I'm at a loss here. Just last night this had solved for some issues I was having in Balmora, then I woke up and reloaded the game after not changing anything, and the problems are back. I'm using the Amazing Balmora mod which adds a lot of buildings to the city, and they're buried again.
I've tried every combination of re-installations I could think of, including completely removing the Rocky West Gash mods. Massive seams in the landscape.
My version has the cells south of Caldera completely removed, including Balmora. A generated patch might have done it, or your mod manager overwrote your load order or restored some files you changed. If you remove the mod and the problem persists it can't be the mod alone.
I removed the Amazing Balmora mod, then re-added it. Fixed the problem without issues, for now. It's a new and pretty messy mod, keeps breaking other mods. Anyway, wasn't an issue with Rocky West Gash, turns out.
When using Moonmoth Legion Fort Overhaul there are a few floating rocks outside the southern wall of the fort (I'm using the newest version of the original Rocky West Gash mod).
I could get round the missing meshes (as reported in a message from early November by Wyrmalla), in the newer version of the original Rocky West Gash mod by installing the newer version on top of the old one. So it might be that the newer version of the original mod has a few missing meshes?
You might be interested to learn that I just released a version of Rocky West Gash that is fully compatible with BCOM (Beautiful Cities of Morrowind), which has Moonmoth Legion Fort Overhaul merged into it. Thanks for your report; I made sure to remove the floating rocks and conflicting statics (trees growing out of rocks, etc.) when I prepared it for release.
I use a lot of mods, but I really like the idea of Rocky West Gash, so I was quite excited to see this one. Unfortunately, after installing (I made sure to grab the original RWG assets and use your esp) I ran around Gnisis and the area around it, and found a number of issues.
The biggest one was a fairly massive seam between the 'desert sand/rock' texture that appears around Fort Darius and the tx_wg_mainroad_01.dds texture that appears around the rest of Gnisis. I'm not sure if it's an issue of using BCOM along with this mod, but that seam was really noticeable.
EDIT: correction, that seam is not from this mod. I have no idea where it comes from, since ORI is of no help whatsoever, but it definitely persists even after I removed this mod...
I also saw a few floaters all around the coast south of Gnisis, but especially there was a large floating rock on top of a mountain near Andasreth, I think. I wasn't sure what mod added that -- it might have been a conflict with Justice For Khartag (https://www.nexusmods.com/morrowind/mods/49832) or more like a conflict with Andasreth Overhaul (https://www.nexusmods.com/morrowind/mods/46604), both of which edit the landscape around that area.
A heads up to the mod author and anyone downloading this. The original Rocky West Gash mod has been updated since this released. If you download that latest version and then install this mod you'll find missing meshes (there's around 12 missing models between versions). Instead download the older version of the original mod, then install this mod.
The same seems to go for Bluttier's version as well. Oh, and as for the Gnisis Arch. It would be nice to see a version of this that retains the Arch as an optional file. However the models still exist within your data folder, so just going into the Construction Set and adding it back shouldn't be too difficult.
Edit: re: the missing Arch. Looking in the CS and in game. Is there a reason why the Arch was removed, but "furn_de_banner_01" that hangs from the Arch was left? As it currently is without the Arch the banner is just hanging in the air. For ease leaving in the Arch in the base version of the mod, and if the model conflicts with any given mod having the player just remove it may have been a simpler way of achieving compatibility. Just for the sake that the Arch seems to be a vanilla feature, and the "big" Gnisis mods retain it without moving the model - so its missing by default (even in otherwise vanilla installs).
Again though, its not too much work for players to make a compatibility patch themselves by loading up their chosen Gnisis mod, clicking on the Arch so its now edited, then loading the patch after Rocky West Gash.
I didn't realise there was such a vast difference between v1 and v2. The arch was a lose-lose situation, too many mods do something with it, either deleting and replacing, or moving, or changing the mesh. I leaned toward caution, but when i make a v2 fix i'll leave it as as and hope it works better that way.
Thanks for making this! Definitely essential in my load order.
Quick question, why was terrain_natural_bridge_01 removed outside of gnisis? It's led to floating objects (the arm and banner) when using concept art gnisis.
sorry for the late reply. Theres a few mods that remove and replace that bridge, more than don't. It was a lose/lose situation either way so i chose the path of least resistance.
I'm also using Lightweight Concept Art Gnisis (the latest version on Nexus) and also noticed a few clashes. A few rocks are clipping through the side of the rope bridge that goes from the bar towards the egg mine. I have to jump over them as it is not possible to walk past them. Next to the egg mine there are also a few walking boards on the rock that seem to be cut off weirdly, and the ends of the rope handrails of the walking plank leading up to the walking boards are suspended in the air.
Edit: the gangway to the egg miner dwelling are also partially buried in the rocks, you can get onto them but the rocks are to step to leave them.
Replying to my own post to report that after the last update it is now possible to walk over the rope bridge without having to jump over the rock at the end of it. Maybe moving the rock slightly instead of deleting it would have been possible as well? Although, for all I know that might have set off a chain reaction of other unintended consequences.
I now think that the other errors I reported are caused by the lightweight Gnisis mod and/or its interaction with the base game or any mesh replacers I'm using.
There's at least 3 popular gnisis mods, i moved that rock for the earlier 2.31 version of lightweight and it broke 3.0 onward so it had to go. This is meant to be aggressively compatible, there going to have to be a few sacrifices made to get there.
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I've noticed a floating rock, above Mantiti Cave dwelling ( i don't use gnisis overhaul mod)
here the coordinates : -90452 97280 3188
I've tried every combination of re-installations I could think of, including completely removing the Rocky West Gash mods. Massive seams in the landscape.
I could get round the missing meshes (as reported in a message from early November by Wyrmalla), in the newer version of the original Rocky West Gash mod by installing the newer version on top of the old one. So it might be that the newer version of the original mod has a few missing meshes?
The biggest one was a fairly massive seam between the 'desert sand/rock' texture that appears around Fort Darius and the tx_wg_mainroad_01.dds texture that appears around the rest of Gnisis. I'm not sure if it's an issue of using BCOM along with this mod, but that seam was really noticeable.
EDIT: correction, that seam is not from this mod. I have no idea where it comes from, since ORI is of no help whatsoever, but it definitely persists even after I removed this mod...
I also saw a few floaters all around the coast south of Gnisis, but especially there was a large floating rock on top of a mountain near Andasreth, I think. I wasn't sure what mod added that -- it might have been a conflict with Justice For Khartag (https://www.nexusmods.com/morrowind/mods/49832) or more like a conflict with Andasreth Overhaul (https://www.nexusmods.com/morrowind/mods/46604), both of which edit the landscape around that area.
The same seems to go for Bluttier's version as well. Oh, and as for the Gnisis Arch. It would be nice to see a version of this that retains the Arch as an optional file. However the models still exist within your data folder, so just going into the Construction Set and adding it back shouldn't be too difficult.
Edit: re: the missing Arch. Looking in the CS and in game. Is there a reason why the Arch was removed, but "furn_de_banner_01" that hangs from the Arch was left? As it currently is without the Arch the banner is just hanging in the air. For ease leaving in the Arch in the base version of the mod, and if the model conflicts with any given mod having the player just remove it may have been a simpler way of achieving compatibility. Just for the sake that the Arch seems to be a vanilla feature, and the "big" Gnisis mods retain it without moving the model - so its missing by default (even in otherwise vanilla installs).
Again though, its not too much work for players to make a compatibility patch themselves by loading up their chosen Gnisis mod, clicking on the Arch so its now edited, then loading the patch after Rocky West Gash.
Quick question, why was terrain_natural_bridge_01 removed outside of gnisis? It's led to floating objects (the arm and banner) when using concept art gnisis.
Edit: the gangway to the egg miner dwelling are also partially buried in the rocks, you can get onto them but the rocks are to step to leave them.
I now think that the other errors I reported are caused by the lightweight Gnisis mod and/or its interaction with the base game or any mesh replacers I'm using.