Hi, great looking mod as always, 1 question though. Could u consider to make an optional version without 2 flowerpods(they seem a bit vibrant and out of place with grim vanilla Vivec, coz there are none extrior flowers in the city)? I tried to remove them myself and failed miserably, coz im total noob in CS. Ty anyway
This mod touches the travel marker in Ald-Ruhn (the one from Balmora). If you install this mod and a mod that alters the striderport in Ald-Ruhn (such as The Seat of Power of House Redoran), then you will likely spawn on the ground next to the striderport when travelling from Balmora to Ald-Ruhn. I can't seem to find the reference marker in TESAME to delete it but I see it clearly in TESCS. It's not a huge deal, of course, but a little annoying for such a seemingly unnecessary reference.
Love the grand entrance but there's a conflict with abot's Silt Striders. Weird form of inertia. The "scenic travel" option is there and you can select your destination and pay for the trip, but the animation never begins. Tried manually manipulating the load order, but nothing resolved it.
I have doubled silt striders, the bugged one is clipping into the new striderport (the other is fine). After typing "ori" command in console, i managed to know that the clipping silt strider comes from morrrowind.esm, so i don't even know why there is a problem since it don't even seems to be a mod conflict.
it crashes in openmw 0.47 with distant land in the area around seyda neen and pelagiand, weird. more details I don't have. a shame because it's really nice.
Why would this crash your game in Pelagiad and Seyda Neen? It only touches the striderport of Vivec. Plus I don't think there's anything wrong with the model, it's something that should be addressed Open-MW side (assuming it's even an issue with this mod).
that I don't know., pelagand and seyda neen are modded too. and never got close to vivec so I couldn't make more tests. didn't say the mod was to blame, maybe it's a combination of things. I have no more info to give, since I didn't find any crash report on openmw.
This looks lovely guys, amazing stuff. But is it incompatible with basswalker's striderports? Does the town overhaul patch you've included work if I'm not using the town overhauls themselves?
Hi! I never tried Bass walker so difficult to say, but the mod will work just fine on vanilla Morrowind. (as long as you have the required tamriel_data and OAAB_data)
I can't recall what I changed exactly in bw_striderports to be honest. If you want to use bw_striderport with this one, just grab the original bw_ esp and deleted changed to Vivec and you're good to go.
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EDIT: Nevermind, I just needed to use the patched .esp in this mod.
PS: i also tried on a new save, same problem
I never tried Bass walker so difficult to say, but the mod will work just fine on vanilla Morrowind. (as long as you have the required tamriel_data and OAAB_data)
Also, it seems from the screenshots that this is compatible with N'wah & Mushroom team's silt strider model. Excellent :)