Please do - there are loads of vanilla areas where there is textured heightmap instead of real cliffs (e.g. the Odai River). And if you two can make Vvardenfell as detailed as the TR mainland, I will be in heaven.
Please do - there are loads of vanilla areas where there is textured heightmap instead of real cliffs (e.g. the Odai River). And if you two can make Vvardenfell as detailed as the TR mainland, I will be in heaven.
Oh no more landscape edits around Odia Plateau and http://www.gamesas.com/topic/1243297-relz-morrowind-rebirth-13/#entry18962092 one were awesome though.
Ebonheart is the least compatible. Princess Stomper's Homes to Let and Stuporstar's Tea Mod both conflict heavily.
Thanks for the report Dragon, I guess I'll have to go check those cells myslef, as I do have a Nvidia card. Should be an easy fix in any case.
The scripts will be a bit trickier. I don't know much about scripting so would you please care to explain what could happen without a check for menu mode?
# fogfix.pl# save this code to file: "foxfix.pl"# run with command line:# tes3cmd modify --program-file fogfix.pl myplugin.espuse strict;sub main { my($tr) = @_; # tr = the record my $fix = 0; if ($tr->rectype eq 'CELL') { # only interested in CELL records if ($tr->is_interior) { # that are interiors my $header = 1; # so we can recognize only first DATA (in CELL header) foreach my $tsr (@{$tr->{SL}}) { # tsr = the sub-record my $subtype = $tsr->subtype; $header = 0 if ($subtype eq 'FRMR'); if ( ($subtype eq 'AMBI') or ($header and $subtype eq 'DATA') ) { if ($tsr->{fog_density} < 0.1) { $fix = 0; if (defined $tsr->{flags}) { if ( !($tsr->{flags} & 128) ) { # skip interior-like-exterior $fix = 1; } } else { $fix = 1; } if ( $fix ) { $tsr->{fog_density} = 0.1; # set fog density to a value that is non-zero to avoid fog bug $tr->{_modified_} = 1; # tell tes3cmd we modified the record print " [FIXED FOGBUG] $::CURRENT_PLUGIN\t\tCELL ($subtype): ",$tr->id,"\n"; } } } } } }}
This just appeared on Nexus: http://www.nexusmods.com/morrowind/mods/43016/?
Hm.. is this without any other landscape mods? Would you mind uploading a few pics Leo?
Wow, nice! Thanks for letting me know!
Why me?
I don't have Morrowind Rebirth installed in the game atm. Otherwise I would gladly doing that.
I can confirm that Emma's Morgana Witchgirl will indeed conflict with Morrowind Rebirth, because not only Ald-ruhn is edit by Emma's mod but there is also a least one Grazeland cells to the east near the water that's a quest location that I know of and one cell somewhere in the Bitter Coast region I think that's edit by Emma's mod. So basically Morgana Witchgirl cannot be installed at the same time as Morrowind Rebirth simple is that.
I'm playing Stuporstar's Tea mod atm and my character is near the Tea shop in-game, so if you must have a picture or two then I can install Morrowind Rebirth just to check if there are any land seams around Ebonheart.
Where exactly do you have land tear in-game?
@Trancemaster: I think there is a need for a Morrowind Rebirth - NoM addon, because NoM 3.x add water wells almost everywhere and there could be some places that have mod related issues to fix as soon they appear in-game.
I'm pretty sure that Stuporstar would take a closer if there are issues between the Tea mod and Morrowind Rebirth mod.
Let me guess you have the Tea mod before Morrowind Rebirth in your loadorder. Correct? If so then try to move the Tea mod to be loaded after, but be aware though doing that will most likely destroy some abilities in your chargen due to the fact Morrowind Rebirth needs to be installed from the beginning in your game and not in the middle of a game. Of course you install it anytime, but you'll probably lose the abilities you have during the character tutorial in a new game.
I think you should report such things on the http://tamriel-rebuilt.org/forum.
How heavy is Morrowind Rebirth on performance? Is it incompatible with other popular mods? I almost installed it but the designer said in the readme.txt that it requires a "high-end computer"... how high are we talking here? Input?
Modern (similar to ultra settings in Skyrim) HIGH end computer if you want to use replacers such as vurt's tree's or Morrowind Texture Pack (MWTP) or Connary's textures along with Morrowind Rebirth.
Any mod that edit any exterior cell would conflict with Morrowind Rebirth and I know a least two mods that are needed to be loaded after Morrowind Rebirth.
http://www.fliggerty.com/phpBB3/viewtopic.php?p=81056#p81056
http://lovkullen.net/Emma/Apartement.htm
I forgot to mention about something important and that's whatever you do don't enable Morrowind Rebirth.esp or grass in MGSO during the installation in the distant land wizard in MGE/MGE-XE, because doing that will definitely cause issues.
Otherwise download this http://www.nexusmods.com/morrowind/mods/43016/? mod on Nexus.
This is a very small thing, but I feel it bears mentioning. I was just reading in the readme for v2.61 (Morrowind Rebirth 2.61 - Readme.doc), and I note that it says the MCP is required for Rebirth. What it do not say...is what patches specifically from the MCP are the ones you MUST have for Rebirth to function correctly. Perhaps this information could be added to the readme and the first post of this thread?
If we dont enable Morrowind Rebirth though, wont that make the new buildings not show up in the distance?
This.. however I'm not sure about the technical stuff involved. I'm sure Leo could provide some background to why you shouldn't run distand-land for Rebirth when using it alongside MGSO.