For some reason, both Vehk palace and Vehk interior are giving me warnings saying the master file couldn't be found or has changed and unsure why this is the case.
I just tried Crabs Diversity - it's a very nice mod.
I've used Mudcrab Replacer for a long time, so I was somewhat surprised when the attack animation twisted the front of the shell upwards (Mudcrab Replacer doesn't do this) - I assume it's part of the vanilla Morrowind animation. This and the less detailed mesh, eventually made me go back to using Mudcrab Replacer.
With these caveats I have to say that Crabs Diversity definitely wins in diversity. The mushroom and plant covered version of the mudcrab, is also notably better camouflaged, as it uses existing game assets, rather than a completely different texture that may not match other texture replacers being used.
Tired the "Vivec Palace - Interior" in OpenMW 0.46 (current version). For some reason the water surface is way to high, putting most of the chamber under water.
A new game (technically using a test character that has never been in Vivec city) didn't help.
I also tried with the current 0.47 nightly, the result was the same with both my main & new (test) character.
This would imply that this is some kind of odd mod conflict - though I don't have anything obvious installed that should affect this interior. I do use: "Divine Vivec" (a Vivec replacer) "Seven Graces Shrines Enhanced" (affects Puzzle Canale) "Mixed cantons of Vivec" (affects exterior and interiors of regular cantons, not the palace or High Fane) "Concept Art Palace" (affect Vivec palace exterior) "Glow in the Dahrk" (affects windows) as well as some texture and mesh replacers.
I decided on not using the "Vivec Palace - Interior". I'm adding some final notes in case they might help others. When testing the mod .esp in different locations I got different behaviors with the following list of esps:
... Concept Art Palace.esp CAP Daedric Engravings.ESP CAP Bridge.ESP (1) The Warrior-Poet's Gate door only.ESP (2) ... content=Mixed Cantons of Vivec.ESP
When placed at pos 1 (or earlier), the mod basically works, though the water is missing. When placed at pos 2 or later (including last), then the issue occurs.
I tried disabling "The Warrior-Poet's Gate door only.ESP" on the assumption that it may somehow cause the issue, sadly this was not the case and the issue persisted.
This is a very late follow up solution to my issue, in case someone else has the same issue.
There are a bunch of WaterLevel commands that can be used to raise or lower the water level of an interior. I've only used this with another mod, but it should work for this one as well.
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EDIT: I have no overhaul mods and use OpenMW 0.48.0.
I've used Mudcrab Replacer for a long time, so I was somewhat surprised when the attack animation twisted the front of the shell upwards (Mudcrab Replacer doesn't do this) - I assume it's part of the vanilla Morrowind animation. This and the less detailed mesh, eventually made me go back to using Mudcrab Replacer.
With these caveats I have to say that Crabs Diversity definitely wins in diversity. The mushroom and plant covered version of the mudcrab, is also notably better camouflaged, as it uses existing game assets, rather than a completely different texture that may not match other texture replacers being used.
I also tried with the current 0.47 nightly, the result was the same with both my main & new (test) character.
This would imply that this is some kind of odd mod conflict - though I don't have anything obvious installed that
should affect this interior.
I do use:
"Divine Vivec" (a Vivec replacer)
"Seven Graces Shrines Enhanced" (affects Puzzle Canale)
"Mixed cantons of Vivec" (affects exterior and interiors of regular cantons, not the palace or High Fane)
"Concept Art Palace" (affect Vivec palace exterior)
"Glow in the Dahrk" (affects windows)
as well as some texture and mesh replacers.
Also, worth pointing out that this mod does add water to V’s chamber. Maybe a screenshot would better explain what you mean by “too high”.
When testing the mod .esp in different locations I got different behaviors with the following list of esps:
...
Concept Art Palace.esp
CAP Daedric Engravings.ESP
CAP Bridge.ESP
(1)
The Warrior-Poet's Gate door only.ESP
(2)
...
content=Mixed Cantons of Vivec.ESP
When placed at pos 1 (or earlier), the mod basically works, though the water is missing.
When placed at pos 2 or later (including last), then the issue occurs.
I tried disabling "The Warrior-Poet's Gate door only.ESP" on the assumption that it may somehow cause the issue, sadly this was not the case and the issue persisted.
There are a bunch of WaterLevel commands that can be used to raise or lower the water level of an interior. I've only used this with another mod, but it should work for this one as well.