I figured it out at some point after posting that. The script actually comes from Dallara Balmora, and, per Dallara1000, you can fix it when it stops working (i.e. the door doesn't open) by waiting until nightfall (when it's supposed to be closed), opening the console, then clicking on each non-opening door and entering the "SetAtStart" command on it, to reset the script attached to the door.
How exactly are players supposed to complete the quest for the temple priest in the sewers? When I went to the bookstore, the bookseller didnt accept the 5 books because they are forbidden but my journal updated as if she accepted them and the priest doesnt have any ending dialog either. I tried raising her disposition but it either didnt affect it or I didnt raise it enough. (Im using silver tongue and cant see the disposition bar yet lol)
Also the northern gate is just permanently closed in my game.
I feel kinda stupid for not even trying to talk to the guard.
Theres also a bug when you pick the topic "Progress of Truth" with the Temple Priestess. The dialog gets stuck at the 2 choices to rat out the dissident priest or saying nothing until you pick the option to rat the priest out to the temple.
I haven't done that quest yet, but I was very suprised exploring canals to find a Dissident Priest living in a hideout there, coping propaganda over and over again. Fantastic addition, gives the location another bit of bonus life / immersion!
In general, I don't really like changing original game locations - but this mod is just fantastic! As much nostalgia as I have for vanilla Balmora, City of Contrasts improves the city greatly. It's more alive now, it has several distinct sectors and super atmospheric spots, like back alleys where smugglers or drugdealers spawn from time to time. Or this communal housing place for poor Hlaalu citizens. Or fantastic small and crampy houses you can claim, because they are empty. I love how dense the city became.
Market stalls selling all kind of daily use stuff where it used to be just an empty plaza are great - and they add new items to the game! I don't know how could I live before without Guar Milk bottles and Trama Tea! Definitely some of most fun items to place in your house. My favourite part of the mod are those fantastic open-tunnels on both sides of the river, leading to different houses and the whole network of sewers. In this playthrough, I've made my house inside those seweres, among bums and junkies and it's fantastic to live here! I'm also using mod letting you to turn slaves into companions and a 2 mods adding manequins you can put your armor on, so using those two mods I've populated those sewers, put some furniture inside and made them into those odd corridor-housings full of carpets, pillows and paper lanterns!
Upper city for the nobility and richer citizens is a very fun concept, but in practice I find it somewhat pesky, because you can not always get the access inside. One way or another, after hitting some level of personality or in-world fame, it's no longer an issue, because you get a free pass every time (I'm not sure what is requirement for passing the gate). Still, the first time I had to bribe the guard to let me in was a very memorable event. Reminded me a bit of getting access to the city in Gothic II (ah! good old times of gaming).
Is this compatible with Stav's Mages Guild Aethetics mod that adds the glowing eye window to the mages guild? I've been using it (or the BCoM version of it) for years, and I really don't want to get rid of it. 🙂
I wonder if this is compatible with Screw You Sovor Trandel at all, since they both make changes to his quests.
How frequent are the random encounters btw? I haven't been getting any while testing my load order with Quick Char, but idk if that's because it screws with the scripts somehow or if there's an issue with another mod.
Hi, I'm the mod author of Amazing Balmora Expansion. I am trying to create a compatibility patch between my mod and Beautiful Cities of Morrowind. I saw that you managed to do this with your mod and BCoM. Would you be willing to help me and explain how you managed to do this? I would appreciate it very much! I opened the .bat file and saw that you deleted some 4 LAND id's and 1 CELL id. What are the LAND id's from, Balmora's landscape?
Hi! Yes, it is Balmora landscape. Cell id is fitting for every cell with Balmora in their name, interior and exterior. In the first approximation,you can just use my .bat file and then load ABE after patched BCoM.
Thank you for the fast reply! So if I understand correctly: first I install BCoM -> then I run the batch file (or do I install the batch file in the mod list?) -> then I install ABE and put it after BCoM in the modlist. Would this be the correct way of installing?
Alright, I've run the batch file "City of Contrasts - BCoM" over the plugin "Beautiful Cities of Morrowind.esp".
When I load the game with only "Beautiful Cities of Morrowind.esp" I can tell it deleted everything in Balmora worked except for the temple.
When I load the game with both "Beautiful Cities of Morrowind.esp" and "ABE.esp" I get the following warnings: Warning 1: Object reference "Ex_velothi_temple_01" missing in master file. Current file "beautiful Cities of Morrowind.esp" Cell "Balmora" Warning 2: Object reference "flora_tree_wg_02" missing in master file. Current file "ABE.esp" Cell "Balmora" Warning 3: Object reference "flora_root_wg_01" missing in master file. Current file "ABE.esp" Cell "Balmora" Warning 4: Object reference "flora_root_wg_02" missing in master file. Current file "ABE.esp" Cell "Balmora"
After that I get render creation error: "" And the game crashes to desktop
Very interested, but most of my interests lie with House Hlaalu characters. How can I get into their restricted area to join the house? If the answer is a spoiler because the way involves bypassing the guards, just let me know there is a way but without spoilers. If I can get to Hlaalu at beginning of game, then this is my next new mod to try.
There are multiple ways, and I wouldn't say that any of them are particularly hard. Some may require certain skills, which a character aiming for house Hlaalu will most likely have at level 1.
It is more of a roleplay option than a serious challenge. Likewise the first Thieves Guil quest requires you to enter the High Town, to steal a diamond and it's very much doable.
98 comments
Also the northern gate is just permanently closed in my game.
The trader hints that you need to get rid of the guard somehow. You may try to bribe him. Or find any other way to move him topstairs.
Theres also a bug when you pick the topic "Progress of Truth" with the Temple Priestess. The dialog gets stuck at the 2 choices to rat out the dissident priest or saying nothing until you pick the option to rat the priest out to the temple.
Market stalls selling all kind of daily use stuff where it used to be just an empty plaza are great - and they add new items to the game! I don't know how could I live before without Guar Milk bottles and Trama Tea! Definitely some of most fun items to place in your house. My favourite part of the mod are those fantastic open-tunnels on both sides of the river, leading to different houses and the whole network of sewers. In this playthrough, I've made my house inside those seweres, among bums and junkies and it's fantastic to live here! I'm also using mod letting you to turn slaves into companions and a 2 mods adding manequins you can put your armor on, so using those two mods I've populated those sewers, put some furniture inside and made them into those odd corridor-housings full of carpets, pillows and paper lanterns!
Upper city for the nobility and richer citizens is a very fun concept, but in practice I find it somewhat pesky, because you can not always get the access inside. One way or another, after hitting some level of personality or in-world fame, it's no longer an issue, because you get a free pass every time (I'm not sure what is requirement for passing the gate). Still, the first time I had to bribe the guard to let me in was a very memorable event. Reminded me a bit of getting access to the city in Gothic II (ah! good old times of gaming).
Overall 10/10 mod!
How frequent are the random encounters btw? I haven't been getting any while testing my load order with Quick Char, but idk if that's because it screws with the scripts somehow or if there's an issue with another mod.
I opened the .bat file and saw that you deleted some 4 LAND id's and 1 CELL id. What are the LAND id's from, Balmora's landscape?
When I load the game with only "Beautiful Cities of Morrowind.esp" I can tell it deleted everything in Balmora worked except for the temple.
When I load the game with both "Beautiful Cities of Morrowind.esp" and "ABE.esp" I get the following warnings:
Warning 1:
Object reference "Ex_velothi_temple_01" missing in master file.
Current file "beautiful Cities of Morrowind.esp"
Cell "Balmora"
Warning 2:
Object reference "flora_tree_wg_02" missing in master file.
Current file "ABE.esp"
Cell "Balmora"
Warning 3:
Object reference "flora_root_wg_01" missing in master file.
Current file "ABE.esp"
Cell "Balmora"
Warning 4:
Object reference "flora_root_wg_02" missing in master file.
Current file "ABE.esp"
Cell "Balmora"
After that I get render creation error: ""
And the game crashes to desktop
Any idea what happened?
Thanks...
It is more of a roleplay option than a serious challenge. Likewise the first Thieves Guil quest requires you to enter the High Town, to steal a diamond and it's very much doable.