[REL] Redsigned Vivec CoM & MCA patches

Post » Mon Mar 29, 2010 11:22 am

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The Elder Scrolls III
MORROWIND: Redesigned Vivec/Morrowind Comes Alive & Children of Morrowind Patches

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Index:
1. Summary
2. Features
3. Requirements
4. Installation
5. Using the mod
6. Known Issues
7. Use in other mods
8. Unistallation
9. Credits
10. Contact info
11. Version history

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1. SUMMARY
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These mods move the NPCs added by Morrowind Comes Alive (MCA) and Children of Morrowind (CoM when using PirateLord's (PL) http://www.pirates.retreat.btinternet.co.uk/Vivec.htm.

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2. FEATURES
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Some of the NPCs added by MCA and CoM fall into water when using PL's RV; these mods moves them to the new walkways.

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3. REQUIREMENTS
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Tribunal, Bloodmoon, and either CoM 2.0 or MCA version 5.1 (5.2 is supported) or both depending upon the patch used.

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4. INSTALLATION
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Extract the esp file downloaded into your data files folder and select via the launcher.

You can read more information on how to install mods here: http://www.elderscrolls.com/forums/inde ... &p=1772866

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5. Using the mod
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Just play as normal. Whenever you visit Vivec, the MCA & CoM NPCs should be walking on the new walkways.

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6. KNOWN ISSUES
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Do use this mod with PL's original RV mod or any of the other two RV patches; you will have doubling. This mod was cleaned with TESAME and should require no further cleaning.

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7. USE IN OTHER MODS
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These particular mods are free to use in any other mod, all I ask for is credit. Refer to RV and MCA for credit and usage instructions.

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8. UNINSTALLATION
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Uncheck the mod and use either the Morrowind Code Patch's save game cleaner or Wrye Mash's cleaner.

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9. CREDITS & THANKS
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Bethesda for making the game.
PL for RV.
Neo and company for MCA.
Emma and company for CoM.
Refer to the respective readmes for full credits.

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10. CONTACT
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You may contact me either via email at gulfwulf@gmail.com or via GHF or the official forums under the username "Jac". If you email me, please put "Redesigned Vivec" somewhere in the message title or I may delete it as spam.

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11. VERSION HISTORY
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1.0
Initial release.


Download:

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8446
http://www.fliggerty.com/phpBB3/viewtopic.php?f=64&t=3041
User avatar
Yvonne
 
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Post » Mon Mar 29, 2010 2:42 pm

I'm guessing you just used the original RV rather than the RV with Vivic Expanded for this, making it not compatible with the expanded version?
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Paula Rose
 
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Post » Mon Mar 29, 2010 1:45 pm

Yep. I didn't know there was a Vivic Expanded. I made these patches by request and only RV was mentioned.
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Dj Matty P
 
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Post » Mon Mar 29, 2010 2:06 pm

I'm guessing you just used the original RV rather than the RV with Vivic Expanded for this, making it not compatible with the expanded version?

As far as I know MCA & CoM have no compatibility problems with Vivec Expanded only with Redesigned Vivec.
I'll give this patch a try, because the incompatibility to CoM 2.0 is the reason i don't use Redesigned Vivec.

//Edit: Works fine, tested the MCA & CoM and CoM Version. The only NPC i found in the Water was a Ordinator.
But i noticed that a lot of the Cats from Caits Cats Mod are underwater. I'll have to think about using RV once more.
It looks very cool, but changes pretty much compared to vanilla Morrowind.
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Stephanie I
 
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Post » Mon Mar 29, 2010 1:17 pm

I didn't move any of the stock NPCs, so that one must have been overlooked in the original mod. As for Cait's cats, you can load her mod, the patch you want to use as well as the associated masters, make the patch the active mod, move the cats to solid ground, then save the mod. If you do that, remember to revert to the original patch if you remove the cats, otherwise you'll have missing mesh errors.
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victoria johnstone
 
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Post » Mon Mar 29, 2010 12:21 am

have you seen these patchs => http://www.pirates.retreat.btinternet.co.uk/Vivec.htm
perhaps isn't they up to date any more?
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Nikki Hype
 
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Post » Mon Mar 29, 2010 6:00 am

From what I've been told, the MCA one is for 4.x and the CoM is for 1.0, so they're not up to date. And yes, I have seen those.
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JaNnatul Naimah
 
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Post » Mon Mar 29, 2010 2:37 am

From what I've been told, the MCA one is for 4.x and the CoM is for 1.0, so they're not up to date. And yes, I have seen those.

Confirmed, not up to date!
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Jason Rice
 
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Post » Mon Mar 29, 2010 4:15 am

Thanks, Silberfisch. :)
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James Shaw
 
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Post » Mon Mar 29, 2010 4:42 pm

As far as I know MCA & CoM have no compatibility problems with Vivec Expanded only with Redesigned Vivec.
I'll give this patch a try, because the incompatibility to CoM 2.0 is the reason i don't use Redesigned Vivec.

//Edit: Works fine, tested the MCA & CoM and CoM Version. The only NPC i found in the Water was a Ordinator.
But i noticed that a lot of the Cats from Caits Cats Mod are underwater. I'll have to think about using RV once more.
It looks very cool, but changes pretty much compared to vanilla Morrowind.


They wouldn't have problems--but using the mod that combines VE and RV means that the RV/CoM problems will still be present, because both ESPs cannot be run at the same time.

http://www.morrowind4kids.com/pseronwyrd/PW_Redesigned_Vivec-Vivec_Expansion.zip

There's the link I found to the RV/VE combined mod. I'd love it if it could also be given a CoM 2.0 patch.
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Rebecca Dosch
 
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Post » Mon Mar 29, 2010 3:58 am

I'd love it if it could also be given a CoM 2.0 patch.

I made a CoM-RV-VE patch when I made the RV-VE patch, but unfortunately it was for CoM 1.0. A patch for version 2.0 would certainly be worthwhile. I may look into it in the future.
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Janeth Valenzuela Castelo
 
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Post » Mon Mar 29, 2010 5:10 am

There's the link I found to the RV/VE combined mod. I'd love it if it could also be given a CoM 2.0 patch.


I forgot to mention that i used Pseron Wyrds combined RV-VE for my testings. It was recommended by mlox when i tryed to sort my load order
with the seperate esps of RV & VE. I cleaned PW-RV-VE with TESTool because mlox reported "contains evil GMSTs, and other dirty references",
but after that everything just worked fine with the Jacs patches.
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Jade Barnes-Mackey
 
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Post » Mon Mar 29, 2010 12:59 am

There was no doubling caused by using both Jac's patch and RV-VE?
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Matthew Aaron Evans
 
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Post » Mon Mar 29, 2010 1:48 pm

There was no doubling caused by using both Jac's patch and RV-VE?

At least none i could recognize.
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Marine x
 
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Post » Mon Mar 29, 2010 7:42 am

Yeah, I definitely have doubling if I run both at once, as the readme said I would.
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Cool Man Sam
 
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Post » Mon Mar 29, 2010 5:04 am

Yeah, I definitely have doubling if I run both at once, as the readme said I would.

Where and how do i mention doubling, or what is doubled?
I have none, or my investigation was just not deep enough.
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krystal sowten
 
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Post » Mon Mar 29, 2010 3:21 am

You'll see two copies of the same NPC walking around, usually in close proximity. It's because the game generates them twice, one from each of the plugins. It's possible that this doesn't happen with a fresh game that hasn't been to Vivec before with just one of the two active.
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Amber Hubbard
 
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Post » Mon Mar 29, 2010 8:14 am

PES link added.
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Phillip Brunyee
 
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