And how do you think this mod will do that for you? This mod just adds a location without any scripts or anything that could ever possibly slow down your logging into Morrowind.
I am very confused by this, but also experienced very slow loading times before the main menu with this mod installed, but only with OpenMW, not only my vanilla setup (which is significantly more loaded with mods). Prior to adding this mod to my setup I would be at the main menu in under 8 seconds, and it would breeze through my plugins, but with this mod installed the sequence is dramatically slower with several plugins themselves taking more time than used to take the entirety of my list. I then tried launching OpenMW several different ways to test it; with this mod and without it, with this mod but without having run the delta plugin, then with this mod and a fresh delta plugin, then again without this mod and without a delta plugin, and without this mod but with a fresh delta plugin, and only when this mod was active did the loading sequence move significantly slower. I use a whole bunch of your other mods and am a big fan of this one, and have no idea what could this possibly be caused by, yet the experience kept recurring. It is certainly possible something else is interfering, but I don't use mods that alter that part of the map.
I really don't know how this could possibly slow loading into the game. It is one of the most lightweigthed mods around. Only changes exterior cell, adds an interior cell and some dialogue for the NPC. Not sure what could be wrong here or what could be bugging it.
Just to pin point it down, since I can't replicate it. What version of OpenMW are you on and what version of the mod do you use, the default one or one of the patches?
I was hesitant to even report it, because it seems it isn't happening to any other people and I hate for you to waste your time looking to resolve something that may not even pertain to you or others. For clarification I was using the default version of the mod (I use Logs on Fire for the Project Tamriel landmasses but not for the base game) and I am using OpenMW 0.49.0 RC7. I am also using Linux. When I'm next on my Windows PC I will try again doing each of my loading tests with MWSE and with OpenMW and report back. I figured I ought to say something because of how pronounced the difference was, but I just don't understand how this could possibly be happening; I don't see anything abnormal in my logs either. I have to assume at this point that this is something on my and the prior commenters end, so if I figure it out I will be certain to let you know. Of all the very many problems encountered in modding Morrowind over the past two decades, this is surely a strange one.
Thanks for Spines of Madness compatibility! How does this patch work you may ask? If you are installing it with a mod installer choose 00 core and 03 Spines of Madness. This will give you 2(!) esps. One with the lighthouse and another one called Spines of Madness 1.13. You must activate both. The Spines of Madness mod folder (but not the esp), Dagon Fel lighthouse esp, Spines of Madness 1.13 (in the mod folder of Dagon Fel lighthouse)
The SoM patch should override the original SoM mod .esp. Having the same name, it should override it automaticly when installed after the original Spines of Madness mod. The patch shuffles some rocks to accomodate for the lighthouse.
You need the lighthouse .esp to actually have a lighthouse there.
I had to rename the esp from Spines_Of_Madness_1.13.esp to Spines of Madness 1.13.esp in order for it to work with MO2. Otherwise it activated both plugins.
Oh, Nice. Thanks. But I already packed a compatibility patch for SoM that Corsair made shortly after I released it. So that should cover it as far as this mod goes.
I can't imagine why this mod would be incompatible with the Atrologian's guild. This just adds a location, so the worst what could happen as a conflict is exterior meshes not being aligned properly. GeneralPepper must be experiencing another mod conflict. Thanks to you for the comment to clarify there is no conflict.
I'm being notified of a missing mesh when using this mod: Meshes\pc\f\pc_furn_com_p_table_02.nif.
Not sure where that one is supposed to come from, as I have new installs of Tamriel_data and OAAB_Data. I assume it's on my end, but any idea where the resource comes from so I can troubleshoot? The large yellow exclamation point is right next to the npc when entering the lighthouse.
For the record I've registered the Tamriel_Data BSAs in the .ini and both Tamriel_data and OAAB_data esms are checked. I also haven't found any evidence that that mesh exists in any subfolders, so something went wrong.
Hi, it should be in Tamriel_Data. Not sure why it gives an error for you. Did you register the bsa's of the last version of T_D correctly, because it changed slightly from the older version.
There is a part where Telvanni roots/towers start growing in and around Dagon Fel. It works with the Dagon Fel Mill mod, for example, but I'm not sure if those roots target the rock you used for the LH or not. Will have to check myself, I guess.
I'm running a compilation of Dagon Fel mods and wanted to report on the compatibility with each one for anyone that might be using them:
Dagon Fel Mill Redux - Wasn't sure from the screenshots if there'd be land conflicts, but seems to be just fine! Nordic Dagon Fel - Don't think any changes go up that far, seems to be good. Spires of Madness - Conflicts already detailed below by alteid. One of the cliffs added by the mod nearly completely obscures the lighthouse. I noticed a few extra rocks that seemed out of place, as well, in the path that leads up to the lighthouse Remiros Groundcover - Mushrooms & grass clip with the doorway to the lighthouse
Lovely addition to all the other lighthouse mods! Compability issues seem relatively easy to resolve on the user's part with the disable command.
40 comments
When using Dagon Fel Lighthouse, Mill and Nordic Dagon Fel mods:
Nordic Dagon Fel.esp
Dagon Fel Mill.esp
Dagon Fel Lighthouse.esp
Any order will work with no seams but the above listed order keeps the Lighthouse front steps from being buried.
You need the lighthouse .esp to actually have a lighthouse there.
Not sure where that one is supposed to come from, as I have new installs of Tamriel_data and OAAB_Data. I assume it's on my end, but any idea where the resource comes from so I can troubleshoot? The large yellow exclamation point is right next to the npc when entering the lighthouse.
For the record I've registered the Tamriel_Data BSAs in the .ini and both Tamriel_data and OAAB_data esms are checked. I also haven't found any evidence that that mesh exists in any subfolders, so something went wrong.
Appreciate your help--I knew right off the bat it was user error. Look forward to using the mod!
Dagon Fel Mill Redux - Wasn't sure from the screenshots if there'd be land conflicts, but seems to be just fine!
Nordic Dagon Fel - Don't think any changes go up that far, seems to be good.
Spires of Madness - Conflicts already detailed below by alteid. One of the cliffs added by the mod nearly completely obscures the lighthouse. I noticed a few extra rocks that seemed out of place, as well, in the path that leads up to the lighthouse
Remiros Groundcover - Mushrooms & grass clip with the doorway to the lighthouse
Lovely addition to all the other lighthouse mods! Compability issues seem relatively easy to resolve on the user's part with the disable command.