I don't see any reason that wouldn't work nicely! Forum posts can be a pain to upkeep.
I don't see any reason that wouldn't work nicely! Forum posts can be a pain to upkeep.
I am curious; have you ever tried Morrowind Crafting?
Many years ago I messed around with it for a while, I don't remember it much. Do people still use it?
Are you kidding? It's one of my top immersion mods - possibly THE top alongside abot's travel mods and NOM.
My only regret, and source of silent sobs. is that the latest update was never released. I realize it's not complete yet, but I was so hoping for a Christmas surprise this year with a release of what they have completed. There's a bunch of new stuff listed on their website that I would truly love to try in-game.
(hint, hint)
It should be noted that More Detailed Places has minor conflicts with some of the above mods that alter the vivec plazas. Uvirith's Legacy, for instance, will let you build a teleporter to Vivec. This teleports you to the interior cell rather than the open-air canton that MDP implements.
Good catch, I'll make a note of it. It seems that it doesn't cause any big issues, other than the fact that it looks very weird to exit the interior plaza through the door and then to see the door behind you is gone and the plaza is in the open air.
I don't think the Telvanni mods add anything to the main Telvanni Plaza main interior that would be inaccessible with MDP, but that's something to consider for sure.
I sugges that you change the Morrowind Patch Project to the Unofficial Morrowind Patch (UMP) since most people suggested it http://www.gamesas.com/topic/1504428-i-would-like-to-do-a-major-contribution-to-the-community/ to adept the same name convention as the other unofficial
Another note about the previous MPP versions, all of them can be found http://www.theassimilationlab.com/forums/files/file/1060-previous-patches-unofficial-morrowind-patch/.
Isn't the MPP a continuation of the UMP? I know there's a new version in the works that's going to be called Unofficial Morrowind Patch again, but from what I understood the MPP is currently the newest available.
It is. We don't have an ETA on the new patch though.
It's not game-breaking, and you can still access both interior and exterior areas. Either way, http://www.nexusmods.com/morrowind/mods/44024/? that plays a bit more nicely with UL and a couple of other plugins.
Oddly enough, December 21 two years ago, I released an early alpha version of MC3. Admittedly, the scripting to create the new items isn't part of the alpha yet, but the download included a spreadsheet with huge amounts of information including all the object IDs of everything the mod includes so the player could use the console to add the new items for testing. The items which COULD be created previously still can be, and are now greatly superior. Installations are no longer permanent; things can be uninstalled. Many suggested changes have been added. My only request was to get some feedback before I start the incredibly tedious task of rewriting all the scripting and menu system to allow objects to actually be crafted. Care to guess how many posts worth of feedback I've gotten in the more than a year since it was made available?
None.
So if you were hoping I'd release something for Christmas to show actual progress instead of empty promises, that already happened... in 2014. Of course, that was before version 14.12 of Tamriel Rebuilt, so even the alpha download is no longer compatible if you have the bleeding-edge version of TR. But if you're still on 14.08 or 14.10, you're welcome to give it a try. let me know what you think.
(hint, hint)
Where is it available?
There is a fixed v2.1 ESP that is said to work better with OpenMW. What has been fixed and is this also fixed in the v3 alpha?
It's available on the MC Development forum on Fort Elder Scrolls, which is where you can find information on the current status of the project.
As to the "fix", there was a typo in the object placement scripts where an additional ",0" was used on a placeatme function. The original Morrowind scripting engine ignored it, which is why it wasn't noticed until the mod was put into OpenMW. That scripting engine is far less tolerant of errors. Now, that might sound like a bad thing... but typos can cause unexpected behavior, and the scripting engine's willingness to just ignore instead of reporting them can make the cause very difficult to track down; so a more finicky scripting compiler is actually a GOOD thing. The scripts were edited to remove the extraneous argument.
All the placement scripts were completely redesigned as part of the MC3 upgrade, and none of them have this typo, so it should run fine in OpenMW. That isn't to say that some other error might not have popped in... but that is PRECISELY why I was offering an early alpha for testing before going to the process of rewriting all the menu scripts. So much code has already been redesigned that I want to take the beta-test in stages to limit how much has to be rewritten at any given time.
Thank you, Toccatta. Somehow I missed seeing that alpha though I came to the Fort Elder Scrolls a bit late - after I read through the crafting thread here many times and still wanted more information.
I'm not so good at finding/fixing problems with mods that are working well for everyone else and I'm running 110+ mods with my current game, so I guess I'd have to say I'm hesitant to use alpha versions. I don't want to muddy up the waters for real problems. But, it looks like I should take a deep breath and try it out anyway. Good faith requires at least some faith in return.
Still, I did do beta testing for Craftybits (for Oblivion) and didn't cause any problems, so maybe I could be useful to you. I'll look for the alpha version and let you know what I find when I load it up.
Thank you again, for letting me know about this.
Edit: I have downloaded but haven't installed TR beyond 14.08 yet. (I'm waiting until I'm finished with this game and ready to start over again. I'll leave TR as is for a bit longer and try this out instead.)
In related news, The Bare Necessities mentioned on this list has been updated with full Morrowind Crafting support:
Aren't slaugher fish and cliffracers enough ? ;_ ;
Try them They add creatures, not all of which attack and provide a nice diversion to watch.
@Povuholo, I'd also recommend a mod titled FIM. I thought the name was an abbreviation of Fireflies in Motion, but I'm not so sure. Adds fireflies, butterflies and moths to Vvardenfell. I don't notice any FPS hit, though it may happen. uhm, double-checked title, it's Fireflies Invade Morrowind by Thaedyn Vyr
The list has been further tweaked, and I've moved it to a new location! https://www.reddit.com/r/Morrowind/wiki/mods/1080pizzalist
Thank you! Found lot of useful mods because I've been out of Morrowind moding community for a while.
Perhaps add MD's Lyithdonea landmass mod into the "Landmass additions" section as a released playable alpha with a notification to check out MD's Lyithdonea WIP-thread at BSF on regular basis.
I think at least TES Alliance should be added as a *major* mod site(s) and some minor mod sites to the list of existing TES modding sites.
http://tesalliance.org/forums/
http://afkmods.iguanadons.net/
http://www.theassimilationlab.com/forums/ (a permanent home for the http://www.theassimilationlab.com/forums/forum/804-unofficial-morrowind-patch/ project)
Maybe since it's hosted reddit now you could give a deserved mention to Logitech/PeterBlitt's http://download.fliggerty.com/download-76-1045.