Morrowind

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Naufragous77

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Naufragous77

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27 comments

  1. Naufragous77
    Naufragous77
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    If you're using the Art of Alchemy with this mod, you'll run into some incompatibilities. However, the mod's author, VitruvianGuar has released a forked version of Immersive Tables that's not only compatible with AA, but feature-rich as well. It's well worth checking out: Immersive Tables for the Art of Alchemy.
  2. Cycess
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    Does the BCoM esp still work as intended as of 3.0.0? I have some crates overlapping with the table in the Caldera mages guild but I installed mid-playthrough so I just wanted to check if anyone else has this issue?
  3. wolfstriker
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    Corsair,your mods always work so well with no conflicts I just have to applaud that.If I may make a suggestion here for this mod?

    One of the things I love about Morrowind is the 4 separate items to
    complete an alchemy set.Couple this with Randompal's Illy's hotpot mod
    and its a thing of beauty.Can you make a version that has a normal table that also uses Randompal's Pluginless Illy's Hotpots mod.Or for compatibility it uses vanilla assets?
    1. Naufragous77
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      I'm not exactly sure I understand your request. You want the alchemy tables replaced with vanilla assets? I've never used Illy's Hotpots, but if it's pluginless, then it should be following vanilla naming conventions, and thus detected by the MWSE aspect of the mod.
    2. wolfstriker
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      Take this mods rental but instead of using Skyrim style alchemy table it uses a normal table with the vanilla Morrowind alchemy tools placed on top.As an alternative of course,so you can choose a Skyrim style alchemy table or a Morrowind style alchemy table.
    3. Naufragous77
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      That would require a new model, which to be honest, would look terrible and rob this mod of any uniqueness. It'd essentially be a vanilla table with apparatuses glued to it as a single mesh - it wouldn't look like a workstation at all. If a better, more MW model became available in the future, then I'd consider remaking the mod.
    4. wolfstriker
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      Understandable but I have to say that a quick few edits and a nice looking alchemy station can be made.The problem with Morrowind,and this is tied in everywhere,is that the objects are too big.Here is a pic with the alembic,retort and mortar reduced in size and placed on a simple table.

      Or going with the shrinking of items you can place them as objects onto the alchemy table from immersive tables.
    5. Naufragous77
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      As I said, that robs the mod of any uniqueness. It's just vanilla tables with vanilla apparatuses glued together; pretty bland in my opinion. If there was something better out there, I might consider it, but I'm rather fond of the current alchemy tables, they have character and standout. Also, it wouldn't just be a "simple edit" - I'd have to readjust every single table's clutter, redo the patch, and make variations of said table for different level of apparatuses - journeyman, master, grand master, etc; stuff that's hidden underneath the current tables.
    6. wolfstriker
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      I agree they do look nice.The second pic I posted keeps the new tables and just adds in the Morrowind apparatuses so I think it would work but this is your mod and your call.Thanks for listening....
    7. Naufragous77
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      The second pic I posted keeps the new tables and just adds in the Morrowind apparatuses so I think it would work

      That's a problem too. The mod's script detects any apparatuses that are nearby without you picking them up; each table has apparatuses hidden underneath, with each table varying in degrees of effectiveness, such as journeyman, master, etc. If I did what you did, I'm essentially back to my previous statement about having to redo every table, then make variants of each table, readjust the clutter, and so on. And, tbh, it still doesn't look that good in my opinion. It looks very "kitbashed" and glued together.  
    8. Stiffkittin
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      @wolfstriker just spitballing but perhaps you could remove the scripts from vanilla models, save them as new objects (without alchemy equipment names) then place them as you wish on existing tables, saving it as a separate plugin? That way you wouldn't even need to fix it as this mod is updated.
  4. iProteus
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    Oooo, this looks nice! I personally haven't had any bugs, either. Thank you very much!
  5. JosephRivers
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    Good day, all.
    Corsair83, thank you for the mod. A lore-friendly expansion - fine job, you.
    Question: does it depend on Poison Craft / requires PC pre-installed?
    1. Naufragous77
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      Nope. Uses a script similar to Poisoncraft, but wholly independent.
  6. Vegetto88
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    You did not use my Telvanni enchanting table from Ald Aruhn chronicles mod, this makes my heart cry. ;)
    1. Naufragous77
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      Maybe next update I'll sneak it it lol
  7. AlexSusko
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    The ESP never appears in plugins for some reason so I can't even enable the mod, I have all the required mods
    1. Naufragous77
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      I don't even understand . . . are you using a mod organizer?
    2. Kriiks
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      That could be possible. Mod is packed into Immersive Tables folder instead of just having bain 00, 01, 02 etc folders in root level and it prevents MO recognising bain folder system and if person installing it does know nothing about actual required folder system and architecture, then MO backfires nicely :D
      It is still possible to install it, but by choosing right folder paths manually. In short - Immersive Tables folder shouldn't be there for people with less modding experience.
  8. olenakh
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    Looks beautiful and thank you for BCoM support.
  9. mikeandike
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    These look great! I do find their appearance to clash a little bit with the overall palette of Morrowind. I feel like some of the more vibrant colors that are associated with Elderscrolls came in later games (ESO + Skyrim mainly), but who the hell am I to talk, I made the Skyrim UI mod for Morrowind! hahaha

    Great job! :) 
  10. cubanbface
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    Thanks for adding BCOM patch. Greatly appreciate it.
  11. wyrmalla
    wyrmalla
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    Ooh, those look neat. I may have to strip out the scripts as an OpenMW user and just have them there for cosmetic value, but they are nice. :)