Look around the barrel. It's there. I moved it so it's more rp-friendly for non-thief characters who don't poke around in barrels belonging to the guards.
Many should know that given many different retexture configs they may be using, the ring is next to impossible to see. I looked everywhere and couldn't even see it until I decided to no-clip through the ground and look up. The game continuing to tell you to look in the barrel where it's not doesn't help either.
This is overall a fantastic mod, but considering this ring is essential to starting the game I feel like many may turn away from it immediately. Maybe edit the help tip to mention looking at the ground just in front of the barrel?
On that note, since I'm assuming more will read these comments looking for it: it's on the ground directly in front of the barrel. Or, the barrel is almost perfectly between the ring and the wall of the building.
Edit:
Lest this post seem negative, I'm pretty sure this just became my Seyda Neen mod of choice here. I was using hater8's before and this feels like that with extra, I really like it. I tried to also run Cozy Seyda Neen and the conflicts weren't catastrophic. Where things work together it looks absolutely beautiful so I think I'll edit the latter to play nice with this mod for my install.
Thank you for your kind words! I'm really glad you're enjoying the mod.
Thank you as well for providing an explanation about the ring. I avoided touching the popup about it for fear of conflicts with alternate chargen mods. I'll see if I can pin your post so it will be visible to anyone who comes looking for an explanation in future.
Thanks a lot for the BCOM compatibility bat file! I don't know how but it works on OpenMW 0.49 as well. I was hesitant to use it since it modifies the main game data files but my mods are not dumped there but on another folder (I am using MO2). Well the thing is it works and couldn't be happier since I spent a day and a half messing my load order trying to find the solution for the flickering of a trap door inside Arrille's and duplicated items (mushrooms, books etc).
Maybe a silly question, but where is Hjrondir? I don't plan to do Siege at Firemoth anytime soon but TR did add the option.
Edit: Good news and bad news. The good news is that you can trigger the Siege at Firemoth quest without talking to Hjrondir. Just high enough reputation / level before talking to the guard captain. The bad news is that the boat and captain spawn inside a rock. Quest is still doable but maybe a good Idea to move the rock if this mod will ever get an update ;).
Check the optional files. Luc' uploaded my fix esp that should (hopefully) take care of it. I moved every NPC mentioned in the comments and a few others I noticed myself. The moves were subtle, but enough for openmw to do its job and ground them. I tested this on a new game with the dev ver. of openmw .49.
Sadly not easy, from what I remember of RRBC their Seyda Neen changes quite a lot. You could copy over the building style changes and the interior changes, and find spaces for my new buildings, but it would be quite a high-effort patch. If someone wanted to make that patch I'd be happy for them to post it on Nexus, or send it to me and I can put it here on the page, though!
Hi, great Seyda Neen overhaul. I complete quest about contrabandist. but cant start quest about missioners... speack with this imperial man - his just told about his work and false gods... but nothing journal entries( And what about imperial cult shrine in seyda neen? We have this in CS and have a cell. I complete quest about murdered Processus Vitellius, but his house dont change in shrine)
The missionary only has dialogue, I started to make a quest but I ran out of time/energy so it's left unfinished/inaccessible. Hopefully one day in a future update.
Loving the ambience of the mod so far, great work!
I have only one issue, and that is on the OpenMW version (no anims) I have several floating NPCs. To me it seems like they were placed too close to objects with collision, and since OpenMW decided for some God-awful reason to change the mesh boxes for actors, this results in those NPCs floating.
Know of any workarounds for this?
EDIT: Also, there is a "glowjug" in the Dirty Anchor that appears to have a missing mesh. Getting the giant yellow exclamation mark of doom.
Sorry to hear about the openmw issues, I thought removing the anims would fix these collision issues but it seems not. The easiest thing would be to open the mod in the CS and move any of the offending NPCs to somewhere they don't float (but you'd probably need to start a new game for it to take effect). If you give me a list of floating NPCs I can try to fix it for the next version as well.
Re: the glowjug, not sure what's happening there. Is your OAAB_Data up to date? If it is, perhaps you could try installing the asset's from Melchior Dahrk's Glowbugs mod?
Yep, got the latest version of OAAB. I'll try installing glowbugs today and see if that fixes it, and I'll also get you a list of floaters as well. Thx for the speedy reply!!
As for modifying things in the CS, I haven't really been able to figure that out for OpenMW. For some reason my OpenCS can't locate my game directory, and there's no option to browse for it manually.
I'm guessing that the original CS doesn't work with OpenMW. I would just be running the original engine, but alas I am setting up a tes3mp server. 😅
The original CS does work for OpenMW :) the only thing that might get in the way is if you're on Linux/Mac, but even then I think there are workarounds that would allow you to run the original CS. You can even install MGE XE and run mwse-updater to get the upgraded CSSE features (in-game it will continue to use openmw and ignore mge xe :) )
Link for convenience: https://www.nexusmods.com/morrowind/mods/42196
Oh really? Well then, that makes things a heck of a lot easier haha. Thx for the info <3
Edit: floating npcs are Adorinia Tavius and Raris Farathram in The Glass Parrot, occasionally Anastasius Fauscius in The Dirty Anchor (he likes to pop up and down from the little chest by his right foot), and Carsen in the coast guard office
Edit 2: when you say "install the assets from the Glowbugs mod," what do you mean exactly? I see that the mod doesn't work with OpenMW, so where should I be putting these assets? Or do I just install the mod as per usual?
Btw, BCoM's "Logical Census and Excise Office" option in its FOMOD is incompatible with Damp Little Squat, you will get double npcs and objects with it.
Correct. BCOM's Logical Census & Excise Office option makes very similar changes to DLS (the idea for the change actually came from a conversation RandomPal and I had back while I was developing this mod), so if you have DLS you shouldn't use LCoEO.
That's good to know. I also wish to ask another question - is the Grand Pharos lighthouse mod included within Damp Little Squat, much like RandomPal's BCoM/Seyda Neen - Gateway to Vvardenfell?
This mod is based on an older version of hater8's Seyda Neen, which was based on RandomPal's Seyda Neen - Gateway to Vvardenfell, which included mdsouthworth's Grand Pharos. So, yes! I actually wasn't aware of that part of the mod's lineage, so thank you for asking the question -- I've updated the credits section to link to The Grand Pharos.
If you're not on openmw, maybe you have a version of the anims made for openmw thats overwriting the ones from this mod? I'd suggest trying to move this mod to the end of your install (not load order -- install order, because it's the anims we care about here not the plugin) and seeing if that fixes it. If it does fix it, it probably breaks other animated NPCs used by the mod that's doing the overwriting. Probably the easiest fix is still to use the no-anim version.
85 comments
This is overall a fantastic mod, but considering this ring is essential to starting the game I feel like many may turn away from it immediately. Maybe edit the help tip to mention looking at the ground just in front of the barrel?
On that note, since I'm assuming more will read these comments looking for it: it's on the ground directly in front of the barrel. Or, the barrel is almost perfectly between the ring and the wall of the building.
Edit:
Lest this post seem negative, I'm pretty sure this just became my Seyda Neen mod of choice here. I was using hater8's before and this feels like that with extra, I really like it. I tried to also run Cozy Seyda Neen and the conflicts weren't catastrophic. Where things work together it looks absolutely beautiful so I think I'll edit the latter to play nice with this mod for my install.
Thank you as well for providing an explanation about the ring. I avoided touching the popup about it for fear of conflicts with alternate chargen mods. I'll see if I can pin your post so it will be visible to anyone who comes looking for an explanation in future.
Thank you again. Awesome mod!
Maybe a silly question, but where is Hjrondir? I don't plan to do Siege at Firemoth anytime soon but TR did add the option.Edit: Good news and bad news. The good news is that you can trigger the Siege at Firemoth quest without talking to Hjrondir. Just high enough reputation / level before talking to the guard captain. The bad news is that the boat and captain spawn inside a rock. Quest is still doable but maybe a good Idea to move the rock if this mod will ever get an update ;).
And what about imperial cult shrine in seyda neen? We have this in CS and have a cell. I complete quest about murdered Processus Vitellius, but his house dont change in shrine)
The missionary only has dialogue, I started to make a quest but I ran out of time/energy so it's left unfinished/inaccessible. Hopefully one day in a future update.
I have only one issue, and that is on the OpenMW version (no anims) I have several floating NPCs. To me it seems like they were placed too close to objects with collision, and since OpenMW decided for some God-awful reason to change the mesh boxes for actors, this results in those NPCs floating.
Know of any workarounds for this?
EDIT: Also, there is a "glowjug" in the Dirty Anchor that appears to have a missing mesh. Getting the giant yellow exclamation mark of doom.
Sorry to hear about the openmw issues, I thought removing the anims would fix these collision issues but it seems not. The easiest thing would be to open the mod in the CS and move any of the offending NPCs to somewhere they don't float (but you'd probably need to start a new game for it to take effect). If you give me a list of floating NPCs I can try to fix it for the next version as well.
Re: the glowjug, not sure what's happening there. Is your OAAB_Data up to date? If it is, perhaps you could try installing the asset's from Melchior Dahrk's Glowbugs mod?
As for modifying things in the CS, I haven't really been able to figure that out for OpenMW. For some reason my OpenCS can't locate my game directory, and there's no option to browse for it manually.
I'm guessing that the original CS doesn't work with OpenMW. I would just be running the original engine, but alas I am setting up a tes3mp server. 😅
Link for convenience: https://www.nexusmods.com/morrowind/mods/42196
Thx for the info <3
Edit: floating npcs are Adorinia Tavius and Raris Farathram in The Glass Parrot, occasionally Anastasius Fauscius in The Dirty Anchor (he likes to pop up and down from the little chest by his right foot), and Carsen in the coast guard office
Edit 2: when you say "install the assets from the Glowbugs mod," what do you mean exactly? I see that the mod doesn't work with OpenMW, so where should I be putting these assets? Or do I just install the mod as per usual?
If you're not on openmw, maybe you have a version of the anims made for openmw thats overwriting the ones from this mod? I'd suggest trying to move this mod to the end of your install (not load order -- install order, because it's the anims we care about here not the plugin) and seeing if that fixes it. If it does fix it, it probably breaks other animated NPCs used by the mod that's doing the overwriting. Probably the easiest fix is still to use the no-anim version.