Morrowind

File information

Last updated

Original upload

Created by

Viga

Uploaded by

Vigawatt

Virus scan

Safe to use

Tags for this mod

53 comments

  1. silror44
    silror44
    • supporter
    • 2 kudos
    Just made the caravaner quest and I must say that it is a very well addition to the morrowind world ! Really well written.

    Just a small bug (I think it might be a OpenMW issue), at the end of the quest I am teleported under the silt strider and not on it, I have to use a levitation spell to speak to Selvil Sareloth.
    1. Vigawatt
      Vigawatt
      • member
      • 11 kudos
      Thank you, I will look into that. I haven't seen the teleport place the player in the wrong place before.
  2. silror44
    silror44
    • supporter
    • 2 kudos
    Hi ! Is this compatible with sheogorath grove of the north?
    1. Vigawatt
      Vigawatt
      • member
      • 11 kudos
      Thanks for asking, I had not checked that mod.

      I just tested and it is compatible.
  3. Edeldios
    Edeldios
    • member
    • 24 kudos
    Getting some doubling on the Balmora silt strider. and I have this below Beautiful Cities of Morrowind in my load order. What other mods could be causing the incompatibility?
    1. Vigawatt
      Vigawatt
      • member
      • 11 kudos
      Is this doubling before you have started the quest, or after the Caravaner quest is finished?  Are you using Local Lore - Silt Striders and Caravaners?  The Professionals needs to go below Local Lore or the doubling could be from that.  If that isn't it, could you tell me the IDs of both striders you are seeing?  Open console by pressing ` then click on the silt strider.  The ID of the object will be at the top of the console.  The Professionals object will be TP_Zirath or TP_Moya.
    2. Edeldios
      Edeldios
      • member
      • 24 kudos
      Hadn't even started the quest yet, just arrived in Balmora and noticed it. Using Local Lore, but the patch also and they are in the prescribed load order. There is a chance it is another mod as I have found a bit of doubling in other spots as well after further examination. I will remove a couple offending mods and see if that fixes the issues. If not, I'll check back again or will have an incompatibility report for you.
    3. Edeldios
      Edeldios
      • member
      • 24 kudos
      Yup, removed a mod that was conflicting with BCOM thinking that was the issue. Nope, still have doubling. What makes it all the more perplexing is that when I click on ori in console to find the source of the problem it tells me that one silt strider double comes from this mod, and the other comes from Morrowind.esm itself. Both are named Zirath
    4. Vigawatt
      Vigawatt
      • member
      • 11 kudos
      Are you using multiple of the patches? Between the Local Lore, Silt Strider Animation, and Local Lore + Animation patches, only one should be used at a time. There is also a version of Local Lore to use if you use Silt Strider Animation Restored. If both striders you see are named Zirath, the issue is something between Local Lore and The Professionals, as they both rename the strider.
    5. Edeldios
      Edeldios
      • member
      • 24 kudos
      I'm using the Local Lore/Animation fix patch, and only that patch. They are also in the recommended load order.
    6. Edeldios
      Edeldios
      • member
      • 24 kudos
      Finally found the issue. The problem was Local Lore itself. It still has a number of dirty edits. Just a heads up for anyone deciding to use Local Lore because there is a patch for it here, there will likely be issues using that mod. I removed it and a number of other weird inconsistancies instantly resolved themselves as well. I would recommend not using Local Lore at all until the issues with that mod get resolved.
  4. zixi
    zixi
    • premium
    • 22 kudos
    I just want to say thank you for removing some of the requirements - they prevented my latest playthrough (alternate start) from doing these beautiful quests. I've just done the first one with the silt strider with my latest playthrough and it was as touching and immersive as the first time. So, thank you! I'm looking forward to redoing the others too. 

    Thank you! 

    edit: I wish there were more quests like this! If you do an alternate start and don't join factions, it's actually quite difficult to do much!
  5. Edeldios
    Edeldios
    • member
    • 24 kudos
    Quick compatibility check, does this work with Saucy old Selvil?
    1. Vigawatt
      Vigawatt
      • member
      • 11 kudos
      All versions are compatible with Saucy Old Selvil.  If using Version 1.20 of The Professionals, there is a patch on the files page.
  6. zsouza13
    zsouza13
    • premium
    • 9 kudos
    Have you started planning your next mod? 
    1. Vigawatt
      Vigawatt
      • member
      • 11 kudos
      The Bookbinder, the Chandler (candlemaker), the Medico, and probably the Trader.  If you have suggestions though I would love to hear your thoughts.
  7. Prez450
    Prez450
    • premium
    • 2 kudos
    Good mod, but i cant find the Monk east of dagon fel, i have been marching up and down the east coast of the island and i cant find anything where is he?
    1. Vigawatt
      Vigawatt
      • member
      • 11 kudos
      So sorry about that.  I just fixed the description on the mod page.  It is west, not east.  Head west and there is an inlet, then travel south along the inlet.  The monk's place is west of the Statue of Malacath along the inlet.
  8. illyria311
    illyria311
    • member
    • 10 kudos
    I've noticed that even with the local lore patch the carvaneer with still talk about his old Strider as if it's still alive.
    1. Vigawatt
      Vigawatt
      • member
      • 11 kudos
      Thank you for pointing that out.  I have updated the Local Lore patch files so the dialogue from Local Lore mentions the new strider after the quest is completed.
    2. illyria311
      illyria311
      • member
      • 10 kudos
      Thank you! I really enjoyed that quest (it's the only one I've had a chance to play so far)
  9. Dennai
    Dennai
    • premium
    • 6 kudos
    I keep reading comments about how the silt strider from Balmora is replaced, which makes me wonder if your mod is compatible with Immersive Travel?
    1. Vigawatt
      Vigawatt
      • member
      • 11 kudos
      Yes, it is compatible.  Immersive Travel does not touch the silt striders in the cities, it is an animation between the cities.  I just ran through the quest and the Immersive Travel out of Balmora worked before and after quest completion.
  10. IFchaos
    IFchaos
    • member
    • 0 kudos
    I seemed to have messed something up with install. i manually installed into the data files and when i go to the burial site for the striders all the caravaners are standing on BSA errors (yellow boxes). is manual install not recommended?
    1. Vigawatt
      Vigawatt
      • member
      • 11 kudos
      There are two folders in the Meshes directory for this mod.  Check \Data Files\Meshes\r for TP_CrouchStrider.nif and TP_RespectStrider.nif.  If those files are not present, try merging the Data Files folder from the mod pacakge with your game directory Data Files folder again.
    2. IFchaos
      IFchaos
      • member
      • 0 kudos
      thanks for getting back to me, that worked yes, schoolbook error of me to put data files in the data files. as others have mentioned here, the caravaner quest is lovely. for such a grandiose world, the idea of the common man (or mer?) and their struggles is something thats often either undervalued or overlooked in fantasy. your writing and ideas of the Q in general are really well implemented and im very much looking forward to the other quests within this pack.

      PS. congratulations on making me feel sad for a bug for the first time since i watched a bugs life