There are compatibility issues with The Stolen Sweetrolls quest mod. Unfortunately the mod author for it is no longer active, but it does have a nice string of quests. With both mods installed the cart in Seyda Neen will clip through one of the new houses added by that mod. The cart will still work, but it will not look good.
To anyone that uses RandomPal's Stonewood Pass, it's important to load Cart Travel Redux before Caldera Mine. If loaded after, there will be a land conflict above the pass. https://ibb.co/Ky9BmgS
I'm glad you liked my mod. The voices feature are small and experimental. I wanted to do it because it seems to me a technology that promises too much in terms of creating mods for games, especially Morrowind. Can you imagine mods like Julan fully spoken?
I used voice clonning before to make a personal soundset for Baldurs Gate 2. It's awesome and i agree. Also love when modmakers use it and they totally should do it more to breathe life into old games.
If it's possible i have a small request for the future versions. Could you make a cart travel to Ebonheart? I use BCoM and the likes and it made getting there on boat a bit inconvenient. Because the Vivec ship captain that goes there is in temple district docks now.
I did some testing with classic MW/BCOM. My results:
+ Placement-wise everything is perfect, including Ebonheart, due to how the carts are sitting just outside the towns
- New game or continuing an existing game throws 5 errors: Unable to find reference object "a_cart_Caldera" (as well as other 4 locations) in script a_caldera_guar_script; it doesn't stop the game/mod from working though; might be an issue with just legacy MW
- I had a one time issue where I travelled via cart from Ebonheart to Gnisis, and the Gnisis cart operator was missing, and did not return with the RA command; this happened only one time and I could not get it to happen again (weather feature, not bug)
- lastly, a VERY humorous issue between Small Quality of Life Improvements - MWSE's Face Me component and the guar in this mod. When you interreact with the guar they turn out of proper alignment to look at the player. Funny and harmless.
Overall, great mod. Hopefully that script error can get resolved. I tried by moving the mod around my load order to no avail. Still, this one is a solid keeper if you want even more immersion.
Thank you very much for your report. The errors are due to how the original Morrowind engine processes references to other objects within a script. I need to find another way to run certain task within a script on the object itself, without referencing it.
As for the missing NPC, perhaps it was raining at the time? If so, it is correct that he has disappeared, it is part of the mechanics of my mod. If not, was it just the NPC missing?
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Update: Looks like I installed 1.1b without installing 1.1, issue was on my end
If it's possible i have a small request for the future versions. Could you make a cart travel to Ebonheart? I use BCoM and the likes and it made getting there on boat a bit inconvenient. Because the Vivec ship captain that goes there is in temple district docks now.
I don't think it matters, but just in case, put my mod after BCOM.
+ Placement-wise everything is perfect, including Ebonheart, due to how the carts are sitting just outside the towns
- New game or continuing an existing game throws 5 errors: Unable to find reference object "a_cart_Caldera" (as well as other 4 locations) in script a_caldera_guar_script; it doesn't stop the game/mod from working though; might be an issue with just legacy MW
- I had a one time issue where I travelled via cart from Ebonheart to Gnisis, and the Gnisis cart operator was missing, and did not return with the RA command; this happened only one time and I could not get it to happen again(weather feature, not bug)- lastly, a VERY humorous issue between Small Quality of Life Improvements - MWSE's Face Me component and the guar in this mod. When you interreact with the guar they turn out of proper alignment to look at the player. Funny and harmless.
Overall, great mod. Hopefully that script error can get resolved. I tried by moving the mod around my load order to no avail. Still, this one is a solid keeper if you want even more immersion.
As for the missing NPC, perhaps it was raining at the time? If so, it is correct that he has disappeared, it is part of the mechanics of my mod. If not, was it just the NPC missing?
Thank you again!!