[RELz] Morrowind Rebirth

Post » Thu Feb 06, 2014 3:35 am

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. :)

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Kat Ives
 
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Post » Thu Feb 06, 2014 7:09 am

Oh no more landscape edits around Odia Plateau and http://www.gamesas.com/topic/1243297-relz-morrowind-rebirth-13/#entry18962092 one were awesome though. :teehee:

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Ross
 
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Post » Thu Feb 06, 2014 4:09 pm

Ebonheart is the least compatible. Princess Stomper's Homes to Let and Stuporstar's Tea Mod both conflict heavily. :(

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Emily Jeffs
 
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Post » Thu Feb 06, 2014 1:01 pm

Anyone got a load order with Rebirth 2.6 in they could post? I'd like to check the mlox rules I'm writing at the mo and none of my current mod lists I use have these plugins in.

What I'm after is someone running all the optional plugins too so that's:
Morrowind Rebirth 2.6 - Balmora Underworld 1.0 [Addon].ESP
Morrowind Rebirth 2.6 - Morrowind Patch 1.6.5 Beta [Rebirth Edit].esm
Morrowind Rebirth 2.6 - Racial Diversity 1.2 [Addon].ESP
Morrowind Rebirth 2.6.ESP

If you're running some other plugins too then that's just a bonus :smile:
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Ricky Meehan
 
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Post » Thu Feb 06, 2014 6:58 am

Sorry for the double-post but this is sufficiently different from the above (which I'd still appreciate!) to warrant another post.

I've just started trying out https://code.google.com/p/mlox/wiki/Tes3lint and as the Rebirth files were still in my scratch directory checked those out. As well as reporting a number of duplicate records (i.e. the same as morrowind.esm etc.), auto-calced spells etc. there were these:

Morrowind Rebirth 2.6.ESP
[FOGBUG]: Cells with zero fog density setting:
Arvel Manor, Slave Shack
Pelagiad, Mebestien Ence: Trader

Morrowind Rebirth 2.6 - Morrowind Patch 1.6.5 Beta [Rebirth Edit].esm
[FOGBUG]: Cells with zero fog density setting:
Falvilo's Endeavor, Upper Level

This is the "Nvidia for bug" (which used to be the ATi fog bug but AMD / ATi seem to have stopped their cards from suffering from it but Nvidia has caught it). Basically the screen will be completely black for someone when they enter these cells if their graphics card suffers from the bug.

Another thing I thought it might be worth pulling out from the (lots) of information and reporting are these, scripts which don't check for menu mode:
Spoiler

Morrowind Rebirth 2.6.ESP
[MENUMOD] Scripts not checking menumode:
SCPT(AM_BanditScript)
SCPT(AM_CamonnaScript)
SCPT(AM_Farmer2Script)
SCPT(AM_FarmerScript)
SCPT(AM_MinerEbonyScript)
SCPT(AM_MinerEggScript)
SCPT(AM_MinerScipt)
SCPT(AM_PrayerScript)
SCPT(BILL_MT_calc_legit_kills)
SCPT(FLGBedroll01ActiScript)
SCPT(FLGBedrollMiscScript)
SCPT(MR_Doors_Script)
SCPT(MR_Locked_Doors_Script)
SCPT(MR_Miner_Pick_Script)
SCPT(MR_Muck_Shovel_Script)
SCPT(MR_NPC_Script)
SCPT(McScript)
SCPT(flgAndradesTradehouseRoomRent)
SCPT(flgDungeon01MainScript)
SCPT(flgLichtombMainScript)
SCPT(flgPlayPossum01)
SCPT(flgPlayPossum02)
SCPT(rollie)

Morrowind Rebirth 2.6 - Morrowind Patch 1.6.5 Beta [Rebirth Edit].esm
[MENUMOD] Scripts not checking menumode:
SCPT(AnesVenduScript)
SCPT(ColonyAssassinItems)
SCPT(ColonyCoventina)
SCPT(ColonyGraring)
SCPT(ColonyReportTimer)
SCPT(ColonyTimer)
SCPT(ColonyToralf)
SCPT(CouncilorTopicsTelvanni)
SCPT(DaedraAzura)
SCPT(DaedraMalacath)
SCPT(DaedraMolagBal)
SCPT(DwrvSummon_Dwrv_Coin00)
SCPT(EndGame)
SCPT(GetPCGold)
SCPT(GhostfenceGlowScript)
SCPT(LtM_darysScript)
SCPT(LtM_sealedLanddeed)
SCPT(LtM_sealedLanddeedFake)
SCPT(LtM_umbraScript)
SCPT(MiloKey)
SCPT(MirisaTeleport)
SCPT(NarisaAdus)
SCPT(RecruitMinerScript)
SCPT(SadriTadera)
SCPT(Sleepers)
SCPT(SothaImperfectDoor)
SCPT(SoundTest)
SCPT(UleniDead)
SCPT(VampireCheck)
SCPT(Vampire_Aundae_PC)
SCPT(Vampire_Berne_PC)
SCPT(Vampire_Cure_PC)
SCPT(Vampire_Quarra_PC)
SCPT(VarninerGhost)
SCPT(WereCheckScript)
SCPT(amuletTelFyrScript)
SCPT(avSlavehunter)
SCPT(barenAlenScript)
SCPT(bloodmoonScript)
SCPT(blueScript)
SCPT(blueScript2)
SCPT(bolvynCorpseScript)
SCPT(bolvynScript)
SCPT(boneScript)
SCPT(dariusScript)
SCPT(dbFixScript)
SCPT(dbattackScript)
SCPT(deadhorkerScript)
SCPT(diseaseAscended)
SCPT(drenSlaveOwners)
SCPT(drerel_indaren)
SCPT(eydisScript)
SCPT(fab_attack_helseth)
SCPT(fab_attack_highord)
SCPT(glathelScript)
SCPT(hircine1Script)
SCPT(hircine2Script)
SCPT(irarakScript)
SCPT(karrodfightstopScript)
SCPT(lorbumolScript)
SCPT(mandasGuards)
SCPT(mararaScript)
SCPT(mazedbandEnd_Script)
SCPT(menhirTelNaga)
SCPT(menhirTelUvirith)
SCPT(mertaScript)
SCPT(ouch_wraithguard)
SCPT(patchScript)
SCPT(plant2Script)
SCPT(poisonfoodScript)
SCPT(sealedTreasuryOrders)
SCPT(sealedTreasuryReport)
SCPT(shrineDagonFel)
SCPT(shrineGhostgate)
SCPT(shrineKoalCave)
SCPT(shrineKummu)
SCPT(shrineMaarGan)
SCPT(sjoringScript)
SCPT(smugScript)
SCPT(smugdeadScript)
SCPT(staceyScript)
SCPT(treboniusCorpseScript)
SCPT(treboniusScript)
SCPT(varusCorpseScript)
SCPT(varusVantiniusScript)


Could be completely valid, IDK.

tes3lint looks like a useful tool. You need Perl installed though/

[Edit: Spoilered for length]
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Brittany Abner
 
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Post » Thu Feb 06, 2014 1:25 pm

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?

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Juanita Hernandez
 
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Post » Thu Feb 06, 2014 4:25 pm

abot has some good http://abitoftaste.altervista.org/morrowind/index.php?option=content&Itemid=10&task=viewpost&id=53&-Morrowind-modding-for-smarties-part-3-tes3lint-tes3cmd-and-TESTool on tes3lint.

The idea is to check if the player is in menu mode and stop the script from running if they are. Not every script needs this but it can lead to extra processing / FPS hit when it's not needed.

If you're not that au fait with whether or not a script should be run when someone's got a menu open (Journal, map, inventory, dialogue etc.) then I'd leave it.

Definitely have a look at those cells though. abot suggests a fog value of 0.1
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Kelly Tomlinson
 
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Post » Thu Feb 06, 2014 6:11 am

If you have Perl installed you can try something like this:
tes3cmd.exe modify --program-file fogfix.pl "Morrowind Rebirth*.es?" > out.txt
Spoiler

# 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";                        }                    }                }            }        }    }}
[EDIT]upped min fog to 0.1 for extra safety
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brandon frier
 
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Post » Thu Feb 06, 2014 1:50 am

Oooo, http://xkcd.com/208/.
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Danger Mouse
 
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Post » Thu Feb 06, 2014 8:48 am

Land tears are pretty frequent around Ald-ruhn. :shrug:
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Logan Greenwood
 
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Post » Thu Feb 06, 2014 8:41 am


This just appeared on Nexus: http://www.nexusmods.com/morrowind/mods/43016/?

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victoria gillis
 
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Post » Thu Feb 06, 2014 11:42 am

Hm.. is this without any other landscape mods? Would you mind uploading a few pics Leo? :)

Wow, nice! Thanks for letting me know! :)

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Daniel Brown
 
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Post » Thu Feb 06, 2014 12:31 am

Why me? :confused:

I don't have Morrowind Rebirth installed in the game atm. Otherwise I would gladly doing that. :smile:

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Soph
 
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Post » Thu Feb 06, 2014 12:23 pm

Nice site, bookmarked! :icecream:

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Nauty
 
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Post » Thu Feb 06, 2014 11:41 am


I have no other landscape mods, no. The mods which do affect the town are Morgana Witchgirl, LGNPC and Homes to Let. These land tears are very noticeable and immersion breaking.

Homes to Let affects Ebonheart too as well as the Tea Mod.

Unrelated to Rebirth, I have random land tears everywhere - not sure how to fix those.
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Latino HeaT
 
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Post » Thu Feb 06, 2014 2:13 am

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. :smile:

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casey macmillan
 
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Post » Thu Feb 06, 2014 4:02 am

I tried making compatibility patches but it causes everything that I touch to be duplicated unless I edit the actual mod itself :shrug:

The Tea Mod has a floating shop when Rebirth is installed.

Land tears are pretty random - they even appear in TR.
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Charlotte Henderson
 
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Post » Thu Feb 06, 2014 2:00 am

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.

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Kat Stewart
 
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Post » Thu Feb 06, 2014 6:39 am

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?

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Leticia Hernandez
 
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Post » Thu Feb 06, 2014 2:51 am

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

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Bellismydesi
 
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Post » Thu Feb 06, 2014 10:06 am

mlox has a pretty good set of conflict information for Morrowind Rebirth and ordering rules such as Leonardo mentions, he's right too about conflicts with mods which alter exterior cells; Morrowind Rebirth is likely to conflict with those.
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Hannah Barnard
 
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Post » Thu Feb 06, 2014 3:41 am

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.

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sas
 
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Post » Thu Feb 06, 2014 8:32 am

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?

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Mimi BC
 
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Post » Thu Feb 06, 2014 4:15 pm

If we dont enable Morrowind Rebirth though, wont that make the new buildings not show up in the distance?

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Lillian Cawfield
 
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Post » Thu Feb 06, 2014 2:38 pm

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.

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vanuza
 
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