Morrowind

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Damius

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  1. wcfcarolina13
    wcfcarolina13
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    I've tried several arrangements to get this mod not to rip apart the landscape surrounding it next to the ghostfence. But unfortunately, it's still pretty bad, and no moving around the load order seems to help.

    Frontside
    Backside

    This issue started as a tiny seam tear near the beacon and a huge rip next to ghostgate, which I fixed by moving the load order of OAAB Foyada Mamea, but then this issue I'm bringing up now popped out the other end.

    I'll paste what I shared in the OpenMW Discord server:

    Def seems to have to do with one of these:

    BeaconOfstRilms.ESP
    RedMountainReborn.esp
    Memento Mori.esp

    I'm using the BCoM versions of all 3, but the patched BCoM version from this person:

    https://www.nexusmods.com/morrowind/mods/52726?tab=files

    Also, I'm using (packaged with original mod):

    Memento Mori - BCOM Patch.ESP (loading before first esp)
    Memento Mori - OpenMW Patch.ESP (inconsequential animation patch)

    Using Merged Lands may have helped a bit, especially when I put BeaconOfstRilms.ESP near the bottom of the load order, after BCoM and the whole lot. But what it seemed to do is flatten that hill next to the Beacon on the other side of the ghostfence and leave behind pieces of it, a slice of the hill. That little tear just uphill from ghostfence also returned.
    1. Damius
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      The RMR-BCOM patch looks to have fallen out of compatibility with updates, which I can fix.

      The 5 way compatability nightmare you're trying to figure is another thing entirely. I've remade the patched version, if you wouldn't mind testing and reporting back if that either fixed it or changed the exact nature that would help me figure this. Its under Misc files.
    2. wcfcarolina13
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      And those are only the mods with related compatibility issues I mentioned!

      But sure, I'll look into it, thanks.
  2. Teskal
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    I see a patch for MRM and an extra patch for BCOM RMR. Can I use both patches?
    1. Damius
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      MRM and RMR are very different mods. I cant see how you could run both or need both patches. If you are using Mountainous Red Mountain use that one, if you are using the edited version of Red Mountain Reborn meant for BCOM use that. The MRM version should be BCOM compatable already, unless something had changed since i made it. If there is an issue i need to fix it for myself too.
    2. bill8875
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      In my experience, using Mountainous Red Mountain Non-Pointy with Beautiful Cities of Morrowind causes big land tear right in the inside of Red Mountain and a floating rock on the left side, along with some more up ahead near the big land tear. The compatibility fixes available on this page or the latest one when search MRM dont remedy this particular issue.
  3. ShadowedFyre
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    So I'm trying out Red Mountain Reborn on OpenMW. And I saw there was two separate esps for the two mods, I don't suppose it'd be possible to make one thats compatible with BCOM, Red Mountain Reborn, and Animations removed to work on OpenMW? I would appreciate it.
    1. Damius
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      I am super late replying sorry, but you can quite easily remove the anims in the CS or just delete the two npcs outright.
  4. pluto28
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    This is a neat little mod, but there's a few small bugs.
    There are a handful of floating objects, especially the containers in the storage area. And if you go up the ladder and then come back down, you get trapped in the corner.
    Easy to fix myself, but just as easy for the modder to fix too. ;)

    This was with OpenMW, but seem like issues that would also occur with the vanilla engine.
    (and yeah, the sitting animations don't work in OpenMW, but I just replaced them with standing versions.)
    1. Damius
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      I suspect the smaller hitbox mod that makes getting by npcs easier might have made me think that gap by the ladder was passable for everyone. I'll give the mod an editing pass when i next have time, see if I can catch those containers you mentioned. As for trees i'm certain something is weird with them, they really were not there for me in the CS and thats why I chose that particular place to build on.
      What version are you using, might help me narrow down the tree issue?
    2. pluto28
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      I'm using the Main file.
      If you only load Morrowind.esm in the CS, you'll see those two trees (and a bush) are there, so something else you were using might have removed them.
    3. hokan42
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      I noticed the same ladder issue with my female dark elf, though I can eventually manage to squeeze past with some random jumping and moving. This was also with OpenMW.

      Animated Morrowind OpenMW Patch does handle the sitting animations in OpenMW. Note that the NPCs appear to be placed off center, with their legs partially stuck in stoles and benches (when using RilmsBeacon). I switched to RilmsBeaconNoAnim to avoid these visual issues.

      The NCP standing next to the bar in the non-animated version is a little bit to close to the bar, causing him to vibrate up and down in OpenMW (the bar and NPC collision boxes probably intersect), this is easily fixed via the console, by doing "move y" by a few hundred units to move the NPC away from the bar.

      I also noticed that almost all the additional meshes and textures are from Tamriel_Data. Having copies of these files in the mod would usually mean that these copies will override whatever is in the Tamriel_Data .bsa files, as loose files take priority over .bsa files (at least in original Morrowind). This means that updates to these files in Tamriel_Data will not be reflected in game.
      Perhaps rename the files or put them in a separate optional folder that can be omitted if Tamriel_Data is installed.

    4. Damius
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      Corrections have been attempted to the mainfile, if nothing else is reported in the next few days i'll fold those changes into the optionals too. The TD data was a deliberate choice, asking for someone to install two massive resource packs got some complaints in V1 so i folded the assets in. It falls to be to keep an eye on TD to see if they change.
  5. ShadowedFyre
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    If you ever make a Red Mountain Reborn/BCOM compatible version I would love to check this out!
    1. Damius
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      I grabbed Red Mountain Reborn and made an attempt. I really hope it worked.
    2. Grinder666
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      The tower looked nice and welcoming in the blight storm.
      But as I entered the door I was ported into the Void.
      Well played, Sithis cultist!
    3. Damius
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      I might have slipped up during cleaning and scrubbed the entire interior out of existence. I'm rebuilding the patched version now amongst other fixes.
    4. Grinder666
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      Awesome!
      I just found out that it's also not really compatible with the BCOM version of RMR.
    5. Damius
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      I'll have a look at that version, if its just a few cracks in the landscape i can patch it up pretty quick.
    6. Grinder666
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      It's most noticable around the Ald'ruhn temple.
      This happens when your mod is loaded after BCOM's RMR:

      Spoiler:  
      Show
    7. Damius
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      I threw together a version that was made with both loaded if youd like to give that a test.
    8. Grinder666
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      Ald'ruhn is fine now and no more Void portal.
      Some ground and two dead trees glitching through:
      Spoiler:  
      Show

       

    9. Damius
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      Those trees aren't there in vanilla MW, and didn't appear in the CS with BCOM and RMR loaded so something else is adding them. I think Vurts Ashland overhaul adds trees there, though that doesn't looks like vurts trees at all. You might just have to disable them manually, or accept a little cosmetic conflict that isnt doing too much harm.
      The ground is semi deliberate, I'm not the best with the ground editing tool and had to choose between it clipping over slightly or having noticeable gaps under the door. My attempts to get both right did not go well. Once im more practiced with it I might give it another go, but for now its ugly but functional.
    10. Grinder666
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      Those trees could be part of the Foyada Mamaea Overhaul.
      Well it's working and those optical flaws are tolerable.
      Good job! Endorsed!
    11. pluto28
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      Those two trees ARE there in vanilla. I just checked in the CS.
      Maybe you removed them in the version of the ESP you have on your computer, but the released version still has them.

      They only require a tiny adjustment to look good though.
      (there's also a plant close to these tress that was inside the wall, sticking out.)
  6. frankstahl
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    Hi! Thank you for this beautiful mod and also for the new flipped tower model. This is a great idea.
    If you are interested: I added a LOD model for the fire so it is visible at long distance. To be safe, I made the fire into a unique object:
    1. Download http://www.frank-stahl.com/StRilmsFireLOD.zip and unzip to your Data Files folder.
    2. In Data Files\Meshes\L, make a copy of light_fire.nif and rename it to light_fire_strilms.nif.
    3. In the Construction Kit in "Ashlands,0,5", call up the properties window for Light_Fire_400, rename its ID to Light_Fire_StRilms, associate the mesh light_fire_strilms.nif and create a new object.
    4. In the file Morrowind\mge3\Exceptions.ovr, add the following lines at the start of the text:
    : Lights
    l\light_fire_strilms.nif=far
    5. Fire up MGEXEgui.exe and create statics.
    (I know there are other ways to do this, but I prefered it this way; the file light_fire_strilms_distant.nif is a model I created from light_fire_distant.nif which came with MSGO 3.0, so I do not know whether it is possible to use this, so please check just in case. The original model was just kind of a box with a really ugly texture; I changed this to an X structure with a nicer texture with transparency.)
    Hope this works; in my case, the LOD fire is nearly indistinguishable from the "live" fire when you approch it. (In my game, personally, I use the fire model and texture from Apel's Fire Retexture, but unfortunately Apel disallows any re-use of his/her assets, so in this download I re-created the appropriate assets using vanilla files only.)
    Please feel free to just use this in your mod.
    Have a nice day and best wishes!
    1. Damius
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      Thank you, I'll give this a try when I'm next free to tinker with the mod. I believe you don't have to edit the main exceptions .ovr, you can make a .txt in the mge3 folder and add it to mgexe that way, like how the Distant Lights mod does it. Looking at it your fire mesh could actually be from Disant Lights itself before MGSO bundled it in, and I think its maker is still actively modding so I could ask permission to use.
    2. frankstahl
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      Hi, thanks for your reply!
      Well, I just thought it would be a nice touch if your beacon's fire could really be seen from a distance.

      And  thanks for pointing out the Distant Lights mod to me. I just dowloaded it here from Nexusmods, and the distant lights meshes and textures are really exactly the same as the ones in MGSO 3.0 – although this mod is not mentioned at all in the MGSO credits list.
      Is there a newer version of this mod somewhere? (Because I could not find one.)

      So I modified a distant mesh from this mod after all, it seems. Well, however…, imho the "box" models used there for distant fires as well as the textures unfortunately do not deliver a convincing impression of distant fires at all... )

      Please drop me a line when you downloaded my file so I can take it off.
      Best wishes! :-)
    3. Damius
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      Grabbed the files, feel free to pull them.
  7. sokacat
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    This and your other landmark mods go a long way towards making morrowind's landscapes distinct and fun to explore. I adore mods like these that add little enhancements that feel like they could (or should!) have been implemented in vanilla. Keep up the great work, I would love to see more of these types of mods in the future! :)
    1. Damius
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      If you have any suggestions I'm happy to listen. These all exist because I'm terrible at navigating and there's only a few more places left I'm reliably bad at finding.
    2. sokacat
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      One landmark place I regularly get lost around and is somewhat underwhelming in vanilla is Khartag Point. This legendary orcish monument on Morrowind is just...an ordinary rock. (It's not even that pointy!) A statue does eventually get built there, but it's still not particularly useful for navigation. I'm honestly not sure what an updated khartag point would look look like, though. I'm also consistently bad at finding the Koal cave entrance, and drulene falen's hut is pretty infamous in general for being impossible to find. Really anything that makes the West Gash more navigable and worth exploring would be a plus in my book!
  8. ShadowedFyre
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    Noticed a packing problemo with the Red Mountain Reborn compatibility patch:

    1. Damius
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      Hopefully now fixed.
  9. hokan42
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    I like the idea and think that it fits nicely.

    Would it be possible to (optionally) rework the bench-sitting NPCs? - collision detection in OpenMW makes them float above the bench, rather than sit on it.

    I can think of two workarounds:
    - make them stand.
    - seat them on cushions or have them sit on the ground, as in mods like The OTHER Council Club, The Ashlanders and Tel Aruhn Chronicles.
    1. Damius
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      I could do a no animation version, once I'm certain its otherwise bug free I'll add that along with my planned MRM patch. I did want to use those sitting animations but I was having a hard time tracking down the source for proper crediting, and with only 48 hours for the modjam it wasn't a high priority. I found it now about a day late in The Sitting Mod, so I'll work on an updated version using those instead.
    2. Batkan1234
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      Amazing mod, fits great and thank you for working on openMW compatible version without sitting animation.
    3. hokan42
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      Much appreciated.
    4. hokan42
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      The two NPCs next to the entrance should probably be moved slightly in the BeaconOfstRilmsNoAnim.ESP version, right now they are standing on the bench which looks slightly silly. Alternatively the bench could be removed.
    5. Damius
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      I've moved them both a little bit, hopefully its enough.
    6. hokan42
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      Perfect, this fixed the final minor bench standing issue.