As of 1.7.8 update, Shipwrecks will no longer need a patch. I shifted the back end of the ship forward a few inches and the rest of the floating clutter that's buried by this mod. Make sure JFK loads BEFORE Shipwrecks to prevent errors and doubling from occurring.
P.S. While patching Shipwrecks, I noticed that the terrain rock (the greenish one) near the shipwreck isn't pulled down all the way. You can see underneath it when swimming underwater near the ship's hull.
Just in case someone has the same issue loading Andasreth Stronghold Overhaul before Justice for Khartag fixes the terrain tear issue. Some comments have mentioned but were kinda vague when about wether or not that had fixed the issue.
This could well be me getting it wrong but it looks to me as if the latest patch (1.2) uploaded today (Nov 13) is identical to patch 1.1? I went to overwrite the older KFG_Shipwrecks_Patch.ESP and file had the same date and time.
For whatever reason boethiah's statue did not update with the mod so after the completion of boethiah's quest I found the statue using the vanilla game's assets clipped inside the mountain
what is "spell_breaker_unique"? I see a startup script which mentions an NPC, "drarel andus", who's become hostile in the armorer's shop of Vivec Foreign Quarter Plaza. the reason I mention "spell_breaker_unique" is because I see an identical startup script in an old mod from 2002, "VvardenfellNews.esp", which I've been playing with for a long time but didn't have this issue with that NPC attacking on sight when I entered the shop. If this is an intentionally included script, what is it meant to do in this mod?
I only opened the esp in notepad and saw the identical pattern between this mod and VvardenfellNews.esp, which references "spell_breaker_unique" immediately before Startup to help find it.
The real question is: What is a startup script? Global (startup) scripts are scripts that regulate how a specific object behaves in the game. In this case, Spell-breaker is tight to the specific needs of the object quest. (see https://en.uesp.net/wiki/Morrowind:Spell_Breaker). Nothing to be worried about.
I'm confused; my Downloaded Mod history shows that this mod was updated on May 16th 2023, but when I go to the Files page, the newest available file is only from 2022.
Sorry if I'm being a nuisance but it's very important.
It seems that OAAB - Shipwrecks patch causes a land tear. According to your exchange with GrumblingVomit it was fixed in version 1.2 but in 1.3 the same bug is still there. I'd like to ask you to confirm this please and check if the fix I made resolves this. Make sure to load it after OAAB_Shipwrecks patch. Thank you --- Never mind
To whom it may concern:
Could someone explain please how exception list for distant land works? I want to exclude scaffold meshes from distant statics but I don't have "exception.ovl" file mentioned in the readme. I tried creating my own and adding it to exception list but no luck.
I decided to make a merged plugin for both mods. If I get permission from Corsair83 I will publish it. FYI, I did not reupload any of your assets and credited you as an author.
As for exception list - I finally understood what was going on. Gotta say I was unpleasantly surprised...
Here's the thing, your instruction to removing scaffolds from distant land is way too misleading:
I've checked the older versions of MGE XE up to 0.9.10 and none of them include that "exception.ovr" list you mentioned. But there is another one that is "MGE XE Default Statics Classifiers.ovr" and it doesn't mention Boethiah quest.
Scaffolds are activators, not meshes, so "ignore" value is not applicable to them. These should be listed under [names] column. Also, there are 4 more activators that should be disabled. You may have overlooked them.
Thus, the correct list would be:
Oh I wish I hadn't spent so much time resolving all these issues... now I'm glad the deed is finally done.
On that note, I sincerely thank you for this wonderful mod and wish you luck with your future works, but ple-e-eaase check your own information next time. Hope I helped a little.
Let me be clear here: I do mods in my free time and I publish them for free. This is not my job, this is a hobby. You had to fix YOUR setup which used OAAB shipwreck and you wanted on your setup with MGEXE the exceptions on the scaffolds.
I really do not see how fixing specific setups has to be MY job or even my problem. I tried to give an indication based on what I remembered about distant land, out of my goodwill in helping people, since I do not even use it.
Bravo, on the job you have done. I'm happy for you and happy you shared this in the forum. That said, I repeat this for everyone: I'm not anyone's personal modder nor a Wikipedia on requests.
I did not say nor imply that you owe me something. If I'm asking a question/reporting a bug/pointing out the issues it doesn't necessarily mean that I expect you to do something about it. I'm letting the others know of these issues so they do not repeat my mistakes. If I wanted to shift this all on you I wouldn't even try to help.
And yes, I'm a bit mad that I went through all this hustle because the instructions were wrong, but I don't blame you for that. I'm just saying please check your info, so we do not go through this again. You are free to follow or to ignore my advice. This is a creative community and I'm perfectly aware of that. If I somehow offended you I didn't mean to.
I felt you have been pretty pushy, nonetheless, if you say that this was not your goal or what you meant, I understand and set on it. I removed the defective Patch and added a link to your ESP replacer.
I have found that OAAB Shipwrecks patch conflicts with Andasreth Stronghold. Using them together leads to a huge landscape tear
Upd: it appears the issue has nothing to do with Andasreth Stronghold mod. I've checked your mod + shipwrecks patch only via CS and the landscape bug still persists.
Upd: it appears the issue has nothing to do with Andasreth Stronghold mod. I've checked your mod + shipwrecks patch only via CS and the landscape bug still persists.
To patch it I would have to make an extra esp, I already will have to do another patch for the updated Shipwreck so a version for Andasreth Stronghold is on the low side of priorities. Thank you for the heads up nonetheless.
101 comments
P.S. While patching Shipwrecks, I noticed that the terrain rock (the greenish one) near the shipwreck isn't pulled down all the way. You can see underneath it when swimming underwater near the ship's hull.
Ciao!
I only opened the esp in notepad and saw the identical pattern between this mod and VvardenfellNews.esp, which references "spell_breaker_unique" immediately before Startup to help find it.
In this case, Spell-breaker is tight to the specific needs of the object quest. (see https://en.uesp.net/wiki/Morrowind:Spell_Breaker). Nothing to be worried about.
To the author:
Sorry if I'm being a nuisance but it's very important.
It seems that OAAB - Shipwrecks patch causes a land tear. According to your exchange with GrumblingVomit it was fixed in version 1.2 but in 1.3 the same bug is still there
. I'd like to ask you to confirm this please and check if the fix I made resolves this. Make sure to load it after OAAB_Shipwrecks patch. Thank you--- Never mindTo whom it may concern:
Could someone explain please how exception list for distant land works? I want to exclude scaffold meshes from distant statics but I don't have "exception.ovl" file mentioned in the readme. I tried creating my own and adding it to exception list but no luck.
I decided to make a merged plugin for both mods. If I get permission from Corsair83 I will publish it.
FYI, I did not reupload any of your assets and credited you as an author.
As for exception list - I finally understood what was going on. Gotta say I was unpleasantly surprised...
Here's the thing, your instruction to removing scaffolds from distant land is way too misleading:
I've checked the older versions of MGE XE up to 0.9.10 and none of them include that "exception.ovr" list you mentioned. But there is another one that is "MGE XE Default Statics Classifiers.ovr" and it doesn't mention Boethiah quest.
Scaffolds are activators, not meshes, so "ignore" value is not applicable to them. These should be listed under [names] column.
Also, there are 4 more activators that should be disabled. You may have overlooked them.
Thus, the correct list would be:
Oh I wish I hadn't spent so much time resolving all these issues... now I'm glad the deed is finally done.
On that note, I sincerely thank you for this wonderful mod and wish you luck with your future works, but ple-e-eaase check your own information next time. Hope I helped a little.
You had to fix YOUR setup which used OAAB shipwreck and you wanted on your setup with MGEXE the exceptions on the scaffolds.
I really do not see how fixing specific setups has to be MY job or even my problem.
I tried to give an indication based on what I remembered about distant land, out of my goodwill in helping people, since I do not even use it.
Bravo, on the job you have done. I'm happy for you and happy you shared this in the forum. That said, I repeat this for everyone: I'm not anyone's personal modder nor a Wikipedia on requests.
I did not say nor imply that you owe me something. If I'm asking a question/reporting a bug/pointing out the issues it doesn't necessarily mean that I expect you to do something about it. I'm letting the others know of these issues so they do not repeat my mistakes. If I wanted to shift this all on you I wouldn't even try to help.
And yes, I'm a bit mad that I went through all this hustle because the instructions were wrong, but I don't blame you for that. I'm just saying please check your info, so we do not go through this again. You are free to follow or to ignore my advice. This is a creative community and I'm perfectly aware of that. If I somehow offended you I didn't mean to.
I removed the defective Patch and added a link to your ESP replacer.
Cheers,
Vegetto
Upd: it appears the issue has nothing to do with Andasreth Stronghold mod. I've checked your mod + shipwrecks patch only via CS and the landscape bug still persists.