[REL] Vality's Balmora Mod

Post » Wed Jan 06, 2010 6:46 pm

I did put a little bit of moss and lily pads around the southern bridges.

I saw that and I think it looks good. I was wondering why you stopped at the wall. :^P

Now I'm off to learn how to place these sound markers. Woohoo!
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Alan Whiston
 
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Post » Wed Jan 06, 2010 11:37 pm

This is incredible.
It must be Watson Wednesday
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Patrick Gordon
 
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Post » Wed Jan 06, 2010 10:42 pm

I use The Puma Man's Wilderness Sounds mod and to get Bitter Coast sound effects to play in Balmora, I simply edited the script "ho_balmorasounds" to include Bitter Coast sounds. It took all of three minutes and it works beautifully.

And I actually thought of something about those lily pads after I clicked submit on my last post. There are two varieties of them, big ones and small ones. The big ones look great, but I had a problem with the small ones so I actually deleted them. I don't know if they're incompatible with my water (normal pixel shaded) or what, but they had a very obvious dark square background around them as they sat atop the water.

http://i252.photobucket.com/albums/hh23/bycote1/balmora932.jpg

I wish you could hear the bull frogs belchin' and the flies buzzin'!!
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Devils Cheek
 
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Post » Wed Jan 06, 2010 3:30 pm

And I actually thought of something about those lily pads after I clicked submit on my last post. There are two varieties of them, big ones and small ones. The big ones look great, but I had a problem with the small ones so I actually deleted them. I don't know if they're incompatible with my water (normal pixel shaded) or what, but they had a very obvious dark square background around them as they sat atop the water.

If you using Connary's BC textures you'll need to redownload his mod, because it was to do with a missing transparency on that particular texture, which he has fixed an updated his mod. So redownload his mod, find the lilypad texture in his zip and copy it across.
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Julie Serebrekoff
 
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Post » Thu Jan 07, 2010 2:31 am

Geez, it's beautiful, i know what im downloading when it's all said and done. good job :D
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flora
 
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Post » Wed Jan 06, 2010 9:52 pm

Thank you Vality, that was my problem. I reinstalled Connary's BC textures and your esp with the lily pads and they look great now. :^)

Oh wow... I just realized what I want to do next in Morrowind and it caused me a rather light-headed moment. I want to play a Hlaalu character. Yesterday that sentence would have been foul and wretched to my pure Telvanni ears, but today it's actually true! I can hardly believe I'm thinking of starting a new character now, I'm only some 150 hours into my current character and she's my favorite I've ever played. Ah, what a headache this will cause me! :^P
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Michelle Smith
 
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Post » Thu Jan 07, 2010 2:02 am

You do nice work, Vality! This is exceptionally lovely!

Not that it matters but I love to go swimming underwater. It's one of my favorite things to do in Morrowind. If there's even the slightest roleplaying pretext for it I give my characters water-breathing spells (I add the spell to merchants in Seyda Neen). I can easily spend half an hour or more at a time swimming underwater.

But I really don't know how typical that is. For all I know I may be the only person who does it.


You're not the only one. Diving for pearls was an obsession (and revealing the whole map). Couldn't dare miss a grotto. Weedy traps that they are.

This is one of the things I missed in Oblivion..... until Shivering Isles, made it a little better (but still very barren compared to Morrowind).
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Timara White
 
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Post » Wed Jan 06, 2010 9:50 pm

Remarkable! Exceptional!

Finally, Balmora can live up to its native Dunmer translation of Stonewood. :)

I might go out and buy a new copy of Morrowind - my old copy is lost - just to try out your mods, Vality! :D

And great to see another Kiwi making a name... if only in a forum... for themself! :)
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stacy hamilton
 
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Post » Wed Jan 06, 2010 5:04 pm

I also reccomend using FPS Optimizer, as it looks so much better if you double the view distance, and if it runs to slow you can use it to adjust the view distance until you get a good framerate.

Wow, the atmosphere this creates is fantastic. I guess I may just have to forgoe using MGE if I can't figure out how to get that foggy feeling that FPS Optimizer gets you for this mod.
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Dan Endacott
 
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Post » Thu Jan 07, 2010 3:55 am

Has anybody else seen this error while loading their save?

Object reference "terrain_rock_wg_12"
missing in master file.

Current file "Vality's Balmora Addon.esp"
Cell "West Gash Region"

It is caused by a conflict between this mod and Illuminated Order. One way I found to fix the conflict is to delete this rock's reference from Vality's mod. If the rock sticks out in-game, you can disable and delete it with the console.
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Harry Hearing
 
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Post » Wed Jan 06, 2010 12:09 pm

Has anybody else seen this error while loading their save?

Object reference "terrain_rock_wg_12"
missing in master file.

Current file "Vality's Balmora Addon.esp"
Cell "West Gash Region"


i'm geting that same error Bycote, but i can't say i know what is causing it, doesn't seem to be harmful though (yet? :P )
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Mrs shelly Sugarplum
 
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Post » Wed Jan 06, 2010 7:17 pm

I deleted the referenced rock from the esp to get rid of the error, but I have no idea why it caused an error in the first place. A rock with that exact ID exists in Morrowind.esm. Huh, puzzling...

edit - updated after checking things
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Johnny
 
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Post » Wed Jan 06, 2010 11:46 pm

I deleted the referenced rock from the esp to get rid of the error, but I'm sure changing it to a valid rock would work just as well. Vality, do you know what is the problem here? Is the rock that's referenced added by a mod that isn't listed as a requirement?

I have no idea what it means. I deleted quite a few wg rocks that were in and around balmora and replaced them with bc rocks, but I don't know why there is an error.
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Romy Welsch
 
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Post » Thu Jan 07, 2010 1:06 am

It's probably just a mod conflict. I'll hopefully get to the bottom of this with Fortissimo and find out just what the conflict is. I did notice that Suran Underworld (I think) adds a house that conflicts with some of your vegetation, but I wouldn't think that would give an error... ah well, we will see.

edit- that's Illuminated Order, not Suran Underworld. ;^)
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Pat RiMsey
 
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Post » Wed Jan 06, 2010 2:26 pm

It's probably just a mod conflict. I'll hopefully get to the bottom of this with Fortissimo and find out just what the conflict is. I did notice that Suran Underworld (I think) adds a house that conflicts with some of your vegetation, but I wouldn't think that would give an error... ah well, we will see.

I'm guessing that maybe another one of your mods is looking for this rock for some reason and can't find it because I deleted it.

As for vegetation conflict, no that won't produce an error.
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Nymph
 
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Post » Thu Jan 07, 2010 12:33 am

maybe Illuminated Order could be causing this? i don't know why it would, but i know it deals with the balmora region (and its in both our mod lists), yet i can't see any other solutions, hopefully you can figure this out Bycote :goodjob:
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Rude Gurl
 
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Post » Wed Jan 06, 2010 1:17 pm

I love it. Especially since Bal-mora can be translated Stone Woods.
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Jack Moves
 
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Post » Wed Jan 06, 2010 1:27 pm

Funny you should mention it Fortissimo... ;^) That was the very first mod I tested after reading your PM (and before seeing your post here). And, sure enough, that's the conflict. To resolve the conflict, delete the referenced rock from either esp file.

edit - well things are still a bit odd... I definitely cannot get the error with the Illuminated Order mod disabled, so that seems to be the conflict. But I cannot find where this rock is used anywhere in this mod - a search with the enchanted editor didn't find anything either. Oh well, I deleted the reference from Vality's mod and I don't get an error when I use the Illuminated Order anymore.
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Petr Jordy Zugar
 
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Post » Wed Jan 06, 2010 4:11 pm

Great to know you got it!

I love it. Especially since Bal-mora can be translated Stone Woods.

Yeh, but that could either mean a forest of stones (aka a city), or a city of stones in a forest.
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Steve Smith
 
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Post » Wed Jan 06, 2010 8:58 pm

Yeh, but that could either mean a forest of stones (aka a city), or a city of stones in a forest.
And that's why I love it! Ambiguity and duality is very Morrowindy. ;) I hope I didn't come across as sarcastic at all, because this is just genuine praise for a good mod. You've got style. :foodndrink:
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SWagg KId
 
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Post » Wed Jan 06, 2010 6:56 pm

Has anybody else seen this error while loading their save?

Object reference "terrain_rock_wg_12"
missing in master file.

Current file "Vality's Balmora Addon.esp"
Cell "West Gash Region"


I think it's a mod clonflict. It does to me whenever close Seyda Neen, because I use and expansion. Does to me when using Aria Keep mod - near Ebonheart and in Vivec Hlaalu. Doesn't do to me near Balmora or such, so check for any mods changing stuff around.
Anyway I found out that changing the load order of the mods won't help with the error messages. I just stuck with them, there are only 2 of them for me, and I don't mind hitting enter once a time :)
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Bee Baby
 
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Post » Thu Jan 07, 2010 2:16 am

TamaraVico, they found the conflict in the above posts. I don't know what it has to do with those other areas though.
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jessica robson
 
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Post » Wed Jan 06, 2010 5:24 pm

Sorry, will try to notice next time.
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ANaIs GRelot
 
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Post » Thu Jan 07, 2010 1:12 am

Wow, those pics look Yummy.

Alas, they also look like a death warrant for my 2002 Game comp.
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Cccurly
 
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Post » Thu Jan 07, 2010 12:06 am

Wow, those pics look Yummy.

Alas, they also look like a death warrant for my 2002 Game comp.



Unless youre computer is worse then this:

AMD 1.15Ghz with 512 mb memory
Nvidia Geforce FX 5200

Then you should be able to use this mod, without losing to many
FPS loss. With those specs above and using Vality's Balmora mod
i still have a FPS between 10 to 15 in Balmora, which i think is good
for that place. :D
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electro_fantics
 
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