So I want to use this but don't want to update tamriel data or tamriel rebuilt since they screw things up upon updating. What files exactly depend on tamriel data? I could download the latest version, put the files in your mod, then delete the rest. Is it easy stuff like meshes and textures?
This was built upon whatever version was latest a little over a year ago, what I specifically used I couldn't recall. I would suggest trying it out in the CS and seeing what errors it throws out.
For fellow players, if like me you are installing mid-playthrough, the lanterns (and the Nocturnal Moths if you are using this add-on) at the entrance of the manor could be at their vanilla position (because position is in your savegame and so it superseeds esp data).
You can use these console commands and coordinates to fix it - facing the manor, counting from left to the right :
Lamp / Nocturnal Moths 1 SetPos x -10453.072266 SetPos y 22235.273438 SetPos z 2226.301758
Lamp / Nocturnal Moths 2 SetPos x -9980.454102 SetPos y 22518.353516 SetPos z 2266.463135
Lamp / Nocturnal Moths 3 SetPos x -9876.345703 SetPos y 22412.078125 SetPos z 2267.135986
Lamp / Nocturnal Moths 4 SetPos x -10169.247070 SetPos y 21944.447266 SetPos z 2232.477539
The interior is so different from the original, that it's likely that most mods editing the manor will require a patch. Considering this, it should be possible to simply move the interior far away from its original position. This way, misplaced objects or NPCs are going to be hidden to the player, and a bat file shouldn't even be necessary.
I finally had the time to test this and I have to say it's an incredible mod. The layout makes perfect sense, the interiors are interesting to explore, the view from the bell tower is nice, and the exterior has a nice look to it that fits in really well. I won't merge it into BCoM for the reasons you already know, but I will definitely use it and even recommend it in this modlist: https://www.nexusmods.com/morrowind/mods/48812
Edit: I noticed this is editing the landscape in Caldera. I removed the edits and did not notice anything weird.
Thank you for the kind words, and adding my mod to your modlist. I did add a few rocks to the exterior to smooth out some gaps, but there shouldn't be any land edits. I'll trim those out with any other fixes that need doing for the next update. I considered shifting the interior above like I did with Balmora Temple, but with it being close enough to the original layout especially on the public floor where stuff is most likely to be added I took the gamble. I know Friends and Foes works at least.
Imposing is the right word indeed, but I have quite some problems, because many buildings' doors do not open, and even the notifications do not appear. Maybe is just my problem.
That sounds like a serious incompatibility somewhere else. There's nothing in this mod that should cause that directly, but without more detail I can't do much to help.
Could you do two tests for me? first is a fresh save, second is dropping it down to as close to the bottom of the load order as you can. If the problem still persists with those two tests could you use ORI command to see if the misplaced parts are from Morrowind.esm or something else?
The Cut NPCS Restored incompatibilities are fixable with TESCMD, just grab one of the .bats from optionals and edit it in notepad to point to cut npcs .esp instead. It'll trim that part out of the mod for you so you don't have to manually fix with the console. The front door looks like something else is editing its position, those planters should be in line with the 2nd step and definitely not above the 3rd. I added a screenshot to images of how its supposed to look. The last few issues should be fixed in the 1.1 update, those are all my mistakes there.
And thank you for the detailed reports, makes it really quick to figure out and fix.
Is there critical incompatibilities with cutNPCs, or is that just those offset furniture ? Because if it’s only that, to me It’s not of the kind being worth a fix, I quickly move them with the console and that’s totally fine. Maybe just worth telling it collides, or make a patch for others, idk.
For the raised entrance it’s funny, could it be MDP too, maybe ? Not sure I have another mod changing that area, unless if TR does it. Same here though, would not really be an issue, but even less since it’s part of those offset already fixed by simply rearranging the load order.
Well, my pleasure ! Thanks to you for the reactivity, and again, for your mod(s) !
TR should have next to zero impact on Vvardenfel, MDP is a possible candidate but I'm strongly leaning toward it being a stray/dirty edit in a random mod. It must be something loading after it, all that can really be done is keep moving it down the load order until its fixed.
Oh ok, yes I thought TR was more « invasive » into Vvardenfell… But that’s good to know. Ah yes, a faulty edit in a mod, did not cross my mind… Maybe yes ! As if mods weren’t colliding enough even without errors ! x)
Thank you. I work on a handful of mods at a time because i'm distractable, thats my Caldera farms mod at about 80% finished. Caldera Priory is also there behind it.
I don't think randompal will integrate this, this mod goes very far off of the base design and their philosophy is sticking to vanilla quite closely but improving on it.
27 comments
For fellow players, if like me you are installing mid-playthrough, the lanterns (and the Nocturnal Moths if you are using this add-on) at the entrance of the manor could be at their vanilla position (because position is in your savegame and so it superseeds esp data).
You can use these console commands and coordinates to fix it - facing the manor, counting from left to the right :
Lamp / Nocturnal Moths 1
SetPos x -10453.072266
SetPos y 22235.273438
SetPos z 2226.301758
Lamp / Nocturnal Moths 2
SetPos x -9980.454102
SetPos y 22518.353516
SetPos z 2266.463135
Lamp / Nocturnal Moths 3
SetPos x -9876.345703
SetPos y 22412.078125
SetPos z 2267.135986
Lamp / Nocturnal Moths 4
SetPos x -10169.247070
SetPos y 21944.447266
SetPos z 2232.477539
Considering this, it should be possible to simply move the interior far away from its original position. This way, misplaced objects or NPCs are going to be hidden to the player, and a bat file shouldn't even be necessary.
I finally had the time to test this and I have to say it's an incredible mod. The layout makes perfect sense, the interiors are interesting to explore, the view from the bell tower is nice, and the exterior has a nice look to it that fits in really well.
I won't merge it into BCoM for the reasons you already know, but I will definitely use it and even recommend it in this modlist: https://www.nexusmods.com/morrowind/mods/48812
Edit: I noticed this is editing the landscape in Caldera. I removed the edits and did not notice anything weird.
I did add a few rocks to the exterior to smooth out some gaps, but there shouldn't be any land edits. I'll trim those out with any other fixes that need doing for the next update.
I considered shifting the interior above like I did with Balmora Temple, but with it being close enough to the original layout especially on the public floor where stuff is most likely to be added I took the gamble. I know Friends and Foes works at least.
Maybe is just my problem.
And it’s way better indeed ! Many thanks, nicely done !
Load order/clean save already solved some misplacement, indeed ! Ori did not help to see what was causing them :
Then Forrested Morrowind (LF), but also « MDP 2016 - More detailed places », for some bothering trees.
Then, some furniture, caused by « Cut npc restored », and a banner also by MDP 2016.
Just remains some for which Ori showed nothing :
I’m not sure I have other mods directly related to the Caldera castle… Besides TR maybe ?
That ends my TEDx, thank you for your attention.^^
The front door looks like something else is editing its position, those planters should be in line with the 2nd step and definitely not above the 3rd. I added a screenshot to images of how its supposed to look.
The last few issues should be fixed in the 1.1 update, those are all my mistakes there.
And thank you for the detailed reports, makes it really quick to figure out and fix.
For the raised entrance it’s funny, could it be MDP too, maybe ? Not sure I have another mod changing that area, unless if TR does it. Same here though, would not really be an issue, but even less since it’s part of those offset already fixed by simply rearranging the load order.
Well, my pleasure ! Thanks to you for the reactivity, and again, for your mod(s) !
Ah yes, a faulty edit in a mod, did not cross my mind… Maybe yes ! As if mods weren’t colliding enough even without errors ! x)
Also, will this be considered to be integrated into BCOM, RandomPal?
So many of your works are worthy!
I don't think randompal will integrate this, this mod goes very far off of the base design and their philosophy is sticking to vanilla quite closely but improving on it.
Looking forward to that farm mod, looks like an excellent touch!:D