius
    alexpublius
    • premium
    • 35 kudos
    Not really a bug report, but a heads-up so everyone who uses this mod is aware: make sure to load this after Mines & Caverns (whether jsp's original, or the replacer packaged with RandomPal's BCOM.) Per TESView, M&C resets the door activator when leaving Addamasartus back to its original vanilla position. You'll enter the cave down along the rocks of the Bitter Coast, and exit right next to Seyda Neen. The change in this mod isn't preserved even with TES3Merge, so the only fix appears to be load order.
    1. magerrer
      magerrer
      • member
      • 3 kudos
      Thanks, I have added this piece of information to the description.
  4. drav666en
    drav666en
    • member
    • 1 kudos
    Hi magerrer,

    Nice mod which makes sense and has a permanent place in my load order - thanks :)

    Unfortunately I've found a conflict with Samarys Ancestral Tomb Expanded - if this mod is loaded before Samarys Ancestral Tomb Expanded, when exiting the tomb you get dropped back in the original location of the tomb. If you load this mod after Samarys Ancestral Tomb Expanded, the internal exit door is misplaced but drops you correctly outside Seyda Neen.

    I've made a quick edit of your mod here - I've simply used Enchanted Editor to edit the position of the internal exit door to match what is set in Samarys Ancestral Tomb Expanded. It needs to load after Samarys Ancestral Tomb Expanded.

    If you want me to take this down please let me know and I will remove ASAP - otherwise please feel free to publish this as an option for users of Samarys Ancestral Tomb Expanded.

    Cheers,
    Straub666
    1. magerrer
      magerrer
      • member
      • 3 kudos
      Thanks for your considerate reply. As the permission says: "Do as you please with this mod."
      My mod is a rather small edit and not exactly the highest form of art that deserves to be "copyrighted/licensed".

      So, a thank you for fixing this and making this more compatible. I'll add this at some point - if don't forget about it. :)
  5. magerrer
    magerrer
    • member
    • 3 kudos
    A few mushrooms do collide. Nothing bad. [fixed]
  6. half11
    half11
    • premium
    • 193 kudos
    You might want to change the dialogue regarding Addamasartus accordingly.
    1. magerrer
      magerrer
      • member
      • 3 kudos
      Oh thanks for the hint! I shall try to fix that one of these days or weeks..
  7. Dennai
    Dennai
    • premium
    • 6 kudos
    I wonder... This mod certifies me officialy as a muse? :wink:
    1. RandomPal
      RandomPal
      • premium
      • 300 kudos
      Probably! The idea was solid and magerrer implemented it very well. I was looking for Addasamartus and I couldn't find it as he pushed it a bit further into some rocks and put some moss on the entrance too.
      A small mod but a good one!
    2. magerrer
      magerrer
      • member
      • 3 kudos
      Indeed it does, oh, my muse!

      There is a version with a lot more moss, but it does seem to z-fight a lot, even if the "hitboxes" are set apart
      by quite a bit. I guess it's just a limitation, even with MGE XE?

      But I'll leave it at that for the time being, as a mate of mine who plays a lot of Skyrim commented:
      "i don't get why anyone would be interested in installing all these mods of visual appearance that only affect small areas like who gives a s*** what one particular cave entrance looks like. i just drive straight through" :D
    3. Dennai
      Dennai
      • premium
      • 6 kudos
      I just tested the mod and I love it. I like that you even conceived a bit more Addamasartus. Now it's a proper hideout!

      Here comes my endorsement. It's only fitting that I am the first one.
  8. RandomPal
    RandomPal
    • premium
    • 300 kudos
    I wanted to do it myself then got lazy :p
    Good one!
    1. magerrer
      magerrer
      • member
      • 3 kudos
      Thanks! I kept staring at the rubble mountain and wondered what else to do with it. But then
      again, that's the Morrowind assets and style and the longer I look at a piece of work, the more
      doubts I get.

      Lovely Wolverine Hall moat that you've made, you clearly have bigger fish to fry!