Main room of the Temple is gorgeous and very useful. However, none of the doors from the main room open, both trapping me from Balmora and from any of the connected Temple rooms. HELP!
Anyone care to explain how to make the .bat file for BCOM compatibility work with Mod Organizer 2? What's crazy, I had it done on my last install but I can't figure it out now to save my life. Something about using Windows Powershell in the Datafiles folder.... or do I make it an executable inside MO2?
Nice mod, just wanted to mention that the NPC from https://www.nexusmods.com/morrowind/mods/51651 by Ruffin Vangarr is not showing up in the new temple.
The new temple interior is in a very different part of the cell so any lighting mods or changes to the original don't overlap so technically he /is/ showing up, just in the void below the playable space. It would need a replacer .esp to move them up to the new area, which isn't the hardest thing to make.
You could try also try Balmora Temple Reintegrated which is based on this mod but keeps the old cell intact and accessable while moving a lot of services back into their original places.
I guess that the Eight Plates redesign must have been drastic, as trying the Animated patch jacks up A LOT when you go inside currently. https://drive.google.com/file/d/1WJ7lADJjnS_SOqU7qrT9TiZL51u1GDVr/view?usp=sharing
Its only there for those who don't want to use the TESCMD patcher. You can point the file path on the TESCMD patcher to whatever version of AM works for you.
But both of the patchers makes actually the same thing - turning off an original exterior of the temple: --hide-backups --exterior --id "\(-3, -1\)" None of them touches beggar's position at all.
Edit: Ok nevermind, I just noticed another code for turning him off is in old files. Still not the perfect solution, but oh well.
Seems to be incompatible with Indybank. Basically, the door to the temple's interior is far below the cell and all the npc's were below the cell. I moved this mod around in my load order and got similar problems.
I downloaded indybank to take a look and it makes no edits to to the Temple or its staff. This sounds like a dirty edit or straight incompatibility in a different mod. I put the new interior above the old one so any cosmetic incompatibilities are floating off in the void harmlessly, it sounds like something is setting the door links and npc locations back.
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However, none of the doors from the main room open, both trapping me from Balmora and from any of the connected Temple rooms.
HELP!
Do the doors swing open sideways revealing the abyss? or do they just have the connection shown but refuse to do anything?
You could try also try Balmora Temple Reintegrated which is based on this mod but keeps the old cell intact and accessable while moving a lot of services back into their original places.
https://drive.google.com/file/d/1WJ7lADJjnS_SOqU7qrT9TiZL51u1GDVr/view?usp=sharing
--hide-backups --exterior --id "\(-3, -1\)"
None of them touches beggar's position at all.
Edit: Ok nevermind, I just noticed another code for turning him off is in old files. Still not the perfect solution, but oh well.
A very good addition to the city. Making a patch for my Balmora Overhaul right now.
Otherwise, I'm removing indybank over this mod.