Hi Seelof, first off gotta say, big fan of the mods you've put out so far.
I'm having an issue with all your mods and my current OpenMW load order, but I'm not quite sure what causes it.
It seems all dialogue related to quests simply doesn't load/exist/appear. In this mod in particular, while the main library custodian NPC exists and has a lot of dialogue, including the custom dialogue for describing the library, when asked about his background (which I assume from this page is supposed to start the quest) he just answers with "I am Orunre Termaren, Healer and Disciple of the Temple." and nothing else.
I'm currently assuming it's caused by another mod and mainly just posting to see if I can get some pointers or if this is just a bug with this/your mods.
Apologies for the late reply. I just tested it and I cannot replicate it. When I ask Orunre Termaren about his background he tells me exactly what he is supposed to, thus introducing a new topic which will get the quest started. My guess is there is some kind of mod conflict going on in your game. Do you have any other mods installed that make changes to Vivec or the Library of Vivec in particular and that change something about the dialogue?
Library of Vivec replaces one of vanilla dialogues (Synnolian Tunifus netch leather imperial cult quest -> Orunre Termaren). Perhaps one of your mods modifies imperial cult quests/dialogues too, and that may lead to a problem.
Try my "Library of Vivec - Dialogue Fix" from Miscellaneous Patches. It slightly rearranges dialogue entries to keep both dialogues. Perhaps it will help.
I'm using quite an extensive load order, some of which most definitely modify/add on to dialogue, however none that should touch the Library of Vivec or any NPCs associated with it.
alvazir's patch didn't work sadly, though kudos for the attempt.
My current suspected culprits are one of the many mods I have that add quests, or a mod like Friends & Foes.
Going to try installing Dialogues Decluttered (which removes generic dialogue) temporarily as a very "hacky" workaround to see if simply removing generic dialogue "fixes" it. Will report back with results and what I suspect the issue is (if I remember).
Had the same issue, don’t know what collides ; but for me, lowering this mod in the load order revealed the topic. Edit : Just had another dialogue issue later in the quest, this time Alvazir’s patch helped ! (Thanks !)
I've had the same issue and after some trial and error, I found out that in my case it was caused by Secrets of the Crystal City, which edits the same vanilla entries for the "Background" topic.
Loading this mod after Secrets of the Crystal City seems to solve the issue.
I can confirm that loading this mod after Secrets of the Crystal City fixes the issue of not being able to start the quest by talking about Background to Orunre Termaren.
I encountered the same issue, and reported it to the mlox channel on the Morrowind Modding Discord, so hopefully that'll ensure future users will have the right load order automatically. If anyone here is looking for a work-around, just use the Console to while in conversation with Orunre Termaren. That should get you the topic to start the first quest.
Still getting depreciated assets ever since the latest .bsa free version of Tamriel Data came out on Dec 23...
Update: Was using the OpenMW version by GrumblingVomit. Is the newer version compatible with OpenMW? Or is it simply the Animated Morrowind assets that have issues?
Tbh I don't really see the point. From what I can tell our mods try to achieve two very different things. However, if you want to go in that direction regardless, you absolutely can.
I RECOMMED THIS MOD AND I HAVE NEVER SAID ANYTHING BUT THIS, honestly tho i like the other mods aesthetic with the center map and solar system(?) thing above but this mod adds quests and player home which is more appealing.
Awesome! Thanks, I honestly tried to fix it my self by re-adding the books but then i did something wrong and it broke something then i gave up because i got frustrated, it was a simple fix but i was really new to the cs at them time.
I finally stumbled across this mod in my current playthrough, and I have to say it's an absolutely phenomenal mod. Everything about this mod is perfect. This will permanently remain on my modlist, and will feature in all of my future playthroughs as well!
Hi Seelof, absolute love your mods. I'm having an issue where all of the NPCs that are sat at tables in the main section of the library are either floating in the air or are basically clipping with the table benches they're sat on. Most of the NPCs writing in the library alcoves are also clipping through the chairs/desks. I play on OpenMW if that helps.
I have tried using Alvazir's OpenMW patch for ReadMe, but it only makes the problem worse by making all the NPCs clip and float even more! I have also tried changing my load order to no avail.
Is this a known issue with ReadMe or is this as a result of my mod setup? Or perhaps an issue with OpenMW itself? Either way, I'd appreciate some help troubleshooting the issue!
I play with OpenMW as well and its very strange, like most of the npcs are sitting correctly but some aren't. I also have some people stuck inside walls and columns.
I've just rechecked the updated version. All NPCs look as they should with a patch in OpenMW. The difference may be due to meshes. I use patched meshes from Animated Morrowind OpenMW Patch. Make sure to load them after everything else, because many mods contain meshes of am_writer etc.
Floating NPC's for me too with OpenMW, even with Alvazir's patch. I use Beautiful Cities and Repopulated Morrowind which changes some nif's and kf's with included with Library of Vivec, but loading assets and eps's in different order doesn't seem to matter.
Did anyone ever manage to fix this? The ones sitting at the desks on the second floor started floating when I installed Repopulated Morrowind. Been able to track it down to the F folder from the meshes which change the positions of some chairs, stools, etc. Installing that folder causes this to happen. You need that folder though, otherwise NPC's from that mod won't sit correctly either in some places.
I found the megahuge dungeon randomly while exploring and was amazed to see it came from this mod. The dungeon is absolutely incredible! Never seen anything so huge and so detailed at the same time! I can't imagine what your workflow must have been.
I'm glad you liked it! This dungeon was really my first attempt at a freeform cave (as opposed to using the vanilla cave tile sets), and I learned a lot from it. You might enjoy the dungeons I made after this one.
I wonder something : Are the water sounds directly managed by the game, or can I modify the mod somehow to remove them ? The still water sound, when used indoor for those two little basins in the library, they’re a bit loud, and don’t fit really well, in my game at least.
Anyway, I’ll take the opportunity to thank you, very lovely library, very exciting locations, was truly excellent ! OpenMW and many stuff, I was afraid to use the full version ^^ But beside small dialogue issue, everything went flawlessly ! And damn it was good !
I think sounds are given to objects via script. If you remove that script from the water, there should be no more sound. Make sure to create a new ID for the water and then remove the script. If you remove the script from the water as is you will modify all instances of that particular water asset in the entire game, and you don't want that.
Thanks much for your answer ! Well, yes I forgot to say I don’t know a thing about mods ^^ That’s a bit complicated for me. I played a bit with editors, only thing I managed to do is removing the basins altogether lol ( And I hope I did not make mistake along the road because the esp lost many Kbites ! ) I’ll try again with the oldwin CS instead of OpenMW, but damn is it even more overwhelming !
130 comments
I'm having an issue with all your mods and my current OpenMW load order, but I'm not quite sure what causes it.
It seems all dialogue related to quests simply doesn't load/exist/appear. In this mod in particular, while the main library custodian NPC exists and has a lot of dialogue, including the custom dialogue for describing the library, when asked about his background (which I assume from this page is supposed to start the quest) he just answers with "I am Orunre Termaren, Healer and Disciple of the Temple." and nothing else.
I'm currently assuming it's caused by another mod and mainly just posting to see if I can get some pointers or if this is just a bug with this/your mods.
Thanks :)
Try my "Library of Vivec - Dialogue Fix" from Miscellaneous Patches. It slightly rearranges dialogue entries to keep both dialogues. Perhaps it will help.
I'm using quite an extensive load order, some of which most definitely modify/add on to dialogue, however none that should touch the Library of Vivec or any NPCs associated with it.
alvazir's patch didn't work sadly, though kudos for the attempt.
My current suspected culprits are one of the many mods I have that add quests, or a mod like Friends & Foes.
Going to try installing Dialogues Decluttered (which removes generic dialogue) temporarily as a very "hacky" workaround to see if simply removing generic dialogue "fixes" it. Will report back with results and what I suspect the issue is (if I remember).
Edit : Just had another dialogue issue later in the quest, this time Alvazir’s patch helped ! (Thanks !)
If all else fails, just have this mod load very last.
Loading this mod after Secrets of the Crystal City seems to solve the issue.
while in conversation with Orunre Termaren. That should get you the topic to start the first quest.
Didn't expect to find interesting sets of armor on the way either. Very nice.
Update: Was using the OpenMW version by GrumblingVomit. Is the newer version compatible with OpenMW? Or is it simply the Animated Morrowind assets that have issues?
Ive had a user post on my mod, Library of Tamriel, suggesting a merger. Let me know what you think
yeah i recommend library of vivec enhanced
I RECOMMED THIS MOD AND I HAVE NEVER SAID ANYTHING BUT THIS, honestly tho i like the other mods aesthetic with the center map and solar system(?) thing above but this mod adds quests and player home which is more appealing.I have tried using Alvazir's OpenMW patch for ReadMe, but it only makes the problem worse by making all the NPCs clip and float even more! I have also tried changing my load order to no avail.
Is this a known issue with ReadMe or is this as a result of my mod setup? Or perhaps an issue with OpenMW itself? Either way, I'd appreciate some help troubleshooting the issue!
Cheers.
I wonder something : Are the water sounds directly managed by the game, or can I modify the mod somehow to remove them ?
The still water sound, when used indoor for those two little basins in the library, they’re a bit loud, and don’t fit really well, in my game at least.
Anyway, I’ll take the opportunity to thank you, very lovely library, very exciting locations, was truly excellent ! OpenMW and many stuff, I was afraid to use the full version ^^ But beside small dialogue issue, everything went flawlessly ! And damn it was good !
Well, yes I forgot to say I don’t know a thing about mods ^^ That’s a bit complicated for me.
I played a bit with editors, only thing I managed to do is removing the basins altogether lol
( And I hope I did not make mistake along the road because the esp lost many Kbites ! )
I’ll try again with the oldwin CS instead of OpenMW, but damn is it even more overwhelming !
I think it's this one: Animated Morrowind OpenMW Patch