Morrowind

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Duo Dinamico

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Vegetto88

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101 comments

  1. Naufragous77
    Naufragous77
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    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.
  2. ArachnidSpy
    ArachnidSpy
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    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
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      Thank you!!
  3. Baudhaegas87
    Baudhaegas87
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    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.
    1. Vegetto88
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      Is the same indeed, I was requested to fix something that upon closer inspection, was not necessary. 
    2. Baudhaegas87
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      OK, cool! Thanks :)
  4. GeneralUlfric
    GeneralUlfric
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    .
    1. Vegetto88
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      I'm sorry, what you are experiencing has nothing to do with the latest TR, I have it too. Probably you did not register it.

      Ciao!
    2. ffann1998
      ffann1998
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  5. SaggyForrskin
    SaggyForrskin
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    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
    1. Vegetto88
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      Did you install mid-play trough?
  6. AstralJam8
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    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.
    1. Vegetto88
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      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.
  7. TheRoadie99
    TheRoadie99
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    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.
    1. Vegetto88
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      A patch was uploaded but has been removed since it has been moved to his own page. Link in description.
  8. TheGhostHybrid
    TheGhostHybrid
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    Tiny request: please update the version at the top of the page! It still says 1.2 when it should say 1.3 :)
    1. Vegetto88
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      Done
  9. ffann1998
    ffann1998
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    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
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      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
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      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
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      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
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      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
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      I see. My apologies then. And thank you!
  10. ffann1998
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    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.
    1. Vegetto88
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      Try loading Andasreth Stronghold after Justice for Khartag and OAAB shipwreck.
    2. ffann1998
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      Nah it didn't work. It looks even worse this way
    3. ffann1998
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      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.
    4. Vegetto88
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      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.