Morrowind

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Booze

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B00ze64

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7 comments

  1. Teskal
    Teskal
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    Does this version work without TLAD to use it with OpenMW?
    1. B00ze64
      B00ze64
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      • 8 kudos
      Sure, it does not need TLAD and does not use MWSE.
  2. B00ze64
    B00ze64
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    Well, a few days after I update this and say that I think it's final, I remember that Siege at Firemoth adds a ship in Seyda Neen and sure enough, I was parking the Mudcrab Ship right over it. So I've fixed that. Only the BCOM version has changed, to version 2.3. Sorry about that. Regards, EDIT: And then today I was testing something and saw a flashing texture in Ald Velothi, that means we had 2 bridge pieces onto one another - Corrected this with version 2.4 (BCOM-Only).
  3. B00ze64
    B00ze64
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    I've had an Idea on how to get the ship and the pirates to delete once you are done with the battle and move away (using your ship), I'll try this out and if it works I'll post an update. The pirate ship will still burn, but once you move out it will delete...
    1. B00ze64
      B00ze64
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      Alright, the pirate ship no longer sits there forever burning - as soon you leave the cell (using your own ship) the pirate ship is disabled. Another benefit is that if you leave before it starts burning, you will no longer see "You smell smoke" a minute later regardless of where you are at the time. One issue however is that the Water Shader still thinks the ship is there, so if you manage to go back to the cell where the pirate ship was, you'll see it reflected in the water even though it's long gone (I am looking into that). Regards,
    2. B00ze64
      B00ze64
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      Version 2.2 is up, and I hope that's the last one I have to make lol. So I discussed the Pirate Ship Water Reflection staying in the water after the ship burns and sinks with Hrnchamd, and he explained that we need a Statics Override File, to tell Distant Land to ignore the ship. That file is now included in Mudcrab Island, but you need to manually copy it to Morrowind/Mge3 (which is not the same as Morrowind/DataFiles/Mge3) and you also you need to load the file in the MGE-XE Distant Land panel. I've included a screenshot (here on Nexus and in the mod's Docs folder). Also new with v2.2 is a fixed Trip-Time calculation - it will no longer try to add a (somewhat random) floating-point value to DaysPassed; it adds days/hours correctly now, and it is also twice as fast as before, about as fast as other ships in the game.
  4. wellden
    wellden
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    This is really nice indeed. The mounted cliff racer head is excellent. Thanks for this and kudos!