Morrowind

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Randompal DetailDevil DimNussens Kalinter Markond

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DetailDevil

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66 comments

  1. catsareawesome
    catsareawesome
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    I updated the mod and am now getting a very confusing error
    1. DetailDevil
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      Hmm, I think I know what happened. You probably updated the mod mid-playthrough. Since I removed the lights from the helmets with the last update, your helmets are now looking for a light that doesn't exist anymore. You can fix this by downloading and installing "Of Murk and Mussels" from the modpage (all you need to do is to replace (or disable) the esp of that mod). This error should not occur to new users that install "Sadrith Mora BCOM Plus" because this happened due to an update of the mod that removed stuff to improve performance.
  2. JayberXD
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    Is the included Shipyards of Vvardenfel plugin required for the rest of the mod to work?

    EDIT: Nevermind, it seems like it's optional.
    1. DetailDevil
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      No, it's optional. Always load Shipyards before BCOM, or you'll get a seam.
  3. catsareawesome
    catsareawesome
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    .
  4. illyria311
    illyria311
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    How does this play with Main Quest Enchancers? It adds notes, Dreamer preachers and sixth house shrines as the game goes on.
    1. DetailDevil
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      It should be compatible.
  5. MurderousPurpose
    MurderousPurpose
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    Anyone else getting a small landscape tear behind the house dres consulate while using this with RandomPal's wolverine hall overhaul? I ran the .bat on the beautifulcities.esp already FYI. Is there a way to fix this?
    1. DetailDevil
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      Swapping load orders may be your best bet. Shipyards of Vvardenfell, BCOM and the RP Wolverine Overhaul. Try them in all orders.
    2. Edeldios
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      It's working fine on my end. However, I've noticed the patch can be a bit finicky depending on what else is installed in the area, as well as load order. The order recommended above seems to work, but I know of a few dungeon mods that have entries placed near Wolverine Hall, and at least one of them (forget the exact one because I dumped it after I found issues) preserves the original landscape around it.
  6. Edeldios
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    It looks like the Strider home option conflicts with Marbled Zafirbel Bay. Most of the steps up to the house are covered by rock. Everything else seems to be fine.



    Update: Apparently there was a patch I missed on the MZB page. I really wish nexus simply allowed us to delete posts like this that were done in the heat of the moment, lol.
  7. Edeldios
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    What are the odds we can get a merged plugin with all of the content as an all-in-one.esp for the give me everything edition? I usually take it as a red flag to not merge mods if the original author did not merge the plugin themselves.
    1. DetailDevil
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      I'm considering it. There's nothing major that would speak against it, except for load order requirements of e.g. Shipyards of Vvardenfell. But loading everything before BCOM might work. I'm quite busy irl atm.
    2. Edeldios
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      Good to know, so if I need to merge the plugins to save on plugin space, in theory all of these plugins should smoothly merge with the exception of the shipyards, correct?
    3. DetailDevil
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      If you load the merged file after BCOM, yes.
  8. Aendruu
    Aendruu
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    Hi DetailDevil!
    In the comments for Damius' Azuras Coast Redone you mentioned you might make a patch for it and "Marbled Zafirbel Bay". With MZB included in your module, I wondered if you'd indeed made one and merged it and ACR into your compilation?
    1. DetailDevil
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      hi, I have decided that this module should primarily host "Sadrith Mora mods". Maybe I'll create a landscape module at some point. I have many projects at the moment.
    2. Aendruu
      Aendruu
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      For sure! Thanks for your reply.
    3. JayberXD
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      I play with both, and I haven't noticed any incompatibilities.
    4. Aendruu
      Aendruu
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      Belated thanks, JayberXD!
  9. JayberXD
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    Does this work with the animated telvanni council hall replacer found here?
    1. DetailDevil
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      Yes, it should work. You could also use the spinning sphere option here: Improved Telvanni Council House in Sadrith Mora
  10. JayberXD
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    When using this with MUSE, the 10 second silence file from the Music/Abot folder overwrites any tracks you have set to play in Sadrith Mora.

    Is there anything you can do to fix that?
    1. JayberXD
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      I tried deleting those files, but it now plays each track for less than 5 seconds before switching to another.

      This only happens in Sadrith Mora, and I'm almost certain it has something to do with this mod.
    2. DetailDevil
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      Have you tried loading BCOM Plus after MUSE?
    3. JayberXD
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      Muse doesn't have a plugin afaik, and I'm already loading your mod after it.
    4. JayberXD
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      Have you changed anything with the city's music with this?
    5. DetailDevil
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      No, I only used music files for the musicians in the Upper District and for Melodies and Moonlight. 
    6. JayberXD
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      and there aren't any other animated morrowind style bard NPCs in the other modules?

      In that case, it might be with the version of AM I have installed, but that doesn't explain why this issue only happens in Sadrith Mora.
    7. JayberXD
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      Deleting the Bard NPC from AM seemed to fix this!