[List] Ald-Vendras Compatible Mods

Post » Mon Oct 25, 2010 7:44 pm

So Lokken and Ald-Vendras 3.1 are compatible? Or is this compatibility going to appear in a different 3.x patch of Ald-Vendras?


Correct!
Ald-Vendras V3 and V3.1 are compatible with LoKKen and Solstheim Castle by using alternative files which are already included in the download.
Just choose the version which suits to your mod selection and you are fine.

Part out of the readme of Ald-Vendras V3.1 for more information:
Installation:
*************
Copy the files into your Morrowind\Data Files\ directory.

Ald Vendras v3.0 comes with 3 .esp files:

Ald Vendras_V3.esp (this is the base .esp for Ald Vendras v3.0).

Ald Vendras_V3Lokken.esp (ONLY for users who want to run Ald Vendras AND The White Wolf of Lokken mod (B_Whitewolf_1_0.esp is required)).

Ald Vendras_V3LokkenSC.esp (only for users who wish to run Ald Vendras AND The white wolf of Lokken AND Solstheim Castle plug-in (for this .esp file,
BOTH the B_Whitewolf_1_0.esp AND the Clean Solstheim_Castle_v1.1.esp are required)).

When you run Morrowind, click on Data Files, then check off your chosen Ald Vendras_V3.esp file and run the game (use only ONE .esp file, never use 2 or all 3).

The Tribunal and Bloodmoon expansion packs are REQUIRED for this mod!

The plug-in files for Weapon Rotate must also be selected (at the very least Weapon Rotate.esm), please have a look at the included "Read Me" files
(WeaponRotate1.0.txt) to understand how the racks for that mod are to be handled (these racks are used in Castle Avalon, Castle Kanthrock and Builder's Estate).

All 3 .esp files for Ald Vendras v3.0 are compatible with Illuminated Order and Korobal Island; as long as you keep Ald Vendras v3.0 loaded last.
Ald Vendras v3.0 is already compatible with Balmora Expanded (no patches needed). If you are running The white wolf of Lokken and Solstheim Castle plug-ins,
Ald Vendras v3.0 must also be loaded after them to avoid heavy landscape conflicts.

And yes, the needed version of Weapon Rotate is also included in the download of Ald-Vendras V3.
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Damian Parsons
 
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Post » Mon Oct 25, 2010 9:37 pm

There is one other mod Ald Vendras is incompatible with...the Horror mod. I have tried running both mods, and it crashes Morrowind. Remove one, or the other, and it runs normally.
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AnDres MeZa
 
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Post » Mon Oct 25, 2010 8:52 pm

Centurion - Thanks for confirming that. I should have remembered that -Eidolon- had already covered that clearly in Post #2.

Thanks, Thorbin, for that information. I wonder why that happened?
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Austin England
 
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Post » Tue Oct 26, 2010 9:37 am

Centurion, if you've followed the Infinite View Distance thread, you'll have seen that the problem with stonetile7.tga is easy to fix. Some image softwares, such as IrfanView, manage to open it successfully. Then it's just a question of saving again.
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Leah
 
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Post » Tue Oct 26, 2010 10:22 am

Added http://manauser.info/morrowind/, available from his site.
... add[s] random peaceful people to the wilderness of Solstheim, kind of Like Morrowind Comes Alive. All the NPCs are generic, meaning they have descriptive names instead of real ones and aren't unique, but some still have complex quest-like interactions. All of them could be helpful in some situation, but a few can be dangerous too.
Release thread ---> http://www.elderscrolls.com/forums/index.php?showtopic=369706


And http://users.bestweb.net/~pogo/stuff.html on his site.
There is no Stalhrim Spear in the Bloodmoon game. It is not in the Bloodmoon esm..... Now there is a fixed correctly-textured spear NIF:...
Release thread ---> http://www.elderscrolls.com/forums/index.php?showtopic=420829&st=0&gopid=7296426&#entry7296426
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^~LIL B0NE5~^
 
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Post » Mon Oct 25, 2010 10:35 pm

Added, as alternatives to each other:

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4704
This plugin repairs the walls of Fort Frostmoth as the Bloodmoon main quest progresses.


And http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=541 which apparently does much the same thing.
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Skrapp Stephens
 
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Post » Mon Oct 25, 2010 10:45 pm

I'm having trouble with running Lokken 2.0, Solstheim Castle & it's Lokken patch and Ald-Vendras with the Lokken/SC patch (loaded in that order). A small square of land is missing on the west coast of Lokken, in the middle of a small village. Does anyone have any ideas as to why this would be happening?

Screenshot of the affected area: http://img136.imageshack.us/img136/911/lokkenxk0.png
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gary lee
 
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Post » Tue Oct 26, 2010 10:20 am

I'm having trouble with running Lokken 2.0, Solstheim Castle & it's Lokken patch and Ald-Vendras with the Lokken/SC patch (loaded in that order). A small square of land is missing on the west coast of Lokken, in the middle of a small village. Does anyone have any ideas as to why this would be happening?


I had this too. I used the update map option in Wrye Mash on the most recent save, and that fixed the problem.
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Jerry Jr. Ortiz
 
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Post » Tue Oct 26, 2010 7:49 am

The actual part of the island is missing, it's not just on the map.
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sara OMAR
 
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Post » Tue Oct 26, 2010 7:22 am

I'm having trouble with running Lokken 2.0, Solstheim Castle & it's Lokken patch and Ald-Vendras with the Lokken/SC patch (loaded in that order). A small square of land is missing on the west coast of Lokken, in the middle of a small village. Does anyone have any ideas as to why this would be happening?

Screenshot of the affected area: http://img136.imageshack.us/img136/911/lokkenxk0.png


The shown area isn?t altered by Ald-Vendras and so far I know neither by Solstheim Castle.
Most likely you are running another plugin (besides mentioned ones) which alters this area.
But sorry, I?m not aware which one it could be.

B.t.w., reading that you are using Ald-Vendras in common with a compatibility patch for LoKKen and Solstheim shows me that you may not use the latest available version of Ald-Vendras (no more patches needed with V3 of Ald-Vendras due the offered alternative esp-files).
You should consider downloading http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3494 and also the available updated esp-files http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3523.
And then use only one of the alternative esp-files ("Ald-Vendras_V31-LoKKen-SC.esp" if you wish to use Ald-Vendras in common with LoKKen and Solstheim Castle).
And if you wish, you can also download http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3787 and use it in common with any version of Ald-Vendras V3.

Edit:
Having a closer look at your pic, it seems that you are already using V3 of Ald-Vendras. If so, choose only one of the offered esp-files (never activate 2 or more)!
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gemma king
 
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Post » Tue Oct 26, 2010 12:06 am

The shown area isn?t altered by Ald-Vendras and so far I know neither by Solstheim Castle. .... B.t.w., reading that you are using Ald-Vendras in common with a compatibility patch for LoKKen and Solstheim shows me that you may not use the latest available version of Ald-Vendras (no more patches needed with V3 of Ald-Vendras due the offered alternative esp-files)....

Thanks for explaining that again, Centurion.
I have taken the liberty of putting an abbreviated copy up in Post#1 where it helps to explain the setup intended.
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Dale Johnson
 
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Post » Tue Oct 26, 2010 2:11 am

Added Djupsgaard - the Hidden Halls v1.5 by Polycrates at TESSource

and http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4733
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Keeley Stevens
 
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Post » Tue Oct 26, 2010 4:45 am

Any recent Solstheim mods to add to this list?
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BrEezy Baby
 
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Post » Tue Oct 26, 2010 7:18 am

Any recent Solstheim mods to add to this list?


Thirsk Hot Spring
Thirsk Retreat
Polar Bear Lodge
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Umpyre Records
 
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Post » Tue Oct 26, 2010 12:57 am

http://planetelderscrolls.gamespy.com/View...ail&id=4950 (located in the middle of Solstheim)
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Kat Lehmann
 
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Post » Tue Oct 26, 2010 1:51 am

Thank you, Craigor and xeth-ban. :thumbsup:
Updated the original post.
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Laura Cartwright
 
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Post » Tue Oct 26, 2010 1:10 am

More detail on load order and apparent landmass conflicts that show up in TESPCD are in Monica21's highly useful thread ----> http://www.gamesas.com/bgsforums/index.php?showtopic=661534.

Added cross-reference in Post #1. :thumbsup:
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Ells
 
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Post » Mon Oct 25, 2010 10:22 pm

I don't know if it has been mentioned but Ald-Vendras and Ald Redaynia Expanded has a slight landscape conflict, which can be avoided by loading ARE first.

Also, there is a conflict with LOCH Felsaad Revamped and Oluhan. If Oluhan loads last it looks weird with lots of floating trees and rocks, but if Oluhan loads first you need to use the TCL command to get to the cave entrance of the Ice King.
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Jennie Skeletons
 
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Post » Tue Oct 26, 2010 1:16 am

Good to know, PetrusOctavianus.
Thanks. :thumbsup:
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Julia Schwalbe
 
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Post » Tue Oct 26, 2010 9:20 am

Bump . . .

:dancing:
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jodie
 
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Post » Mon Oct 25, 2010 9:03 pm

Compatible? That's... beautiful.
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Holli Dillon
 
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Post » Mon Oct 25, 2010 9:15 pm

Any new Solstheim mods that could be added to this list? ;)
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Casey
 
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Post » Tue Oct 26, 2010 1:03 am

Im in the process of testing landmass mods(seeing their placements) and moving landmasses if neccesary(using tesfaith, if it works like it says it does, Im skeptical.. but i hope it does what it says,, as it will help me immensely fit more mods into the game), and this thread will be of great use..
So Bump Very informational :)

My goal is to have Solstheim, Inn of Whispering Wood, Lokken, Castle Solstheim and Ald Vendrasv3/v3.1, and Castle Veldoril all placed on the map with no conflicts..

I will try to move:
Ald Vendras3/3.1: north 4/east 3 or north 3/east 4
Soltheim Castle: north 1/west 2
this should allow for Lokken: north 3 or 4
Castle Veldoril east 10,11,12 whatever it takes to be placed east of Solstheim, unless there is a small patch of sea it will fit in similar to where it is now..Or.. i may leave this mod out
and leave InnWhisp Wood exactly where it is

Obviously I will have to do some tinkering to get it right
im not making a mod.. just gonna move them, if i can for my own game..
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Micah Judaeah
 
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Post » Tue Oct 26, 2010 7:57 am

I will try to move:
Ald Vendras3/3.1: north 4/east 3 or north 3/east 4
Soltheim Castle: north 1/west 2
this should allow for Lokken: north 3 or 4
Castle Veldoril east 10,11,12 whatever it takes to be placed east of Solstheim, unless there is a small patch of sea it will fit in similar to where it is now..Or.. i may leave this mod out
and leave InnWhisp Wood exactly where it is


If I may; I think it would be better to leave AV, SC and Lokken where they are because there are already compatibility patch mods for the three togethers. Not moving these three lets you focus on simply moving the Inn and Castle Veldoril. Two instead of three mods, and no need for moving the compatibility patch too. :)
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Amy Smith
 
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Post » Tue Oct 26, 2010 9:06 am

True, your right.. i could do that.. it would be easier in the long run probably. I still have the combined esp/esm or whatever it is, for the 3.
But isnt Inn of the Whispering Wood connected to Solstheim?
so if i moved it , it would have a weird coastline on the western side? I could try to fix the coastline in the editor i suppose
I havent loaded any of these yet.. just assuming

Side question.. i wil be wondering about this with alot of my mods.. Ald Vendras runs into the edge of the map...
Can we stil explore the areas off the map? or is there like an invisilbe wall or something?
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Grace Francis
 
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