The door to Garry's hut is slightly displaced. You can see through the building behind it, and it is also clipping with the hut itself. I see that someone else has submitted a bug report and you've marked it as fixed, but it does not seem to be fixed for me.
Edit: nevermind, it seems to have been a load order issue with another mod I was using. Great work on this
A suggestion for an addition or possibly an alternate version: Morvayn Manor in Maar Gan places, well, Morvayn Manor in Maar Gan, and the explanation seems lore friendly enough and provides a little variety by placing the Lady of Maar Gan in her town.
The mod, however, is not 100% compatible with "Town of pilgrimage": besides making "Huleen Hut" duplicate, it also places the manor in a location that does not seem to be fitting, along the road outside the town walls, and with some additions that are not really fitting IMHO (guards and barricades)
I'm not sure if you are interested in improving this mod or build upon it, but I think that a "RandomPal" treatment would be nice, maybe by integrating this mod concept if not the actual execution (Inside the walls there is not much room for a "crossaint building", but maybe using another model could still be good).
Hi, I don't particularly like that mod, for two reasons: 1. The explanation isn't bad, but it also falls into the category of "don't fix what's not broken" 2. There's no way to place the manor inside the perimeter of the walls, so the manor will always feel disconnected from the town itself
Good day, all. RandomPal, thank you for the mod. Question, please: Magic rock of Maar Gan - its original ESP is 44-is kB and the patch ESP published here is 851 bytes. The file names are identical. Do I rename the patch file and 'chase' the original ESP, or do I replace it?
Nice mod, but seems like resources for one banner (ancestor banner) are missing if you are using this mod without BCoM. However I found necessary meshes and texture in BCoM resources.
Thanks for the kind words! Just so you don't end up disappointed, I've already done most of what I wanted to do with Ald'ruhn in BCoM: concept art banners and affiliation pillars, concept art temple with guar stables, concept art hut, revamped many interiors, optional alternative skar model, optional outdoor merchants and there's likely more I'm forgetting now. With the next release, I'm just going to tackle the issue with redundant architecture, so it won't be a full scale overhaul/reclutter like this one.
That's not a disappointment at all. Your catalog is a permanent resident in my load order. I love what you've done with the architecture and definitely maintaining that alien and concept art approach. I can't give your work enough praise. Tyvm!!!
31 comments
Edit: nevermind, it seems to have been a load order issue with another mod I was using. Great work on this
The mod, however, is not 100% compatible with "Town of pilgrimage": besides making "Huleen Hut" duplicate, it also places the manor in a location that does not seem to be fitting, along the road outside the town walls, and with some additions that are not really fitting IMHO (guards and barricades)
I'm not sure if you are interested in improving this mod or build upon it, but I think that a "RandomPal" treatment would be nice, maybe by integrating this mod concept if not the actual execution (Inside the walls there is not much room for a "crossaint building", but maybe using another model could still be good).
1. The explanation isn't bad, but it also falls into the category of "don't fix what's not broken"
2. There's no way to place the manor inside the perimeter of the walls, so the manor will always feel disconnected from the town itself
do you think this is compatible with "Thieved Guild - Maar Gan" addon?
I'm modding my Morrowind a lot (using Expanded Vanilla modlist), but TG is my favourite faction
edit: Sorry, I confused places, it's not actually relevant to this mod
RandomPal, thank you for the mod.
Question, please:
Magic rock of Maar Gan - its original ESP is 44-is kB and the patch ESP published here is 851 bytes.
The file names are identical.
Do I rename the patch file and 'chase' the original ESP, or do I replace it?
With the next release, I'm just going to tackle the issue with redundant architecture, so it won't be a full scale overhaul/reclutter like this one.