Curious About Complete Morrowind

Post » Sat May 28, 2011 1:45 am

I've had this mod sitting in my "Mods to install" folder for bout a month now. I'm pretty eager to try it out, as I always welcome mod's that give more for the player to do aside from combat/exploration. But the size and complexity have made me cautious.

So my questions are:
What are some known mods it clashes with? (I'm assuming here because a mod of this size usually doesn't play well with others)
Is it too buggy/glitchy to be worth the install?

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=443
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bimsy
 
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Post » Sat May 28, 2011 6:48 am

size & complexity does not equate to stability issues. This mod does add a lot to the game so there are apt to be a few, inconsequential confilcts. This is one of the mods I put in all of my games just because it makes the setting feel better. When I don't have it loaded it game seems empty without those few NPCs selling crafting materials and the ability to pick up useless junk. When it is load I generally let it hang out in the background providing ambience. To me Complete Morrowind is kind of like music in a grocery store. The isn't complete without it.
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Danial Zachery
 
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Post » Fri May 27, 2011 9:31 pm

Alrighty...*takes a deep breath* I'm gonna try it out.
Is TESTOOL safe to use for merging objects? I heard that TESTTOOL should only be used to clean pluggins.
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Lillian Cawfield
 
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Post » Sat May 28, 2011 2:30 am

Is TESTOOL safe to use for merging objects?

I've never encoutered a problem using it. In fact I wouldn't even be able to play some of the mods in my mod lists without merging objects in TESTool.
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Paula Rose
 
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Post » Sat May 28, 2011 8:46 am

M'kay, tested the mod, The wood working and carpentry worked fine, and I was in the process of testing the cooking when it CTD'd. (This has been happening for some time every now and again. Probly not CM's fault in this case.)

Anyway I uninstalled a few mods I had, re-ran the leveled list merger, then went to merge my objects in TESTOOL.
It does fine till it get's to "Building Up Uvirith's Grave" then it crashes.
Is there a known issue with this pluggin and merging objects?

EDIT:Nvm, it crashed on Windows Glow this time.
And a third time, with Windows Glow taken out, it crashed again.

Hmm, I'll just run the mod a bit longer and see if I can see anything wrong with it.
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Bloomer
 
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Post » Fri May 27, 2011 6:57 pm

Well every crafting funcntion that I could test seemed to be in working order, aside from not being able to cut down hardly any trees because of all the tree replacers I have. T.T

But that's a price I'm willing to pay.
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CHangohh BOyy
 
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Post » Fri May 27, 2011 10:01 pm

Is there a known issue with this pluggin and merging objects?

It is a known TESTool buffer issue. See this http://www.yacoby.net/es/forum/12/9197901228156260.html for more detailed info.
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lacy lake
 
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Post » Fri May 27, 2011 8:38 pm

It is a known TESTool buffer issue. See this http://www.yacoby.net/es/forum/12/9197901228156260.html for more detailed info.


abot's right: it's a text buffer issue. As I recall, a new tool is in beta right now for merging objects, but I still believe it's rather buggy. The solution I've used with TEStool is to create smaller, successive ESP lists for it to merge, just under the limit, then merge those into multiple ESPs. It's tedious, but it works.
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TRIsha FEnnesse
 
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Post » Fri May 27, 2011 6:26 pm

There is also http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4077.
Is there a common agreement in the community about which one is the best? Or is it just a matter of taste?
I'm curious about the differences between the 2 mods.
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TOYA toys
 
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Post » Sat May 28, 2011 3:24 am

I think Morrowind Crafting is more popular because it works with NoM but I'm not sure :shrug:
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Madeleine Rose Walsh
 
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Post » Fri May 27, 2011 5:51 pm

I heard that Piratelord's Creatures mod can get messed up if it's merged. Are there any other I should exclude from the merging?
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Ron
 
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Post » Fri May 27, 2011 6:25 pm

I heard that Piratelord's Creatures mod can get messed up if it's merged. Are there any other I should exclude from the merging?
mlox's rulebase has all the information I know of on this.
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Scott
 
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Post » Sat May 28, 2011 8:45 am

Morrowind Crafting blends into the game more seamlessly with less lag and I've never had a CTD because of it that I'm aware of. CTDs happen no matter what mods you're using anyway so it wouldn't matter. I've experienced far fewer mod conflicts with MC and its design is near-perfect.

I recommend you try both and see which you prefer. I personally think Morrowind Crafting was better designed and implemented than CM but that's not to say that CM is a bad mod. Obviously it's not or it wouldn't still be popular. I've tried both and just found MC to be better all-around.

I would not recommend merging either MC or CM with any other mods. The scripting in both is complex and should probably not be merged. I would definitely try to find other mods to merge if you need the space that badly.
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Scarlet Devil
 
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Post » Fri May 27, 2011 10:50 pm

Thank you for the feedback, Denina. :thumbsup:
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lauraa
 
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Post » Sat May 28, 2011 1:39 am

So, I suppose Morrowind Crafting uses in-game skills as a base to the crafting itself? For example, making poisons depends on your alchemy skill, and also increases it, etc. Is it like that?

Also, does it work with graphical herbalism mod?
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Joey Bel
 
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Post » Fri May 27, 2011 7:50 pm

So, I suppose Morrowind Crafting uses in-game skills as a base to the crafting itself? For example, making poisons depends on your alchemy skill, and also increases it, etc. Is it like that?
After a cursory glance at the readme, it seems to.

Also, does it work with graphical herbalism mod?
No mention in the Graphical Herbalism readme, use TESPCD to check for conflicts between the two mods.
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Rusty Billiot
 
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Post » Sat May 28, 2011 1:43 am

If you read Morrowind Crafting's Read Me and accompanying guide, Toccatta specifically explains how poison-making works. The documents accompanying MC are quite thorough. I know that it's either the higher or lower of alchemy or cooking but I cannot remember which but I know it says in either the Read Me, guide or both.
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BaNK.RoLL
 
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Post » Fri May 27, 2011 9:55 pm

Alright, thanks.

If you read Morrowind Crafting's Read Me and accompanying guide, Toccatta specifically explains how poison-making works. The documents accompanying MC are quite thorough. I know that it's either the higher or lower of alchemy or cooking but I cannot remember which but I know it says in either the Read Me, guide or both.


So, basically both vanilla and MC skills taken into consideration, which means there ARE skills added by the mod. Not sure how they are represented though.
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Nienna garcia
 
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Post » Sat May 28, 2011 4:46 am

From my experience with both crafting set ups , Morrowind Complete is the easier one to get the hang of . BUT I prefer Morrowind Crafting because it ends up a more engaging and visceral experience . I KNOW what my MC skill level is not from checking a character reference screen but from using the skill sets introed by the mod . When mining , I can see my level of proficiency ; same with all the MC skill sets . It involves my playing style in a more direct fashion . Morrowind Complete is certainly an excellent mod ( and I have not encountered the problem the Topic poster describes ) but I found it to be too.....well sanitized is the only word that I can think of . If I use it , it is to get best benefits from a couple of add-on mods that use Complete : Exquisite Nord Island and the Crafting Workshops mod ( Which I have yet to locate again after a recent crash , but I think I found in PES ) . Complete is , I find too intrusive and script heavy as well : I like being able to harvest my own resources but I haven't actually missed chopping wood when using MC . Sometimes I could wish for a mod that combines the best aspect of both Crafting giants but until that day dream is realized , I'll stick with Morrowind Crafting . This is probably not the answer you were after , but really both mods have their own intrinsic worth : if one fits your playing style better than the other , then use it . That's the best advice I can give .
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Siobhan Wallis-McRobert
 
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Post » Sat May 28, 2011 12:55 am

Only real issue I've found thus far is you can't harvest anything from Solstheim.
I'm pretty pleased with Complete as well. It adds a great deal for a role-playing character. Being able to survive by chopping wood and creating furniture and selling it in the market, is just to darn cool.

Other than that, after some extensive play-testing, everything works as described.


And thanks for everyones input here. :)
I'll give Morrowind Crafting a shot maybe on my next install.
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Keeley Stevens
 
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Post » Sat May 28, 2011 6:39 am

I've used both MC and CMF extensively, and there are quite a few differences between them.

MC is the more "polished" of the two, with a lot more consistency with the existing game world, but it's also a lot harder to start out, and slow to improve. I STRONGLY recommend getting the various crafting text files, which show the difficulties and required materials for each craft; some of the things which you would think should be simple are actually fairly advanced projects that your character won't be successfully accomplishing anytime soon. Some of the most extreme things, like making Daedric armor and weapons, can ONLY be done at maximum skill and with fortified Luck, and still have a high chance of failure. You need to hunt down the various toolkits for each craft before you can do much of anything, and you have to buy wood, rather than cut it, but those were design decisions to avoid other issues. I do have a couple of crashes from time to time when a skill advances to the next level, otherwise the mod is very stable and solid. Saving before you get close to improving a skill is suggested. The food is "mostly" compatible with NoM (more the fault of NoM than MC), and it "plays well" with most other mods.

CMF has a number of good and bad points. First, it's a LOT easier and faster to improve than MC, which is great for "casual" use, but your character tends to hurt him or her self often while failing at something. Don't try cooking food or cutting wood while injured: it could kill you. You also tend to sometimes break mining picks (permanently) upon failing, and you can't go into town and buy another; they're RARE, so an absolute first priority is to make yourself more of them. Rather than specialized toolkits to find, CMF uses common utensils, axes, repair hammers, and other in-game items. The down side of this is that they aren't stackable; the up side is that you can walk into Arille's and start in on it right away. Mining is done on boulders found outdoors in the wilderness, whereas MC has all mining done IN MINES (what an amazing concept!). There are several serious spoilers and glitches, such as melting down a weapon for more metal than it takes to make (which you can do over and over to get free metal), making serious "spoiler" items worth thousands from cheap materials at low skill levels, and many more. Cutting wood means that you can rapidly deforest the entire island, and it won't grow back.

MC is by far my favorite of the two, although I really wish that there was some way of incorporating the best of both.
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Yvonne Gruening
 
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Post » Sat May 28, 2011 12:39 am

: o

From what you said about MC and my own evidence to support what you said, sorta wishing I went with MC now.
Because tree chopping, until your Carpentry skill get's to at LEAST 50, is insanely dangerous. I could only get about 3 pieces of wood at 30 before having to heal, and starting out you won't even get one whole tree felled before needing to heal.

I haven't got to try any mining yet, but pick's are really rare and breaking them permanently seems downright silly.

I actually kinda liked how they incorporated already existing items into the crafting.

As far as the mining on boulders, I like the idea of wild untapped ore out there, but it's entirely too plentiful. There needs to only be about a quarter of the number of mine-able rocks already there.

And I wasn't aware the tree's don't grow back. :(
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Amy Cooper
 
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Post » Sat May 28, 2011 3:12 am

-clip-
And I wasn't aware the tree's don't grow back. :(

Considering that Complete Morrowind would be used as a realism enhancement, even if trees were to grow back it should take several years before they would be harvestable - most people will start a new character before a year is out in game time.

Now, magically growing trees at an accelerated rate to replace what's been felled would be acceptable. Just needs someone to mod it in. :poke:
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Liv Staff
 
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Post » Sat May 28, 2011 9:38 am

Ha ha, true, true. Even my "god almighty, done every faction, collected dang near everything" character on my Xbox only had about 1 1/2 years in game time I think.
And that took.....bout a year in real life time. :embarrass:
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Charlotte Lloyd-Jones
 
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Post » Sat May 28, 2011 6:54 am

Considering that Complete Morrowind would be used as a realism enhancement, even if trees were to grow back it should take several years before they would be harvestable - most people will start a new character before a year is out in game time.

Now, magically growing trees at an accelerated rate to replace what's been felled would be acceptable. Just needs someone to mod it in. :poke:


I tried making a mod "add-on" to allow you to cut up fallen branches for use with MC. The trees themselves wouldn't need to respawn, but they'd drop a branch semi-randomly every so many months. Sadly, my abilities at making a branch that resembled anything "natural" weren't up to the task, so all I've got to show for the effort is some concept scripting on a tree trunk that drops logs at your feet when you swing an axe (any axe) at it. The idea was to have woodcutting cause "normal" wear on an axe, and mining cause wear on a pick, but the CS won't allow direct access to modify weapon condition. Having the script check for the weapon type went fine, but using a Disintegrate Weapon effect to damage it didn't work the way I thought it should. I even tried converting the branches into creatures momentarily so you'd make a normal "attack" on it, which would in theory gradually wear out the weapon, but that caused other issues.

Maybe TES V will have a better CS......
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sally R
 
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