File information

Last updated

Original upload

Created by

Team Ceaseless Centurions

Uploaded by

tewlwolow

Virus scan

Safe to use

Tags for this mod

57 comments

  1. GguyWesker101
    GguyWesker101
    • premium
    • 17 kudos
    I've yet to do the quest, but I've had a boat randomly pop in and out of existence at the dock of Seyda Neen, and I have tracked it down to this mod given that I've heard mention of a boat showing up there to take you to the island at some point.

    sometimes It's fully there and docked, other times it's completely missing, but MGE still renders its reflection in the water, and the there are those times where it pops in and out of existence depending on the angle. If you can and are willing, I'd like to ask you to get it fixed. Till then I'll have to play without the mod, as it is very annoying when it happens.
  2. Chresones
    Chresones
    • member
    • 2 kudos
    Unfortunately, couldn't even start the quest due to TR etc. mods (including one for Seyda Neen specifically) enabled. 

    ...forced fm_companions_gathered to 1 & placed all 3 on the boat (with that argonian) but nothing happened. A pity :(
  3. JosephRivers
    JosephRivers
    • member
    • 1 kudos
    Good day, all.
    tewlwolow, thank you for the great mod.
    * Would you, please, make it BCOM compatible.
    NOpacic,
    * Would you re-share your compatibility patch.
  4. GrIInShOt
    GrIInShOt
    • member
    • 7 kudos
    I really must curse a man who decided to introduce spiders into Morrowind. Too many great mods I won't try because those eight-legged monstrosities will bring me to a nervous stupor.
    1. Maarsz
      Maarsz
      • premium
      • 39 kudos
      Well, you're in luck! https://www.nexusmods.com/morrowind/mods/52476
  5. LegendaryRedguard
    LegendaryRedguard
    • premium
    • 0 kudos
    Anybody knows what the compatibility issues with LGNPC are and how severe they are?
  6. Saliosnoctin
    Saliosnoctin
    • member
    • 1 kudos
    Would this be compatible or not with the official plugin "Siege at Firemoth"  or the UMOPP Naturalized version of said "Siege at Firemoth"? If it is, it'd make Firemoth a lot more fun. If not well I may give this one a try over the official/naturalized Firemoth plugins. Either way I am curious only reason I asked if they were or weren't compatible.
    1. Remiros
      Remiros
      • premium
      • 1,086 kudos
      This mod is meant to be a replacement for the official Siege at Firemoth plugin. They are not compatible.
    2. ReverendFelix
      ReverendFelix
      • member
      • 11 kudos
      But it is worth mentioning that this mod requires Siege at Firemoth.
    3. Remiros
      Remiros
      • premium
      • 1,086 kudos
      No, it doesn't. This mod is completely self-contained.
  7. Tutenshtein
    Tutenshtein
    • member
    • 0 kudos
    Please make compatibility patch for BCoM, it's just the boat and npc position in Seyda Neen.
    1. aurum42
      aurum42
      • premium
      • 13 kudos
      This would be great if possible.
  8. Starblast16
    Starblast16
    • member
    • 8 kudos
    Anyone else have an issue where the boat that takes you to Firemoth appears before you even hear about Fort Firemoth? I keep having it appear clipped into the boat you arrive on during character creation.
    1. inpv
      inpv
      • member
      • 15 kudos
      Same here. Maybe it was meant to be that way by the authors, idk
    2. CoffeeBeard0
      CoffeeBeard0
      • supporter
      • 10 kudos
      Yeah same. Even with BCOM, a ship gets placed at the dock (new travel service) and the Firemoth ship is clipped inside.

      There's a neat little spot left of the dock which would fit the Firemoth boat perfectly, just saying, twelwolow ;)
    3. tewlwolow
      tewlwolow
      • premium
      • 110 kudos
      I was mostly 'the sound guy' on this one :D thanks for the reports!
    4. emperor6928
      emperor6928
      • member
      • 3 kudos
      I also have this!
    5. NOpacic
      NOpacic
      • member
      • 1 kudos
      Here you go.

      https://www.nexusmods.com/morrowind/mods/52988/
    6. Zeroty
      Zeroty
      • member
      • 0 kudos
      I have this and this is frustrating! and the mod that relocates the boat is deleted. Is there any fix? Have you found a solution?
  9. Yakobeeem
    Yakobeeem
    • member
    • 0 kudos
    Any plans for TR compatibility?
    1. tewlwolow
      tewlwolow
      • premium
      • 110 kudos
      If TR is still planning to replace Firemoth as whole then it’s not really feasible. I think it was supposed to be an optional plugin or something, which you could turn off, so it should be fine.

      It’s a bit like asking if two different city overhauls are going to be compatible when run together… :)
    2. HaloVarium
      HaloVarium
      • supporter
      • 1 kudos
      TR already has an optional plugin that allows compatibility for mods that edit Firemoth 
  10. dmjohn0x
    dmjohn0x
    • premium
    • 0 kudos
    Any chance of removing reliance on MWSE? OpenMW plays so much better, I dont think I'll ever go back. Sucks that im unable to play MWSE reliant mods though.
    1. TheDrunkenMudcrab
      TheDrunkenMudcrab
      • premium
      • 104 kudos
      Please never say things like this.