Morrowind

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Anumaril21

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  1. Funposter
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    I'm getting some fish spawning up on land around Ald Redaynia. I realise that this is an occasional issue in vanilla, but it seems pretty persistent here. Any ideas as to what might be causing the issue?
    1. alexpublius
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      In case you never got an answer to this, it turns out that STOTSP (specifically the 'TOTSP TD Content Integration' mod) adds fish to a particular 'leveled creature' list, bm_ex_horker_h20. SGOTN intended to add horkers from this list to a number of spawn points, but since that list now includes fish, you get occasionally fish that appear on land. It's a bug with the TOTSP TD Content Integration mod, but I don't know if anyone's released a fix yet.
  2. ffann1998
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    I get a lot of yellow exclamation marks despite having OAAB_Data installed. 
    UPD: My bad. It's on my side. Didn't install meshes for "flies" mod.
  3. SillyVladek
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    How are you supposed to remove the seal around Bittercup? I solved the skull puzzle and looked everywhere possible, but I eventually had to disable it through console commands. This is on OpenMW.
    1. Anumaril21
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      Kill the boss, if it's not working I'd blame OpenMW, this is all vanilla scripting.
  4. Grinn3r
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    I'm really liking the setup to this mod! I didn't even realize there was more to Ald Redaynia than we got originally.

    I did run into a problem that I'm having some trouble sorting out though, and I'd appreciate any help I can get so I can properly use this mod.
    Seems like the undead glass knight is missing textures, and the game wants to crash as soon as he spawns in.
    I did try to dig through my OAAB install for them, as well as check the release from when this mod was posted, but no dice.

    Spoiler:  
    Show

    TES3Stream Warning: Model "Meshes\OAAB\r\Xundeadglassknight.NIF" tex not found "textures\tx_a_glass_h00_g.dds"!
    TES3Stream Warning: Model "Meshes\OAAB\r\Xundeadglassknight.NIF" tex not found "textures\tx_a_glass_h02_g.dds"!
    TES3Stream Warning: Model "Meshes\OAAB\r\Xundeadglassknight.NIF" tex not found "textures\tx_a_glass_h_back_g.dds"!
    TES3Stream Warning: Model "Meshes\OAAB\r\Xundeadglassknight.NIF" tex not found "textures\tx_a_glass_h03_g.dds"!
    TES3Stream Warning: Model "Meshes\OAAB\r\Xundeadglassknight.NIF" tex not found "textures\tx_a_glass_h_sideside_g.dds"!
    TES3Stream Warning: Model "Meshes\OAAB\r\Xundeadglassknight.NIF" tex not found "textures\tx_w_crystal_blade_g.dds"!
    TES3Stream Warning: Model "Meshes\OAAB\r\Xundeadglassknight.NIF" tex not found "textures\tx_a_glass_shield_g.dds"!
    TES3Stream Warning: Model "Meshes\OAAB\r\Xundeadglassknight.NIF" tex not found "textures\TX_W_Crystal_blade_g.dds"!
    TES3Stream Warning: Model "Meshes\OAAB\r\Xundeadglassknight.NIF" tex not found "textures\tx_a_glass_emerald_g.dds"!
    TES3Stream Warning: Model "Meshes\OAAB\r\Xundeadglassknight.NIF" tex not found "textures\tx_a_glass_ul_g.dds"!
    TES3Stream Warning: Model "Meshes\OAAB\r\Xundeadglassknight.NIF" tex not found "textures\tx_a_glass_c_front_g.dds"!
    Texture Load Error!: textures\tx_a_glass_h00_g.dds
    Texture Load Error!: textures\tx_a_glass_h02_g.dds


    What am I missing/doing incorrectly?
    1. Anumaril21
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      Those are all vanilla textures, the warning is telling you they're missing from your installation. Double-check your 'data files\textures' folder for them, chances are the game wasn't installed properly or you somehow removed/renamed them while modding the game.
    2. Grinn3r
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      I did some digging and found the textures in question do get replaced by my install of Glass Glowset. They're present, but seem to be labelled slightly differently; "TX_A_Glass_h00.dds" vs "tx_a_glass_h00_g.dds"... so I'm guessing to the game these will be treated as separate items.

      Glass glowset seems to remove the "_g" suffix from the names of the .dds files, since the .tga files are all identical to their listed .dds counterparts on my error log.

      Maybe it'll be worth copying these files and adding in renamed duplicates?
      Not suuuuper sure if that might breed a new problem or not, but I'll update with results.

      *UPDATE*
      It fixed it, sorta! There's a couple small bugs to it, but the undead knight is showing up now. His spoils might need extra fixing but he won't break the game now!
  5. JettN77
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    i see now it is totally abandoned but that is actually better, I am really impressed with this whole thing tbh, it doesn't need a quest or NPCs youve just added an iconic location and have done so very well. Makes a decent vacation spot, might even use it as a home for a while. The solitude is nice.
  6. JettN77
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    OOOOO another option for Redaynia! this one looks very promising and unique i like the variety in its architecture this is clearly a place with history that its inhabitants refuse to abandon. One of those towns who's residence are already ghosts. Fated to be born and die on this little corner of soil. Cant wait to explore this :D
  7. hokan42
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    I've now had a bit more time to explore this mod.
    It's a mod with lots of nice environmental detailing, both outside and inside.

    I did run into several issues (both with my current character and with a newly created one) - I'm not sure if this is due to me missing something or due to using OpenMW 0.46.

    * I can't seem to find the key mentioned in the note (the one stuck to the door of one of the huts).
    * I can only find 3 skulls, two in the village and one in the tower, but 4 seem to be needed to proceed inside the tower.
    * I have no idea how to get into the boarded up hut.
    * I suspect that there should be 3 bodies, but I only found two (both in the tower) - perhaps the final one has the missing key and skull?

    Note: I used `unlock` and `tcl` to get into the tower and to explore it.

    I also noticed that one of the rocks (on the right side of the lower stair section) on the way up to the tower, was incorrectly placed, making float and tilt above the ground.
    1. Anumaril21
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      Don't use OpenMW so I can't speak to there being problems with it. Key is hanging on a rope above the hammock in Addaran's Shack, two skulls are in the village while two are in the tower, you don't get into the boarded-up hut, and the third body was intentionally left out for another Gray North project. That rock will be fixed in version 1.1.
    2. hokan42
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      Thanks, I managed to find the key and skull, so this mod seems to work fine in OpenMW.

      The key ended up being hard to see, this might be due to my texture replacers - I had a grey key on a dark background. It might be easier to find it, if it was placed on a table or the top of a barrel.

      I eventually found the final skull, after searching both clockwise and counter-clockwise, in the tower top room. The skull was somewhat hidden inside a broken urn and only visible from certain angles. The search might be less frustrating if the skull was placed more openly on the ground.

      Making it impossible to enter the tower without the key is a bit odd. Morrowind usually gives you the sandbox freedom to do whatever you want (killing quest NPCs, getting into random locations like Vivecs palace …) so it's a bit unexpected/unnatural/frustrating that you can't simply pick the lock.
    3. SAJNM
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      Nevermind.
  8. RandomPal
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    I had a good look at the mod and it's a nice one.
    The shack's interiors are very creative and full of personality and the overhaul of Ald Redaynia is impressive too.

    Only feedback I can offer is that the as the ruins are only used in Kogoruhn and in the WG (in the base game) and use custom textures, they don't necessarily strike me as being velothi. 
    I think swapping some ruins for shacks (so the village part feels a bit bigger), and then the remaining ruins for half-submerged velothi buildings would achieve the desired effect better.

    1. SAJNM
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      I'm with RandomPal on this. He's probably surprised I am :)
      I like what you've done to bring Ald Redaynia back from being cut however I would have preferred to see all buildings as shacks for consistency.
      That said this is good compared to some of the other versions available elsewhere. I also like the addition of a quest.
      Thanks.  
    2. Anumaril21
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      Ruins are supposed to hint at how old the settlement is, making everything shacks would be inconsistent with that idea, not to mention there's no shortage of shack towns in Morrowind already. It's intended to be small, having fallen into disrepair and as dialogue states, pretty remote.
  9. hokan42
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    It might be worth mentioning the minimum version of OAAB_Data needed - I updated from a dev release (2021 May 08) to 1.7.1 (2021 May 21) but 1.7.0 (2021 May 18) might work.

    I initially got a bit confused by floating stone piles - these where due to missing houses.
    For some reason OpenMW 0.46 decided to simply not render these, rather than showing the normal "missing mesh" exclamation marker.
    1. Anumaril21
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      Latest Nexus release should always work. Don't use OpenMW so I can't say whether there's an issue there.