Morrowind

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Created by

Heinrich Guil

Uploaded by

GVALT

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28 comments

  1. TenshiOkihana
    TenshiOkihana
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    I notice some errors.

    The mages' guild are all scatter along the room, I had to manually place them where they are supposed to be, and in a room of the fighters guild there are 2 floating pillows, so I guess there's two missing beds :0

    But honestly it's a pretty amazing mod overall, so, thank you and endorsed n_n
  2. Jyggalagpuff
    Jyggalagpuff
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    A lot of people were complaining of the Dirty Muriel conflict... that is not the only issue this mod has, at least not for me. I saw floating objects inside the castle, and weird mesh conflicts with the buildings interior. The worst problem though was the lag. It had the worst lag I've ever seen in a mod, and I rarely have lag issues, maybe a brief modest loss of 10-20 fps with an average over 100 fps during gameplay. This mod... constant 11 fps inside. The good thing is that it was easy to uninstall because all the assets are in their own folders, no overwriting.
    1. GVALT
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      That's curious, even on ancient PC I made it with in 2015 I never had any noticeable FPS issues. I might only speculate that you might have some mod that hides animations and got constantly bombarded with animation errors. Try this version instead, it's stripped a bit and more in line with vanilla design and aesthetics.
      >The good thing is that it was easy to uninstall because all the assets are in their own folders, no overwriting.
      I suggest you use Mod Organizer 2 instead of manually managing mod files.
    2. Jyggalagpuff
      Jyggalagpuff
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      >You might have some mod that hides animations and got constantly bombarded with animation errors.
      I have enabled "use additional animation sources" but what could hide animations and cause errors?
  3. TimThe7th
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    Just a request--if the answer is no that's fine.  Could this be made compatible with Sadrith Mora- Seat of Power of House Telvanni?  I don't use BCOM because I don't like some of the changes it makes (I have my own solutions for most cities), so I always look for compatibility with the standalones.
  4. zzorken
    zzorken
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    i spawn inside (clipping into) the cornerclub when you exit it, so you have to tcl out. not sure what's causing it
    1. GVALT
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      Conflicts with mods touching the same area.
  5. JosephRivers
    JosephRivers
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    Good day, all.
    GVALT, thank you for the mod.
    It seems a staggering piece of work and a grand one.
    Question: Is this compatible with BCoM?
    1. deleted68467
      deleted68467
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      no. not even close.
  6. Pushkatu
    Pushkatu
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    The level of detail and the general atmosphere of this mod brings the place to a more modern, Skyrim looking era while still maintaining it's Morrowind spirit. It's a interesting alternative, well worth exploring.

    Thanks for sharing!
  7. deleted68467
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    Truly gorgeous statics that really makes the fortress unique.
  8. hokan42
    hokan42
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    Finally tried it out (on OpenMW 0.46 and macOS).

    The interiors seem to work fine and are nicely detailed.

    There are some issues with sitting characters in OpenMW causing e.g. the prison guard to floating above his table and the NPC on the Fighters Guild "throne" to float above it. This is because OpenMW notices that the object and NPC have enabled collision boxes and tries to ensure that these don't intersect, thereby moving the NPC away from the object. I do use [Animated Morrowind OpenMW Patch](https://www.nexusmods.com/morrowind/mods/48837) which solves some of these sitting collision issues, but it doesn't cover some of your furniture. It would be nice to have a "non-sitting" version for OpenMW users.

    Note: in the case of the prison guard it's the table his sitting under, rather than that stool that his is sitting on, that is causing collision issues. If he is moved away from the table he will no longer float.

    I've noticed that the Rosette02.dds texture is applied to the outer rim of some door arcs which looks rather odd. This is done on meshes/Stav/imp/X/Lwall01_dj.nif (exterior) and at least one other interior door arc.

    I did run into several mod conflicts in regards to the exterior around Dirty Muriel's Cornerclub.

    Reordering .esp load order didn't solve these conflicts. The issues and problematic mods are as follows:

    Sadrith Mora Expanded - this adds a nordic tower which ends up being partial sunk into the ground as only the top of the door is visible (I'm guessing that you raised the elevation around the corner club). The tower and the corner club also overlap slightly as the corner club seems to be have been moved a bit to the north-west by your mod.
    Dirtier Cozier Muriel's Cornerclub - this adds a side section to the exterior of the corner club. Due to the move of the corner club, this section ends up behind rather than attached to the corner club.

    The above mods also cause some clipping with the stone walls and the well (next to the corner club) that your mod moved / added.

    There is also some floating grass (from "Aesthesia Groundcover") due to the landscape changes.

    I also noticed that the crucified NPCs don't stick to their crosses (they float in front off and slight to the side of them). This is probably because both the crosses and NPCs have collision boxes enabled, so OpenMW tries to make the non-intersecting.

    Would it be possible to make a variant of your mod that e.g. only replaces the imperial fort and bridge, without doing any other exterior landscape or corner club changes? This should make your mod more compatible with other Sadrith Mora overhauls.
    1. opuwonee
      opuwonee
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      No one should have to bend over backwards for OpenMW. They can make their mod more compatible and work better with scripts or you can accept it just wont work. 
  9. TwilotSpankle
    TwilotSpankle
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    compatibility with BCOM?
  10. Malastier
    Malastier
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    not sure what is causing this. but the ground all around dirty muriels has been completely altered. I cannot use this mod.