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Melchior Dahrk and Juidius

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MelchiorDahrk

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47 comments

  1. pizzafor0dollars
    pizzafor0dollars
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    I suppose that lifted platform is one of the additions you can build? Cause it disappears when I get close. And it just looks like it's there
    for most viewing angles if vanilla view distance is set to the minimum. Can we get an MGE override to ignore the platform? I'd make it myself but I can't seem to figure out how.
    1. MelchiorDahrk
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      Not sure when I'll get to it, but I'll put creating an MGE XE DL override on my todo list.
  2. ReachHeavenByViolence
    ReachHeavenByViolence
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    Does this work with the short trees option?
    1. MelchiorDahrk
      MelchiorDahrk
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      Yes, Grahtwood roost will just be on a tall tree.
  3. sydwashere3939
    sydwashere3939
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    I'm really stuck with this mod! I can't tell if it's just me being stupid. I can't figure out how to use the workbench to build the lift, and I can't tell if it's not working properly OR if I'm just doing something wrong because there's no information anywhere about how it's supposed to work. 
    1. MelchiorDahrk
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      Tsanara leaves a planbook behind when she leaves (where she was standing) which has instructions on how to use the workbench. If you're having trouble finding it, you can add it via the console with `player->additem mdBC_bk_Planbook 1`.
    2. sydwashere3939
      sydwashere3939
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      Thank you so much for responding! I did not see the book, I will try that. :-)
  4. Aendruu
    Aendruu
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    I don't know if it's an OpenMW issue (I use OMW 0.47), although I haven't seen any other users report this: I seem to missing the meshes for both the glowbug jars (i.e. I get the yellow triangles in-game), but both are present and correct in the md_bc folder of my installation. I thought perhaps I was missing resources from the 'Glowbugs' mod, but I was mistaken. NifSkope claims to encounter an "unknown block (NiCollisionSwitch)" when trying to open the .nif files.

    I'm completely flummoxed; any assistance would be greatly appreciated.
    1. Same issue...
    2. MelchiorDahrk
      MelchiorDahrk
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      I would expect this issue to be gone with the latest version of OpenMW. Older versions did not recognize the NiCollisionSwitch node.
    3. Aendruu
      Aendruu
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      Aha! Many thanks for the explanation, MD!
  5. bizanccio
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    I love this mod
    It's like when a cat climbs a tree and doesn't want to get down.
    For someone who likes cats and for someone who is fond of khajiits, for someone like me this mod is perfect

    Spoiler alert!
    I have to recognize the sense of humor in Tsanara's quest
    She says her potion fell in the mud, and when I found the mini dungeon with a mud monster that the potion had literally fallen on, I caught it.

    A light and refreshing mod to enjoy in a chill mode
    I had not read the description of the mod, so discovering that I can own the tree house, and also make improvements to it, was a pleasant surprise
    My congratulations to the creator of the mod
    1. MelchiorDahrk
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      I'm glad that you enjoyed my small attempt at humor. :D
  6. Can you download this without the MWSE lua for OpenMW?
    1. MelchiorDahrk
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      You don't need to install the MWSE folder. It works in OpenMW. 
    2. Thanks!
    3. Do you need the metadata.toml file?

      *Edit: I have missing meshes for I think the glow bug jars, and the cave has a big hole in the ceiling.
  7. 1suckatnames
    1suckatnames
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    Hello, i have a question.
    I helped the cat to leave the treehouse, but i am stuck with upgrading the house at stage 2;
    i have a big mod replacing stuff on teh bitter coast, including hlormaren, which means the crates mentioned in the diary are not there
    im afraid uninstall\reinstall hlormaren replacer might cause more problems...
    Can i have the console id for the upgrade crates, so i could spawn them by myself?
    1. MelchiorDahrk
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      You can add them with the following console commands:
      `player->additem "mdBC_CrateWood" 2`
      `player->additem "mdBC_CrateRope" 2`
      I'm interested to know what Hlormaren-altering mod you're using though. A compatibility patch might be possible.
    2. 1suckatnames
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      Many thx
      i have installed "Resdayn Revival - Bitter Coast" by Zobator
      [Strongholds]
      Hlormaren - copied from readme file of the mod
      P.S. when cat said she needs a recall potion i went to merchant and bought one.... the nick cage face i had when she didn't take it is worth playing the mod xD
    3. MelchiorDahrk
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      lol. Thanks for the info!
  8. V4Vegas
    V4Vegas
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    Where is this? I can't find the lift to get up.
  9. MassiveJuice
    MassiveJuice
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    Hi MD and Juidius, I've finally had the chance to try this out and I love the design! Really beautiful interior work 🥳 One thing I noticed is in the Roots cave beneath the tree, there are no cave floor meshes beneath all the rocks and water, so if you jump in the water you kind of fall through the world. This causes two problems: first, the player could get stuck, and second you can see the undersides of the meshes, which breaks immersion in an otherwise flawless interior. I haven't checked in the CS yet, so maybe there's something meant to be there that's missing in my install?
    1. MelchiorDahrk
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      You must be using a mesh replacer that makes scum ponds transparent and also removes the collision from them which is a pretty non-compatible type of replacer (make any other mesh in the game transparent and remove collision and see how many mods would have issues). I'll consider doing something to support that, but not all replacers are good for mod/vanilla compatibility and I don't recommend that one.
    2. MassiveJuice
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      Oh wow, yeah good point! I'm using Lougian's Scum Retexture, PoodleSandwich's Scummy Scum and your Scumpatibility patch from Mistify. I guess at least with this replacer in particular, an easy fix would be just to add cave floor meshes beneath the scum ponds? You wouldn't see it when using vanilla scum meshes, and it probably wouldn't look out of place beneath Lougian's Scum Retexture - plus no need to make a separate compatibility patch
  10. Dario1980
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    hello, nice release.

    Question:

    <<From the requirements:This mod requires OAAB_Data, Tamriel_Data, and - of course - Graht Morrowind Swamp Trees (GMST)>>.

    For GMST, can I just use the meshes/resources or do I have to activate the .esp too? :P
    1. MelchiorDahrk
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      This mod is an addon for GMST. The plugin must be activated.
    2. Kirya
      Kirya
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      I second the support for a version not reliant on the original plugin, I'd like such trees to be unique, the original mod adds too much of them for my tastes.
    3. Dario1980
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      Kirya, I played the mod and there is 
      Spoiler:  
      Show
      a ladder and log bridges between many trees, so I don't think it's that easy to not rely on the original plugin.

      By the way, MelchiorDahrk, I couldn't find the recall potion the khajit asked me about. I had hoped that bringing her a potion of recall from my stash would have worked, but it didn't. Intended, I guess?



      MelchiorDahrk
    4. MelchiorDahrk
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      Did you search the cave under the tree? It's at the bottom of the ropes that reach down to the ground. 

      And yeah, there will not be a non-GMST version.