A new patch has been added to OAAB Shipwreck that aims to handle the land seam that occurs when using Tamriel Rebuilt. As the Uncharted Shipwreck is the southernmost cell in vanilla Morrowind, this was bound to happen. Load the patch after Shipwrecks and TR, regenerate your land through MGEXE, and all should be well.
Great mod, love the added exploration. Almost got frustrated when I need keys to open chests, but I appreciate that this mod single-handedly makes find key spells/pots useful.
Went through a bit of a process trying to complete the "Blood in the water" Quest. Just as a heads up to others having a hard time finding the last bottle...
There are other comments describing the quest process follow them. However... If you are running ModdingOpenMW's Extended Vanilla list, you will likely have a problem finding the last bottle...
Spoiler:
Show
The Koal cavern bottle is in the room with the Dreugh Warlord, but the cell has been edited and has a big daedric statue in it. The bottle is underneath this, next to a callop. I had to use the console and disable a bunch of things in order to access it.
- OpenMW: the Abandoned Shipwreck (the pillow wreck) there's a collision issue when trying to exit the cabin. To solve this issue, open console command and type "tcl" and swim out. I apologize for the inconvenience, but this wll be fixed in a future update where I'll do away with the cabin entirely and have it all in the exterior space.
Have a weird issue when leaving specific buildings near vivec such as vivecs palace, I hear a groan, and scream everytime, plays very briefly and only occurs when this mod is enabled
The shipwreck near Vivec's palace as smugglers who die when loading in, but you shouldn't even hear that. Are you on vanilla or OpenMW? Maybe you've got the draw distance to far. Need more information.
Its how OpenMW handle distant land I believe (it is not the same as MGE XE). It also extends the actors draw distance with the land (at-least in my experience I was able to see a Bull Netch pretty far away when testing out really high draw distance settings).
Weird Issue: I have OAAB - Shipwrecks and the TR Patch installed alongside all TR and OAAB files. I keep getting the error that one of the files that those are dependent upon have changed since the last save, but all master files are correct. Any ideas?
Ok i must ask, why would u remove cabin doors and interiors and made so that inside every ship players are stuck with no way out unless levitation or console? I am very suprised, and shocked even, that no one in comments mention this gigantic, totally out of vanilla-style problem. Other then that great mod but its totally immersion breaking for me and i will have to disable mod. Thanks for making it though!
The whole point of the mod was to remove interiors and crack open ships. Only a few cabins, which were quest related, were left intact. It's literally in the description and in the pictures provided.
hmm, they are not underwater. Shipwreck near Vivec on island, shipwreck close to Urshilaku tribe, and third one is somewhere in Azura Coast, cant remember exact location. Only one that seem normal is west of Seyda Neen but iirc it have no interiors in vanilla either. So basically in 3 out of 4 shipwrecks i visited , i got stuck inside with no way out without console (or levitation/jump potions if have it).
also unrelated of main issue, inside of shipwreck near Urshilaku tribe are 2 bonewalkers who are stuck and cant move. Even when i jump down they trying attack but are stuck. Maybe its intentional, its kinda creepy. But still, there is no way to get out from hole which is immersion breaking.
Incorrect, both the Vivec and the bonewalker ship have a means to get out. If you looked around and explored, you'd found levitation potions left there just for you. All my ships were made with environmental storytelling and exploration in mind. They all work and all serve a purpose. And as far as creatures getting stuck: not much i can do about it. MW's animation is jank.
the neglected shipwreck cabin door is many feet inside the ship mesh for me so i cant reach it, with the uncharted esp replacer and at the same shipwreck there is an old key that opens nothing
Double check if another mod's not interfering with that location. Also, there's no key in that locations exterior or interior cabin placed by this mod. Open console, click the door, then type ori. Do the same for this key. Without IDs, I got nothing to work on. Everything looks fine in the CS.
Hmm, I loaded both mods in the CS and the door was in the correct position. Did you load Uncharted Artifacts before or after Shipwrecks? Try loading UA before Shipwrecks. Also, those ID numbers aren't helpful to me. I need the actual IDs, like "_cor_key_001" etc otherwise I've no idea what key you're talking about.
ohh, it was x0_m05_key, it was placed seemingly deliberately inside a barrel along with the rusty weapons stuck in the ground, changing the load order did fix the door but the key is still there strangely enough. many thanks :) image
I spent at least 20 minutes looking for the key to the cabin of the Abandoned Shipwreck, and I couldn't find it. It looks like its door is set to only be openable with the key, as there's no level set on the lock, so I can't use my open spell on it to get around the fact that I can't find the key. This is my first interaction with the content from this mod, and I'd have to say it's been a very frustrating experience.
Thanks for the reply. I was there at night and in the area I think you're referring to, I couldn't see a thing. I uninstalled the mod to get around the issue (I was feeling impatient), but I'll keep what you said in mind. As for not being able to work around a key-locked door with magic, I've never encountered another lock in the game for which this was the case. That said, this is my first playthrough of the game, so there may be some such locks in the vanilla game. Isn't that the point of investing in either Security or Alteration, to be able to open any lock?
maybe this is just me, but i really don't like it when my unlock 100 spell doesn't unlock something. it makes me feel like a mod is broken or something is wrong. that's the whole point of having an unlock spell.
edit: i was also a bit confused because i'm at the shunned shipwreck near the abandoned shack, not the abandoned shipwreck. but i would still say that making a container immune to unlock spells breaks the rules of the game and is actually just annoying. :) making matters worse, i can't see anything while using a detect key spell, i've checked every container and corpse in the vicinity, and even killed the giant cephalopod thinking maybe it had eaten the key... but i'm at a loss, so it's time for me to continue to ilinubi.
i definitely appreciate the encouragement to explore, and i can tell a lot of work was put into the mod! i just think that circumventing my spells indicates maybe something could be done a little better.
anyway, i had another question, so i'll just add it here: is this right? are its legs supposed to look like that?
maybe this is just me, but i really don't like it when my unlock 100 spell doesn't unlock something. it makes me feel like a mod is broken or something is wrong. that's the whole point of having an unlock spell.
In vanilla MW, there's more than one instance where keys are used where even a 100 spell lock won't open it. If you can't open something in the wreck, there's a key somewhere nearby. Always. There's something like 19 shipwrecks in MW, and only 8 instances of modified keys locking something specific.
As for the shipwreck near Ilinubi, the key's in the hand of a corpse, dead center of the shipwreck. It's the one leaning against the Hlaalu marked crate with one hand stretched upward.
anyway, i had another question, so i'll just add it here: is this right? are its legs supposed to look like that?
Are you on OpenMW? I've heard the animation's kinda goofy there, but there's not much I can do about it. I'm not an animator.
176 comments
For those looking for a solution for OAAB Shipwrecks and Justice for Khartag, a merge plugin has been made by ffann1998 and can be found here:
Merge Compatibility Patch.
Load Order:
- TR Mainland
- OAAB Shipwrecks
- OAAB Shipwrecks - TR Patch
Went through a bit of a process trying to complete the "Blood in the water" Quest. Just as a heads up to others having a hard time finding the last bottle...
There are other comments describing the quest process follow them. However... If you are running ModdingOpenMW's Extended Vanilla list, you will likely have a problem finding the last bottle...
- OpenMW: the Abandoned Shipwreck (the pillow wreck) there's a collision issue when trying to exit the cabin. To solve this issue, open console command and type "tcl" and swim out. I apologize for the inconvenience, but this wll be fixed in a future update where I'll do away with the cabin entirely and have it all in the exterior space.
Great mod btw!
Anywho, a well made and beautiful mod.
So basically in 3 out of 4 shipwrecks i visited , i got stuck inside with no way out without console (or levitation/jump potions if have it).
and at the same shipwreck there is an old key that opens nothing
image
edit: i was also a bit confused because i'm at the shunned shipwreck near the abandoned shack, not the abandoned shipwreck. but i would still say that making a container immune to unlock spells breaks the rules of the game and is actually just annoying. :) making matters worse, i can't see anything while using a detect key spell, i've checked every container and corpse in the vicinity, and even killed the giant cephalopod thinking maybe it had eaten the key... but i'm at a loss, so it's time for me to continue to ilinubi.
i definitely appreciate the encouragement to explore, and i can tell a lot of work was put into the mod! i just think that circumventing my spells indicates maybe something could be done a little better.
anyway, i had another question, so i'll just add it here: is this right? are its legs supposed to look like that?
https://i.imgur.com/vdJxz2u.png
In vanilla MW, there's more than one instance where keys are used where even a 100 spell lock won't open it. If you can't open something in the wreck, there's a key somewhere nearby. Always. There's something like 19 shipwrecks in MW, and only 8 instances of modified keys locking something specific.
As for the shipwreck near Ilinubi, the key's in the hand of a corpse, dead center of the shipwreck. It's the one leaning against the Hlaalu marked crate with one hand stretched upward.
Are you on OpenMW? I've heard the animation's kinda goofy there, but there's not much I can do about it. I'm not an animator.