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.
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
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.
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:
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.
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.
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.
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.
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.
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?
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.
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.
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.
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.
Sorry, must be some kind of incompatibility. Investigating further. UPD: sorry, my bad, shouldn't have waited in Ghorak Manor while testing, apparently.
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 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
140 comments
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
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.
*
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?
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.
UPD: sorry, my bad, shouldn't have waited in Ghorak Manor while testing, apparently.
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
https://imgur.com/a/7rhU4aZ