Balmora Expanded with complete Carnithus' Armamentarium

Post » Sun Jan 09, 2011 3:47 am

I've just spent some time on fully combining 2 of my most favourite mods for Morrowind. It always bothered me BE only had the first add-on for the armamentarium implemented, so I gave it a try and started making a personal version of BE that used the second add-on as well... I thought it would be a bit silly to have both mods running and thus having 2 Carnithus' :P

I also changed the name of Sauromans' Staff to Sarumans' Staff and fixed a couple of golden arrows with wrongly adressed meshes (I was working on the mod anyway...)

So here is the question: is there anyone interested in this modified .esp? If yes, I'll send you the .esp file (you'll still need to install both the resources of BE and the armamentariums complete version) or I might just throw it on PES.

It would be appreciated if anyone who tries it out searches a bit for bugs, cause I obsessively tried to avoid bugs and dirty refs but I'm not shure if I did it well enough :P
User avatar
Lil Miss
 
Posts: 3373
Joined: Thu Nov 23, 2006 12:57 pm

Post » Sun Jan 09, 2011 3:57 am

I've just spent some time on fully combining 2 of my most favourite mods for Morrowind. It always bothered me BE only had the first add-on for the armamentarium implemented, so I gave it a try and started making a personal version of BE that used the second add-on as well... I thought it would be a bit silly to have both mods running and thus having 2 Carnithus' :P

I also changed the name of Sauromans' Staff to Sarumans' Staff and fixed a couple of golden arrows with wrongly adressed meshes (I was working on the mod anyway...)

So here is the question: is there anyone interested in this modified .esp? If yes, I'll send you the .esp file (you'll still need to install both the resources of BE and the armamentariums complete version) or I might just throw it on PES.

It would be appreciated if anyone who tries it out searches a bit for bugs, cause I obsessively tried to avoid bugs and dirty refs but I'm not shure if I did it well enough :P

I'd say ( by the sounds of it ) that you have provided a good enough fix to put it on PES and let whoever wants it to DL at will . There have been lesser fixes launched there so don't feel that its too minor to worry about . Certainly the only time I played both I had the disconcerting experience of having two Armamentariums up and running . Had to pretend one was real and one a cheap knock up !
User avatar
Courtney Foren
 
Posts: 3418
Joined: Sun Mar 11, 2007 6:49 am

Post » Sat Jan 08, 2011 10:52 pm

You've got a point :P Let's put it on PES...
User avatar
joeK
 
Posts: 3370
Joined: Tue Jul 10, 2007 10:22 am

Post » Sat Jan 08, 2011 8:22 pm

Also done in my add on for the Balmora Expamsion, which started off as a texture fix but ended up as a bugfix and add on.

main features

*Fixes around 50 landscape seams contained in the original expansion.
*Upgrades to the furniture store from version 1.6 to 2.01.
*Upgrades Carnithus' armamentarium to 'Complete' status
*Fixes problems with path grids.
*Removes dirty refs from the original.
*Includes compatible esps to enable you to play Callenwald,the Furniture Stores and 'Better Looking Morrowind'mods in conjunction with the Balmora Expansion mod.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4324
User avatar
Franko AlVarado
 
Posts: 3473
Joined: Sun Nov 18, 2007 7:49 pm

Post » Sat Jan 08, 2011 7:54 pm

Also done in my add on for the Balmora Expamsion, which started off as a texture fix but ended up as a bugfix and add on.

main features

*Fixes around 50 landscape seams contained in the original expansion.
*Upgrades to the furniture store from version 1.6 to 2.01.
*Upgrades Carnithus' armamentarium to 'Complete' status
*Fixes problems with path grids.
*Removes dirty refs from the original.
*Includes compatible esps to enable you to play Callenwald,the Furniture Stores and 'Better Looking Morrowind'mods in conjunction with the Balmora Expansion mod.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4324


I'm almost scared to admit that I have your fix Slarti , but its not filed with Balmora Expanded but , rather with your other texture fixes ! My bad ! In which case , Zobator its totally up to you !
User avatar
kennedy
 
Posts: 3299
Joined: Mon Oct 16, 2006 1:53 am

Post » Sun Jan 09, 2011 5:19 am

While we're at it - there are some (minor) issues mentioned in the Planet Elder Scrolls comments.
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Sun Jan 09, 2011 7:23 am

hmmm, Slartibartfast1's version has more changes but it seems it has compatability issues with NOM... if you would fix that one I'd be abandoning my own mod :P but Untill then I'm choosing to use NOM as well :P
User avatar
Rozlyn Robinson
 
Posts: 3528
Joined: Wed Jun 21, 2006 1:25 am

Post » Sun Jan 09, 2011 9:58 am

hmmm, Slartibartfast1's version has more changes but it seems it has compatability issues with NOM... if you would fix that one I'd be abandoning my own mod :P but Untill then I'm choosing to use NOM as well :P



Just checked , NOM works fine with my mod, but if you find any bugs/compatibility issues i am more than happy to look into them.
User avatar
Shannon Marie Jones
 
Posts: 3391
Joined: Sun Nov 12, 2006 3:19 pm

Post » Sat Jan 08, 2011 7:50 pm

Just checked , NOM works fine with my mod, but if you find any bugs/compatibility issues i am more than happy to look into them.
Hope it's OK posting this here :unsure:

Anyway this is what I've done on my own copy of Balmora Expansion v1.4+(1.4).esp:
(*) Edited so that meshes point to WI folder:
WI_Arrow_Dwemer
WI_Arrow_Dwemer_2sided
WI_Arrow_Dwemer_4sided
WI_Arrow_Dwemer_BlackSpider
WI_Arrow_Dwemer_Bleeding
WI_Arrow_Dwemer_BrownSpider
WI_Arrow_Dwemer_Scorpion
WI_Arrow_Dwemer_SevereBleeding

(*) Edited so that meshes point to WI folder:
WI_Arrow_Gold
WI_Arrow_Gold_2sided
WI_Arrow_Gold_4sided
WI_Arrow_Gold_BlackSpider
WI_Arrow_Gold_Bleeding
WI_Arrow_Gold_BrownSpider
WI_Arrow_Gold_Scorpion
WI_Arrow_Gold_severeBleeding

(*) Removed these dirty objects:
door_cavern_doors10
ex_cave_entrance_wg_01
in_m_sewer_fountain_01
terrain_rock_wg_09

(*) Fixed rope fence upstream of the Heremod Productions waterfall

The last could well be self-inflicted...

The first and second I found after looking at http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6035 by Zobator.
User avatar
gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm


Return to III - Morrowind

cron