I believe it is, but I don't want to risk anything, so any falsely-modified cells were deleted in the Enchanted editor. It may not have been necessary, but better safe than sorry. In testing, I have ran this mod with Morrowind Rebirth active, and it seems to work as expected. (Details on potential mod conflicts are now in the description tab.)
Thank you so much for making this mod. It was becoming aggravating having to constantly come back to that rock near Balmora to clear out all the creatures spawned underneath that boulder. The game has performance issues as it is, and these creature spawns just make it worse; glad you put in the time and effort to fix it!
Hello, C3pa! The provided screenshot shows one of the more popular places where you can almost always find creatures inside a rock. It's south of Balmora. On very used gamesaves, it is common for me to find a bunch of creatures in there. When Morrowind was being made, they put some water creatures in the air, a few walking creatures high in the air, MANY creatures under terrain, and a few water creatures out of water. (I have added a related article, but it only explains the relative changes made, not the reasons why.) A few changes were small, but only because I was picky about water creatures being out of water. If you like to use jump spells to leap across Morrowind, it can be pretty easy to spot them. I had to visually scan all the exterior creatures in the construction set. I didn't scan interior locations because they are less likely to have issues like this, and they are more a lot more daunting to scan. EDIT: I was also quite picky about creatures clipping into the ground, especially leveled slaughterfish.
I see what you mean about the Rebirth conflict. I made it an ESM, but currently it still deletes the location references. This will be fixed, but I will need to re-make the mod, so it will take at least a few days. Thank you for the advice.
I'd never dare to presume to give you advice, but I saw the ESM comment below - and it appears it'd make your modder's life easier tbh. and as for Rebirth - well I absolutely understand if that's not your target audience due to the nature and scope of its world changes.
Thank you very much indeed for this mod. This always bothered me senseless. ;-) Thanks for all this work you did; this must have taken you a lot of time.
Btw, I used Wrye Mash to save your esp plug-in file as an esm master file; this way a mod can move the creatures around without duplicating them. May I ask, why didn't you use an esm?
I didn't know that Wrye Mash is the way make an ESM. I also didn't know that ESM files can better manipulate data from other ESM files, though it makes sense. Thank you for explaining this to me. I don't think this mod needs to be an ESM, but it is interesting. I see that just moving the creatures would likely have worked if i had used an ESM. The reason this works as an ESP is because the original creatures were deleted. I then looked up what exactly what was deleted and placed it back into the game world. This gives the creature a new index number. Also, it seems that ESP files have no problem with simply deleting ESM location references. I think that designing it this way removes the need to make an ESM, although it does make the modding process more difficult. Thankfully, I already did this by accident because I thought it was the only way to get it to work, since I didn't know how to make an ESM, or that it would help to do so.
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What does this mean exactly? I'm halfway through the main quest and finished almost all of the side quests. When does the mod work for existing games?
Thanks a lot for your work. Does this mod correct Tribunal and Bloodmoon creatures ?
A few changes were small, but only because I was picky about water creatures being out of water. If you like to use jump spells to leap across Morrowind, it can be pretty easy to spot them. I had to visually scan all the exterior creatures in the construction set. I didn't scan interior locations because they are less likely to have issues like this, and they are more a lot more daunting to scan.
EDIT: I was also quite picky about creatures clipping into the ground, especially leveled slaughterfish.
Btw, I used Wrye Mash to save your esp plug-in file as an esm master file; this way a mod can move the creatures around without duplicating them.
May I ask, why didn't you use an esm?
Best wishes
Frank
I don't think this mod needs to be an ESM, but it is interesting. I see that just moving the creatures would likely have worked if i had used an ESM. The reason this works as an ESP is because the original creatures were deleted. I then looked up what exactly what was deleted and placed it back into the game world. This gives the creature a new index number. Also, it seems that ESP files have no problem with simply deleting ESM location references. I think that designing it this way removes the need to make an ESM, although it does make the modding process more difficult. Thankfully, I already did this by accident because I thought it was the only way to get it to work, since I didn't know how to make an ESM, or that it would help to do so.