[REL] Mountainous Red Mountain

Post » Thu Jul 11, 2013 3:27 pm


This trick should work, so long as the Red Mountain mod loads LATER than Julan. Which should be the case, for most people, unless this mod has had the timestamp edited to make it load early.

You do not ever want to add/remove a mod that is earlier in the loadlist than any companion mod, because the companion mod will get reference errors, and you're asking for doubling. Which is bad and wrong and kills kittens. And companions. And kitten companions. (They exist! Emma made some!)

A safer bet would be to not load the Red Mountain mod until after you've been on Red Mountain with Julan (for the second time, when you actually climb the mountain), and then make sure it loads after his mod.

OR, somebody could make a patch. I won't rule out doing it, but I have a lot on with Julan 2.0 just now. Which I may edit to load earlier than this mod, for safety, if people are likely to be removing/ readding it to the list! /wink.png' class='bbc_emoticon' alt=':wink:' />
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kat no x
 
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Post » Thu Jul 11, 2013 9:14 am

Dear PirateLord, not sure If asked before but, is MRM compatible with Vurts Ashland Overhaul and Darknut Dwemer Texture replacer? Many thanks.
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Kelly James
 
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Post » Thu Jul 11, 2013 3:21 pm

A compatibility patch exists for Greater Dwemer Ruins. Is there one for Great House Dagoth?
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Felix Walde
 
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Post » Thu Jul 11, 2013 9:50 am

I'm pretty sure I looked into this and found that GHD does not need one. I have played through Great House Dagoth with my GDR + MRM patch and the GHD + GDR patch, anyway. I can't say for sure that GHD without GDR will work without a patch.
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tiffany Royal
 
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Post » Thu Jul 11, 2013 12:47 am


Which is exactly why I'm doing the doubling. /devil.gif' class='bbc_emoticon' alt=':devil:' />
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Naazhe Perezz
 
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Post » Thu Jul 11, 2013 3:29 am

This is very impressive, but it's the sort of mod I really wish had been done fully with unique meshes controlled by an .esm, not as a wholesale replacer. Means now that I'm done making my patch, I have to spend ages ferreting out the meshes, and wondering what I had before it overwrote them. But oh well, my fault for making assumptions because it had an .esm, and failing to examine the contents properly.

I've made patch to fix Julan's Red Mountain escort scripts, will put a link in my thread shortly. I also noticed the larger MRM rock meshes had completely engulfed a door to one of my cells in the Ashlands. Fixed that too, but that sort of thing could affect any mod that adds stuff where those rock meshes are used.
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evelina c
 
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Post » Thu Jul 11, 2013 5:08 am

I created a fix for the Puzzle Canol problem that is mentioned earlier in this thread. It does nothing else but moving the Force Field higher up, so that the path to the shrine is free again. i created it with the German version of the CS, but I renamed the Cell with Enchanted Editor to its English Name so it should work with the English version.

https://www.dropbox.com/s/7x2r73rbuklq86g/MRM_PuzzleCanol_Fix.esp

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Amelia Pritchard
 
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