File information

Last updated

Original upload

Created by

Duo Dinamico

Uploaded by

Vegetto88

Virus scan

Safe to use

Tags for this mod

140 comments

  1. arachnidzpr7
    arachnidzpr7
    • premium
    • 2 kudos
    If anyone is still having trouble with tearing when using Andasreth Stronghold Overhaul and OAAB shipwrecks. I found that loading Andasreth -> OAAB -> J.F.K. works. if using plox it will move J.F.K. before Shipwrecks just keep that in mind.
    1. Vegetto88
      Vegetto88
      • premium
      • 141 kudos
      Indeed loading JFK last is The way to install it
    2. arachnidzpr7
      arachnidzpr7
      • premium
      • 2 kudos
      Great mod btw Vegetto. Love your work!
    3. Vegetto88
      Vegetto88
      • premium
      • 141 kudos
      Thanks!
  2. EPIPHANESXLR
    EPIPHANESXLR
    • member
    • 6 kudos
    where does expecion.ovr go? is it in MOrrowind folder (where date files) is, but othe folder called "mge3"? Inside that folder there is "ovverrides"? TY
    1. Vegetto88
      Vegetto88
      • premium
      • 141 kudos
      Download the last version, it had wrong naming before. In the folder where you installed MGEXE (normally is your Morrowind folder) you should have a folder named mge3, you drop the .ovr file into this folder. 
  3. ffann1998
    ffann1998
    • member
    • 17 kudos
    Hi there again)

    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 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. 
    1. ffann1998
      ffann1998
      • member
      • 17 kudos
      Okay, I figured this all out.

      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:

      If you are interested in removing the Scaffold from Distand Land, You can solve this by adding the scaffold meshes into the exception list of your distant land. To do so go in your Mgexe folder (normally like Morrowind\mge3) and open the exception.ovr list with notepad. Now search in there for the Boethia quest and simply add as follows:

      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.

      ex_de_scaffold_01_boe=ignore
      ex_de_scaffold_01_bce=ignore
      ex_de_scaffold_01_bde=ignore
      ex_de_scaffold_01_bze=ignore
      ex_de_scaffold_02c_bte=ignore
      misc_com_bucket_boe_uni=ignore
      misc_com_bucket_boe_unia=ignore
      misc_com_bucket_boe_unib=ignore
      RPNR_scaffold_01=ignore
      RPNR_scaffold_02=ignore
      RPNR_scaffold_03=ignore
      RPNR_scaffold_04=ignore
      RPNR_scaffold_05=ignore
      RPNR_scaffold_06=ignore
      RPNR_scaffold_07=ignore
      RPNR_scaffold_08=ignore
      RPNR_scaffold_09=ignore
      RPNR_scaffold_10=ignore

      Those are all the scaffold and buckets meshes.

      With this command, you are telling distant land to ignore the distant generation of these meshes.

      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:

      [names]
      ex_de_scaffold_01_boe=disable
      ex_de_scaffold_01_bce=disable
      ex_de_scaffold_01_bde=disable
      ex_de_scaffold_01_bze=disable
      ex_de_scaffold_02c_bte=disable
      ex_de_scaffold_02a_boe=disable
      ex_de_scaffold_02b_boe=disable
      ex_de_scaffold_02c_boe=disable
      ex_de_scaffold_03a_boe=disable
      misc_com_bucket_boe_uni=disable
      misc_com_bucket_boe_unia=disable
      misc_com_bucket_boe_unib=disable
      RPNR_scaffold_01=disable
      RPNR_scaffold_02=disable
      RPNR_scaffold_03=disable
      RPNR_scaffold_04=disable
      RPNR_scaffold_05=disable
      RPNR_scaffold_06=disable
      RPNR_scaffold_07=disable
      RPNR_scaffold_08=disable
      RPNR_scaffold_09=disable
      RPNR_scaffold_10=disable

      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.
    2. Vegetto88
      Vegetto88
      • premium
      • 141 kudos
      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.

    3. ffann1998
      ffann1998
      • member
      • 17 kudos
      Okay. There is a misunderstanding.

      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.
    4. Vegetto88
      Vegetto88
      • premium
      • 141 kudos
      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.

      Cheers,
      Vegetto
    5. ffann1998
      ffann1998
      • member
      • 17 kudos
      I see. My apologies then. And thank you!
    6. micheru12
      micheru12
      • premium
      • 2 kudos
      Thank you, ffann! It was driving me up the wall trying to figure out how to fix the distant land issue. Created an exception.ovr file and then added your correct formatting. No need to edit the default statics classifier. 
    7. Vegetto88
      Vegetto88
      • premium
      • 141 kudos
      I will see to create one this evening to download, so we can put this issue to rest! 
  4. dejunai
    dejunai
    • premium
    • 4 kudos
    2024, Sept. 16th...
    I was getting the load errors:

    Unable to find referenced object "ex_de_scaffold_01_Bze" in script ShrineBoethiah.
    Unable to find referenced object "ex_de_scaffold_01_Bze" in script Startup.

    I just commented out the specific lines in the scripts. No more load errors, but I am uncertain if it is a real fix or not.
    1. Vegetto88
      Vegetto88
      • premium
      • 141 kudos
      Make sure you use this mod on a new game
    2. JosephRivers
      JosephRivers
      • member
      • 1 kudos
      Good day, all.
      *
      Thanks for your hint, dejunai. I thought I was doing something wrongly.
      Please, elaborate:
      I open the ESP as binary and find 'ex_de_scaffold_01_Bze' in the midst of a string. How do I comment it, exactly?
      *
      Vegetto88: before or after BCoM, new game or not - the error messages appear without regard.
      Would you strike the offending lines off the ESP altogether?
      Would you help with the question, otherwise?
    3. Vegetto88
      Vegetto88
      • premium
      • 141 kudos
      Sorry do not know what to tell you, I do not have such error and the ex_de_scaffold_01_Bze is definitely in game.
      It is a scaffold that appear in a specific point of the quest.

      Now, you can live with the error, or redact the line from the 2 scripts (You will need the construction kit  for it).
      If you remove only the line relevant to the Bze scaffold or simply keep the error, is not going to impact your game massively.
      Only thing that will happen is that you will miss one scaffold.
    4. LordoftheForsaken89
      LordoftheForsaken89
      • premium
      • 0 kudos
      I've been getting this error too. It stopped when I made JFK load after OAAB Shipwreck's TR patch, so there's probably some dark outlander magic there.
    5. Vegetto88
      Vegetto88
      • premium
      • 141 kudos
      Ah, thanks for the report! Let's see if it is the solution!
    6. Xiji
      Xiji
      • member
      • 1 kudos
      Maybe related? My game was throwing 'ex_de_scaffold_01_Boe' until I loaded JFK after Cutting Room Floor's Creatures.esp
    7. Vegetto88
      Vegetto88
      • premium
      • 141 kudos
      Thanks for the input, in case someone meet the error! There must be some mods that touch the global script for the scaffold related to the Boetiah quest. 
  5. heilkitty
    heilkitty
    • member
    • 0 kudos
    Not getting a pedestal after the completion of the quest. The vanilla x\Ex_DAE_Boethiah.NIF is supposed to be w/o one, and Ex_DAE_Boethiah_fixed is the only object enabled on the last stage in your script.
    1. heilkitty
      heilkitty
      • member
      • 0 kudos
      Sorry, must be some kind of incompatibility. Investigating further.
      UPD: sorry, my bad, shouldn't have waited in Ghorak Manor while testing, apparently.
    2. Vegetto88
      Vegetto88
      • premium
      • 141 kudos
      No worries, happens to the best ones aswell. 
  6. ArachnidSpy
    ArachnidSpy
    • supporter
    • 2 kudos
    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.
    1. MurderousPurpose
      MurderousPurpose
      • supporter
      • 0 kudos
      Thank you!!
    2. TheRoadie99
      TheRoadie99
      • member
      • 5 kudos
      Thank you, this fixed that issue for me. Wonder if the author should put a note in his description about this
    3. Vegetto88
      Vegetto88
      • premium
      • 141 kudos
      Now, is in the compatibility section. 
    4. arachnidzpr7
      arachnidzpr7
      • premium
      • 2 kudos
      Still see tears even after changing load orderers and starting new saves.
    5. Vegetto88
      Vegetto88
      • premium
      • 141 kudos
      If you changed load order and still have tears in terrain is something else in your setup. Try to put JFK at the last position.
  7. SamFisher91
    SamFisher91
    • supporter
    • 8 kudos
    So do this play nice with oaab shipwrecks now
    1. Vegetto88
      Vegetto88
      • premium
      • 141 kudos
      Yes
  8. TwilotSpankle
    TwilotSpankle
    • member
    • 15 kudos
    this may be an only-me issue but i downloaded this and was a few hours into my playthrough before i walked into the sadrith mora council house for the first time and saw....Enar Releth, Who is an NPC who is not supposed to appear in the council house until either A) Baladas is killed or B) Baladas joins the council.

    several hours prior i was doing for the first time on my playthrough the Mephala quest where you poison  Balyn Omavel's food. However upon walking into his house...his body was on the floor already.

    After a few hours of testing mods, deleting mods, re-applying them, i isolated the cause of NPC's appearing when they shouldnt to be due to Justice for Khartag, and The Rat in the Pot Expansion. I dont know why this is occuring, but it appears the scripts that cause NPC's to spawn NPC's situationally occurs at the beginning of the game, and these 2 mods have somehow interferred with this script

    Keep in mind, I am on OpenMW 0.48.0 and on Linux. I'd never played these mods prior so i dont know if this is a problem with this version of openmw, or if its a linux-only problem, but its there. I'm posting this on the Rat in the Pot Expansion mod page as well in case anyone else encounters this problem or wants to test this with their own mod setup before losing 20 hours to a playthrough like i did lol
  9. ghost2021a
    ghost2021a
    • member
    • 0 kudos
    have a weird issue where after building the statue it just pops in when you get a certain distance, no idea why. 
  10. Kursings
    Kursings
    • supporter
    • 3 kudos
    Do you know what mod is causing this landscape error?

    https://imgur.com/a/7rhU4aZ
    1. Vegetto88
      Vegetto88
      • premium
      • 141 kudos
      It was reported in the first comments. Put this mod towards the end of your load order