[LIST] Compatibility List of Morrowind Infrastructure Mods

Post » Tue Jun 14, 2011 6:32 pm

Proposal and Introduction:

I've really appreciated BTB's site for his list of mods that he assures us will not conflict and the really great editorial comments and edited plugins he offers - great stuff. Likewise I found Glubby's guides (where did he go?) to be very helpful and informative. Kudos to Povuholo's list (looking forward to more). I've also learned a fair amount reading the two Morrowind Overhaul threads by Kingpix - though the MWSGO did give a great list of mods to pursue - not much on if they were edited or notes on getting them to work together. I've not delved into the all important areas of immersion mods and game play mods (combat, stealth, etc), so no comments on those kinds of lists. These above lists are great for the editorialized content and by that I mean not recommending mods just because they claim to cover something and instead recommending them because they do work. They seem a better kind of list.

I wish to see this kind of thing in a list regarding infrastructural mods. I know that Glubby called infrastructure game setting/game tweak mods, but that is not what the word means (or how I intend to use it). Infrastructure is meant here as cities, towns, villages, forts, manors, and camps. maybe roads too.

The existing lists I have, so far, found are lacking in editorial content to match the above adulated lists. The two best are:
http://www.mwmythicmods.com/telesphoros.htm#15
http://www.mwmythicmods.com/SettlementExpansions.htm
Empirical Morrowind has scant info on these kinds of mods.

Delving into looking at the comments on the mods on these two lists and I see comment after comment on many of them by users to stay far away. My reaction is that these lists were constructed to just include mods because they were a town mod. For instance looking at the entry to GS Seyda neen on the Mythic list and it seems cool. Reading the comments on the mod on PES and I wonder if the compiler of the list has it out for me by not taking into consideration the usability of the mod.

I see that trancemaster is composing his own overhaul that will address many town overhauls, but I like choices so I want to learn about infrastructure mods that do work and play well with other mods. So, what I propose is - we collect info on such mods that do work and add comments about them in such a way as to provide the ability to get them to work with other mods and so on.

UESP offers a nice overview of how the areas and infrastructure of Morrowind is classified: http://www.uesp.net/wiki/Morrowind:Places#Major_Cities
Spoiler
CITIES

Ald'ruhn — A town to the south west of Red Mountain, dominated by House Redoran. (map)
Balmora — A large town in the West Gash, and Hlaalu council seat. (map)
Sadrith Mora — A large city at the eastern periphery of Zafirbel Bay, and Telvanni Council seat. (map)
Vivec City — The largest city in Vvardenfell, off the southern coast of the island. (map)

TOWNS

Ald Velothi — A tiny Redoran outpost north of Gnisis. (map)
Caldera — A small Imperial mining town in the West Gash. (map)
Dagon Fel — A tiny Imperial fishing village in the far north, populated almost entirely by Nords. (map)
Gnaar Mok — A Hlaalu fishing village on the Bitter Coast. (map)
Gnisis — A small Imperial eggmine town with a notable bazaar and a cranky Telvanni wizard. (map)
Hla Oad — A tiny fishing village and smuggler's stop-off on the Bitter Coast. (map)
Khuul — A small fishing village and Redoran trading post on Vvardenfell's northwest shore. (map)
Maar Gan — A small Redoran outpost and pilgrimage destination. (map)
Molag Mar — A single-canton floating town built for pilgrims by the Temple. (map)
Pelagiad — A former retirement community northwest of Vivec. (map)
Seyda Neen — A small Imperial trading post in the southern Bitter Coast, and the port where the game is begun. (map)
Suran — A medium-sized Hlaalu city northeast of Vivec. (map)
Tel Aruhn — The Telvanni tower town of Archmagister Gothren. (map)
Tel Branora — The Telvanni tower town of Mistress Therana. (map)
Tel Fyr — The isolated home of Divayth Fyr, and site of the Corprusarium. (map)
Tel Mora — The Telvanni Tower town of Telvanni Councilor Mistress Dratha (map)
Tel Vos — A Telvanni tower and home of Master Aryon. (map)
Vos — Companion town to Aryon's tower of Tel Vos. (map)

IMPERIAL FORTS

Buckmoth Legion Fort — An Imperial Legion Fort located near Ald'ruhn. (map)
Ebonheart — A large Imperial city to the west of Vivec. (map)
Fort Darius — A small Imperial eggmine town with a notable bazaar and a cranky Telvanni wizard. (map)
Moonmoth Legion Fort — An Imperial Legion Fort located near Balmora. (map)
Wolverine Hall — An Imperial Fort near Sadrith Mora. (map)

ASHLANDER CAMPS

Major Tribal Camps

Ahemmusa Camp — The campsite of the Ahemmusa Ashlander clan. (map)
Erabenimsun Camp — The campsite of the Erabenimsun Ashlander clan. (map)
Urshilaku Camp — The campsite of the Urshilaku Ashlander clan. (map)
Zainab Camp — The campsite of the Zainab Ashlander clan. (map)

Minor Camps

Aharasaplit Camp — An Ashlander camp on the southern shoreline of the island of Sheogorad, located southwest of Dagon Fel and northwest of Rotheran. (map)
Aidanat Camp — A small Ashlander camp just south of Ald Velothi. (map)
Ashamanu Camp — An Outcast Ashlander camp on an island west of Tel Aruhn. (map)
Bensiberib Camp — A small Ashlander Camp located on the mainland of Azura's Coast between Tel Fyr and Tel Uvirith. (map)
Elanius Camp — Located in the Grazelands Region, not far northeast from Falensarano. (map)
Kaushtababi Camp — A small Ashlander camp south of Molag Mar, just over the mountains. (map)
Mamshar-Disamus Camp — An isolated Ashlander's camp located just east of the ruins of Kogoruhn. (map)
Massahanud Camp — The home of an Ashlander south-west of the Dunmer stronghold Indoranyon. (map)
Mila-Nipal — A simple yurt northeast of the Daedric shrine Dushariran and east of Salothan Ancestral Tomb. (map)
Salit Camp — A medium-sized Outcast Ashlander settlement south-west of Tel Mora. (map)
Shashmanu Camp — A desolate camp east of Ald Velothi and south of Khuul. (map)
Shashurari Camp — A tiny Outcast Ashlander settlement west of Erabenimsun Camp. (map)
Sobitbael Camp — A yurt on Azura's Coast, north of Erabenimsun Camp. (map)
Yakaridan Camp — A yurt south of Tel Vos. (map)

Then also a section on Strongholds and Manors

The scope being mods that alter, add to, or expand the vanilla content. A texture overhaul would not qualify. I'd suggest fixes included only if they also work with mods that fit the scope of the list.

I know from the other Bethesda games that infrastructure mods tend to be the dirtiest mods and the mods that conflict the most. Also that it is easy to lose balance with such a mod as the modder may make a sweet layout for a city but then add alterations to a main quest or something essential that breaks things. Another concern is landscape and environment overhauls - whether a town mod conflicts with them is rarely noted. That is the information I think such a list could provide. Use the UESP list as a guide to then under each section list the mods that are contenders (work) and not list mods that do not work. Then fill the information out about how to get them more compatible.

===================================================

Guide to the List

Below is a key to understanding the list in the second post.
http://www.uesp.net/wiki/Morrowind:Places <-- will link to the mod in question.
Description of the mod <-- in plain font and most often taken from the readme.
Cleaning statistics of the mod
<-- in a codebox and the result of cleaning with the latest tes3cmd bat file found in http://www.gamesas.com/index.php?/topic/1184424-q-cleaning-mods-with-tespcd/. Why? Because clean mods are conducive to compatibility.
** usually notes of warning and/or issues inherently wrong with the mod internally.
** Other notes of interest
^ simply a designation indicating that this made the cut in my own load order.

For the conflict section of each mod I will list like so:
G: Meaning that there is compatibility
B: Meaning that there is glaring incompatibility (with land tears noted)


The most Common Conflicts

The two largest sources of conflict that stood out for me was grass mods and regional environment overhauls. It seems that the authors of such mods really appreciate the open town aspect of Morrowind and as such brought trees and grass right up into the hearts of most towns and villages. The result is atmospheric, but problematic once one starts adding mods that expand towns and villages by adding buildings and other infrastructure. The approach I would have taken with these mods is to mod up to a certain buffer around these areas in order to account for compatibility. The advice I got was to simply remove the offending cells from the grass and environment mods. This is an effective strategy, but admittedly not an elegant strategy. Though having done this with most areas now I will say that it works quite well. Thematically as well. Such that while I understand that Seyda Neen is a bit backwater - I still don't buy that they would allow grass to grow to their waists in the heart of the town.

The main grass mod I use and have edited for myself is http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8378. The main Environment mod that so far is the source of many conflicts is http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5981 but others may be noted. After each of these if there is a conflict I will list what cells would need to be removed to make them compatible. Removing these cells requires loading the mod in the http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=96 and then looking under the cell category for the offending cell, highlight it, then delete it. Save the plugin. If it is the grass mod you will, of course, be required to re-run the distant land generator of MGE (or MGE XE).

The next glaring issue that stuck out for me was ground textures. I've found many instances of mods that seem to change the ground textures all the way out to cell boundaries and this really is noticeable. I asked an expert in that, Slartbartfast1, and http://www.gamesas.com/index.php?/topic/1188058-relz-texture-fix-version-19/page__view__findpost__p__17871649:
The land does have to be altered for it to be imported into mod , changing the shape and/or changing the layout of the textures eg. painting in a road., and/or adding/removing vertex shading from the ground will result in the landscape data for the entire exterior cell being imported into the mod.Mods that add buildings are the usual suspects for land conflicts as the land is usually reshaped and repainted and vertex shading added around the base of the building. When people make mods it is usually Morrowind's land that is loaded in the construction set , complete with texture seams and it is that which gets imported into the mod.

When the game loads exterior cell land data it is Morrowinds default land complete with texture seams that loads first, this is then overwritten by the land data in Texture Fix which effectively eliminates most seams, mods that have Morrowinds seamy land in them load after and overwrite the land repaired by Texture FIx and this puts the default texture seams back into the game. I guess that most modders don't realise that it is the land for the whole cell that gets imported into the mod , not just the little bit they have modified.

It will be taken for granted that most town and village mods that alter the same town will be incompatible with mods that alter the same towns and villages. If there are exceptions known ** they will be noted. I think though that a few times I forgot I ran the cleaning on a mod only to run it again. So I'm not 100% sure that the mods I list below are clean or not. Better safe than sorry - so clean your mods!

A note on the type of mods that are included here: I focused on mods that add or alter the buildings. A few retextures made it in if they were noteworthy - though they will likely be removed. I tended to avoid mods that had excessively bad ratings or the comment section of the download has comments about very specific problems inherent in the mod and not just vague thumbs down. I also avoided mods that were unfinished or admittedly to much for even modern computers to run effectively. I did not include all mods - as I do have a semblance of a life. I will slowly be adding to this - all dependent on time available and my patience with this very difficult and frustrating game to mod. I'd also like to point out that this initial list was a whirlwind of testing. I may have gotten some details wrong. If you catch that let me know. I'd appreciate it.

Feel free to post notes about mods that you are familiar with and do try and include information that could fit the above key and why they conflcit.

thank you to the modders of towns and villages
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Tiffany Castillo
 
Posts: 3429
Joined: Mon Oct 22, 2007 7:09 am

Post » Wed Jun 15, 2011 5:39 am

Infrastructure Mods and Compatibility

==== Infrastructure Compilations ==========================
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9098
Morrowind Rebirth is a huge mod that will transform Vvardenfell into something very special, a world full with detail & life. This is the first part of Morrowind Rebirth, that will offer a big overhaul to the Ascadian Isles, parts of Bitter Coast & parts of West Gash. More areas will see a transformation in the months to come! The following cities have been reworked: Caldera, Balmora, Suran, Dren Plantation, Pelagiad, Ebonheart & Seyda Neen. More cities & landscape edits will follow in future updates. I've listed some of the changes down below.
* Smoother landscapes & fixes for a huge number of landscape seams.
* A large number of new NPC's and evenually new creatures.
* Shops will close nighttime between 8 pm – 8 am.
* New music, splashscreens and new main menu.
* Fixes a large number of floaters and glitches.
* New weapons, misc items & clutter.
Cleaning Stats for "Morrowind Rebirth v 1.0.ESP":       duplicate object instance:   447                duplicate record:    13                       junk-CELL:   120             redundant CELL.AMBI:   143             redundant CELL.WHGT:   147
** TESTool crashes when trying to merge objects when this is active (with minimal active mods).
** This is a huge mod that has several additions to landscape, settlements, and game play settings. This entry only addresses the settlement/infrastructure concerns. The author recommends not using landscape overhauls for Bitter coast or Ascadian Isles ... and to not use grass mods (editing can make them work and I will note that where I can). I will list the towns it affects and then compatibility as necessary. Except for a tree in Dagon Fel I did not see changes in Ald velothi, Khuul, Vos, Sadrith Mora, or Molag Mar.

Ebonheart
B: Vurt's Groundcover (south of town land has been reshaped 2,-13; 2,-14)
G: Ebonheart Shadydistrict (scary how well it fits).
G: Morrowind Add-on Mod

Seyda Neen
B: Vurt's Groundcover (-2,-9; -2,-8; -3,-8; -3,-9)
B: Morrowind Add-on Mod
B: Children Of Morrowind (according to the author).

Pelagiad
B: Vurt's Groundcover (-1,-7)
B: Morrowind Add-on Mod

Caldera
B: Vurt's Groundcover (Due to land reshaping and added farm -1,1; -2,1; -2,2)
B: Morrowind Add-on Mod

Gnisis
B: Vurt's Groundcover (-11,11 and due to land reshaping: -12,10; -12,11)
B: Morrowind Add-on Mod (well it could work but a door from the add-on mod comes up missing ##000564

Balmora
B: Vurt's groundcover (for the basic city I would remove most of it -2,-2; -3,-2; -3,-3; -4,-2)
B: Balmora Ghetto

Suran
B: Vurt's Groundcover (6,-6)
B: Suran Waterfront
B: Morrowind Add-on Mod

Fort Buckmoth
B: MDP
B: Unique Buckmoth

Ghostgate
B: Guarded Ghostgate (rebirth adds guards in the same spot)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8183
** This looks to be such an amazing mod on the surface as it attempts to merge and combine a massive amount of mods (... 132 mods according to the readme). I found that the more mods you added with this the more errors you can expect. Diverse errors that require serious homework to fix. Just try running with Suran Extended and you will see what I mean. Perhaps after I gain more experience I can revisit this monster of a mod.

==== Infrastructure Additions ==========================
I'm including these first as they cover many towns but do not constitute a town overhaul. Most town expansions described below will be tested with these installed, so for conflicts with those town expansions see the individual entries.
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7854
This plugin is 99 % cosmetic. It adds motion and nice scenics to every small town. Escpecially Dagon Fel, Maar Gan and Vos looks really nice now, with more NPCs and their services, even some wifes/husbands (which includes topics about their beloved ones!). Also single PCs have their own topics, someone might even have an interesting story to tell you! And don't kill Fargoth, some of the new NPCs will dislike you for it! And don't forget to visit the Explorer's Club (progrock easteregg) in Dagon Fel. I spent a lot of time making that place, I think it is funny. I could go on forever explaining what I've added to this world, but most importantly, I've tried it against a lot of other plugins, and I don't think there should be any giant clashes.
** Complete list of towns affected: Ebonheart, Seyda Neen, Gnisis, Dagon Fel, Hla Oad, Khuul, Mar Gan, Molag Mar, Vos, and Sadrith Mora.
B: MDP Khuul
B: MDP Maar Gan

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8284
More Detailed Places (MDP) aims to add more atmosphere to specific places. This link is for the compilation. One can also use the individual variants, which include: MDP - Dagon Fel, MDP - Ebonheart, MDP - Gnaar Mok, MDP - Khuul, MDP - Maar Gan, MDP - Sadrith Mora, MDP - Fort Buckmoth, MDP - Hla Oad.
- see individual entries for other towns & mods

==== Imperial Infrastructure ==========================
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7796
This mod expands Ebonheart, as stated in the title. It adds a large section of docks, more guards, a new inn, a couple new items and a quest that is short but difficult. Unfortunately, it will conflict with any other mod that changes Ebonheart or the surrounding Ascadian Isles area (1,-12; 1, -13; 1, -14; and 2, -12; 2, -13) including the wonderful Vality's Ascadian Isles mod.
Cleaning Stats for "CD_ebonheart.esp":       duplicate object instance:     3                duplicate record:     3             redundant CELL.AMBI:     3             redundant CELL.WHGT:     3
G: MDP
G: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7900 (not with Morrowind Add-On Mod as well)
G: Morrowind Add-On Mod
B: Vality Ascadian Isle Mod (as detailed above, but I did not find but a few tree collisions in 1,-13)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9051
MNC: Ebonheart extends the castle Ebonheart and its surrounding area with several buildings and NPCs with their own dialogue. This mod is the second of a little series of city expansions. I tried to be as lore-friendly as possible, i.e. the new additions have got their own little background stories. I leave it to your judgment if I succeeded. Furthermore, this mod doesn't contain any quests, armor, or weapons. Okay, there is one or two of them but they are used by NPCs and not intended to be used by
the player.
Cleaning Stats for "MNC_Ebonheart_v1.0_EV.esp":             redundant CELL.AMBI:     4             redundant CELL.WHGT:     4
B: Morrowind Add-On Mod
B: Ebonheart Shadydistrict
B: MDP

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5057
* 13 new shacks with fully furnitured interiors.
* 2 New Taverns: The Evil Mudcrab & The Red Lantern.
* Docks with a shipmaster offering travel service to various destinations
* A new Imperial Barracks
* Several new traders & much more!
Cleaning Stats for "New Seyda Neen 1.6.esp":       duplicate object instance:    27                       junk-CELL:     2             redundant CELL.AMBI:     7             redundant CELL.WHGT:     7
B: Vurt Groundcover (-2,-9 ... very south of -2,-8)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3546
Seyda Neen has been expanded with 8 new shops. In one shop you'll find 3 new versions of steel weapons. One of the shops has Heavy Adamantium and Heavy Bonemold armor for sale. You will also find new Medium armor made by Chitin and Fur. There is also a magic shop and a alchemy shop. For the thief oriented player, look for Suspicious Minds house. There is also a shop for rings. And don't forget to visit The Golden Arrow who have everything a marksman could want, including magical arrows and bolts. And lastly, one clothiers shop.
Clean
B: Vurt Groundcover (-2,-9 ... very south of -2,-8)
G: Morrowind Add-On Mod

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1608 and/or http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=390
This mod is the result of 2 mods Seyda Neen Docks and Haldenshore, merged in the TES and made compatible. Haldenshore is created by JOG, special thanks to that individual for letting me combine these two mods.
Cleaning Stats for "Seyda Neen Docks and Haldershore Tribunal V1.1.esp":       duplicate object instance:    13                duplicate record:   229                       junk-CELL:    17             redundant CELL.AMBI:     2             redundant CELL.WHGT:     2
B: Morrowind Add-On Mod
B: Vurt's Groundcover (-1,-9)
B: Vality Bitter Coast mod (some trees in -1,-9 along docks)

http://www.tesnexus.com/downloads/file.php?id=38464
You can also consider this mod to be Beta status, but I have released it as a resource in case someone else would like to take it up and finish it instead, as I don't plan on finishing it in the immediate future.
-All the new interiors need Northmarkers placed inside them. -Most of the new interiors and other interiors that were changed need pathgrids.
-All of the doors for everything are working, although some of them might need tested in-game because the spaces they are in are small...
-The new basemant rooms in the Halfway Tavern could be used as a home for Drelasa Ramothran (the publican). I added the door to the new basemant sections with this in mind.
-Part of the South Wall interior was moved up for consistencies sake with the outside design. The part specifically where the guards quarter and the prison are would've been above ground otherwise if someone would look close enough...and I really really liked that window there before the guard beds and where it also is outside. :D
-Part of the North Wall interior was changed for consistency because of the new gate above ground and because of the new wall design outside.
-The hidden entrance from the fort that leads to the grotto I put in place thinking about the Thieve's Guild. The table and stools inside the grotto were also placed with that in mind.
-Ignatius Flaccus' House now has an exterior. I added an extra window on the front so it wouldn't be an exact copy of the other house nearby. This house is the main reason for the Tribunal dependency, as Ignatius Flaccus is from that expansion.
-There are two new doors inside of the main part of the Fort in the towers that go out onto the roof.
-Buildings that were edited that are from vanilla and aren't the Halfway Tavern are because of construction error fixes I made.
-I included the viney trellis mesh because I wasn't sure if this would cause errors in others games, seeing as the mesh was copied from the CS disc.
Clean??
B: Vality Ascadian Isles (floating trees in 0,-9; 0,-7; -1,-7)
B: Vurt Groundcover (-1,-7)
G: Unique Pelagiad

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3394
This plugin adds a seedy downtown distric to the north wall of fort pelagiad, adds: One tavern, One supply shop, One fight club, One pot shop, and 5 (im pretty sure) houses.
Cleaning Stats for "My Little Pelagiad Mod.esp":                duplicate record:     9                       junk-CELL:     1
B: Vurt Groundcover (-1,-7)
G: Unique Pelagiad

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6353
This mod replaces most of the buildings in Caldera with Barabus's new imperial meshes and retextures the remaining original meshes to match. In addition the wall around the city has been completed and raised as much as possible, and portcullises have been added to the gates. Load doors have been added to Shenk's Shovel so that when you go across the skyway to the large room above Verick's, you actually go outside and can look out the windows into the town below. Other than that, no interiors have been modified, and no new construction has been done so as to aviod mod conflicts.
Cleaning Stats for "Improved Caldera.esp":       duplicate object instance:    25             redundant CELL.AMBI:     1             redundant CELL.WHGT:     1
- all good so far

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8676
This mod were originally created by Loki The Grouch. I won't take credit for his work. My edit will make several changes to this mod, and some of them can be seen down below.
* Removed some doors that had no marker or lead nowhere.
* Smoother landscape for Caldera and its surroundings.
Cleaning Stats for "New Better Caldera (Trancemaster Edit).esp":       duplicate object instance:    36                       junk-CELL:     9             redundant CELL.AMBI:    11             redundant CELL.WHGT:    13
B: Morrowind Add-On Mod

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8506
I could probably paste & copy the text from my New Seyda Neen mod since this will be made in the same fashion. To put a few words to it I've never liked Gnisis. It was a quite boring "village" with an egg-mine, a fort of sorts and a temple with the Vivec ash-mask. This is my version of how Gnisis should have looked like.
* New Traders.
* Extensive rework of exteriors & some interiors.
Cleaning Stats for "New Gnisis 1.2.ESP":       duplicate object instance:    20                duplicate record:     2                       junk-CELL:     2             redundant CELL.AMBI:     6             redundant CELL.WHGT:     6
B: Vurts Groundcover (-11,11)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1896
This plugin is my try at improving the atmosphere and realism of Gnisis. It adds some new traders and other misc. details to the town.
Cleaning Stats for "Clean gnis.esp":       duplicate object instance:    23                       junk-CELL:     1
B: Morrowind Add-On Mod

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6909 ^
This mod expands/enhances the West Gash town of Gnisis, home to the Mask of Vivec and starting point for all Legion hopefulls. With a mine generating income, a Shrine drawing pilgrims and worshipers, and plenty of unclaimed land surrounding it, Gnisis was ripe for growth. - 29 New NPC's, each with unique "background" dialogue. Nobody likes a clone - 10 New Interiors, plus additions/changes to the Temple, Fort and Tradehouse in Gnisis. - 5 new quests centered around Gnisis (some straightforward, others not-as-much) - Altered Imperial Legion starting quest (so that it fits with the Expanded town) - New features around Gnisis, including - Waterfall inside town - Expanded Fort Darius - Rope bridges to East and South for better travel to/from Gnisis by foot. - New hut near Silt Strider - 2 New huts near Vabdas land (western part of Gnisis) - Dock area with 2 shacks - Massive manor on cliff outside of town (Note: quest to be added later as update/add-on) - Boat access to/from Gnisis! To: Khuul, Dagon Fel, Hla Oad, Ebonheart From: Dagon Fel, Khuul
Cleaning Stats for "CR Gnisis Expanded 1.0.esp":       duplicate object instance:    20                duplicate record:    88                       junk-CELL:    22             redundant CELL.AMBI:     7             redundant CELL.WHGT:     7
B: Morrowind Add-On Mod

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8862
Gives the Town of Dagon Fel a bit more uniqueness by making all the buildings/structures unique, so textures can be attached which will show up in/on Dagon Fel ONLY. Textures for the imperial/common homes by AOF. Textures for the shacks and docks by EarthWyrm Interiors are not affected by this. Has addons for "Hilgya the Seamstress" by Plangkye, "Dagon Fel Mill" by Thondur and "Metal Queen Boutique" by CanadianIce.
Clean

G: MDP
G: Morrowind Add-On Mod

==== Hlaalu Infrastructure ==========================
PW_Balmora_Expanded_Vality_trees (lost link)
** This is not a readily available mod by Pseron Wyrd. It merged in trees from http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6316 with http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=373. I chose this because if I can make mods compatible with this then they will by default be compatible with the other two mods. I also want to play with this mod.
** This mod had floating trees and rocks in cells -4,-2 and -4, -1 I moved or disabled them with the CS.
Cleaning Stats for "PW_Balmora_Expanded_Vality_trees.esp":             redundant CELL.AMBI:     1             redundant CELL.WHGT:     2
B: Vurt Groundcover (-2,-2; -3,-2; -3,-3; -4,-2)
G: Balmora Ghetto seems to work using the patch version

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7995
- to make Balmora more diversified in general...has been done before, but never as I would have liked it. - to make the city quarters more detailed and distinguished - to integrate it more into its region, the westgash, and thereby making it look a little more as if the city "grew" into the landscape. - to keep the mod all "vanilla" (No, I did not achieve this 100%, but 99.9%) I added lots of detail to the whole city, from lanterns to trees to shrubs to stone arches to misc items, overhangs, rooftop seating-accommodations and so on, to give the city a more rural look and to make it feel more like there are really people LIVING in this city. I also added some docks to the river-areas, so now theres for example a boat transport to suran and vivec, a fishermans wooden dock at the lower quarter side of town, and an abandoned (fishermans) hut just outside the northern end of town. That hut is for you to spend a night or two and maybe store some stuff.
Cleaning Stats for "Another Balmora 1.2.esp":       duplicate object instance:     1                duplicate record:     2
Good has patches for Illuminated order and NOM.
B: Vurt Groundcover (-2,-2; -3,-2; -3,-3; -4,-2)
?: Balmora Ghetto - I cannot tell if it is working.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7959
This mod is derived from Saint Jiub's "Atmospheric Balmora" ... "derived from" because indeed, the .esps contained within are really a trimmed down version of the version of Jiub's plugin listed on PES at the time of writing. The main difference is that all West Gash style trees and Ascadian Isles bushes have been removed to make room for Vality7's Bitter Coast style trees which are NOT included in this mod. This mod is designed to co-exist with the aforementioned mod, but technically does not require it. If you have used Jiub's version in the past, you will also find that the canol has been normalized, and that there are two new lights in Labor Town - one on Caius' house, the other near the water pump. In addition to the above changes, the bench on the Silt Strider platform has been removed, there are three new crates on top of Caius' house, two new bedrolls on the east side, and several objects along the canol have been re-aligned to my own liking.
Cleaning Stats for "Atmospheric Balmora for VBA.ESP":       duplicate object instance:    46                duplicate record:   113                       junk-CELL:     3             redundant CELL.AMBI:     1             redundant CELL.WHGT:     1
** has patch for Illuminated Windows.
G: Compatible with http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6316

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3047
Expands Suran with 14 new buildings to the north of town. Adds representitives from the main Guilds. A new small dockside which also includes a local ferry service and access to the main shiping routes. Adds a teleport item with over 100 locations but... are you worthy enough to use it!!! Updates the bridge leading in to Suran (retexture of the one from Bloodmoon) effects external areas:
Suran,Ascadian Isles Region, 6,6
Suran,Ascadian Isles Region, 6,7
Ascadian Isles Region, 5,-6 - moves rock to clear path at end of bridge.
Ascadian Isles Region, 5,-7 - corrects problems around dock area.
Ascadian Isles Region, 6,-8 -
Azura's Coast Region, 9, -11 - adds new tomb
Cleaning Stats for "New Suran.esp":             redundant CELL.WHGT:     1

B: Vality Ascadian Isles (-6,6; -6,-7; -6,-8)
B: Vurt Groundcover (6,-6)
B: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7507 (Land height issue covers stairs)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2903
- A luxury hotel with three bedrooms (balcony views and canopy beds!) and two enormous suites. You may rent a room, suite, villa, or everything! - A hotel restaurant - A taverna with outdoor seating - An Olde-Worlde tea shop - A souvenir shop - An unusual villa with a pool and an incredible view of Bal Ur - A number of private NPC residences including one playing host to a boozy teen house party - Three new books - a brochure, a phrasebook and a recipe book - Am-Ru's Retreat - a delightful fishing cottage on a secluded island in the Ascadian Isles, accessible through "boat hire" at Am-Ru's Retreat - A beach-side taverna with outdoor seating - Am-Ru's courier quests - talk to Am-Ru about Services and then about a "courier" - you will enjoy these quests fully if you accept rather than decline when prompted. You will even have the opportunity to have an NPC run around after YOU for a change, with amusing results. - A "treasure hunt" in which to gather some fun - but not overpowering - treasure (levelled list weapons, armour, scrolls etc)
Cleaning Stats for "Clean Suran Extended.esp":       duplicate object instance:     1                       junk-CELL:     2             redundant CELL.WHGT:     1
B: Vality Ascadian Isles (-6,6; -6,-7; -6,-8)
B: Vurt Groundcover (6,-6)
G: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7507

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7187
New Gnaar Mok expands the city of Gnaar Mok by adding in clutter, more NPCs, more buildings and among other things a new miscellaneous quest.
Cleaning Stats for "New Gnaar Mok.ESP":                       junk-CELL:     1
B: MDP
B: Morrowind Add-On Mod

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8018
Gnaar Mok Expanded recreates the original village and expands it onto a small island adjacent too the main Gnaar Mok island. My main goal in creating Gnaar Mok Expanded is too expand it seamlessly; I didn't want it too feel like just another cheap city expansion mod that completely ignores the Elder Scrolls lore. It is still a small, remote, crappy fishing village, but now with more NPCs to meet and locations too visit.
Cleaning Stats for "GnaarMokExpanded.esp":       duplicate object instance:     2                duplicate record:     3                       junk-CELL:     2             redundant CELL.AMBI:    10             redundant CELL.WHGT:    10
B: Morrowind Add-on Mod

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7076
This mod adds alot of new content to the town of Hla Oad. There is now:
-Weapons Shop
-Armor Shop
-Mud Crab farm
-Skooma Pub
-Returant/Bar
-Slave Trade Post
Cleaning Stats for "Hla Oad Expanded.ESP":       duplicate object instance:     1             redundant CELL.AMBI:     1             redundant CELL.WHGT:     1
B: Morrowind Add-On Mod
B: Vurts Groundcover (-6,-5 ... actually only the most area right next to town)

==== Redoran Infrastructure ==========================
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6957
This mod does a few things. First up, it introduces four new stores to Ald-ruhn. These stores stock new items in the categories of: Magic, Weapons, Cool bows, Miscellaneous. Oh yeah - It's right of the main mushroom hall thing, just to the right of the stairs as you approach it. Check the local map at Ald-ruhn. Look for: Ald-ruhn Archery Supplies, the rest are around there close by.
Cleaning Stats for "Ald-ruhn Expansion 1.1.esp":       duplicate object instance:     1             redundant CELL.WHGT:     4
- all good so far

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8744
This plug-in is the English translation of my German Mod "New Ald'ruhn". It extends the city of Ald'ruhn with several buildings and NPCs with their own dialogue. I tried to be as lore-friendly as possible, i.e. the new additions have got their own little background stories. I leave it to your judgement if I succeeded. Furthermore, this mod doesn't contain any quests, armor, or weapons. Well, there are two armor parts, but they aren't really that special.
Clean
B: Vurt Groundcover - The Ashlands (-2,6; -2,7: -3,6)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7264 ^
Included in this handy, easy to use plugin is; Ald Velothi travel links, Ald Velothi winery, Ald Velothi bakery, Ald velothi bookstore (also known as "under the arch"), Ald Velothi outdoor market, Fort Greyburg, and also a free, complementary, bonus gift! The unreleased parts of my Ald Velothi series: Ald Velothi pub, Ald Velothi apothecary, and Ald Velothi smith! As another bonus, I have added walls to the area nearby the outcast ashlander camp, another defense tower, and an empty house, just begging another modder to make into something!!
Cleaning Stats for "Clean Ald velothi complete (finally!).esp":       duplicate object instance:   134                duplicate record:   373                       junk-CELL:    15             redundant CELL.AMBI:    19             redundant CELL.WHGT:    19
B: Vurt Groundcover (-11,15)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8503
- 12 new cells, which includes nine shack homes, a workshop, a mead tavern and a subterranean bandit hideout. - Added additional ship, boats, dock area, and more aesthetic improvements to make Khuul a more convincing fishing settlement. - Improved AI pathgrids. - 19 new NPCs. - One short but engaging quest with plenty of choices to make, allowing you to truly play your character. A new smuggler gang has arrived and is causing trouble in the village. Work closely with the Empire to drive the thieves out of Khuul.
Cleaning Stats for "Khuul Expanded.esp":       duplicate object instance:     1                       junk-CELL:     1
B: Vurt Ground cover (-9,17)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7176^
In this mod there are many resources from all over the community. Now we have a Khuul that is both interesting and useful.
Cleaning Stats for "Khuul Expanded.esp":       duplicate object instance:     1                       junk-CELL:     1
** The readme contains a huge amount of information. I would consider this the Cadillac of Khuul
B: Vurt Ground cover (-9,17)
B: Morrowind Add-on Pack

http://www.tesnexus.com/downloads/file.php?id=19657
Khuul - small, boring, nothing to do, nothing to see. Well I changed that a bit, simply by expanding this village, making the ongoing port bussiness believeable. There are new houses, new folks, new realistic pier, there are boats everywhere, as well as the necessary clutter. Also you can clue-hunt for a key to unlock a treasure somewhere.
** Has floating rock off shore 01010995
Cleaning Stats for "MiliksKhuul.esp":             Evil-GMST Bloodmoon:    61              Evil-GMST Tribunal:    11       duplicate object instance:     7                duplicate record:     5                       junk-CELL:     4             redundant CELL.AMBI:     1             redundant CELL.WHGT:     1
B: Vurt Ground cover (-9,17)
G: MDP or Add-On but not both

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2615
The town of Khuul, once the very definition of a seedy shanty town fit only for harboring various sorts of scum, has been rebuilt into a quaint fortified village. The Bureau of Tourism tells us that business has never been better! So buy that ferry ticket and come see for yourself what the Redoran Ministry of Commerce has done with the place!
**
Basically transforms the town by making it like Balmora or Suran.
Cleaning Stats for "New Khuul - BM.esp":       duplicate object instance:    22                duplicate record:    41                       junk-CELL:     2             redundant CELL.AMBI:    10             redundant CELL.WHGT:    10

B: Vurt Ground cover (-9,16; -9,17)
B: Morrowind Add-on Pack

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5758
Extends Maar Gan with trader, alchemist, smith and more.
Cleaning Stats for "Maar_Gan_Extended.esp":       duplicate object instance:     8                duplicate record:     8                       junk-CELL:     4             redundant CELL.WHGT:     1
G: MDP (but not with Morrowind Add-on Pack)
G: Morrowind Add-on Pack (but not with MDP)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8583
- new towers and forts for better atmosphere. - more populated fort with new NPC. - better lightning. - detailed and better terrain to blend with the environment.
Cleaning Stats for "Unique Forts - UF - Buckmoth Legion Fort.esp":       duplicate object instance:    10                duplicate record:    28                       junk-CELL:    20             redundant CELL.AMBI:     2             redundant CELL.WHGT:     2
G: MDP

==== Telvanni Infrastructure ==========================
http://www.tesnexus.com/downloads/file.php?id=8359
Makes Sadrith Mora an off-limits city to non-Telvanni, as it is frequently described in game. Either join House Telvanni, or purchase Hospitality Papers from the Gateway Inn to enter the city. It is possible to sneak in, but you won't be able to buy anything, or speak to anyone, and guards will chuck you out. Additional Changes: Two small boats will take you from Gateway/docks to Wolverine Hall and vice versa. Added a path leading to the Mages house. Added a root where there was a shadow for one, but no root. Angaredhel now deals with joining HT.
Cleaning Stats for "TC_SadrithMoraClosed.esp":             redundant CELL.AMBI:     3             redundant CELL.WHGT:     3
G: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7801
G: MDP (MDP conflcits with the docks mod though)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8248
This is a minor expansion to the town of Vos in Morrrowind consisting of one new exterior leading to pub, general store, smith, clothier, and apothecary. An extension has been built to an existing house to add a buyable player home.
B: Vurt Ground cover (11, 14)
G: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6997
G: Morrowind Add-on Pack

==== Temple Infrastructure ==========================
PW_Redesigned Vivec-Vivec_Expansion (lost Link)
This is a not so readily available merger of Piratelord's http://www.btinternet.com/~pirates.retreat/Vivec.htm and Hoghead the Horrible's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1534. See the readme for those mods to see what is affected.
B: Vurt Groundcover (... optionally 5,-12 for docks area)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7345
Expands Ghostgate a bit to make feel, that this is the place, where proud warriors of the Temple fight against evil.
Cleaning Stats for "Guarded GhostGate.esp":                       junk-CELL:     2
G: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9012

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4766
One year after the Nerevarine's defeat of Dagoth Ur, Vvardenfell's champion called a meeting between Duke Vedam Dren and the executive leaders of the Great Houses and native tribes. At this meeting, the Horator-Nerevarine enshrined the concept of a new coalition between the island's great powers in the form of the Treaty of Tureynulal. The result of this was that instead of a sprawling wasteland taking up most of the valuable real-estate of the island, a new commercial district would be formed, bringing wealth and commerce to the disparate people's of the isle in an effort to use the prospect of personal benefit to bring forth communal prosperity and opportunity.
**THIS MOD WILL BREAK THE MAIN QUEST. PLEASE USE ONLY WITH A CHARACTER YOU DO NOT INTEND TO PLAY THE MAIN QUEST WITH, OR WHO HAS ALREADY DEFEATED DAGOTH UR.**
Cleaning Stats for "Clean Ghostgate.esp":       duplicate object instance:     3                       junk-CELL:     2             redundant CELL.AMBI:    20             redundant CELL.WHGT:    32


http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2825
Replaces the old canton-style Molag Mar with a more aesthetically pleasing version. Does not change any quests. No conflicts or bugs to our knowledge, after a year of use.
Cleaning Stats for "Molag Mar Revisited - Illuminated Windows Enhancements.esp":             redundant CELL.AMBI:    10             redundant CELL.WHGT:    10
G: Illuminated Windows Enhancements compatibility version included.
B: Morrowind Add-on Pack (very badly)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2693
The town of Molag Mar has been transformed from a dismal, dreary and quite ugly canton to a nice little sea-side resort, a perfect spot for you and the family to settle down! So put on your traveling boots and hike on over; see for yourself what the Public Works Department of Molag Mar has done with the place!
** Essentially transforms the town Redoran style - flattens the land, removed the canton.
Cleaning Stats for "New Molag Mar - M.esp":       duplicate object instance:     1                duplicate record:    62                       junk-CELL:   113             redundant CELL.AMBI:    11             redundant CELL.WHGT:    11
B: Morrowind Add-on Mod (very badly)
B: Vurt's Ashland Overhaul (places floating trees).

==== Bloodmoon Infrastructure ==========================
http://www.tesnexus.com/downloads/file.php?id=30236
This mod adds a town outside of Fort Frostmoth. This mod adds 42 npcs and most all of them have unique dialogue. It also adds 11 buildings, a few plants, and a nice look-out spot. Assuming you have your view distance maxed. Some screenshots were taken with Darker morrowind and a few head/hair mods in use in-game experience may vary. I plan on making a few other versions depending on if the permission to use certain mods comes along. Feel free to edit this as you see fit, if you decide to upload it then just give me credit for the original mod.
Cleaning Stats for "Frostmoth.ESP":       duplicate object instance:    11                duplicate record:   262                       junk-CELL:     2
B: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8703 (land and rock collisions)

http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=1017
This mod adds a more realistic fortification to the Raven Rock colony. Instead of boulders precariously pilled on one another, this mod adds wooden walls, a few new buildings and company guard to man the new fortification. Like the original Raven Rock, you must have completed the colony quests to receive the full services of the new fort.
Cleaning Stats for "Wooden Fort Raven Rock.esp":       duplicate object instance:     2                       junk-CELL:     3             redundant CELL.AMBI:     2             redundant CELL.WHGT:     2
** I can't even find anything this mod adds except ore. Where is it?

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1793My Better Raven Rock mod finishes the wall to completely enclose the colony. It also adds harmless wolves all around the colony. Also When i saw the guards in Raven Rock only having steel armor and plain silver weapons, I was disipointed so i gave the guards better armor and weapons. Some updates have been done in this version, see readme for info. [** Causes TESTool to crash on merging objects!
Clean??
B: very minor clipping of tree with http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3084

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6711
New Skaal Village adds much more flora to the Skaal village. It is packed with all kinds of snowy trees, grass, holly bushes, and two brand new skaal lodgings with one being the Skaal Hunting Hall that contains the book I wrote called "The Bloodmoon". This does conflict with any other skaal village mods like Skaal_village_expanded or the Rin graveyard.
Cleaning Stats for "New_Skaal_Village.esp":       duplicate object instance:     1                       junk-CELL:     2
G: Felsaad_Revamped

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3461
Added half a dozen cottages to the outskirts, outside the walled area (if you have Felsaad Revamped). The only dialogue addition is to update the Services and Thirsk reponses. There is now a trader and an apothecary - a hamlet such as Thirsk would need a healer of some description and a trading post if nothing else, the remaining houses belonging to the staff at the mead hall. This is a very small expansion, no new textures or meshes. An alternative .esp file is included for use with Children of Morrowind.
Cleaned??

G: Felsaad Revamped
G: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2466 (Though this adds a building that collides with the wall added by Felsaad Revamped)

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=684
The mod: - Makes Chieftain's room much nicer; adds some storage. - Makes the small room upstairs look nicer, adds some storage. - Adds a trader in the basemant who has 3000 gold. - Adds a basemant with an entrance just by the throne. -Adds 3 non-hostile hunter woves in their own fenced area near the smith. Sorry, can't control them.
Cleaning Stats for "BetterThirsk1.0.esp":       duplicate object instance:     3                       junk-CELL:     1             redundant CELL.AMBI:     1             redundant CELL.WHGT:     1
G: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3084

==== Tribunal Infrastructure ==========================
I can't test these because I can't seem to find a way to go there without starting the quest

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4095
-- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4333
-- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7296

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7578 Vanilla
-- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4333
-- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7296
User avatar
Cool Man Sam
 
Posts: 3392
Joined: Thu May 10, 2007 1:19 pm

Post » Tue Jun 14, 2011 4:09 pm

So are house mods to be included here too?

This could end up being a great resource. I've put off delving into the infrastructure mods for a LONG time because of the potential conflicts and I don't really know where to begin! I'm afraid that conflicts with grass are extremely likely.
User avatar
Andrea P
 
Posts: 3400
Joined: Mon Feb 12, 2007 7:45 am

Post » Tue Jun 14, 2011 5:06 pm

I'd think no on the house mods.

I'd think it more helpful to include mods that change layout, add more than one shop and one house, overhaul the aesthetics without being a texture replacer. Houses will usually have much less conflicts to worry about. I think of the Oblivion projects of Better Cities and Open Cities (classic and reborn) as being the kinds of mod scopes to be considered. Besides a list of good house mods would be another great list to have.

I suspect if people do contribute this would be a slow list to build, but even starting with 3 good options for each of the major towns and cites then others chiming in with known conflicts and other fixes this could be usable fairly quickly. I'd think a few contributions from mod users with 150+ mods and their notes on how they got certain mods to work in that environment would be mega helpful to have collected in one list.

Grass mods are likely going to conflict - I remember that last time I tried to install Morrowind. Then again, with a good core of infrastructure mods that have good recommendations - this makes it easier to consider asking for grass mod patches or edits to the grass mods (or just making them). I mean if I were to think about it - I know grass is cool but wouldn't it be better to not mod grass all the way through a city to minimize conflicts? That way while there is a lack of grass in cities there is also instant compatibility with these kinds of mods and patches can be made for certain cities, etc.

Windows being another issue of concern.

I'm getting the impression that this set of mods is not as popular as other kinds with Morrowind?
User avatar
Stryke Force
 
Posts: 3393
Joined: Fri Oct 05, 2007 6:20 am

Post » Tue Jun 14, 2011 10:54 pm

so you're making a list about different mod options for different areas?

ie:


sedya neen:

Trancmasters, etc etc, GS seyda neen, etc etc etc

Ald-ruhn

mod name, etc etc,

with information about each one and possible conflicts?
in-effect the idea is to make a modular list for MW?

or am i wrong?
User avatar
Jordyn Youngman
 
Posts: 3396
Joined: Thu Mar 01, 2007 7:54 am

Post » Wed Jun 15, 2011 12:18 am

That wasn't clear?

Yes I'd like to do that, but I need help doing it. I'm NOT going to load and test each mod and attempt to catalog the various issues and benefits of the various mods that each effect the same area.

I do have a life.

But with help or not I'm trying to collect together the best reviewed mods for each town (as per the list in first post - where I outline goals).

So starting with where the game starts Seyda Neen. These seem like the best candidates:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3546
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5057

Aside from these and the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1608 mod the rest seem to have rather bad reviews with warnings to stay away. For instance Mythic mod list for settlements lists the GS Seyda Neen which is:
A combination of Lonnie's Seyda Neen Docks mod, Seyda Neen Village Expansion mod by Beardo, Seyda Neen Expanded ver 1.0 OFFICIAL by Mystikilla, Dogmeat's Servant Repository, Seyda Neen - Extension Mod v 1.0 by Webspinner and A Quaint Cottage in Seyda Neen by Ravensong.
But it gets horrible reviews and then looking at the reviews for a few (Seyda Neen Expanded ver 1.0 OFFICIAL by Mystikilla & Seyda Neen - Extension Mod v 1.0 by Webspinner) of the included mods and they too have not so shining reviews - so it is built on faulty ground.

On the other hand the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8183 - seems to have some pretty good reviews - it seems mega huge. I recall having it installed a while back, but didn't test thoroughly.

So now that I've narrowed down the Seyda Neen competition (am I missing any?) the next point is to consider compatibility with other types of mods:
Landcape overhauls: Bittercoast variants.
NPC additions: COM, MCA, and Starfire NPCs at the least.
Windows glow and Illuminated Windows compatibility.
More Detailed Places.
What else?

Let's combine info!
User avatar
Zoe Ratcliffe
 
Posts: 3370
Joined: Mon Feb 19, 2007 12:45 am

Post » Tue Jun 14, 2011 6:52 pm

Been meaning to update that settlement mods list for a while now. There are a few mods that have come out which should go on there.
User avatar
Red Sauce
 
Posts: 3431
Joined: Fri Aug 04, 2006 1:35 pm

Post » Wed Jun 15, 2011 6:24 am

I've found many that are not on the list; however, I wish not to list them just because they claim to be modifying a town.

I don't understand why mods that - according to the comments can cause harm to your save game - should be included on any list except a list of warnings.
User avatar
Daniel Holgate
 
Posts: 3538
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Post » Wed Jun 15, 2011 12:06 am

I agree, I like all my mods to be as close to perfect as possible :)
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k a t e
 
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Post » Tue Jun 14, 2011 5:51 pm

I've found many that are not on the list; however, I wish not to list them just because they claim to be modifying a town.

I don't understand why mods that - according to the comments can cause harm to your save game - should be included on any list except a list of warnings.
I wasn't prepared to test each mod on the list (unlike Telesphoros, who IIRC did try all those mods out in his game) and I always take comments on places like PES with a pinch of salt.
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Gisela Amaya
 
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Post » Tue Jun 14, 2011 8:54 pm

yea, most of the people posting real negative comments on a mod don't know how to install one properly to save their lives. i used some that were panned by a lot of people but work just fine ingame if you read the readme to see what you need to run it right. if you are realyy gonna do this you will need to make a website like telephoros. any list on here gets buried quick. and falls of the bottom eventually. god luck on this.
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Shianne Donato
 
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Post » Wed Jun 15, 2011 5:20 am

Well the two Seyda Neen mods I listed above had more than just a "thumbs down dude you mod sux" review.

Just read over ten reviews here of http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3701 - then tell me I'm overreacting. Oh hey I recognize some of those names ... Psyringe in particular being outspoken about the mod.

The point being that while it is good to have a starter list of town mods - lists that don't review and don't describe compatibility is not really helpful. On the other hand, I also think that anyone who reads the settlement list and says "ohh that one combines 5 mods - me grab" without reading the comments gets what they deserve.

I just downloaded most of what is available in this category over the last week. I am attempting to have at least 2 variants for each settlement. They need cleaning and testing - and I will kick start that aspect of it. But I cannot test all and why should I have to? A website is the work of one person - a forum is the work of many. How many have already seen this thread and thought - "vapor list .. I know a few conflicts but that is for him to figure out."

I'm hoping that after getting the list started and showing the format it will take in linking, describing, reviewing, listing both compatibility and incompatibility will then make it easier to post up and contribute their findings which can then be copied over to the list from their posts. But that may take another week to get started. currently I'm testing new functions with Wrye Bash for better multiple install functionality ... then I have to test a mod ... then get a new clone of Oblivion going ... let's see ... real life in there too.

If after the list is mostly fleshed out and people find it as useful as I think it will be then if someone wants to take over or upload it to their website - then that will be special and warm, but until then it remains a thread.
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Andrea Pratt
 
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Post » Tue Jun 14, 2011 4:06 pm



If after the list is mostly fleshed out and people find it as useful as I think it will be then if someone wants to take over or upload it to their website - then that will be special and warm, but until then it remains a thread.




Better still , http://www.webs.com/ ? it's free and simple to do.
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Josephine Gowing
 
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Post » Wed Jun 15, 2011 2:13 am

As I said (um wrote) - once the list is far more fleshed out then perhaps, but I won't be doing it. As with my other threads people can take and use the info all they want.

I prefer to have the info collected in a forum format to encourage others to contribute to it and watch it grow. That first. A website now is the cart before the horse.
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Joanne Crump
 
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Post » Wed Jun 15, 2011 12:28 am

As I said (um wrote) - once the list is far more fleshed out then perhaps, but I won't be doing it. As with my other threads people can take and use the info all they want.

I prefer to have the info collected in a forum format to encourage others to contribute to it and watch it grow. That first. A website now is the cart before the horse.

make a forum? :P
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Nicole Coucopoulos
 
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Post » Wed Jun 15, 2011 4:49 am

Just read over ten reviews here of http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3701 - then tell me I'm overreacting. Oh hey I recognize some of those names ... Psyringe in particular being outspoken about the mod.

*raises from the ground amidst a cloud of sulphurous smoke and a storm of chocolate bars*

WHOOO HAAAS SUMMMMMONED MEEE?

Erm, well. Nice to see I'm still remembered. ;) Regarding your project: An updated list of town expansions would be very useful. Actually I'm currently collecting those mods myself - I may get a faster computer soon, and will probably spend a couple of weeks selecting the mods for my new character. I've recently continued sorting my mod archive, but since there are about 15,000 files inside, it'll take a while ... ;) Anyway, I will probably end up testing several city expansions against each other, and could contribute to your thread. But it'll take a few months until I get there.

Regarding the quality of previous lists: Don't be too harsh on the editors. :) GS Seyda Neen is a good example for how difficult it is to assemble such a list. The mod was the "standard" big Seyda Neen expansion for a while, it merged mods which were reasonably popular at their time, it had few _overt_ flaws, it got good reviews (it still has a score of 9.7 at PES), and the modder assured in the readme that all problemds had been solved and that the mod didn't change anything outside of Seyda Neen. Based on this, it would have been an odd decision _not_ to include the mod in a list of recommendations, perhaps with a caveat that it turns Seyda Neen in a rather big town, which may not be desired for some players. To find out the many problems of this mod, someone needs to not only playtest, but actually anolyze the mod. This takes time away from playing, and requires specific tools and knowledge, both of which may not even have been available (or evolved enough) at the time the recommendation lists were assembled.

Regarding the reliability of PES user comments (or reviews/comments in general): Their qualitiy varies wildly, you'll find thorough anolyses as well as false information. The majority of comments isn't terribly useful, but some are - it depends a bit on the poster, Quatloos for example was usually pretty reliable in her reviews. Blind trust in all reviews is obviously a bad idea, as is disregarding all of them - one can always take them as guidelines for a better anolysis.
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Stu Clarke
 
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Post » Tue Jun 14, 2011 6:51 pm

*raises from the ground amidst a cloud of sulphurous smoke and a storm of chocolate bars*

WHOOO HAAAS SUMMMMMONED MEEE?
Uh hi - I guess that would be me.

Erm, well. Nice to see I'm still remembered. ;) Regarding your project: An updated list of town expansions would be very useful. Actually I'm currently collecting those mods myself - I may get a faster computer soon, and will probably spend a couple of weeks selecting the mods for my new character. I've recently continued sorting my mod archive, but since there are about 15,000 files inside, it'll take a while ... ;) Anyway, I will probably end up testing several city expansions against each other, and could contribute to your thread. But it'll take a few months until I get there.
Cool. Might want to read http://www.gamesas.com/index.php?/topic/1184424-q-cleaning-mods-with-tespcd/.

And no rush - I will be taking my sweet time with this.

Regarding the reliability of PES user comments (or reviews/comments in general): Their qualitiy varies wildly, you'll find thorough anolyses as well as false information. The majority of comments isn't terribly useful, but some are - it depends a bit on the poster, Quatloos for example was usually pretty reliable in her reviews. Blind trust in all reviews is obviously a bad idea, as is disregarding all of them - one can always take them as guidelines for a better anolysis.
Of course reading a review that says "bad mod" is not the same as reading a review that gives details about what is wrong ... like yours did.

And I'm not trying to be harsh it is just that I really liked the mod review lists by Glubby, BTB and so on. This is what I see as a major missing piece of modern morrowind lists.
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Melanie Steinberg
 
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Post » Tue Jun 14, 2011 3:12 pm

Uh hi - I guess that would be me.

Glad you did it. Got a bit boring in that crypt. Anyway, grab a couple of chocolates, they should've stopped raining down by now. :)

Cool. Might want to read http://www.gamesas.com/index.php?/topic/1184424-q-cleaning-mods-with-tespcd/.

Will do. :)

I really liked the mod review lists by Glubby, BTB and so on. This is what I see as a major missing piece of modern morrowind lists.

Yep, such lists can be extremely helpful :)
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Wane Peters
 
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Post » Wed Jun 15, 2011 12:32 am

Hey, Psyringe :wave: Thanks for the chocolate.
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Mylizards Dot com
 
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Post » Tue Jun 14, 2011 10:32 pm

I guess I need a bit of advice before proceeding (slowly).

What sorts of incompatibilities would one need to look for? I don't mean the stray house mod that happens to sit on the edge of a town that is covered by an expansion. I mean the not so obvious problems and issues that arise with common or popular mods.

So far here are the things I know to look for:
Windows glow
Illuminated windows
Environment overhauls (I suppose mostly by Vality and Vurt)
Grass mods

But what about mods like:
LGNPC
Living Cities (does anyone really use this - the warnings seem to indicate it can be a pain)

Then what else.
I see a lot of people complain about the illuminated order mod (never used it) - is it problematic with more than Balmora mods?

What am I not considering?
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Benito Martinez
 
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Post » Tue Jun 14, 2011 11:22 pm

Maybe looking through Faceless_Wanderer's http://gmml.pbworks.com/w/page/5990246/Mod-Conflicts would give some ideas? OK, it's an old list but in a more readable form than mlox's rules.

Maybe Rougetet's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6000 and/or http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6446 could be used as well

I think running mods through TESPCD (single vs all check) would be another idea...
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James Rhead
 
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Post » Tue Jun 14, 2011 6:07 pm

Psymon: I'd first check for landscape and pathgrid conflicts. Each cell can only have one landscape (i.e. ground mesh) and one pathgrid. So if two mods change the ground mesh in the same cell, then the second mod will overwrite any changes of the first mod. A common example is Balmora Expanded: It flattens the hill east of Balmora to make room for the additional buildings. If any other mod afterwards changes the landscape of that cell (even in a totally different corner of it), then the hill will reappear and several houses will become inaccessible.

Next, I'd check for intersecting houses and other statics (trees growing out of houses, etc.). There's no way to automate this, unfortunately. You can check quickly whether two mods add stuff to the same cell, but you'll have to load the cell either in the CS or in the game to see whether the added stuff intersects.

Next, check objects, and merge conflicts if possible. Sometimes the conflict cannot be solved an you have to decide which mod you want more. (Example: Every object can only had one script in its data. If one mod makes the doors lock at night (by adding a script to them), and another one makes them emit noises from "inside" (by adding a script to them), then you can't combine those mods - well, unless you rewrite the scripts so that one script can perform both tasks.)

Next, check for dialogue conflicts. These can be nasty since they aren't as visible in-game as a wrong landscape or intersecting statics. Be careful when two mods introduce the same non-standard topic. Be even more careful when a mod uses short, generic topics (like "bed", "help", etc.) since these have a high risk of being broken by other topics which use the same words ("my bed", "please help", etc.). Mlox has an "overdial" function that can help with this.

Lastly, although that probably contradicts what I said above - don't overdo it. Trying to get a guaranteed bug-free setup while not having a lot of experience with mods and their inner structure has a good chance of leading to a lot of frustration before the game even starts. Many fixes _can_ be done even after the game has started (landscape can be fixed by making a small patch mod, missing dialogue topics can be fixed by adding them through the console, inaccessible areas can be reached through the console, ruined character stats can be restored with the Enchanted Editor, savegames can be cleaned of problematic data, etc. So if building the game turns into a chore at some point, don't be afraid to just start playing. :)
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Olga Xx
 
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Post » Wed Jun 15, 2011 4:18 am

Thanks for links and advice above.

So after collecting together a mess of infrastructure mods - I tried for at least three variants of each town/city. I cleaned them with latest tes3cmd, and packaged them in complex BAIN packages for good install management.

But I need some pointers.

First off how do I use the console to get the FormIDs of objects so that I know what mod places what object? With Oblivion this is easy as the FormID was at the top (with console open) and the first two alphanumerics were the load order of the mod, so everything that you could click on was almost immediately identifiable. If placed via a list there was a way to then use GetBaseObject to find the mod.

Not so with Morrowind? Is there a way to get info on what mod a placed object of NPC is from?

And even after being careful to merge objects, Mash lists, generate distant land, clean mods, etc I'm getting double NPCs in Vivec. With no way to click on them to see what mod they are from it is a bit frustrating.

Then finally - wow what an FPS drop in certain areas. Like down to 5 and lower. Crashing and freezing too. I can run a pretty well modded Oblivion and Fallout gives me no grief. With 1gig video card, 8 gigs of ram, Quad core 2.6 processor, X-Fi sound card, etc. and using FPS optimizer - this is really the best I can hope for? If so no wonder you guys have so many texture replacers, when more objects, statics, and NPCs can give this kind of drag.

Of course this may be due to settings in MGE XE - I wish there was a way to switch between using MGE and not using it easily. That would make testing more of a breeze.

[edit] also how does one COE to Tribunal?

thanks
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Chloe Mayo
 
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Post » Wed Jun 15, 2011 6:11 am

> I wish there was a way to switch between using MGE and not using it easily

Rename d3d9.dll to something else (e.g. xd3d9.dll) and do the same to dinput.dll, this will disable MGE (XE).

>With 1gig video card, 8 gigs of ram, Quad core 2.6 processor, X-Fi sound card, etc. and using FPS optimizer - this is really the best I can hope for?

CPU is the most limiting factor. I find my ATI HD 5770 1 GB (not the best card) is typically about 90% load while my 4 GHz CPU (one of the best CPU's and with a moderate overclock) is the bottleneck.

These tips might help:
1. Turn off VSync / VWait. I think the tearing is barely noticable on modern LCDs. 29 fps with miniscule tearing artifacts is a lot better than 20 fps.
2. If you have a newer OS like Win 7: Choose Properties on your Morrowind Icon, and under Compatibility, choose Disable visual themes, Disable desktop composition, and Disable display scaling on high DPI settings.
3. This is kinda a last resort since some of these mods are great. Try shutting off certain CPU-hungry mods in case you have them. IIRC, this includes Animated Morrowind I / II / Expanded, Better Music System, Starfire / MCA, Atmospheric Sound Effects, Cait's Critters Unleashed. Fireflies Invade Morrowind will brutalize your frame rate.
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Marta Wolko
 
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Post » Tue Jun 14, 2011 9:26 pm

> I wish there was a way to switch between using MGE and not using it easily

Rename d3d9.dll to something else (e.g. xd3d9.dll) and do the same to dinput.dll, this will disable MGE (XE).

>With 1gig video card, 8 gigs of ram, Quad core 2.6 processor, X-Fi sound card, etc. and using FPS optimizer - this is really the best I can hope for?

CPU is the most limiting factor. I find my ATI HD 5770 1 GB (not the best card) is typically about 90% load while my 4 GHz CPU (one of the best CPU's and with a moderate overclock) is the bottleneck.

What does the MGE option of disable MGE in game do? if I could just click that and then launch the game - will it be like MGE is not installed?

Yeah I'm shocked at how unoptimized the game is.
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Racheal Robertson
 
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