Even with virtual folders, Morrowind has to be installed somewhere. Just place the esp file and the bat file in Morrowind folder, run the batfile and then copy paste it where you need, then delete what's left to clean MW's folder.
while being at the imperial shrine, and walking from the fighters guild door to the room vis a vis towards the bed, i fall through the floor. just updated to latest tamriel rebuilt.
edit: latest OAAB, while entering the mage guild i get:
TES3Stream Warning: Model "Meshes\Stav\imp\F\rug_P_rekt_03.nif" tex not found "textures\stav\imp\rug_02.dds"! Texture Load Error!: textures\stav\imp\rug_02.dds
no idea if this is the fault of this mod or my setup, i can't fallow my install anymore xD
It won't work with any version of that mod as it has edits to the Wolverine Hall. You could make a bat file like the one I uploaded for the bcom patch though. You could even grab the one that's hosted here and simply change the esp name, it's a 2 minutes thing. It should work that way.
This is a really great mod making marvellous use of Gvalt's work. Thank you! Also a big thank you to Gvalt here.
One question, though: Are you, by any chance, planning on somehow making Wolverine Hall use the mechanics of Glow in the Dahrk? I've been using GITD for a long time now, and it would be really nice if your exterior windows were lit during nighttime and your interior windows during daytime...
Yes, but due to the fact that I switched to OpenMW I will do them for version 2.11.2 of GITD, which is also the same for my other mod "Nords shut your windows". Hopefully, you use this version as well.
Your additions are great, I would suggest reexporting some meshes with broken shading so there would be less notice-able seams. Original idea was to give the castle to pcname after some point in legion questline and templar of Wolverine Hall departing to the Cyrodiil due to politican instability.
As for the gallows. They were supposed to illustrate Imperial attempt at upholding at least some semblance of imperial law in the region instead of Telvannis law of might.
For anyone using both Shipyards of Vvardenfell & this mod that's having landscape issues in Sadrith Mora, load Shipyards of Vvardenfell.esp before RPNR_WHO.ESP. This fixed my land issues.
Using the Merged Lands tool likely fixes any landscape conflicts too. I have BCOM, RPNR WHO and Shipyards of Vvardenfell loaded and used the Merged Lands tool, and had no landscape conflicts. I haven't loaded RPNR WHO without using Merged Lands though, so I don't know what the specific landscape conflicts are.
Merged lands works with OpenMW, which is what I use it with :) However, it builds its 'Merged Lands.esp' based off of esm's/esp's in your Morrowind Data Files folder. If you mod OpenMW the recommended way by using separate data paths, and not by unpacking mods directly into Morrowind's data files, then it's a good idea to set up a separate vanilla Morrowind install and run Merged Lands through there, unpacking any esm's & esm's you use into the separate installation as well. This works for me fine as I use that separate Morrowind install to run MLOX through as well.
I'm doing a quick tcl through to get a good look at it and report anything i notice.
I think you typo'd the barracks to barracls.
Theres what I suspect is an openmw bug with the trapdoor connections from the upper roof trapdoor down to the mages guild and the hatch from the roof down into the barracks, they both connect to what i think might be cell 0,0 in the ashlands as some kind of fall back. I've had it with a few of my mods and could never figure out what causes it. Every time it happened i just deleted the doors and made fresh ones.
The dunmer prisoner in the cells is aggressive and the cells doors aren't locked.
The secret passage in the prison was only openable from the far side and not the cell, and the chapel exit was blocked by a solid tapestry. The cell having water also made the secret part stand out on the map even with the black squares.
I think a few of the books on shelves in the mages guild might be pushed back through the wall behind, but that could also be a me problem with book replacers.
Edit: found one more thing, unless its deliberate and i cant see why theres some landscape changes around the sadrith mora docks at 17,4 and adjacent in both bcom and regular esps. I trimmed them myself and noticed nothing catastrophically wrong after so im guessing they slipped through cleaning?
- Secret passage: we simply removed it. I left some bits there in case I wanted to include it, but I'm just going to remove them - Landscape edit: it's needed as the cell goes from where the cliffs are, all the way to the port. Some edits in that cell are needed to blend in the cliffs
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edit: latest OAAB, while entering the mage guild i get:
TES3Stream Warning: Model "Meshes\Stav\imp\F\rug_P_rekt_03.nif" tex not found "textures\stav\imp\rug_02.dds"!
Texture Load Error!: textures\stav\imp\rug_02.dds
no idea if this is the fault of this mod or my setup, i can't fallow my install anymore xD
I'm currently using the esp from this mod, but I still see the graffiti floating off aside from the drawbridge etc.
Is it a load order issue?
It should work that way.
Also a big thank you to Gvalt here.
One question, though: Are you, by any chance, planning on somehow making Wolverine Hall use the mechanics of Glow in the Dahrk?
I've been using GITD for a long time now, and it would be really nice if your exterior windows were lit during nighttime and your interior windows during daytime...
Original idea was to give the castle to pcname after some point in legion questline and templar of Wolverine Hall departing to the Cyrodiil due to politican instability.
As for the gallows. They were supposed to illustrate Imperial attempt at upholding at least some semblance of imperial law in the region instead of Telvannis law of might.
https://github.com/DavidVonDerau/merged_lands
However if you load Shipyards of Vvardenfell.esp before RPNR_WHO.ESP, this happened:
Also just learned of this tool today. Does it work with OpenMW?
Haven't seen it updated in a while though
Patch File is empty?
I think you typo'd the barracks to barracls.
Theres what I suspect is an openmw bug with the trapdoor connections from the upper roof trapdoor down to the mages guild and the hatch from the roof down into the barracks, they both connect to what i think might be cell 0,0 in the ashlands as some kind of fall back. I've had it with a few of my mods and could never figure out what causes it. Every time it happened i just deleted the doors and made fresh ones.
The dunmer prisoner in the cells is aggressive and the cells doors aren't locked.
The secret passage in the prison was only openable from the far side and not the cell, and the chapel exit was blocked by a solid tapestry. The cell having water also made the secret part stand out on the map even with the black squares.
I think a few of the books on shelves in the mages guild might be pushed back through the wall behind, but that could also be a me problem with book replacers.
Edit: found one more thing, unless its deliberate and i cant see why theres some landscape changes around the sadrith mora docks at 17,4 and adjacent in both bcom and regular esps. I trimmed them myself and noticed nothing catastrophically wrong after so im guessing they slipped through cleaning?
- Secret passage: we simply removed it. I left some bits there in case I wanted to include it, but I'm just going to remove them
- Landscape edit: it's needed as the cell goes from where the cliffs are, all the way to the port. Some edits in that cell are needed to blend in the cliffs