Morrowind

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johnnyhostile

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johnnyhostile

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23 comments

  1. KnightAarant
    KnightAarant
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    The Dynamic Distant Buildings + BCoM patch is still the patch .esp and not the edited .esp of Dynamic Distant buildings like you mentioned in the change logs for version 2.4. Still requiring Ghastly GG's as a master. Mlox reports that a replacer .esp is available here but there isn't one I can find in any of the versions.
    


    1. yohannesjf
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      As it says in the readme: This (BCOM+GhastlyGG+DynamicDistantBuildingsPatch.esp) replaces the HM_DDD_Ghostfence_v1.0.esp plugin from Dynamic Distant Buildings for OpenMW and is meant to be loaded instead of it!
  2. silror44
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    Hi !

    I've downloaded the patch for redaynia restored and PB mushroom replacer, but the floating sack above the mushroom is still there, moving my load order changes nothing. ( the sack is here but i can't disable it, i can't even click on it with the console)

    Thank you !
  3. Mondriaan456
    Mondriaan456
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    ????? Is this OpenMW ?????
    1. johnnyhostile
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      At least one of the patches is OpenMW-only but I think the rest should work with Morrowind.exe/MGE. Please feel free to try them and LMK any issues, I'll do my best to make them work!
  4. distanzero
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    What does the UL and TR patch do specifically? Is it an update to the outdated TR-UL addon or actually solving unwanted conflicts due to the latest TR?
    1. distanzero
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      Update: For use with vanilla MW i renamed these to .esp and changed masters, i get npcs not found for dialogue type erros and missing object <deleted> errors in both the main TR addon and the patch posted here. So it seems this doesnt work for vanilla MW unfortunately.
    2. johnnyhostile
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      Hey thanks for the feedback! I'm going to reimplement these without deletes (as described by RP elsewhere in the comments) so hopefully the next version will work with vanilla.

      As for what does it do specifically: it's a patch on top of an edited version of the TR-UL addon (I think I got it off of the MMC Discord a while back) that deletes a few things from "Port Telvannis, Teleport Station" as well as a few walls in some of the strongholds which block the way to the teleport pads on the other end.

      I'm definitely open to feedback about how this should be approached; I've even thought "why not just remove the teleport stuff altogether" since I'm not a huge fan of deleting/disabling walls and whatnot.
    3. alvazir
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      AFAIK only 5 references should be renumbered to update the patch:
      Spoiler:  
      Show

      "273067" in cell "Tel Ouada, Tower: Shaft"
      "327553" in cell "Tel Aranyon, Lower Tower"
      "367478" in cell "Gah Sadrith, Tel Darys: Lower Tower"
      "373850" in cell "Tel Muthada, Lower Tower"
      "460173" in cell "Alt Bosara, Tel Vaerin"

      For example "tel ouada, tower: shaft" cell's patch reference "273067" should be changed to new "300331". Reference pairs may be got from comparing TR21 and TR22,

      I hope we are dealing with the same patch here :-) I've got my patch from OpenMW forums. I've had similar task in my todo list for a while, though haven't had time to do it yet.
    4. johnnyhostile
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      Hey alvazir! Thanks for joining the discussion :)

      Now that I actually check, I'm using this version of the UL_TR plugin which was first patched by rot, then eddie5. I guess one question is: which version of the plugin do I base the patch on? In any case I definitely need to more clearly state which plugin is required.
  5. MasssiveJuice
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    Hi Johnny! I notice that Ghastly Glowyfence is mentioned now with the DDD Ghostfence module – just checking, is Ghastly Glowyfencd a requirement now for the patch to work?
    1. johnnyhostile
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      Hey MassiveJuice, yeah that's right. The "ghastly gg.esp" plugin is listed as a master now.
    2. MasssiveJuice
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      No problem, thanks for confirming 🙂 I've updated mlox rules with all the order rules for ESPs from Total Overhaul Patches.
    3. johnnyhostile
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      Awesome thanks for doing that!
    4. johnnyhostile
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      Hey just a heads up - the usage on that BCOM+DDD plugin has changed. It now replaces the original by Hemaris.
    5. MasssiveJuice
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      Thanks for the heads up 🙂
  6. RandomPal
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    For the Dyanamic Distant Things - BCoM patch, I think there's a simpler approach.

    There's only three ghostgate references that are edited by BCoM, the 3 ghostgate centrale pieces. Luckily, they all have a unique ID. Instead of deleting them with a new esp, which is not reliable, I'd suggest assigning them to an invisible mesh (like editormarker.nif).
    This way, you're essentially deleting them, but the patch won't break if BCoM updates.
    1. johnnyhostile
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      Hey RandomPal - thanks for the suggestion! That does sound a lot cleaner, I'll reimplement them that way.
    2. johnnyhostile
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      The 2.2 release and above are now implemented per RandomPal's feedback; there's only a handful of deletes and they do not come from BCOM.
    3. RandomPal
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      Nice! I'm also going to grab the wheel in Seyda Neen and give it a unique ID, so you can make a patch that doesn't need to be updated each time I update.
      You an use the same trick, so you can assign the wheel to an invisible mesh and place a new wheel in its place; it should be a lot more reliable ;)
    4. johnnyhostile
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      That's great, thanks so much RandomPal! :)
    5. RandomPal
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      Thank you for the support! I'm uploading a new version of BCoM with the needed esp;)
    6. johnnyhostile
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      Awesome, and I just uploaded 2.3 which now supports that change!