If your water is not there, even if you use the water fix patch as last esp to load, it means you are using a multipatch esp from Wryemesh or a delta plugin from (https://gitlab.com/bmwinger/delta-plugin/-/releases). Check your load order if you have any of the above.
Great mod, lovely addition just like your less empty cantons of vivec.
On another note: I suffer the water problem and I'm wondering if anyone here knows the solution or at least the cause, because it happens to a couple other cells in my modlist and I can't understand why. Even when I place this mod and its fix at the bottom of the list, the water never shows up (the static fix works though).
For the record, I use OpenMW and supposedly nothing that changes water levels or that alters Mournhold's High Chapel. Sorry if this is not the appropriate place to post but google has nothing related to missing water levels in some interior cells, first time I've seen the problem discussed is here. Thank you.
FIX EDIT for others: disable and rebuild plugins that merge things in your mods as water levels may be treated strangely.
What version of OpenMW are you using? And in this case, is 0.49 the latest release? Since you saying is happening on multiple cells I start thinking might be a bug in that version itself for water in interiors.
I am using OpenMW 0.49 as of a few days ago, if you can let me know some of the problem cells I can try it on my install to try to confirm it.
I too suffer from the missing water bug but I'm only aware of this mod doing it. I think the recent builds changed the clean up logic of some elements in a fix that may have had unintended issues a few days ago.
Update: It looks like it may be the newer OpenMW, I ran it in 0.47 the latest GA release, and the water is there.
Sorry for the late response but I discovered the issue. Turns out it has little to do with OpenMW versions or the mod, but with patchers/mergers. I had built Delta Plugin (an object merger https://gitlab.com/bmwinger/delta-plugin/-/releases) before installing this mod which for some reason doesn't override the cell but does override the water level and sets it as the original.
This mod looks great, unfortunately it won't work for me. Going in through the central door from the reception area I end up underneath the floor of the room together with the hands and almalexia. I can noclip to end up inside the actual chamber but can't restore the npcs to their original location so I had to remove the mod.
There is an incompatibility with Art of War Museum ; The main used room is misplaced and everything’s screwed lol Seems like it uses the Original’s Alamexia’s chamber, but apparently that’s the only issue ! So I wonder if it would be possible to «simply» make it keep using the original room ? Or if a patch needs to be done… I played a bit in CS myself, but mostly not knowing what I do, result is a bit wobbly x) It would probably make more sense to ask Painkiller97, the other author, but being a way older mod I may have more chance asking here.
Anyway, thanks for the mod ! I’m not at Almalexia yet ^^ But seems lovely seeing from here !
In fact the museum don’t do anything to Almalexia’s chamber, it simply uses the same room model. I wonder if it’s technically possible, while using your mod, to make the museum still use the old model ? Maybe I can somehow make a copy of it, from the game, name it differently, and make the mod use it ?
Not sure I understood ^^ And for MGE, I am playing with OpenMW. But I just noticed something, the model you use for the chamber doesn’t seem to share the same name as the old one ? If it’s indeed the case, then I don’t understand why the museum uses it instead of the old model, already ! I’m baffled, but sadly, at least, that probably mean that what I thought could be done definitely can’t anyway…
They are using the same ID...if you change it, it will work! Open the Art of War Museum in CS, in the left panel, in the tab "Statics", find "in_MH_temple_01"". Double-click it. Change the name to find "in_MH_temple_00"".
It will ask you to change the name or create a new object, change the name and you should have made it.
I did not realize I actually did not change the ID. When I have time I will do this myself nonetheless.
Ah ok, I was misunderstanding the « world to mesh » relation as it’s the same as « nif to texture » ^^ But this time it’s not simply a matter of file name.
So yes, theoretically, I can indeed make the museum use the old model while still using your mod and its new one ?! I need to better understand how CS works, I’ll try ! Thanks for your time and answers.
Edit : Done ! Fantastic. So, «patching» took one minute, cutting the time needed to understand CS lol. Makes me think that it’s maybe preferable, sometimes, to add stuff rather than modify it, seems like a pretty simple solution to limit compatibility issues between mods.
The sound from the water spitting upward plays its sounds like 10 times each and it destroys my frames! I used a command to find the issue and this conflicts with Expanded Sounds.
We didn't add any new sound file, and you even found the conflicting mod. The water spitting upwards effect is a vanilla one, used in many different cells in Mournhold. Sounds like "expanded sounds" used some uncompressed audio file, as sound emitters aren't supposed to lower FPS like that. I'm not sure how do you expect us to fix this.
It's likely that expanded sounds is using an uncompressed audio file and attaching it to the water lanterns. Those water lanterns come from TD and are used in TR too of course, so it's a bigger conflict than just our mod. The fix is taking the esp from expanded sounds and removing edits to the water lanterns, or replace the problematic audio file with a smaller/compressed one.
I used Barilzar's Mazed Band to teleport in here on an existing save that had already visited the cell. I ended up underwater with the Hands: https://www.nexusmods.com/morrowind/images/8432
Sounds like this needs to be installed on a new game then, or at least before visiting the same cell. You could likely fix this by opening the save file with the enchanted editor and deleting the high chapel cell.
I also have the issue of using the mazed band on a save game and endiing up under the cell. Though the hand guards are all in the right place. I am using this with amalexia replacer aswell. She wasn't there in when I first entered the room but I suspect that may be her replacer mod.
Yes we are aware of Maze band, will fix it asap. The fact u did not see Almalexia, is normal, she only appears when the relative quest journal entry is triggered.
That did it! Thank you so much; this mod provides a much needed improvement to a previously lackluster area and is mandatory now, as far as I'm concerned.
Oh, do you mean the OpenMW one is based of GITD version 2.0? Cause I'm on OpenMW but use 3.1.1 of GITD (I don't care about toggleable sunrays - give me all the sunrays you've got!) and it works perfectly fine on OpenMW 0.48. Should I grab the meshes (not the esp) from the MGE-XE folder if those are based off of 3.1.1?
You can use the mgexe version indeed, is the same, it just has the mesh of the room tiles in pieces to work better with the original Morrowind light limit and use gitd.3.0. So go on! I'll make it clear in the description when I go home tonight. Cheers!
Hi Vegetto! I've tried out the GITD 3.0/MGXE version (before you updated it) and the lighting was very dim – maybe because the room is broken up into multiple tiles in the version rather than being one mesh? Not an issue per-se, just posting this here for others. I'll play around with it more and see what it's like with different OpenMW settings
The change in lighting depends on the fact that MGE-XE and OpenMW do the lighting in a different way. This resulted in the MGE-XE version being slightly dimmer but should still be acceptable. This is how I see it with my settings in MGE-XE.
Totally makes sense why you made it that way for MGE-XE, yeah 🙂 my point is just that the GITD 2.0 version for OpenMW looked better when I tested it. I'll play around more though and let you know what my results are! What's the specific GITD difference between the two versions BTW? Besides the room mesh being broken up, is it just a difference in the window meshes' properties?
"Katya Karrel: this mod started with us making some changes to her "Almalexia Splendor" mod and inspired by it, spiraled into something different." Was wondering why the tables in the gazebo, the stairs, and the surrounding water had the same decor on them. lol Anyways, this is a fantastic mod either way, great job on the walkway from the entrance, the lighting, the stained glass and the fountains. The vines growing on the pillars and overall vibe of the room give it a much more divine feeling. Absolutely a must have mod.
I didn't really get the full experience running it in OpenMW I feel as the lighting is- mostly not as much there, but I definitely see what you were going for with the screenshots you posted at least.
Hi! Glad you liked it! We believe in cathedral modding and building something better as a community! As far as the lighting goes, the screenshots were taken with OpenMW, but the shader chain can have a dramatic impact.
Hey Vegetto! That worked for the top 3 windows! Looks awesome now! Although the Almalexia stained glass Window is not working as in the pictures? Not sure if its because of the OpenMW engine or not. Might be because of the old Engine, its just VERY dark. I would endorse 10 times if I could guys! Absolutely stellar job. Seriously.
Can you make a screenshot for me? Or send me a screenshot on Morrowind discord Vegetto#2414 Check if it changes if you get closer, could be simply the lighting setting)
Same issues here - stain glass is not lit at all. I tried with new character as well, but that wall is just dark. Played around with shaders, gamma, lighting, etc, still no glow effect.
Here's a screenshot with the latest patch: https://imgur.com/a/STkltBe
- The interior is a lot darker than it's supposed to be. Maybe TLAD or LTBD? - The mosaic isn't a window so it's not supposed to glow, but the light from the 2 candles nearby should be visible on it. The fact that it's not reacting to any lighting at all makes me think it has reached the light limit. We tested this on openMW which can manage up to 64 lights on the same mesh.
I am a bit picky when it comes to mods since I hate when it strays too far from the core aesthetic but just wanted to say this is superb. It enhances the look of what should be a critical spot in the game. Great job!
95 comments
On another note: I suffer the water problem and I'm wondering if anyone here knows the solution or at least the cause, because it happens to a couple other cells in my modlist and I can't understand why. Even when I place this mod and its fix at the bottom of the list, the water never shows up (the static fix works though).
For the record, I use OpenMW and supposedly nothing that changes water levels or that alters Mournhold's High Chapel. Sorry if this is not the appropriate place to post but google has nothing related to missing water levels in some interior cells, first time I've seen the problem discussed is here. Thank you.
FIX EDIT for others: disable and rebuild plugins that merge things in your mods as water levels may be treated strangely.
I too suffer from the missing water bug but I'm only aware of this mod doing it. I think the recent builds changed the clean up logic of some elements in a fix that may have had unintended issues a few days ago.
Update: It looks like it may be the newer OpenMW, I ran it in 0.47 the latest GA release, and the water is there.
I had built Delta Plugin (an object merger https://gitlab.com/bmwinger/delta-plugin/-/releases) before installing this mod which for some reason doesn't override the cell but does override the water level and sets it as the original.
Thank you for offering help nonetheless.
Check your mod list and the load order.
There is an incompatibility with Art of War Museum ; The main used room is misplaced and everything’s screwed lol
Seems like it uses the Original’s Alamexia’s chamber, but apparently that’s the only issue ! So I wonder if it would be possible to «simply» make it keep using the original room ? Or if a patch needs to be done… I played a bit in CS myself, but mostly not knowing what I do, result is a bit wobbly x)
It would probably make more sense to ask Painkiller97, the other author, but being a way older mod I may have more chance asking here.
Anyway, thanks for the mod ! I’m not at Almalexia yet ^^ But seems lovely seeing from here !
As you said it uses the original chamber quite a lot.
My suggestion would be to use the enchanted editor and remove the Almalexia chamber cell from the Art of War Museum mod and save.
https://web.archive.org/web/20211106215829/http://mw.modhistory.com/download-37-1662
I wonder if it’s technically possible, while using your mod, to make the museum still use the old model ?
Maybe I can somehow make a copy of it, from the game, name it differently, and make the mod use it ?
Thanks for your answer.
But I just noticed something, the model you use for the chamber doesn’t seem to share the same name as the old one ?
If it’s indeed the case, then I don’t understand why the museum uses it instead of the old model, already !
I’m baffled, but sadly, at least, that probably mean that what I thought could be done definitely can’t anyway…
Open the Art of War Museum in CS, in the left panel, in the tab "Statics", find "in_MH_temple_01"".
Double-click it. Change the name to find "in_MH_temple_00"".
It will ask you to change the name or create a new object, change the name and you should have made it.
I did not realize I actually did not change the ID. When I have time I will do this myself nonetheless.
But this time it’s not simply a matter of file name.
So yes, theoretically, I can indeed make the museum use the old model while still using your mod and its new one ?!
I need to better understand how CS works, I’ll try ! Thanks for your time and answers.
Edit : Done ! Fantastic. So, «patching» took one minute, cutting the time needed to understand CS lol. Makes me think that it’s maybe preferable, sometimes, to add stuff rather than modify it, seems like a pretty simple solution to limit compatibility issues between mods.
sound: plx_ES_Water (Expanded Sounds.esp)
reference: T_De_Var_SwimLantWhite01Fl_177 (RPNR_Almalexia_Chamber.ESP)
this is repeated like 50 times in the MWSE.log
Sounds like "expanded sounds" used some uncompressed audio file, as sound emitters aren't supposed to lower FPS like that.
I'm not sure how do you expect us to fix this.
The fix is taking the esp from expanded sounds and removing edits to the water lanterns, or replace the problematic audio file with a smaller/compressed one.
Tried 'ra' command but no luck saving the NPCs.
Which version are you using the normal one or the Morrowind MGE-XE Version?
Was wondering why the tables in the gazebo, the stairs, and the surrounding water had the same decor on them. lol Anyways, this is a fantastic mod either way, great job on the walkway from the entrance, the lighting, the stained glass and the fountains. The vines growing on the pillars and overall vibe of the room give it a much more divine feeling.
Absolutely a must have mod.
I didn't really get the full experience running it in OpenMW I feel as the lighting is- mostly not as much there, but I definitely see what you were going for with the screenshots you posted at least.
We believe in cathedral modding and building something better as a community!
As far as the lighting goes, the screenshots were taken with OpenMW, but the shader chain can have a dramatic impact.
Seems like my GITD doesn't work with this mod though: https://imgur.com/a/pdtFdar
Yeah, those are for OpenMW. Monday when I'm back, I will make a version for GitD 3.0.
Oh well, I did it now, patch in version 1.2Although the Almalexia stained glass Window is not working as in the pictures? Not sure if its because of the OpenMW engine or not. Might be because of the old Engine, its just VERY dark.
I would endorse 10 times if I could guys! Absolutely stellar job. Seriously.
Check if it changes if you get closer, could be simply the lighting setting)
Here's a screenshot with the latest patch:
https://imgur.com/a/STkltBe
- The mosaic isn't a window so it's not supposed to glow, but the light from the 2 candles nearby should be visible on it. The fact that it's not reacting to any lighting at all makes me think it has reached the light limit. We tested this on openMW which can manage up to 64 lights on the same mesh.