Great mod. One tiny piece of feedback I have, perhaps it should remove a window on the outside of Arrile's Tradehouse in Seyda Neen where it places a notice board inside. Also, it'd be nice if completing quests for NPCs would raise their disposition. I bring Indrele Rathryon some crab meat to help her, she thanks me, but her disposition doesn't increase.
This is a pretty great mod, but I don't agree with tacking on a mandatory nerf to the Samarys Ancestral Tomb if I want to use it.
One great thing about Morrowind is that once you gain knowledge of Vvardenfell and its many secrets, it rewards subsequent playthroughs. For example, I know that my new paladin character will want the Mentor's Ring, but not the Boots of Blinding Speed. I can also make the choice not to go into Samarys if I'm roleplaying a heavily religious character - a choice that works because your mod adds the notice to the board in Seyda Neen. At the same time, I could be playing a thief character or someone who was sleighed by the Tribunal Temple, and steal it anyway.
Also, it's ridiculous that an Ordinator would be in the middle of nowhere guarding a tomb like this. The Mentor's Ring is a creation of a wizard to his apprentice, not a priceless and important religious artifact.
At the very least, replace the overpowered Ordinator with someone more fitting of Seyda Neen and the region as a whole - armed guards sent by the Samarys family; thieves who read the noticeboard in Seyda Neen and decided to steal the ring for themselves; tribunal zealots of some sort. And certainly not NPCs who can one shot your freaking character.
me figuring out that the glass dagger at the suran pawn is broken and therefore is cheap to buy, cheap to repair, and good money or equipment early game has followed me ever since; can't really blame you.
but a part of us all likely want's to experience morrowind for the 1st time again; little surprises like this and the puzzle box randomizer will be good for my new runs. you can just "take my place" him out of the room id think... if not you can console select him and disable him out of existence, i haven't been to mentor's yet but that should more or less revert it to its standard config if he was just added and nothing else.
I appreciate the critique but frankly this is probably not something I will change. In the old version of the mod there was simply a temple notice and no ordinator but when I thought about it, this didn’t really make any sense. Why would the temple announce that there is this well known artifact buried nearby, and then not take any steps to actually try and protect it? I suppose the other option would have been to remove the notice altogether, but I didn’t really want to do that either. My mods have full open permissions so feel free to edit it yourself if it is something that really bothers you.
Since I already use a mod that overhauls the Samarys Ancestral Tomb, I simply opened the Creation Kit, selected 'Samarys Ancestral Tomb' from the Cell window, clicked on the tomb guard, and then hit 'Delete' on my keyboard and saved the .esp. Quite simple and I recommend anyone else do the same if you'd like, since it is as easy as that.
Maybe move a guard in Samarys Ancestral Tomb to the entrance room, warning player to leave or fight, instead of standing in the tomb itself with all skeletons and ghosts around. I think it would make much more sense.
Hello, Thank you very much for remaking this mod When I 1st loaded it, it gave me these errors (this is all I have in my warnings.txt file):
?One of the files that "Broadsheets and Notice Boards.ESP" is dependent on has changed since the last save. This may result in errors. Saving again will clear this message but not necessarily fix any errors. One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information. Object reference "ex_nord_win_01" missing in master file.
Current file "Broadsheets and Notice Boards.ESP" Cell "Seyda Neen, Arrille's Tradehouse" Object reference "bk_arrilles_tradehouse" missing in master file.
Current file "Broadsheets and Notice Boards.ESP" Cell "Seyda Neen, Arrille's Tradehouse" Texture "Data Files\Textures\hrn\shadow.dds" count 3. Texture "Textures\_land_default.tga" count 3. Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2. ModelList still has 2 NIF files. 1 - Meshes\xbase_anim_sh.nif 1 - Meshes\hrn/shadow.nif
I'm suddenly getting this as well. Only happened when I loaded in Tamriel Rebuilt for some reason, on a new playthrough. my previous one that only had tr data didn't have this message.
Hey i think i figured it out are you using autoharvest?
try disabling the ingredient option at the bottom of its mod configuration menu if you are, my guy grabbing cornbread in sailen was the cause for me. auto harvest is still fine its just that one toggle.
Wild edits like the doors in the Eight Plates should be relatively easy to fix. The mismatched corridor ald reported might take a compatibility patch, though.
EDIT: I've had a bit more time to poke around with this. Cleaning the mod fixes all but one of the Eight Plates doors. If you have some CS knowledge, you can move the door back into its proper BCOM place yourself. Same with the St. Delyn corridor piece; it just needs to be nudged down into the right spot. I'm not sure if there's any other compatibility issues that need addressing.
Thanks for response :) I was thinking about doing just that. CK is simple enough.
However, I don't know easy way of finding all the changes your mod made. For example I don't know where you placed all boards. The fact that TES3CMD marked your mod as not clean suggests that you might've touched something unintentionally in some areas which I might not be able to find easily.
I guess you should try to clean your mod via TES3CMD yourself and see if everything works as intended. Out of top of my head I can remember TES3CMD informing me about removing some light sources. Then I was wondering if wired shadows on some notes were there prior to cleaning.
Anyway, have you intended to touch anything except placing those boards and adding office in St. Delyn in game world?
I think there's been some confusion... I'm not Kalinter (the mod author). Just a long-time mod user who knows enough about solving mod conflicts to get myself in trouble, apparently. I don't think I can answer all your questions.
FYI, though, I did notice that the mod adds a room to the St. Delyn, Storage cell. But from a quick inspection it appears to be compatible out of the box with BCOM. I did a quick skim through some other edited cells from this mod and didn't spot anything weird. I think Kalinter would know better which cell edits were intentional and which weren't.
It's mostly compatible with BCOM. Minor clipping with a barrel in Caldera, major clipping at the Eight Plates in Balmora and Six Fishes in Ebonheart, and then the corridor problem at the St. Delyn waistworks and the NPC placed in the interior Foreign Quarter plaza that wouldn't show up in BCoM's plaza. I've fixed all of these issues on my side and will upload the fixed version at the Morrowind Modding Discord since the permissions seem to allow for that. Kalinter, if you see this message (or the upload) and want me to take it down, let me know.
@ActuallyUlysses Sorry. I cleaned the mod by hand with enchanted editor, but it turns out I uploaded the wrong file... smh... I've uploaded the cleaned file now so that should fix some of the problems. I did have delete to a few things to get the boards in the positions that I wanted them, so there should be a few deleted candles, windows, tapestries in the mod.
@ald Thanks for the detailed report on compatibility with BCOM! I don't use it personally so I would have no way of knowing where my mod would conflict with it. I grabbed your edited .esp from the discord and uploaded it here if that's alright.
@TyraaRane oh crap! Sorry, was answering from phone and I could've sworn that I saw gold rim on your comment :D
@Kalinter thanks for uploading a clean file. It would be nice if you post locations of boards and caves that are affected by your mod. I really like it, but I noticed a couple of incompatibilities with mods that I like to use. Unless, there is an easy way to find affected cells by myself. I know its easy with xEdit, but not sure there is a version of it that works with Morrowind.
@ActuallyUlysses I've added a spoiler file under miscellaneous files with a list of edited cells and some quest information. You can also use Morrowind Enchanted Editor to view cells and anything else edited by mods. It works very similarly to xEdit, but it can only load one plugin at a time.
Sadly, the only way I am able to make your mod compatible with Mines&Caverns is to create a replacer esp. Two in fact - one for vanilla version and one for BCoM version.
Therefore every time you would update your mods, a new version of patch would need to be created.
I was told it can also be done with a script that would check if ie. Mines&Caverns esp is active and move objects in Panat if true, but I am not sure how to do it :P
is there somone specific i need to talk to after killing Dravil Omavel? cuz talking to the high elf in fort pelagiad does not complete the quest and give me the 500 gold for killing him.
You should be able to speak to Angoril in the fort after you kill him using the topic of Dravil Omavel. Can you give me a bit more information? Did you get a journal update when you killed Omavel?
OK. Then my guess is that you have another mod that is editing Omavel. He has a new script on him that should trigger when he dies, but if there is another mod that edits him it will remove the script. You could try moving my mod to the bottom of your load order to see if the issue persists. If all else fails you can use this console command to get the journal update and then you should be able to complete the quest:
I think you can achieve same result by adding variables "DEAD" "dravil omavel" = "1" to speaker conditions in those dialogues that reward player for killing this npc. This is how this mod does it to reward player for completing bounties under topic "bounty hunter".
You will not get a nice journal entry that way, but maybe there is way around it too?
47 comments
One great thing about Morrowind is that once you gain knowledge of Vvardenfell and its many secrets, it rewards subsequent playthroughs. For example, I know that my new paladin character will want the Mentor's Ring, but not the Boots of Blinding Speed. I can also make the choice not to go into Samarys if I'm roleplaying a heavily religious character - a choice that works because your mod adds the notice to the board in Seyda Neen. At the same time, I could be playing a thief character or someone who was sleighed by the Tribunal Temple, and steal it anyway.
Also, it's ridiculous that an Ordinator would be in the middle of nowhere guarding a tomb like this. The Mentor's Ring is a creation of a wizard to his apprentice, not a priceless and important religious artifact.
At the very least, replace the overpowered Ordinator with someone more fitting of Seyda Neen and the region as a whole - armed guards sent by the Samarys family; thieves who read the noticeboard in Seyda Neen and decided to steal the ring for themselves; tribunal zealots of some sort. And certainly not NPCs who can one shot your freaking character.
me figuring out that the glass dagger at the suran pawn is broken and therefore is cheap to buy, cheap to repair, and good money or equipment early game has followed me ever since; can't really blame you.
but a part of us all likely want's to experience morrowind for the 1st time again; little surprises like this and the puzzle box randomizer will be good for my new runs. you can just "take my place" him out of the room id think... if not you can console select him and disable him out of existence, i haven't been to mentor's yet but that should more or less revert it to its standard config if he was just added and nothing else.
The Pearl Diver's Mishap
I have the requested special Dreugh Wax and he doesnt let me complete it
The gaurd to turn into is nowhere to be found
Thank you very much for remaking this mod
When I 1st loaded it, it gave me these errors (this is all I have in my warnings.txt file):
?One of the files that "Broadsheets and Notice Boards.ESP" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.
Object reference "ex_nord_win_01"
missing in master file.
Current file "Broadsheets and Notice Boards.ESP"
Cell "Seyda Neen, Arrille's Tradehouse"
Object reference "bk_arrilles_tradehouse"
missing in master file.
Current file "Broadsheets and Notice Boards.ESP"
Cell "Seyda Neen, Arrille's Tradehouse"
Texture "Data Files\Textures\hrn\shadow.dds" count 3.
Texture "Textures\_land_default.tga" count 3.
Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.
ModelList still has 2 NIF files.
1 - Meshes\xbase_anim_sh.nif
1 - Meshes\hrn/shadow.nif
are you using autoharvest?
try disabling the ingredient option at the bottom of its mod configuration menu if you are, my guy grabbing cornbread in sailen was the cause for me. auto harvest is still fine its just that one toggle.
hope it helps.
Sadly, it is also not compatible with BCoM. Mod seems to touch things like room doors in Eight Plates in Balmora for no reason.
Its a shame, because apart from that it contains some amazingly immersive content!
EDIT: I've had a bit more time to poke around with this. Cleaning the mod fixes all but one of the Eight Plates doors. If you have some CS knowledge, you can move the door back into its proper BCOM place yourself. Same with the St. Delyn corridor piece; it just needs to be nudged down into the right spot. I'm not sure if there's any other compatibility issues that need addressing.
I was thinking about doing just that. CK is simple enough.
However, I don't know easy way of finding all the changes your mod made. For example I don't know where you placed all boards. The fact that TES3CMD marked your mod as not clean suggests that you might've touched something unintentionally in some areas which I might not be able to find easily.
I guess you should try to clean your mod via TES3CMD yourself and see if everything works as intended. Out of top of my head I can remember TES3CMD informing me about removing some light sources. Then I was wondering if wired shadows on some notes were there prior to cleaning.
Anyway, have you intended to touch anything except placing those boards and adding office in St. Delyn in game world?
FYI, though, I did notice that the mod adds a room to the St. Delyn, Storage cell. But from a quick inspection it appears to be compatible out of the box with BCOM. I did a quick skim through some other edited cells from this mod and didn't spot anything weird. I think Kalinter would know better which cell edits were intentional and which weren't.
@Kalinter thanks for uploading a clean file. It would be nice if you post locations of boards and caves that are affected by your mod. I really like it, but I noticed a couple of incompatibilities with mods that I like to use. Unless, there is an easy way to find affected cells by myself. I know its easy with xEdit, but not sure there is a version of it that works with Morrowind.
@ald thanks for patch!
https://mw.modhistory.com/download-37-1662
Therefore every time you would update your mods, a new version of patch would need to be created.
I was told it can also be done with a script that would check if ie. Mines&Caverns esp is active and move objects in Panat if true, but I am not sure how to do it :P
journal KJS_omavel_bounty 20
Do you absolutely have to do it via script?
I think you can achieve same result by adding variables "DEAD" "dravil omavel" = "1" to speaker conditions in those dialogues that reward player for killing this npc. This is how this mod does it to reward player for completing bounties under topic "bounty hunter".
You will not get a nice journal entry that way, but maybe there is way around it too?