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Morrowind Modding Community and Nwahs and Mushrooms Team

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hater8

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36 comments

  1. zsouza13
    zsouza13
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    • 10 kudos
    Is crab diversity a replacer or does it add these new mudcrabs to the leveled lists. Ty
  2. N00BOON
    N00BOON
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    • 2 kudos
    What does Suran Clutter do exactly? I think nothing changed in Suran after installing the mod.

    EDIT: I have no overhaul mods and use OpenMW 0.48.0.
  3. bobbyp456
    bobbyp456
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    The cephalopod's model seems to be broken. I'm using openmw 0.48
  4. 1Mac
    1Mac
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    It'd be cool if the wild silt striders could have the same or similar textures to your excellent silt strider retexture.
  5. Taman96
    Taman96
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    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.
    1. Seekr
      Seekr
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      • 3 kudos
      Literally everything I installed gave me the same errors. Had to manually delete everything the mod came with.
  6. TheComm9600
    TheComm9600
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    where are the silt striders located? or they spawn randomly? I'd like to know to avoid conflicts
  7. christianhulen
    christianhulen
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    I wish I could endorse this 100 times. Thank you team Nwahs and Mushrooms
  8. JettN77
    JettN77
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    these mods are slept on. People who dont know about crabs diversity are missing out big time.
    1. hokan42
      hokan42
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      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.
  9. hokan42
    hokan42
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    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.
    1. 1Mac
      1Mac
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      .46 isn’t exactly the “current version,” though it is the latest official release. I had no trouble with it using a recent .47 build.
    2. hater8
      hater8
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      Try starting a new game.
    3. hokan42
      hokan42
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      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.
    4. 1Mac
      1Mac
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      I have all those mods and didn’t have a conflict. Maybe try messing with load order?

      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”.
    5. hater8
      hater8
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      try starting a new game without mods except this
    6. hokan42
      hokan42
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      "To high" would be water filling the bottom half of the chamber, i.e. putting much of the chamber under water.
    7. hokan42
      hokan42
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      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.

    8. hokan42
      hokan42
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      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.
  10. jamboboyo
    jamboboyo
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    how do you uninstall the pauldrons rework?