Currently this mod will crash your game unless you have the latest MWSE (I don't know about openMW).
"[MWSE] Crash prevented while cleaning up light reference to object 'light_com_candle_10_off' in cell 'Caldera, Mansion'. Please report this to the mwse channel in the Morrowind Modding Community discord."
Izimirus, if you're ever reading this please fix this issue. Also, please make a patch for TLAD and assorted mods, as they make your toggle-able lights too weak. The later also affects other lights you added.
Thanks for the feedback about incompatibility and bugs. I plan to update all my city mods. Moreover, some are almost ready. However, I can't say when they will be release because I work on them irregularly.
I like the changes! is it possible to make your mod compatible with Stonewood pass reworked by RandomPal? It seems that the terrain between cells -2,1\-2,2 and -2,2\-1,2 are misaligned
Hey, great to see another quality mod from you, it adds a lot to the gameplay.
I love how cluttered the city got with the crates (owned), the stairs, flora for alchemy, a new shop. Got to admit that the stores in the middle of the city feel odd to me, but that might be just me and the vanilla city feeling. Made me feel a bit lost when seeing it at first lol.
Just one thing I noticed (so far): despite the decks on the streets being a really nice touch, without some kind of barrier NPCs do get stuck below it. Like a guard constantly getting stuck below the deck besides Surane's house. So adding some clutter below those and small fence gates on the walkways to prevent NPCs walking to no end in a corner would be cool. Nothing that "ra" doesn't solve, but gets annoying, specially with other mods that adds NPCs.
NPCs in the game walk along the points connected between themselves by lines. I checked the place you are talking about, all the path points are placed correctly (see sceenshot). I will also add, if you installed the mod, and your character has already been to Caldera, then the save contains information about the old path points. Judging by your description, you have just such a problem.
I see, and yes, sadly I hardly ever get to start mods in very early game. I understand it's an engine limitation/design issue. Do you know how to safely delete those entries in the savefile so they can be regenerated?
This can be fixed with Tes Advanced Mod Editor. Just open your save file using the program and delete the line responsible for the changes in the Caldera. After that, the Caldera cell will return to its original state. Do not forget to make a backup save before doing this. And of course the save must be made outside of Caldera.
This is a nice take on the town. It's also nice to see a more functional town wall.
The town felt a bit larger partly because it seems to have a slightly larger footprint, but also because the alchemist shop adds another road and because the platforms add more places to explore.
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I reworked the two alchemist shop textures using textures from Imperial Houses and Forts Retexture - Ordo Arkitektora. The new versions are twice the size and will feel less out of place of you use Imperial Houses and Forts.
I just got done running around the city and I love it. It's definitely the best city overhaul mod I've ever seen and I've looked at a lot of them. This is almost exactly to my taste. The only downside is that once you got to the upper walkways, there was no way to get down except to fall down but that was a minor issue. I really liked that the NPCs walking around didn't get hung up on all the new additions. This is very, very well done. I'll need to make a minor adjustment in another mod to make it compatible with this one but that's it. I'm adding it to my permanent game. Great job!
When are you going to make the player home? I hope soon!
Thanks for your kind words. Now I need to take a break from the Construction Set. But finishing the player home will be the first thing I'll do when I get back.
I really like this overhaul, especially the verticality added with the elevated walkways. It keeps the feel of caldera as a mining town very tastefully. Is the house mod going to be the one building we can't enter?
20 comments
"[MWSE] Crash prevented while cleaning up light reference to object 'light_com_candle_10_off' in cell 'Caldera, Mansion'. Please report this to the mwse channel in the Morrowind Modding Community discord."
Izimirus, if you're ever reading this please fix this issue. Also, please make a patch for TLAD and assorted mods, as they make your toggle-able lights too weak. The later also affects other lights you added.
I love how cluttered the city got with the crates (owned), the stairs, flora for alchemy, a new shop. Got to admit that the stores in the middle of the city feel odd to me, but that might be just me and the vanilla city feeling. Made me feel a bit lost when seeing it at first lol.
Just one thing I noticed (so far): despite the decks on the streets being a really nice touch, without some kind of barrier NPCs do get stuck below it. Like a guard constantly getting stuck below the deck besides Surane's house. So adding some clutter below those and small fence gates on the walkways to prevent NPCs walking to no end in a corner would be cool. Nothing that "ra" doesn't solve, but gets annoying, specially with other mods that adds NPCs.
https://imgur.com/a/JCfSQSS
It's also nice to see a more functional town wall.
The town felt a bit larger partly because it seems to have a slightly larger footprint, but also because the alchemist shop adds another road and because the platforms add more places to explore.
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I reworked the two alchemist shop textures using textures from Imperial Houses and Forts Retexture - Ordo Arkitektora. The new versions are twice the size and will feel less out of place of you use Imperial Houses and Forts.
Downloads:
RM_Breton_Set.dds
RM_Breton_Stair.dds
Fell free to include these as optional textures if you want.
When are you going to make the player home? I hope soon!
But it should be mentioned that it's not compatible with groundcover mods.