File information

Last updated

Original upload

Created by

clone- Pinkertonius- Diomes2

Uploaded by

Diomes2

Virus scan

Safe to use

Tags for this mod

43 comments

  1. Diomes2
    Diomes2
    • member
    • 7 kudos
    Locked
    Sticky
    I'm just preserving a bit of history here. I'm not intending to change this mod into something else, but if you find a problem let me know and I might fix it. I sometimes disappear for quite a while, but I'll look whenever I'm around.

    QUESTIONS:
    Which files should I use? --- look at the images I posted for reference---

    1st : Image shows the location of this mod included in the "MAIN FILESPMR - Sea of Destiny 1.1c (with SoD Complete)  this is the only file you "need". It is TR compatible, cleaned and "fixed" and is what I recommend.

    2nd : Image shows the original location that clone made in 2003-2004. If you like this location, install the "MAIN FILES" and then use the "OPTIONAL FILES" ORIGINAL LOCATION Sea of Destiny.esp instead. It is Not TR compatible, but it is cleaned and "fixed".

    3rd: Image shows the location of this mod where Envy moved it to in 2014?.. It is off the in game map using a pure vanilla install. You can however see it on the map with either OpenMW or MWSE w/ UI Expansion mod installed. If you like this location, install the "MAIN FILES" and then use the "OPTIONAL FILES" TR Compatible version by Envy123 instead. It is TR compatible, but it is Not cleaned or fixed. Use at your own risk.

    Only run one .esp file at a time!  ( I mean you could run them all at once, but that would be really weird, and you'd have 3 identical landmasses at different locations and a real mess going on in Vvardenfell )

    Install like any other mod. I recommend Wrye Mash - or - Wrye Mash for OpenMW. If you already have an old PMR version installed you can replace that .esp file with mine, but you'll have to repair your save with Wrye Mash or some equivalent, and cross your fingers for luck. I got mine working fine in this same manner with an already well played game. Hope you enjoy it!
  2. enderandrew
    enderandrew
    • member
    • 4 kudos
    Ideally I'd love to play with a version that has the latest fixes, but also doesn't conflict with TR.
    1. Diomes2
      Diomes2
      • member
      • 7 kudos
      Everything you need is in the main file - Compatible and Fixed -
  3. EPIPHANESXLR
    EPIPHANESXLR
    • member
    • 6 kudos
    Is the "ORIGINAL LOCATION Sea of Destiny.esp fixed" the one we're supposed to be using?
    1. Diomes2
      Diomes2
      • member
      • 7 kudos
      Short Answer - Probably Not
      ----------------------------------------------------

      Long Answer -

      Only if you want to play this mod in its "Original Location" which is right next to Seyda Neen. This location conflicts with Bethesda's official Siege at Firemoth expansion and with Tamriel Rebuilt.

      The only .esp you 'need' is the one in the Main File.

      ************

      The .esp's in the Optional Files are different locations where this mod is placed in the game world.

      "Original Location" == where clone originally placed this mod. Cool location... It's nice to look at...  conflicts with everything... but I did apply fixes to it.   ...I should upload a picture that shows this location... ...I might do that... DONE 2nd picture shows location of Original

      "PMR - Sea of Destiny 1.1 (fixed).esp" == The location Pinkertonius moved it to. You can see location in the first image I uploaded. This file is only here for people that already had the previous version and didn't want to redownload all the assets they already had. It's already included in the 'Main Download'. This location conflicts with the mod Fablewind by Tel Shadow. ...I should probably place this file in the 'Old Files' category just to avoid confusion... ...I might do that... DONE

      "TR Compatible version by Envy123" == The location where Envy moved PMR version to years ago. It's completely off the vanilla game map, and I didn't fix anything in that files... just preserved it from being lost to internet oblivion. It conflicts with Melchior Dahrk's - Lyithdonea... ...I should upload a picture of that location... ...I don't feel like installing another OpenMW morrowind.exe... ...I might not do that...
  4. Farzaneh
    Farzaneh
    • member
    • 2 kudos
    I uploaded the Construction Set view of the Sellius Office. There are no other mods attached to this one.
  5. wcfcarolina13
    wcfcarolina13
    • member
    • 2 kudos
    The location of this landmass will probably be problematic for future TR players. However, I imagine this isn't really a lore-accurate mod in the first place.
    1. Diomes2
      Diomes2
      • member
      • 7 kudos
      Well... true... I guess in another 23 years when TR finishes the other half of mainland Morrowind, they just might start adding land where this mod is currently located...

      Good news is, I might be dead by that time so I won't have to worry about it! :D

      Jokes aside, I hope the TR team proves me wrong, I think their output has increased in the last 5-10 years. Would be wonderful to play all of Tamriel according to their vision.
    2. Farzaneh
      Farzaneh
      • member
      • 2 kudos
      You could put this distant version in it's own world space.
  6. Farzaneh
    Farzaneh
    • member
    • 2 kudos
    I uploaded 4 more pics.

    This about it for my '[suggested] land/npc changes for this version. I guess you create a drowning case at the bottom of the lake in Daggersoul that starts off the main quest that leads to all the regions ultimately to Regar and Bundin.
  7. Farzaneh
    Farzaneh
    • member
    • 2 kudos
    I have uploaded two more pics, Transport to Balmora/Ebonheart and Tutter Sea, who's Barter inventory is empty with only 500 gold, MCA hasTtravel Merchants at 5000g.

    Use NPC Command V8 to move NPCs around in game before deciding their final placement.

    This version works just like the previous versions.
    1. Diomes2
      Diomes2
      • member
      • 7 kudos
      Original location with current fixes added to additional files. I didn't make the personal edits you made, but all the bug and compatability fixes are there.... I think... I kinda forgot about all the things PMR had to do, but luckily ( for you ) I spent quite a while stuck on an airplane/terminal and got most of this done during that time.

      Let me know if you find any errors... there's a chance that I used a wrong texture somewhere that might pop-up with an in game error message. I hope that's not the case though.
    2. Diomes2
      Diomes2
      • member
      • 7 kudos
      I still haven't updated changelog because this site simply won't process it. No idea why, but you can see the full report in my readme.
    3. Farzaneh
      Farzaneh
      • member
      • 2 kudos
      I upgraded the Or Merchant on the hill t0 90,000 gold and Master Trainer for Smithing/Long Blade/Heavy Armor to  100% this allows me to sell the Daedric weapons and spend it on training.
  8. Farzaneh
    Farzaneh
    • member
    • 2 kudos
    In the previous update, I moved Mayer to Ebonheart ship transport. You should make video showing the latest updates to this mod.
    1. Diomes2
      Diomes2
      • member
      • 7 kudos
      Only 2 really noticeable things were done. The rest would only be noticed if you had some kind of mod conflict.

      The first edit is one that you had mentioned earlier. "The tunnel gates in front of the Palace needed to be cleared or raised higher." I honestly thought that I had already fixed that, but I guess I reverted to an older .esp at some point and missed it. Didn't think it was worth a new update just for that at the time.

      The second noticeable fix is the sliding door in the Elador, Council Manor. That script was comically messed up, but I didn't notice it for a while because the original Japanese House script was really awkward to begin with. Since the script in this mod wasn't just awkward but copied and pasted from a different mod with the door simply teleporting to an inaccessible location never to be seen again, I decided to just rewrite it so that you can actually see the door slide and you can use it more than once. Like a real door.
    2. Diomes2
      Diomes2
      • member
      • 7 kudos
      That's it as far as changes that you can see while playing. The whole point of this mod is so that people can play this "fixed". No dirty references, No bugs, Best Compatability. If I'm doing it right then no one should really notice any of my changes. The mod should just work better.

      If there is interest, I could upload a very different version, that adds in a lot of unfinished cells from the original mod, as well as a lot of personal edits and new resources I've made myself. But it is still very unfinished because of how big this mod is. So it would be a WIP Alpha Version that might pop up errors straight out of the box. I haven't posted it because people will probably fill up the bug reports on things that I'm still working on. And who knows what horror I could unleash if I accidently deleted a NPC and uploaded that file here. ( I did that not too long ago - not the uploading part - but had 2 renamed 'dirty' NPC's edits that I didn't notice for almost a month )

      As far as  a video goes:
      The majority of these fixes are almost completely un-noticeable in a normal playthrough. When clone made this mod there wasn't a concensus on good modding practices. So what happened is that a lot of unintentional edits were made in the CS, "dirty edits". Most of these won't cause any real issues, but if they did, it would be very difficult to determine what is causing it. I couldn't really show most of what is changed in a video unless I was just showing the cleaning process using the new perks of CSSE to locate the problems, and then all the additional tools to clean various records.
      I also don't know how to upload a video here without having a YouTube account. I also have never tried recording myself, or posting anything like that anywhere before. I'm a really private person, so I take exception to most EULA agreements.
    3. Diomes2
      Diomes2
      • member
      • 7 kudos
      I'm trying to update the changelog too.... but... it's been 4 and a half hours of waiting for Nexus website to process it..... idk....   I'll leave my computer on over night so that the 4kb worth of text can update.. lmao
    4. Farzaneh
      Farzaneh
      • member
      • 2 kudos
      I have no issue with SoD at all, but I moved Loth Mayor to Ebonheart vanilla ship transport as it made more sense than a lone guy standing outside a inland town. I just used the position numbers of the vanilla green arrows to reposition the Loth Mayor arrow. I also re-positioned the Daggersoul boat man next to his green arrow.
      I noticed that the archs in front of the Palace have been covered up. In the 1B version I just raised up then Smoothed down the land with setting 2 to make the Arches passable, the same was done with the original. I also raised up and smoothed down the mountain pass to the Dwemer Tower, now it is easier to reach even with followers.

      My box can't handle Tamriel Rebuilt (5fps), therefore the original Seyda Neen version is more practical for lower end computers. If you ever get the time, could you fix the original version as well?
    5. Diomes2
      Diomes2
      • member
      • 7 kudos
      Yeah, I think I can do that. I kept pretty good records of what I did so it shouldn't take me too long this time. There are several texture replacers that overwrote everything in the game. That's still gonna be a headache to do again, but there might be a clever way to make it easier... we'll see. ( I made it so that those textures only affected the places added by the mod )

      I'm out of town for at least a week, but I'll try and get on it when I return.
    6. Farzaneh
      Farzaneh
      • member
      • 2 kudos
      I uploaded of Loth Mayor in Ebonheart, too bad npcs don't have xyz positioning so I deleted the original and placed several Loths on the boat and deleted the floaters.
  9. ArtInPinkerton
    ArtInPinkerton
    • premium
    • 43 kudos
    Thanks Diomes2 for the shoutout though not needed. It was Clone's mod and I just gave it a little touchup and new location. 

    Fun fact. Back in the day, I had a raw pre-alpha 1.2 focused on improving the mod overall. I had mostly just improved landscaping and fixed up the main city but I also had started writing expanded dialogue and backhistory in a notebook. Sadly I drifted from modding Morrowind and it sat untouched since 2011. I just checked, and the mod is still there in my archives marked as "in progress" LOL. 

    - Martin
    1. Diomes2
      Diomes2
      • member
      • 7 kudos
      Ty, just giving credit where credit is due.  ;)

      Yeah, you e-mailed that version, and I've started to expand on it. Fixing a lot of land seams, making the ridiculous steep and deep water locations more accessible or at least make it senseable. Assigning proper ownership to all items, giving structure to all the ID names/scripts, linking all the interior cells that had no exterior access, finishing clone's obvious WIP cells, removing sharp vertices in landscapes, applying transparent backgrounds to item icons, proper vertex shading, adding rocks to mountains to bring it up to at least vanilla standards, adjusting NPC stats to normal stat ranges, adjusting item values to normal ranges, adding a proper travel system with boats and docks, assiging proper north marker direction to all interior cells, changing building interiors/exteriors so that they are congruent with each other..... on and on...

      I've also got a lot of dialogue/quest/lore ideas, but I really feel I have to fix the former before I start adding the latter...

      It's such a big mod so there's a good chance I'll be the next one to have a "in progress" sitting around for years... LOL
  10. AbduSharif
    AbduSharif
    • member
    • 0 kudos
    Thank you for keeping this alive.
  11. BobTheBobCatt
    BobTheBobCatt
    • member
    • 5 kudos
    Are there any plans for the Frost Fall addon for SoD, or is it included?
    1. Diomes2
      Diomes2
      • member
      • 7 kudos
      It's included