[List] Ald-Vendras Compatible Mods

Post » Tue Oct 26, 2010 3:57 am

Any new Solstheim mods that could be added to this list? ;)

I don't know if it's grand enough for this fine list, but I made a mod that makes the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6098a bit more comfy.
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Taylah Illies
 
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Post » Tue Oct 26, 2010 12:20 am

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?



Can we stil explore the areas off the map? or is there like an invisilbe wall or something?

I am not able to check this at the moment, but my recollection is that IotWW follows the eastern coastline of Solstheim very closely, creating a 'river' between them.

And yes, you can travel as far out as you care to. The map ends, but the game world doesn't.
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emma sweeney
 
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Post » Mon Oct 25, 2010 9:44 pm

I am not able to check this at the moment, but my recollection is that IotWW follows the eastern coastline of Solstheim very closely, creating a 'river' between them.

And yes, you can travel as far out as you care to. The map ends, but the game world doesn't.



yessss!!!... i am using the fps optimizers map expander thingy too... so i should be able to see the expanded areas

A created river between them would mean they have a nice land - water transition.. so if i move IotWW, it should fine on the coastline if thats the case

I wil load it in the construction set and check it out
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Greg Swan
 
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Post » Tue Oct 26, 2010 3:57 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


You would have to do that with Lokken too, because it too is "connected" to Solstheim.
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Kortniie Dumont
 
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Post » Tue Oct 26, 2010 1:47 am

I'll just move IOTWW to west of Solstheim then, if i can walk the whole island, even tho its past the map edge
i got a map that shows Lokken has a narrow passage of water(river/channel) between it and Solstheim
but im decided.. I'll leave the 3 that are combined.. I had originaly planned on using AV and IWW only.. but since im on a mad dash to dl all the landmasses.. lol might as well incorporate em all
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Jeremy Kenney
 
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Post » Mon Oct 25, 2010 11:05 pm

Im having a hard time getting AV, SC, and WWoL to work right.. perhaps its a load order issue, i dont know..
check the link below to see how it is messed up

Here are the mods i am using right now..

GameFile0=Bloodmoon.esm
GameFile1=Morrowind.esm
GameFile2=Tribunal.esm
GameFile3=Weapon Rotate.esm
GameFile4=A Call To Issilar.esp
GameFile5=Silgrad Tower 1-4_6.esp
GameFile6=Siligrad BlackRose.esp
GameFile7=Siligrad blueware.esp
GameFile8=Siligrad furniture bed.esp
GameFile9=Siligrad furniture.esp
GameFile10=Siligrad Julianos_shield.esp
GameFile11=SolstheimCastle_LoKKen_Patch.esp
GameFile12=SolstheimCastle_v1.1.esp
GameFile13=Weapon Rotate - Bloodmoon.esp
GameFile14=Weapon Rotate - Tribunal.esp
GameFile15=Weapon Rotate - Vendors.esp
GameFile16=WhitewolfLokken_2_0.esp
GameFile17=Ald-Vendras_V31-LoKKen-SC.esp

Here is a http://img297.imageshack.us/my.php?image=avscwwlokwrongjy1.png of how it looks in my game.

Do i need to use only 1 SC .esp?
For compatabilities sake, do the .esp's have to have the exact filenames. Cuz i changed some filenames
or my load order could be wrong
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Sheila Reyes
 
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Post » Mon Oct 25, 2010 7:19 pm

The readme for Solstheim Castle says, "If you choose to use both mods, the patch (included with these files) needs to be loaded AFTER both The White Wolf of LoKKen Mountain esp and the Solstheim Castle esp." My guess is that's your problem right there.

Whenever you see a patch make it a habit to load that patch or update after the .esp it is intended to patch or update. This holds true for both Morrowind and Oblivion. It's also a good habit to read me every readme for every mod you install thoroughly.
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Loane
 
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Post » Mon Oct 25, 2010 10:16 pm

there is a mod at PES called http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5268
This mod Remodels and retextures the island of Solstheim with the emphasis strongly on photo-realism. Version 1.0 of the Bloodmoon Landscape Overhaul is in the early stages of what is likely to be a long term development and is released 'as is' and as a resource for you to make your own mods. There are no major issues that i know of and it should be compatible with all mods made for Bloodmoon.There are many instances where landscaping and texturing could be better and i hope to tackle these instances in later versions.
The snow and rock and grass ones look awesome, im not sure on the fps hit tho
It also replaces karstag as well.. but you can prolly use only the meshes/textures you want to use
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Rude Gurl
 
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Post » Tue Oct 26, 2010 7:27 am

Ok the Solstheim Castle/Ald Vendras intersection is fixed... but now Ald Vendras and Lokken are conflicting

http://img179.imageshack.us/my.php?image=avscwwol2ndtryva8.png
the northeast corner of Lokken runs into a mountain and castle in Ald Vendras

Here is my MW.ini

First 3 entries are ok
GameFile3=Weapon Rotate.esm
GameFile4=SolstheimCastle_v1.1.esp
GameFile5=WhitewolfLokken_2_0.esp
GameFile6=SolstheimCastle_LoKKen_Patch.esp
GameFile7=Weapon Rotate - Tribunal.esp
GameFile8=Weapon Rotate - Bloodmoon.esp
GameFile9=Weapon Rotate - Vendors.esp
GameFile10=Ald-Vendras_V31-LoKKen-SC.esp

Should i put GameFile10=Ald-Vendras_V31-LoKKen-SC.esp before the others again?
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Philip Lyon
 
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Post » Mon Oct 25, 2010 9:19 pm

Try this:
Weapon Rotate.esm
SolstheimCastle_v1.1.esp
WhitewolfLokken_2_0.esp
Ald-Vendras_V31-LoKKen-SC.esp
SolstheimCastle_LoKKen_Patch.esp
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Rodney C
 
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Post » Tue Oct 26, 2010 12:42 am

ok i wil try tomorrow thnaks.. time to call it a night for now..
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Naazhe Perezz
 
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Post » Tue Oct 26, 2010 8:45 am

Try this:



here are the attempts ive made:

First attempt... worst one.. all 3 conflict See 1st pic i posted
GameFile7=SolstheimCastle_LoKKen_Patch.esp
GameFile4=SolstheimCastle_v1.1.esp
GameFile5=WhitewolfLokken_2_0.esp
GameFile6=Ald-Vendras_V31-LoKKen-SC.esp

2nd attempt... fixed SC/WWoL conflict...See 2nd pic i posted
GameFile4=SolstheimCastle_v1.1.esp
GameFile5=WhitewolfLokken_2_0.esp
GameFile6=SolstheimCastle_LoKKen_Patch.esp
GameFile10=Ald-Vendras_V31-LoKKen-SC.esp

3rd attempt ...fixed SC/WWoL conflict...See 2nd pic i posted
GameFile4=SolstheimCastle_v1.1.esp
GameFile5=WhitewolfLokken_2_0.esp
GameFile6=Ald-Vendras_V31-LoKKen-SC.esp
GameFile7=SolstheimCastle_LoKKen_Patch.esp

4th attempt... same as attempt 1.. see 1st pic i posted
GameFile6=Ald-Vendras_V31-LoKKen-SC.esp
GameFile4=SolstheimCastle_v1.1.esp
GameFile5=WhitewolfLokken_2_0.esp
GameFile7=SolstheimCastle_LoKKen_Patch.esp

5th attempt// same as attemp 1.. see 1st pic i posted
GameFile4=SolstheimCastle_v1.1.esp
GameFile6=Ald-Vendras_V31-LoKKen-SC.esp
GameFile5=WhitewolfLokken_2_0.esp
GameFile7=SolstheimCastle_LoKKen_Patch.esp

Now i will try 1 more attempt
1 without the SC/WWoL path:
GameFile4=SolstheimCastle_v1.1.esp
GameFile5=WhitewolfLokken_2_0.esp
GameFile6=Ald-Vendras_V31-LoKKen-SC.esp

If this doesnt work.. then i have the wrong versions of WWoL or AV
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james tait
 
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Post » Tue Oct 26, 2010 4:15 am

I got it.. here is the load order

GameFile3=Weapon Rotate.esm
GameFile4=SolstheimCastle_v1.1.esp
GameFile5=WhitewolfLokken_2_0.esp
GameFile6=Ald-Vendras_V31-LoKKen-SC.esp
GameFile7=Weapon Rotate - Tribunal.esp
GameFile8=Weapon Rotate - Bloodmoon.esp
GameFile9=Weapon Rotate - Vendors.esp

dont need SolstheimCastle_LoKKen_Patch.esp unless you want to run SC and WWoL without AV
Weapon rotate is needed by one of them thats why its in there.. cant remmber which one tho
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Tina Tupou
 
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Post » Mon Oct 25, 2010 7:02 pm

Weapon Rotate is needed by Ald Vendras. Since myself I hate Weapon Rotate (scripted weapons no longer stack in inventory), I had removed it from Ald Vendras; I think it had resulted in some castles losing bits of furniture, not a big deal.
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Evaa
 
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Post » Mon Oct 25, 2010 9:15 pm

scipted weapons dont stack.. good to know for future reference thanks
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scorpion972
 
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Post » Tue Oct 26, 2010 2:02 am

Question about Castle Veldoril

First some info:
I have V1.4 and I moved it West 2, South 8, so it fits in nice and snug between Lokken and the mainland
this leaves some small seafloor cracks and gaps but thats ok..
I cleaned it.. anyone know if this is bad or good???
Someone told me once, only clean mods if they have the Evil GMST's..
I cleaned it to remove a bunch of unused, nonregioned cells
so im not sure what side effects cleaning it may or may not have presented themselves


Ok, here is the question

When i get to Castle Veldoril... It is surrounded by a wall, with 1 large gate.
This is the only way in, besides cheating.
Only problem is, When you click on the large gate, it is a teleport to Ald Vendras West...????
It teleports you northeast to the southeast section of Ald Vendras...
I got a screenshot i can host if anyone wants to see the Activator message on the gate
Anyone elses do this???

also the small rowboat in Khuul that takes you to Castle Veldoril really takes you to...
Ald Vendras West(Same spot as Castle Veldoril gates teleport)...
there is a diff, larger boat at Khuul that takes you to Ald-Vendras
The rowboat in Castle Veldoril does, however, take you back to Khuul

This is very weird..
Do you think that by cleaning it i caused this?
or is there something else i missed?
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john page
 
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Post » Tue Oct 26, 2010 8:52 am

ok i tried again.. i moved it again to the same spot, only this time, without cleaning it..
as the mod is named clean

still the front gate wont let me in. and warps me to Ald Vendras..
when i load it into the editor.. there is an error msg..which may or may not have to do with the gate

Warning

Previous string is different for topic "Greeting 1" info 1215227585220936854-"Who's there?"

Continue running executable? Cancel is "Yes To All".

Maybe this error is occuring because i moved the mod?
I found thishttp://forums.elricm.com/emma/viewtopic.php?p=14828&sid=c67b6d15000053ceb10344110f2f50f0.
in the pics posted.. see the message at the Gate.. it says:

Gate - Veldoril Castle

Osiris said the gate was locked.. my gate is locked too.. but we get diff msg's at the gate


while in my game the message at the Gate says:

Gate to Ald-Vendras West

Maybe when i moved the mod.. not all the stuff moved?
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Sheila Esmailka
 
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Post » Tue Oct 26, 2010 8:54 am

Maybe you didn't move the door markers or some other stuff? Did you use Lightwave's http://projectmanager.f2s.com/morrowind/TESfaith.html? Using that might help.
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Kill Bill
 
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Post » Tue Oct 26, 2010 1:36 am

My suggestion is: for LoKKen use the .esm instead of the .esp, master files are definitely more stable and better than plugin files. Don't mess around with the mods load order unless you really need to do so (as already posted here, Ald Vendras has already been moved to be compatible with LoKKen); you can leave Castle Veldoril for now, its textures are huge and may cause more than one FPS hit if you don't own a very good computer. And it's definitely designed for dark or vampire characters, its mood doesn't fits very good with LoKKen and Ald Vendras, so I think that you may not like it as you think. :)
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Svenja Hedrich
 
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Post » Mon Oct 25, 2010 6:48 pm

I used tesfaith.. that is the only program that moves landmasses isnt it? unless there is another prgram i am unaware of..

osiris. Posted Today, 10:50 AM
My suggestion is: for LoKKen use the .esm instead of the .esp, master files are definitely more stable and better than plugin files. Don't mess around with the mods load order unless you really need to do so (as already posted here, Ald Vendras has already been moved to be compatible with LoKKen); you can leave Castle Veldoril for now, its textures are huge and may cause more than one FPS hit if you don't own a very good computer. And it's definitely designed for dark or vampire characters, its mood doesn't fits very good with LoKKen and Ald Vendras, so I think that you may not like it as you think. smile.gif


?? Lokken is fine.. no problems whatsoever.. its a non issue..
as is Solstheim Castle and Ald-Vendras..
i got all 4 landmasses so they all show up with no conflicts...load order is fine.. i was on that step.. before castle veldoril.. fixed it and moved on.. i can see all of these fine. Lokken, Ald-Vendras, SC, and Castle Veldoril.. i got the load order down fine.. they all show up on the map...Castle Veldoril fps hit is fine to me.. and i got a crappy computer...all you got to do is look down to the floor from time to time in a couple rooms while facing the direction with the most stuff on screen...I also moved some trees so the outside is easier on the fps also... the landmasses themselves or fps hits or a non-issue

my last post about Castle Veldoril was the one i pmed you about..
the link i posted was of your screenshots of Castel Veldoril and the one of the gate in particular..

my question was.. by moving it with tesfaith.. did maybe something not get moved..like a door marker
I will post the pic.. we have the correct way it should look from your pic on that link..
Here is http://img214.imageshack.us/my.php?image=screenshot25jm5.png
which you can see has a completely different msg on the activator..
and using it teleports you to Ald-Vendras West..on a southwestern part of Ald-Vendras..
???? isnt this weird... no ideas.. of why it would teleport to ald vendras.. unless somewhere on ald vendras is a key to the gate..???
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james reed
 
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Post » Tue Oct 26, 2010 4:37 am

Oh, sorry I assumed you'd moved it manually :)

Castle Veldoril is all done with interior cells isn't it? My guess is the door marker got left behind somehow in the TESfaith move. I seem to remember, when I went for a look round Veldoril, that the location of the main dock would be somewhere in west Ald Vendras.

One of the FAQs on the TESfaith page I linked to is:
Q1. TESfaith doesn't seem to move door markers, update scripts, dialogue commands etc.

TESfaith was originally written in September 2003. Door support was added in December 2003 and Scripts/dialogues by February 2004 (version 0.95). Yet despite these features being added years ago, there still seem to be very old copies of TESfaith floating on various websites! Please make sure you have the latest version of TESfaith - take a look at The TESfaith home page.
v0.96beta is on that page. Is that what you have?
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Ann Church
 
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Post » Tue Oct 26, 2010 5:34 am

Oh, sorry I assumed you'd moved it manually :)

Castle Veldoril is all done with interior cells isn't it? My guess is the door marker got left behind somehow in the TESfaith move. I seem to remember, when I went for a look round Veldoril, that the location of the main dock would be somewhere in west Ald Vendras.

One of the FAQs on the TESfaith page I linked to is:v0.96beta is on that page. Is that what you have?


Yeah i have v0.95, v0.96b and tesfaith#(a gui version)
but Im using v0.96b for moving

i seen a dock on the southwest of ald vendras tho.. its diff then the small stone dock in CV
altho.. im pretty sure this was part of AV's mod.. not CV
but... the CV gate does teleport you to somewhere very close to AV's southwest dock

i wil load up my original copy of Castle Veldoril(unmoved) all by itself.. and check it out too
before i do this.. In the CS, where do you change where doors warp you to..
i can check that in my moved version and compare it to the original, unmoved version.. and maybe fix it myself
Ill load CS up with the original CV.. and anything with a * by it is edited for that mod correct?
Or better yet.. in tesame it shows all that stuff too doesnt it?
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suniti
 
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Post » Mon Oct 25, 2010 9:06 pm

Folks, we're getting WAY off track here. This is Ronin's thread for Ald Vendras compatible mods. XxMayhemxX, I suggest you take this to the Construction Set forum.
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Charlotte X
 
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Post » Tue Oct 26, 2010 3:42 am

yeah.. im only talking about Sosltheim area mods..
and making them so they dont conflict...
since this thread is about Sosltheim area mods(Ones that work good together and ones that conflict)
i thought i would post my Solstheim area mod questions here
but if you dont want me to thats fine

Also, Castle Veldoril is right on top of Ald-Vendras, so really this is the perfect thread..
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Tiffany Holmes
 
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Post » Tue Oct 26, 2010 8:12 am

I got it.. here is the load order

GameFile3=Weapon Rotate.esm
GameFile4=SolstheimCastle_v1.1.esp
GameFile5=WhitewolfLokken_2_0.esp
GameFile6=Ald-Vendras_V31-LoKKen-SC.esp
GameFile7=Weapon Rotate - Tribunal.esp
GameFile8=Weapon Rotate - Bloodmoon.esp
GameFile9=Weapon Rotate - Vendors.esp

dont need SolstheimCastle_LoKKen_Patch.esp unless you want to run SC and WWoL without AV
Weapon rotate is needed by one of them thats why its in there.. cant remmber which one tho

Correct load-order:
-Weapon Rotate.esm
-Any Weapon Rotate esp-files (Weapon Rotate - Tribunal/Bloodmoon/Vendor.esp)
-B_Whitewolf_1_0.esp (or whatever version it will be!)
-Clean Solstheim_Castle_v1.1.esp
-Clean SCastle_LoKKen_Patch.esp
-Ald Vendras_V31-LoKKen-SC.esp
(-Castle_Dragonfall.esp) optional
If you choose any other load-order you will run into trouble!
B.t.w, if you keep the genuine downloaded files of every plugin as they are (no "time-stamp" changes to the esp-files) you must not worry about anything! They will just load in the correct order.
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Rachyroo
 
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