0 of 0

File information

Last updated

Original upload

Created by

RandomPal

Uploaded by

RandomPal

Virus scan

Safe to use

Tags for this mod

20 comments

  1. Fargoth117
    Fargoth117
    • member
    • 2 kudos
    Think you could make a quick update removing those two things that Tamriel Rebuild depreciated?
    1. Huyt87
      Huyt87
      • member
      • 0 kudos
      I second this. I tried using "Tamriel_Data Graveyard", to no effect.
    2. ranger56
      ranger56
      • member
      • 1 kudos
      I'll chime in on this.  PLEASE fix this mod.  It is beautifully done, but then there is the big red depreciated asset box that is invulnerable to a console disable.  A couple of windows hanging in the middle of a room combine to make this an immersion-breaking disappointment that should be a great addition to this game instead.  Fix the issues and this mod becomes a definite fixture in my mod lineup.  THANKS!
    3. RandomPal
      RandomPal
      • premium
      • 370 kudos
      Done. Maybe in the future I could update this standalone release with the changes I made in BCoM, where there's also a basement floor with a branch of the Hlaalu bank using TD_data baking framework.
    4. ranger56
      ranger56
      • member
      • 1 kudos
      Wow, what a fast response!  Thank You! 

      I am experiencing a strange problem that leaves me with a question.  After installing your updated ESP, everything is doubled inside the manor.  I have not found this anywhere else in the game world, though obviously I have not been everywhere.  I tried installing the old ESP again and the doubling persisted, even though it had not done that when it was previously installed, so I don't believe the problem is in your ESP.  I tried using Wrye Mash to repair my save game, but with no change.  No doubling occurs in the vanilla manor if the mod id not checked.  I am currently building my game and not playing a permanent character.  My question is whether you think if I leave this mod in, that it will play normally when I generate a new character?  Or do you think the problem will persist after a new character generation.  I really like the mod and would like to keep it for my game setup, but I don't want to invite problems with my setup either.

      While I was in there, I disabled enough doubled obstacles to see that your update fixed the problems I had before, so would encourage others to check out this mod.

      -- The basement idea sounds great!  You really make some beautiful mods and I have several of yours installed and will be installing more before I'm through!  Thanks Again!
    5. RandomPal
      RandomPal
      • premium
      • 370 kudos
      I'm not really sure, updating mid-game can be problematic, but first I'd make sure you're not running this alongside:

      - BCoM
      - City of Contrast: I think the latest update merged my mod into it
      - Balmora Redecorated: Lucevar merged my mod into the latest update
    6. ranger56
      ranger56
      • member
      • 1 kudos
      It turned out to be Balmora Redecorated.  I didn't realize your mod was in there.  It all looks beautiful now!  Thanks for the follow up and for all of your great mods!  You live up to your name!
  2. hokan42
    hokan42
    • member
    • 8 kudos
    Nice little update.
  3. Citadel535
    Citadel535
    • premium
    • 39 kudos
    Thanks for this, I was actually dabbling with the same thing but it really helps. The vanilla hall was so lackluster.
  4. Alxemical
    Alxemical
    • member
    • 3 kudos
    Much better than the original manor. One visual conflict with Welcome Home - the seller is partly inside a wall, but you can still speak with her.
  5. MisterDutch93
    MisterDutch93
    • supporter
    • 2 kudos
    I'm using an older version of BCOM, and when I activate this mod with it, the doors are misaligned on the outside of the Council building.
    1. RandomPal
      RandomPal
      • premium
      • 370 kudos
      That's because this is not compatible with bcom. I made the needed edits when I merged it. 
    2. MisterDutch93
      MisterDutch93
      • supporter
      • 2 kudos
      Okay, consider my comment moot then.
      I downloaded the new version of bcom yesterday but I was kind of scared to change the modfiles mid-playthrough (especially with all the patches). Looking forward to all your new merged content though!

      Thanks for the fast response and keep up the good work!
  6. Radix838
    Radix838
    • member
    • 1 kudos
    I think this mod disables the person who deals with the Hlallu stronghold quest. At least, I think it does, because I'm not sure what other mod would disable them.
  7. Iheartgiantrats
    Iheartgiantrats
    • premium
    • 2 kudos
    Very nice, found a couple minor issues. First, I'm using your old standalone version of Balmora SOP, and the exterior door on the second floor is misplaced and buried in the adjacent wall. Second, the wood pillar in the center of the first floor with the 2 plants on either side was slightly disconnected, with 2 separate halves.  This was tested with vanilla, although it shouldn't make a difference. Anyway, just thought I'd let you know.
    1. RandomPal
      RandomPal
      • premium
      • 370 kudos
      The tiling issue was indeed a mistake on my part. Should be fixed in version 1.1.
      I'd need to make a new version for sop to fix the misaligned door. Moving the indoor marker means I'm editing the door outside as the marker is a "propriety" of the door outside. 
    2. Iheartgiantrats
      Iheartgiantrats
      • premium
      • 2 kudos
      No worries, I know the old SOP is considered out of date anyway. To be clear, the doors worked fine, the doormarkers were fine, it was just from the outside looking in, you see inside the mesh, the actual door is misplaced to the side inside the building mesh. Really nice revamp of the council manor though, it always seemed strange to me that such an important locale for house Hlaalu was so generic and unremarkable.
  8. frankstahl
    frankstahl
    • premium
    • 9 kudos
    Nice mod, thank you. One small detail, though: Perhaps mention that this mod is indeed dependent on OAAB_Data.esm and Tamriel_Data.esm (these are listed among the master files inside the header record), which is not clear from your description. I was under the impression that you were using objects from these asset repositories and had embedded these here (which you partly did, but not with all objects).
  9. Stellarmancer
    Stellarmancer
    • premium
    • 0 kudos
    You continue to make Morrowind more and more amazing, cheers!
    1. RandomPal
      RandomPal
      • premium
      • 370 kudos
      :)