This is a great mod Billyfighter! Just a couple of suggestions:
(1) It makes sense for the armies not in your faction to leave after you defeat Dagoth Ur. However, it'd be cool if those in your faction (particularly if you advance to the highest rank, i.e., Archmagister, Archmaster, Grandmaster, etc.) remained available for adventuring. At that point they completely serve under you, after all.
(2) It'd be really cool if there was a climactic "beginning" into leading the army into Red Mountain, such as a large 6th house army of cultists/corprus beasts that may have gathered somewhere behind the gates in the interim. Yes, may not be the best for framerate, but if there's anywhere Morrowind needs a large battle, it's during the initial push into Red Mountain :P
(3) Perhaps there could be extra perks/army members after rising high in a faction, or befriending certain NPCs. For example, in House Telvanni you learn to build Dwemer Centurions as part of the stronghold quest. Why not have a couple join you in the push to red mountain? or perhaps if you convince Orvas Dren to turn away from Dagoth Ur and defend Morrowind, he can send his bodyguard to aid you?
Thanks for the recommendations, this is a very early mod of mine and it's certainly due for an update due to my skills improving. I may consider a few of these.
Sounds like an awesome improvement to the game, thank you!
Question: Compatibility with Beautiful Cities of Morrowind? I believe they use a modified version of RR ghostgate.
Suggestion: Optional plugin without ashlanders/troops within the red mountain? I'm not sure if they'd be allowed inside, with all the buoyant armigers, ordinators, and well, the blight going on.
Well I just gave it a try and the modified version by BCOM is actually incompatible, I didn't realize it was different from the original RR Ghostgate. I'll have to make some kind of fix that works with BCOM and RRGhostgate.
Hey really cool mod, I appreciate the ones like these that add things that would make more sense for the game to have had in the first place. Quick question, even though its an old mod, I do know that alot of people use it, does this conflict in any way with Vurt's Ashlands Overhaul?
It looks like the file for the Red Mountain Reborn version doesn't include some required meshes. I keep getting a crash that mentions missing meshes for banners close to Ghostgate.
You'll have to download the original file first then the Red Mountain Reborn version just for the ESP file. I didn't package the meshes and textures with the Red Mountain Reborn ESP.
And excuse me if I appear picky. You might want to consider using a tool like Optimizer Textures (Ordenador) for your textures. Every bit counts. (pun intended)
36 comments
Will there be any (serious) conflicts with these mods nowadays:
Beautiful Cities of Morrowind
Memento Mori
Devilish Rocky Red Mountain
(1) It makes sense for the armies not in your faction to leave after you defeat Dagoth Ur. However, it'd be cool if those in your faction (particularly if you advance to the highest rank, i.e., Archmagister, Archmaster, Grandmaster, etc.) remained available for adventuring. At that point they completely serve under you, after all.
(2) It'd be really cool if there was a climactic "beginning" into leading the army into Red Mountain, such as a large 6th house army of cultists/corprus beasts that may have gathered somewhere behind the gates in the interim. Yes, may not be the best for framerate, but if there's anywhere Morrowind needs a large battle, it's during the initial push into Red Mountain :P
(3) Perhaps there could be extra perks/army members after rising high in a faction, or befriending certain NPCs. For example, in House Telvanni you learn to build Dwemer Centurions as part of the stronghold quest. Why not have a couple join you in the push to red mountain? or perhaps if you convince Orvas Dren to turn away from Dagoth Ur and defend Morrowind, he can send his bodyguard to aid you?
This mod looks amazing. I'm just now hopping back into Morrowind - and wanted to ask if this can be used mid playthrough?
Thanks!
Question: Compatibility with Beautiful Cities of Morrowind? I believe they use a modified version of RR ghostgate.
Suggestion: Optional plugin without ashlanders/troops within the red mountain? I'm not sure if they'd be allowed inside, with all the buoyant armigers, ordinators, and well, the blight going on.
Quick question, even though its an old mod, I do know that alot of people use it, does this conflict in any way with Vurt's Ashlands Overhaul?
Maybe to avoid these kind of user issues you might consider packaging as a BAIN package?
e.g.
00 Core
- Docs
- Meshes
- Textures
01 War Leader Nerevar
- War Leader Nerevar.ESP
01 War Leader Nerevar (Red Mountain Reborn compatible)
- War Leader Nerevar RMRComp.ESP
Or just include the docs, meshes, & textures in the RMR version.
And excuse me if I appear picky. You might want to consider using a tool like Optimizer Textures (Ordenador) for your textures.
Every bit counts. (pun intended)
================================================================================
2021/04/18 15:32 - C:\Textures\
Options: Textures, DXT1c, DXT5, Mipmaps, Reduce Patterns: 16x16, Resize: If > 1024
================================================================================
Textures\WLNAhemBan.dds
... A8R8G8B8 512x256 => DXT5 512x256 (512 Kb => 170 Kb) => Compressed, Mipmaps
Textures\WLNEranBan.dds
... A8R8G8B8 512x128 => DXT5 512x128 (256 Kb => 85 Kb) => Compressed, Mipmaps
Textures\WLNUrshBan.dds
... A8R8G8B8 512x256 => DXT5 512x256 (512 Kb => 170 Kb) => Compressed, Mipmaps
Textures\WLNZainBan.dds
... A8R8G8B8 512x256 => DXT5 512x256 (512 Kb => 170 Kb) => Compressed, Mipmaps
--------------------------------------------------------------------------------
Done! 2021/04/18 - 15:32 - Elapsed: 00:00:01.320
Len: 1,835,520 - 1,223,168 = 612,352 bytes
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