Where's the optional plugin for the Animated NPCs? I don't see it in the download anywhere, and Paladin Marneus keeps using the default Idle9 over and over again without it :/
When looking down from the cell with the iron pots of green stuff above the entrance inside, you can see through the doorway that normally leads further into the hall except there's now a gray void there. It's a small nit pick, but would it be possible to add another floor piece or something to close that gap? If I remember correctly, this wasn't in the previous version, because that cell and the cell you're taken to from the front door were the same, right?
Anyways, are there any plans to make a small patch for ROHT 2.0? There's normally a dagger pinning a note to a door in ROHT that isn't taken into account by this mod. Thanks again guys. The mod is incredible, and your work is greatly appreciated.
I'm getting exceptionally poor performance when looking at Wolverine Hall with this mod and DetailDevils BCOM+ Sadrith Mora pack installed. The rest of the city and even the market hover at around 40 fps for me at least, but it drops by 15 or 20 when close to the WHO exterior. One odd thing I noticed was that toggling noclip on gave me a 30-ish fps boost immediately in its vicinity, which I've heard is likely caused by poorly optimized collision.
Could you take a look at the exterior meshes to see if they need some optimization? I noticed at least one piece that had collision geometry with the same number of tris as the rest of the mesh, so it might be the cause of my issues here.
Additional mods that have bcom patches, but which do not have patches for both BCOM and this mod: Welcome Home- Aveco Berarius, who offers a home within Sadrith Mora, is trapped within the geometries of Wolverine Hall. OAAB an issue of thrust- three rapiers are floating around in the mage's guild. ROHT - the dagger and the note it pins to a door in the Wolverine Hall cell no longer has a home, and in the mage's guild itself, the rubble placements in the mage's guild could use some editing.
These are the only ones I could find, at least from the ones I use myself. Very cool reiteration of Wolverine Hall! Definitely going in my load order.
Additionally ,and while I edited them out with TESAME, the unique dialogues it adds to new characters, at least by the look I gave them in tes3view and the cs, override and remove vanilla dialogues. I don't know if this was intended or not.
I'm using MO2 to install my mods. If I run the batfile before I add any BCOM mods, will I have to redo it after they're all done but before adding Wolverine Hall?
The batfile simply runs a small script that removes some edits from the pathgrid reset esp and the BCoM core esp. If you run it before any BCoM mods, it will simply do nothing.
1. This is too different from what's in the base game, both in terms of layout than stylistically, so it fills a different niche than BCoM's "vanilla plus". 2. BCoM's Wolverine Hall has too many edits so I can't make it a simple matter of swapping to a different esp. I'd have to completely rethink how the Wolverine Hall overhaul is handled in BCoM.
Overall, it's just not worth it when a simple batfile solves every issue in a few minutes.
Kind of off topic but I love your work and I apologize for being annoying. But do you happen to have a page for landscape mods, like trees, etc. That's if you use any haha. Thank you
I have this modlist: https://www.nexusmods.com/morrowind/mods/48812
Apart from what's in here I use a few atmospheric replacers like my "Lit and smoking skooma pipe", "3d vines mushroom replacers" or Illy's Hotpots, but I tend to avoid graphic replacers as I like the retro look of the game and I also enjoy the visual coherence of vanilla, and with the fact that TR is modding with the same principle means I get to enjoy that level of consistency on the mainland too.
I've found a floating torch above the hall ( I dont think it's a mod conflict because I tried with only this mod installed), here the coordinates : 147614 26894.6 10174.9
Thank you ! And thank you again for your amazing work
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F for Biggus Dickus tho.
Anyways, are there any plans to make a small patch for ROHT 2.0? There's normally a dagger pinning a note to a door in ROHT that isn't taken into account by this mod. Thanks again guys. The mod is incredible, and your work is greatly appreciated.
Could you take a look at the exterior meshes to see if they need some optimization? I noticed at least one piece that had collision geometry with the same number of tris as the rest of the mesh, so it might be the cause of my issues here.
Welcome Home- Aveco Berarius, who offers a home within Sadrith Mora, is trapped within the geometries of Wolverine Hall.
OAAB an issue of thrust- three rapiers are floating around in the mage's guild.
ROHT - the dagger and the note it pins to a door in the Wolverine Hall cell no longer has a home, and in the mage's guild itself, the rubble placements in the mage's guild could use some editing.
These are the only ones I could find, at least from the ones I use myself. Very cool reiteration of Wolverine Hall! Definitely going in my load order.
Additionally ,and while I edited them out with TESAME, the unique dialogues it adds to new characters, at least by the look I gave them in tes3view and the cs, override and remove vanilla dialogues. I don't know if this was intended or not.
If you run it before any BCoM mods, it will simply do nothing.
1. This is too different from what's in the base game, both in terms of layout than stylistically, so it fills a different niche than BCoM's "vanilla plus".
2. BCoM's Wolverine Hall has too many edits so I can't make it a simple matter of swapping to a different esp. I'd have to completely rethink how the Wolverine Hall overhaul is handled in BCoM.
Overall, it's just not worth it when a simple batfile solves every issue in a few minutes.
Apart from what's in here I use a few atmospheric replacers like my "Lit and smoking skooma pipe", "3d vines mushroom replacers" or Illy's Hotpots, but I tend to avoid graphic replacers as I like the retro look of the game and I also enjoy the visual coherence of vanilla, and with the fact that TR is modding with the same principle means I get to enjoy that level of consistency on the mainland too.
I've found a floating torch above the hall ( I dont think it's a mod conflict because I tried with only this mod installed), here the coordinates : 147614 26894.6 10174.9
Thank you ! And thank you again for your amazing work