I can confirm that this mod does have a hard conflict with Dramatic Vivec, Vivec's Chamber and Ebonheart Underworks. With this mod installed, the game would crash to desktop with any load attempt where any of those mods were active. There were other conflicts with Mines and Caverns, Darknut's Dwemer Interior Tiles and some others that Wrye Mash identified. While I had it active with some of it's dependent mods, the game was running very sluggish.
At the same time, the dependent mods were beautiful and I would have liked to keep them, but DR_Data just has too many conflicts with popular mods. I'm putting a new game together, so this one had to go. I don't want to have to plan around this instead of having a full range of mods to choose from to build my game.
With the nice material that DR_Data has to offer, I hope that this mod will be restructured so that it can be more practical to use. That would be the best solution, rather than expecting who knows how many mod authors to create patches to work with this. In the meantime, I cannot recommend that players install this mod in their game.
Yes, it is a little bit sad. I was initially hoping modders would use this asset library more. I probably didnt advertise it enough and didnt take nice screenshots for that.
Dr_Data uses the folder 'sounds' for its pickaxe and levitation sounds, but most mods and Morrowind use 'Sound' for the sound directory. Is this a typo or just what Dr_Data is supposed to use?
Ok, should DR_Data come before or after OAAB_Data?... DR_Data overwrites A LOT of other meshes/textures. I'm honestly afraid to use it. Last time I used something like this it ruined my game. Everything in the world was flashing multicolors. I already have OAAB, and Intelligent Textures.
Honestly im surprised it does, all the meshes and textures have their own affixes. Maybe you are running mods that already use DR meshes, since they are quite popular, the reason i made this library. But there should be no reason to overwrite anything. Just skip any overwriting prompts, if you install manually. If you are using a mod organizer load this first just to be sure not to overwrite anything.
Yeah, but I amm not sure how many people will like to make their mods depenndannt on old assets. I fell in love with these assets however and wanted to make them more accessable for modders.
What @blackshuriken is, and in my opinion correctly, saying that you should not be modifying in any way LondonRock resources. Ebonheart Underworks has an asset with the name "dr_con_sack_pile_01". Now whether or not that asset is LondonRock asset does not really matter. It should be the responsibility of the creators of Ebonheart Underworks to fix the issue identified by @OrganShelter.
And in fact this issue was raised in the comments section of Ebonheart Underworks over a week ago.
I love this asset pack, I use it extensively. One thing I've noticed while unpacking mods is a lot of mods seemingly pack stuff from oaab/dr/tr into their mod's assets -- whether intentionally or not, I don't know. In any case, one thing you could try to increase community exposure to this repository is to require it as a dependency for Vivec God the City. Just a thought.
Getting a similar error message with Mines and Caverns:
Matching IDs: dr_asrt_telescope_lg_01
Dr_Data.esm: type Activator Clean_Mines & Caverns.esp: type Static
EDIT: Just found this message from Beautiful Cities of Morrowind's comment section, looks to be the root cause:
"In case nobody said this so far: can you update the esp's for Mines and Caverns and Ebonheart Underworks so they don't have the dr prefix in statics which conflicts with DR_DATA? The latter had already an update on it's mod page. (The only two mods I know that use DR_DATA is V?vec God the city and Hla Odai, so maybe it's not worth it but just wanted to comment anyway)"
EDIT 2: Okay, I THINK I figured it out. I must have been using an old version of BCOM, because when I redownloaded it from the Nexus, it no longer required Dr_Data.esm.
Sorry, I am not an asset creator. I dont know how to make models or textures. I merely made and effort to put Londonrooks meshes into one cohesive .esm because so many modders use them. I would love to change a lot of models and textures myself if I could.
Lol! Wow, I forgot to post the link to the tool, which makes me look like... well, you know: https://www.nexusmods.com/skyrim/mods/12801?tab=description
32 comments
At the same time, the dependent mods were beautiful and I would have liked to keep them, but DR_Data just has too many conflicts with popular mods. I'm putting a new game together, so this one had to go. I don't want to have to plan around this instead of having a full range of mods to choose from to build my game.
With the nice material that DR_Data has to offer, I hope that this mod will be restructured so that it can be more practical to use. That would be the best solution, rather than expecting who knows how many mod authors to create patches to work with this. In the meantime, I cannot recommend that players install this mod in their game.
error matching IDs - dr_book_baluopen
DR_DATA - book
dramatic vivec - static
?Matching IDs: dr_con_sack_pile_01
Dr_Data.esm: type Container
Ebonheart_Underworks.esp: type Static
I fell in love with these assets however and wanted to make them more accessable for modders.
Ebonheart Underworks has an asset with the name "dr_con_sack_pile_01". Now whether or not that asset is LondonRock asset does not really matter. It should be the responsibility of the creators of Ebonheart Underworks to fix the issue identified by @OrganShelter.
And in fact this issue was raised in the comments section of Ebonheart Underworks over a week ago.
Matching IDs: dr_asrt_telescope_lg_01
Dr_Data.esm: type Activator
Clean_Mines & Caverns.esp: type Static
EDIT: Just found this message from Beautiful Cities of Morrowind's comment section, looks to be the root cause:
"In case nobody said this so far: can you update the esp's for Mines and Caverns and Ebonheart Underworks so they don't have the dr prefix in statics which conflicts with DR_DATA? The latter had already an update on it's mod page. (The only two mods I know that use DR_DATA is V?vec God the city and Hla Odai, so maybe it's not worth it but just wanted to comment anyway)"
EDIT 2: Okay, I THINK I figured it out. I must have been using an old version of BCOM, because when I redownloaded it from the Nexus, it no longer required Dr_Data.esm.
I reuploaded it, should be online any second now.