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Resdayn Revival Team

Uploaded by

SiberianCrab

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About this mod

Modification of Bloodmoon.esm, that moves Solstheim to it's Anthology map position.

Permissions and credits
Changelogs
==================================
Anthology Bloodmoon
==================================
by Resdayn Revival Team

Modification of Bloodmoon.esm, that moves Solstheim to it's Anthology map position (similar to the Anthology Solstheim mod by Atrayonis). You need to replace original master file with this one, ore use MO2/other mod manager.

Requires a new game!

Differences with vanilla Bloodmoon:
  • Solstheim moved 7 cells east, 6 cells north;
  • Removed junky Landscape records from 5 Cells (-18 20 | -16 20 | -17 20 | -21 24 | -11 34 | -12 34) - due to conversion issues;
  • Updated 16 scripts and their bytecode (ColonyHroldar_B | swimmerScript | trackerScript | GaminScript | SabinusScript | ColonyAssassin | ColonyWolfKill | HroldarScript | rigmorScript | weretracker2Script | weretrackerStatScript | ColonyTimer | ColonyVeresa | wereskaalScript | ColonyReportTimer | mazegate3Script).

Everything else remain untouched.

Incompatible with mods, that affects Solstheim... But, there's an option:

=====================================
TES3 Anthology Bloodmoon Mod Converter
=====================================


A simple command-line tool for my Anthology Bloodmoon that lets you move .esp/.esm mods from vanilla Solstheim location to it's Anthology map position - 7 cells east, 6 cells north.

Requires the latest version of tes3conv.exe from Greatness7 (https://github.com/Greatness7/tes3conv) to run.

This tool will automatically move only these cells and their contents (it's Solstheim + several cells around, edited in Bloodmoon DLC):

Spoiler:  
Show
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Tested on Windows 10 x64.

Program capabilities

I. Processing grid coordinates:
  • Updates grid coordinates for Cell, Landscape, and PathGrid records.
II. Processing translation coordinates:
  • Updates coordinates for objects located within relocatable Cells.
  • Updates destination coordinates for Interior cell doors, leading to relocatable Cells.
  • Updates destination coordinates for NPC's Travel Services, leading to relocatable Cells.
III. Processing translation coordinates in game Scripts:
  • Updates coordinates in script commands: AiEscort, AiFollow, AiTravel, PlaceItem, Position, AiEscortCell, AiFollowCell, AiTravelCell, PlaceItemCell, PositionCell.
IV. Processing translation coordinates in dialogue-linked scripts (dialogue window 'Result' section):
  • Updates the same set of commands as standard scripts: AiEscort, AiFollow, AiTravel, PlaceItem, Position, AiEscortCell, AiFollowCell, AiTravelCell, PlaceItemCell, PositionCell.
V. Supports translation and grid coordinates updates for a user-defined custom Cell list (tes3_ab_custom_cell_x-y_data.txt).

Conversion requirements

I. .esp/esm files with M+B | M+T+B parent masters;

II. File paths with non UTF-8 names.

How to use

I. Download the latest version of 'tes3conv.exe' and place it in the same directory with this program;

II. Run 'TES3 Anthology Bloodmoon Converter.exe';

III. Choose mod conversion direction;

IV. Enter full path to your .ESP or .ESM (including extension - like 'F:\Translation\2conv\RR_Better_Ships_n_Boats_Eng.esp'), or filename (with extension) if it's in the same directory with this program (like 'RR_Better_Ships_n_Boats_Eng.esp');

V. Converted mod will be saved in the input .esp/esm file directory with CONV_ prefix.