[RELz] Morrowind Rebirth 1.5

Post » Tue May 08, 2012 12:21 am

1. The textures and meshes from Vurt's Bitter Coast Trees II & Vurt's Ascadian Isles Tree Replacer II are included, but not the esp.s. Correct regarding Loki's new Caldera.

2. Well it's not really worth using these plugins by themselves along with Rebirth, since they're already included and are functional.
Wasn't one of Slartibartfast1's mods incompatible with Morrowind Rebirth, but I could be wrong though.
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Mandy Muir
 
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Post » Tue May 08, 2012 12:46 pm

Wasn't one of Slartibartfast1's mods incompatible with Morrowind Rebirth, but I could be wrong though.

Yush that's correct Leo. It's incompatible with Poorly Placed Object Fix. Well, it will work, but 99 % of those issues have been resolved in Rebirth too :smile:
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Mari martnez Martinez
 
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Post » Tue May 08, 2012 11:47 am

Yush that's correct Leo. It's incompatible with Poorly Placed Object Fix. Well, it will work, but 99 % of those issues have been resolved in Rebirth too :smile:
Any chance of adding information like that to the readme? Purely selfishly it means that adding rules for mlox is much easier. Unselfishly it'll stop people loading (in this example) both mods and going Huh, WTF?
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Megan Stabler
 
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Post » Mon May 07, 2012 11:43 pm

Any chance of adding information like that to the readme? Purely selfishly it means that adding rules for mlox is much easier. Unselfishly it'll stop people loading (in this example) both mods and going Huh, WTF?

Yah I know. I've been kinda sloppy with that readme, but I'll add it for the next version :)
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Lynette Wilson
 
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Post » Tue May 08, 2012 12:49 am

I suppose the same about Vality's BC + AI in the for-Vurt's-versions regarding clipping issues?
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Vahpie
 
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Post » Tue May 08, 2012 8:38 am

I suppose the same about Vality's BC + AI in the for-Vurt's-versions regarding clipping issues?

Yepp they wont work with rebirth.
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Dylan Markese
 
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Post » Tue May 08, 2012 2:26 am

What exactly did you change with some flora like comberry, fire fern, chokeweed... I know the changes about muckspunges, but I'd like to use Graphic Herbalism on everything but muckspunges (maybe).
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Allison Sizemore
 
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Post » Tue May 08, 2012 6:53 am

What exactly did you change with some flora like comberry, fire fern, chokeweed... I know the changes about muckspunges, but I'd like to use Graphic Herbalism on everything but muckspunges (maybe).

Well the Comberry, Cokeweed and Roobrush (spelling) are the only ones that have a changed mesh (that could cause issues, I really dunno). The muckspunges do have a script attached to them, but that's only to restrict harvesting so that you need a muckshovel to obtain muck.
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Amy Siebenhaar
 
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Post » Tue May 08, 2012 5:53 am

Howdy,

http://www.gamesas.com/topic/1337610-new-installation-after-approx-6-7-years/

I posted this thread before really reading your thread in full.

It's starting to sound like this mod might be the best choice.

A couple of questions though:

1) Is it compatible with MGSO? (I've noticed your mod alters some graphical settings to)

2) Do I still need bug stomping patches like the MPP & Code Patch, or are these fixes incorporated into your mod?

Thanks
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Courtney Foren
 
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Post » Tue May 08, 2012 12:50 pm

Howdy,

http://www.gamesas.com/topic/1337610-new-installation-after-approx-6-7-years/

I posted this thread before really reading your thread in full.

It's starting to sound like this mod might be the best choice.

A couple of questions though:

1) Is it compatible with MGSO? (I've noticed your mod alters some graphical settings to)

2) Do I still need bug stomping patches like the MPP & Code Patch, or are these fixes incorporated into your mod?

Thanks

I wouldn't say best choise as it's a matter of opinion, but if you like the sound if it please give it a go! If you do decide to use it, get the 1.6 BETA: http://www.sendspace.com/file/2c1l7l

1) Yes, however. You'll have to use the Tree-mods included in Rebirth:

* Vurt's Leafy West Gash II
* Vurt's Bitter Coast Trees II

I'm pretty sure you can activate these through the "custom" option in MGSO, but I'm not sure since I don't use it myself.

You'll also need to deactivate grassmods (My landscape changes will cause the grass to float)

2) Yes I will need MPP and MCP.
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Alan Cutler
 
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Post » Tue May 08, 2012 3:52 am

Doh, just saw your reply after installing Rebirth 1.5 and starting a new game. I'm guessing installing 1.6 over the top won't be too much of an issue?

Ta
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Lindsay Dunn
 
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Post » Tue May 08, 2012 3:18 am

Doh, just saw your reply after installing Rebirth 1.5 and starting a new game. I'm guessing installing 1.6 over the top won't be too much of an issue?

Ta

Nopes not really. It's just a few new files and an updated esp.

However you would probably like to start a new game, just to make sure everything work as it's supposed to.

Let me know if there's anything I should fix for the final 1.6 version.
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Michelle Serenity Boss
 
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Post » Tue May 08, 2012 7:30 am

Chokeweeds and Roobrushs have white trunks, it looks like I am missing textures, but NM, I think I will load Graphic Herbalism after MR anyway.

Is it intended to grab the Face of Kagrenac (24,000 Septims) at the exit of Census Office?
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Taylah Illies
 
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Post » Tue May 08, 2012 9:30 am

Chokeweeds and Roobrushs have white trunks, it looks like I am missing textures, but NM, I think I will load Graphic Herbalism after MR anyway.

Is it intended to grab the Face of Kagrenac (24,000 Septims) at the exit of Census Office?

Really? I will have to check that out.

About that Helmet, no it was just for testing purposes. I forgot to remove it. Thanks for the reminder.
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i grind hard
 
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Post » Tue May 08, 2012 1:07 pm

Wait a second. I guess I could have general texture issues with graphic herbalism or some other replacers to be investigated.

There are a few clipping issues with roped bridges. As far as I can see this is an incompatibility with Expanded Sounds (by PirateLord).
The Pack Guar in Balmora has spawned in the table of the trader. I should upload some pictures somewhere, have to find a hoster.

I really like your very detailed changes so far. Balmora at night is looking wonderful, very atmospheric.
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MISS KEEP UR
 
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Post » Tue May 08, 2012 11:57 am

Wait a second. I guess I could have general texture issues with graphic herbalism or some other replacers to be investigated.

There are a few clipping issues with roped bridges. As far as I can see this is an incompatibility with Expanded Sounds (by PirateLord).
The Pack Guar in Balmora has spawned in the table of the trader. I should upload some pictures somewhere, have to find a hoster.

I really like your very detailed changes so far. Balmora at night is looking wonderful, very atmospheric.

Did you find the source of your texture issues?

Clipping bridges, any specific location? And that darn Guar seem to have its own life, its not even close to the table in the CS lol :tongue:

Ye I've put a lot of time to improve Balmora and it's surroundings, I'm happy that you like it!
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Juliet
 
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Post » Mon May 07, 2012 9:27 pm

Ye I've put a lot of time to improve Balmora and it's surroundings, I'm happy that you like it!
I like what you did with Balmora. :biggrin:

I think you can merge this http://mw.modhistory.com/download-87-5148 into Morrowind Rebirth or prepare for using the mod since the mod is no longer maintained by the original author anymore. I also have a request to fix this http://mw.modhistory.com/download-87-5625 with Grumpy's http://www.fliggerty.com/phpBB3/viewtopic.php?f=90&t=4121 mod if possible.
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Robert Bindley
 
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Post » Tue May 08, 2012 1:31 pm

I like what you did with Balmora. :biggrin:

I think you can merge this http://mw.modhistory.com/download-87-5148 into Morrowind Rebirth or prepare for using the mod since the mod is no longer maintained by the original author anymore. I also have a request to fix this http://mw.modhistory.com/download-87-5625 with Grumpy's http://www.fliggerty.com/phpBB3/viewtopic.php?f=90&t=4121 mod if possible.

Thanks!

Hmm.. never seen that mod, not very fond of merging though, I still have plans for the city :tongue:

Might be issues with that Doomhome too.. Just finished a mountainous area between the Bitter Coast and Balmora.... gah. I'll see if I can do anything about it later on!
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Thomas LEON
 
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Post » Tue May 08, 2012 5:44 am

Did you find the source of your texture issues?
No. Roobush and Chokeweeds look like this: http://www7.pic-upload.de/25.01.12/uh3mh1oaykkj.jpg
I suppose the meshes have used absolute paths instead of relative paths. But since I cannot look into nifs at the moment, I have to remove some meshes to find the guilty one.

Clipping bridges, any specific location?
Next to Arrille's shop:
http://www7.pic-upload.de/25.01.12/ahr98vddm4xy.jpg [see the middle segment with 3 NPCs]
Expanded Sound adds sound activators to bridges and other statics, so if you have repositioned many of those parts, there may be some more. But I can patch it easily for myself, I think.
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sw1ss
 
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Post » Tue May 08, 2012 1:03 am

No. Roobush and Chokeweeds look like this: http://www7.pic-upload.de/25.01.12/uh3mh1oaykkj.jpg
I suppose the meshes have used absolute paths instead of relative paths. But since I cannot look into nifs at the moment, I have to remove some meshes to find the guilty one.


Next to Arrille's shop:
http://www7.pic-upload.de/25.01.12/ahr98vddm4xy.jpg [see the middle segment with 3 NPCs]
Expanded Sound adds sound activators to bridges and other statics, so if you have repositioned many of those parts, there may be some more. But I can patch it easily for myself, I think.


Strange, never had any issues with those specific meshes. If you find any additional info let me know and I'll try to fix it.

Then I get it, I dont think I've touched that many bridges tbh, but it shouldn't be any major issues.
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Scarlet Devil
 
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Post » Tue May 08, 2012 5:04 am

Strange, never had any issues with those specific meshes. If you find any additional info let me know and I'll try to fix it.
This may be because your morrowind install path coincidently matches the absolute path in some of your meshes.
If I remove the 2 meshes ../meshes/o/flora_roobrush_01.nif and flora_chokeweed_01.nif, then Morrowind takes the default meshes from BSA. Then it looks like this: http://www7.pic-upload.de/25.01.12/161b73o1juqd.jpg

But if I add the same 2 meshes from MW Rebirth, I get this: http://www7.pic-upload.de/25.01.12/uh3mh1oaykkj.jpg

Please take a look if your texture paths in the nif files are set to be absolute or relative paths.

PS: Now I am ready to start a new game with MW Rebirth. :banana:
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Arnold Wet
 
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Post » Tue May 08, 2012 10:07 am

This may be because your morrowind install path coincidently matches the absolute path in some of your meshes.
If I remove the 2 meshes ../meshes/o/flora_roobrush_01.nif and flora_chokeweed_01.nif, then Morrowind takes the default meshes from BSA. Then it looks like this: http://www7.pic-upload.de/25.01.12/161b73o1juqd.jpg

But if I add the same 2 meshes from MW Rebirth, I get this: http://www7.pic-upload.de/25.01.12/uh3mh1oaykkj.jpg

Please take a look if your texture paths in the nif files are set to be absolute or relative paths.

PS: Now I am ready to start a new game with MW Rebirth. :banana:

Tbh I really have no idea how to check that.. The only thing that I really now is that vurt made the meshes. Perhaps he would have any additional info regarding this matter.

Happy gaming ^^
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Lou
 
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Post » Tue May 08, 2012 1:32 am

Check out Era Scarecrow's http://www.gamesas.com/topic/1332218-problem-with-several-mods-searching-for-wronginexistant-installation-path/page__view__findpost__p__20043309 <-- Forum post where I explain what to do and link to download.
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helen buchan
 
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Post » Mon May 07, 2012 10:16 pm

You can check it with NifSkope, or I could try it next weekend I guess.

Reference: http://niftools.sourceforge.net/wiki/NifSkope/Setting_the_Texture_Search_Path

To enter relative paths, use ./ as a prefix for the folder.

EDIT: Ah, thx, Dragon. It is better than my guesses.
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Alexxxxxx
 
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Post » Tue May 08, 2012 1:51 am

There are some floating rocks around the marked area:
http://www7.pic-upload.de/28.01.12/kxrkvq537j4.jpg

I have 2 holes in Balmora, see them in front of this screeny:
http://www7.pic-upload.de/28.01.12/4a2ekcmmf55.jpg

Since I cannot see them with MR in the CS, it seems to be another incompatibility issue. But it is not from Expanded Sounds this time. Still under investigation.

It's a real bummer, that MR is not compatible with some of my favorites like Morrowind Crafting and Children of MW...
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Chloe Botham
 
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