I will check. Edit: I had a look and that mod adds a shrine where the altar is. The Morrowind CS doesn't allow you to permanently delete objects from other mods so I'm afraid that a patch from my end isn't possible either.
Using Wrye Mash change the source file of the assets you want to make the compatibility patch for from an .esp to a .esm - saving the new file as a copy (this can also be done with programs like "mod prepare"). In the Construction set load this new .esm file along with the other mod that you want tmake the patch for. Then make whatever changes are required for the patch (i.e. moving an NPC's location). Save this all as a new .esp called "Compatibility Patch" (or whatever). Now open Wrye Mash. In the program locate the compatibility patch .esp in the left panel. In the right panel you'll see a list of that .esp's master files. Right clicking one of these will give the option to change the file to another one. If you kept the original .esp that you made a copy of before turning into an .esm, then in that list will be that original .esp. If you didn't make a copy then change the .esm back to an .esp through the same method you did the original conversion. Anyway, set this .esp as the Compatibility Patch's Master File and click save - ignoring the warnings. And that's it. Lot's of text here, but the actual process is just a few clicks. Just set your load order so that the patch loads last as usual.
is it possible to have the raw statue from floor to cieling, rather than being placed atop the existing shrine? you could assign it as an activator and choose the script on the object as "DaedraMephala"
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Edit: I had a look and that mod adds a shrine where the altar is. The Morrowind CS doesn't allow you to permanently delete objects from other mods so I'm afraid that a patch from my end isn't possible either.
From: https://www.reddit.com/r/Morrowind/comments/qrj50r/comment/hk79eic/?utm_source=share&utm_medium=web2x&context=3
Using Wrye Mash change the source file of the assets you want to make the compatibility patch for from an .esp to a .esm - saving the new file as a copy (this can also be done with programs like "mod prepare").
In the Construction set load this new .esm file along with the other mod that you want tmake the patch for. Then make whatever changes are required for the patch (i.e. moving an NPC's location). Save this all as a new .esp called "Compatibility Patch" (or whatever).
Now open Wrye Mash. In the program locate the compatibility patch .esp in the left panel. In the right panel you'll see a list of that .esp's master files. Right clicking one of these will give the option to change the file to another one.
If you kept the original .esp that you made a copy of before turning into an .esm, then in that list will be that original .esp. If you didn't make a copy then change the .esm back to an .esp through the same method you did the original conversion. Anyway, set this .esp as the Compatibility Patch's Master File and click save - ignoring the warnings.
And that's it. Lot's of text here, but the actual process is just a few clicks. Just set your load order so that the patch loads last as usual.
you could assign it as an activator and choose the script on the object as "DaedraMephala"