Morrowind

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Booze

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B00ze64

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About this mod

TLAD and BCOM versions of the Phaedrus' amazing Mudcrab Island (v1.02) ESP. This replaces the Mudcrab Island ESP but you still need the original mod. Darker interiors, script fixes, Ashfall interop.

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MUDCRAB ISLAND TLAD/BCOM/Ashfall PATCH (v2.4)

By Booze (B00ze64) 2021-07

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MudCrab Island by Phaedrus:
https://www.nexusmods.com/morrowind/mods/43449

This used to be included in True Light and Darkness, but as I made a Beautiful Cities of Morrowind version, I decided to (re)release separately. So this is the TLAD and BCOM versions of Phaedrus' amazing Mudcrab Island (v1.02) ESP. To use them, you will need to get the full Mudcrab Island mod, and instead of using the mod's original ESP, use one of the ESP's included here.

Some of the special things in this MOD ->

    - Clocks that tell the time (I think, the hands do rotate).
    - When you open the windows from your house, you can see "outside."
    - Your ship can be attacked, so do not use it if you are fresh out of the Census (or just sail away).
    - There's a Tinder-Cube that creates infinite time Firepits (If I recall it's in the tower).
    - Torch rings in the tower that you can load torches into (all torches EXCEPT "ID==Torch").
    - Light rays in the slits at the top of the Tower.
    - A LOT more...

Exterior Cell Name ->

The exterior cell is renamed "Mudcrab Island" so you can "COC" to it, but you must make sure ASEE or other mods affecting that cell load before Mudcrab Island, otherwise the name will revert.

A note about Water Reflections ->

As mentioned above, you can be attacked (once) by a Pirate Ship. That ship will be removed from the game once you leave the area. However, if you do not exclude the ship from MGE-XE Distant Land Statics, the ship's reflection will stay in the water, meaning if you go back (swimming), you'll find no ship there, but its reflection will still be in the water, as if it was still there.

So I've included an Override File for MGE Distant Land, please see the MGE3 folder, the file needs to be copied into the Morrowind\MGE3 folder and enabled in Distant Land Statics; I made a screenshot to show where, it's in the Docs folder along with this ReadMe.

There are 2 ESP's ->

(1) Mudcrab Island TLAD.esp (TLAD version 2.2)

This is the version that was included in TLAD, with the same changes to the pirates/Firepits/etc that I made for the BCoM version, but no changes to the ports' scenery were made. For v2.1 I tweaked 2 docking positions and it has the new pirates scripts (see below, and see v2.2 below as well) but otherwise your ship docks as before, this works great so long as no other Mod changes the ports we dock to.

(2) Mudcrab Island TLAD-BCOM.esp (TLAD/BCOM version 2.4)

This is the version I made for BCoM: Since many city ports have changed, the ship scripts and some places needed editing. I also played around with the scripts controlling the Pirate Ship - I couldn't loot some of the pirate's corpses, so I dropped the interfering script; and so I had to stop the pirate ship from sinking, as it was simpler than trying to fix the dead pirates floating in the air because I'd removed their script. I also gave the MI-Firepits a TIME value because The Midnight Oil mod was interfering with them, and gave the mod an Ashfall interop module.
    
For v2.1, I changed the scripts again (for both versions of the Mod). The pirate ship catches fire and then burns continuously, but only so long as you do not sail away. As soon as you sail away, the ship and everything else is disabled and deleted. This works pretty much the same way as the original.

For v2.2, I fixed the trip-time-calculation (for both versions of the Mod). The script was adding a float to an Int and it wasn't working as intended, you'd arrive at port at the exact same hour that you left for your voyage. I also made the ship as quick as the other ships in the game, i.e. 11 hours from Ebonheart to Sadrith Mora.

For v2.3, This is for BCOM version only - I fixed (again) the docking position of your ship in Seyda Neen, it was docking itself right over the Firemoth ship, I've had to dock a little outside of town (next to the road leading to town).

For v2.4, This is for BCOM version only - I found a flashing texture in Ald Velothi (had 2 bridge pieces overlapping) and corrected.

The TLAD version includes ->

    - Made natural lighting darker and added lights or radius where appropriate.
    - Rotated some doorMarkers to more natural angles so as to help moving around.
    - Made basement passage wider and easier to negotiate by moving beer barrels back 10 units.
    - Made attic easier to navigate by removing some beams (unfortunate but easier than expanding).
    - Torch-Rings and MI_Torch have entirely new scripts to fix issues with a MI_Torch remaining in PC's inventory.
    - Fixed a few issues with flashing textures or seams (attic beams, outside ladders and the upper tower level).
    - New firepit/tinderBox scripts fix lighting and 'feed fire' issues + spawns lower + can be activated.
    - Increased capacity of MI containers (e.g. crates) to 65k units of weight (hoard all you want).
    - Pirates chance is a bit less, and ship now catches on fire a little faster.
    - Adjusted purr's pathing to try and avoid it getting stuck on furniture.
    - made rowboat go 2x faster.

    - v2.0: Gave firepits a TIME value so that The Midnight Oil does not turn them off automatically.
    - v2.1: ALL pirates' corpses can be looted now, but the pirate ship will burn until you leave.
    - v2.0: Moved Pirate Captain so he does not get stuck or fall overboard during fight.
    - v2.0: Ashfall heat interop (no idea if I picked correct heat values, looks OK).
    - v2.0: The rain barrel on the balcony is now an Ashfall water source.
    - v2.2: Your ship is now as fast as the other captain ships you pay to travel with.

The TLAD/BCOM version also includes ->

    - Some scenery in ports had to be edited for BCOM compatibility.
    - The ship will dock differently in several places, sometimes on the beach.
    - v2.1: Edited docking at Ald Velothi, Dagon Fell, Tel Mora and Tel Branora.
    - v2.3: Edited docking at Seyda Neen.
    - v2.4: Fixed flashing texture in Ald Velothi.

Regards,