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Maxrebo

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  1. So I'm just about done setting up my Morrowind install with Mod Organizer 2. This one using Rebirth,LGNPC,Tamriel Rebuilt,Skyrim Home of the Nords,Province Cyrodiil and VSW Solstheim Tomb of the Snow Prince as it main big mods.The rest mostly being graphical mods and my essential gameplay tweaks which thankfull,y are now mostly handled by MWSE-Lua mods. Which don't add to the plugin count and are compatible with everything and some other small stuff.I also plan on taking advantage of MO2's helpful profile system for different characters with some of their own RP specific mods. So my two main questions are 1.Which non graphical mods would you consider an essential base for any non-rebirth modded setup in order to to play mods that have non resolvable conflicts with Rebirth besides Patch for Purists and the Code Patch? Or are the rest a matter of taste? I was also wondering some modding guides recommend the Texture Fix series of mod but others don't are these necessary any more or is just a matter of peoples taste? 2.Is it generally considered safe to merge mods that don't conflict with each other as long they aren't quest mods,dialogue heavy or involving lots of scripting? The main reason I am asking is because when setting up profiles that won't be using rebirth in order to play mods that conflict with it ,I am planning on using some minor gameplay changing mods whose effects have been incorporated into rebirth.My plan would be to mostly merge mods that change related stuff together with a txt file listing its components,so that I can customize my experience without worrying about hitting the plugin limit since I would require stuff that is already incorporated into rebirth and thus not needing a slot. Maybe also some mods and their compatibility patches,at the end of the day it would mostly be stuff I am gonna have active all the time or together any way. I was also wondering if it's safe to merge most of Morrowind Acoustic Overhaul plugins together to cut down on active plugins but I can't use the merged one it comes with since I use MUSE to handle the music. Also can ESM's be merged with each other or esp's ?
  2. I was wondering, when setting up your game whether its Morrowind,Oblivion,Skyrim LE\SE,Fallout 3,Fallout NV or Fallout 4, maybe even some other games but mostly those due to sheer amount of mods on offer. How do you decide which mods you end up installing and using and which you don't while keeping in mind compatibility,stability and the plugin limit? I am asking because recently I've been working on setting up a modded Morrowind install and plan on working on the other Bethesda games (especially Oblivion) and maybe a few other games.But due to some recent difficulties I find myself with much less free time than before. This has become a problem because on top of keeping in mind the considerations of the plugin limit,stability and compatibility,I also find myself dealing with decision paralysis\tyranny of choice.The issue at hand is that while looking through all the different and awesome mods on offer here and elsewhere,I find myself trying to create the ultimate setup despite the fact that I know no such thing exists.So I find myself grabbing pretty much everything I find interesting even though I know there is almost no way I could use them all without running to problems in regards to stability,compatibility and the plugin limit.This has led to the problem that I spend pretty much all of my free time working on my Morrowind install up until its time to get ready for bed trying to make it perfect. When I also have other stuff that I want to get to and wanting to dive in and start playing the game.Its really weird,I still really want to play some modded Morrowind and the other Bethesda games but I feel that this project has taken too long which has zapped some of my enthusiasm but I know there is still some left that I definitely want to add. How do you do it, how do you decide which mods you are going to use when setting up your games,with the sheer amount of awesome mods available, when you know there's no way you could ever possibly play all of the ones you are interested in? How do you come to that final decision and start playing and enjoying and has anyone else ever had this problem?
  3. I was able to find out the "set stronghold to 6" works for all three strongholds. But haven't any luck in regards to Raven Rock and I even tried the journal command and quest stages and the town still wouldn't appear.
  4. I was wondering if there is a method fo using the console to spawn into the game the completed strongholds and the colony of Raven Rock for mod testing purposes without doing actually doing the quests? If saw what would it be?
  5. Deleting the mesh in question seems to have fixed the problem no more error and yet the model and texture displays correctly,plus the game no longer crashes when I try to equip ebony greaves. I must say the my experience with Mod Organizer 2 for Morrowind this time around has been nothing short of amazing and my install is working great so far and I haven't had many problems that I haven't been able to solve.
  6. So recently I've really wanted to starting playing Morrowind and the other Elders Scrolls games again. As well as the Fallout series.So of course this means setting up my modded installs, and since my last attempt at Morrowind went arwry and my Oblivion Setup was old,plus I wanted to try things differently.I've decided to start things over from scratch.I've been using Mod Organzier 2 as my mod manager to great success so far.I've decided to use the Morrowind Graphics Guide as my boilerplate baseline and I just finished following it completion with little to no problems that I wasn't able to solve. All except for one and I know the culprit is Hires Armors Native Styles.I was getting crashes to desktop every single time I tried to equip Ebony Greaves and I would get this error in warnings.txt TES3Stream Warning: Model "Meshes\a\A_Ebony_G_Greaves.nif" tex not found "textures\tx_a_ebony_leg_nrm.dds"! Though they displayed correctly when ever I put them on the ground. But here is were things get weird,I've decided to head to the Ebonheart Grand Council Chambers to see Duke Vedam Dren to see if he and his full suit of Ebony Armor would crash the game or cause errors.So when I entered the cell I get the popup warnings like these. TES3Stream Warning: Model "Meshes\a\A_Ebony_G_Greaves.nif" tex not found "textures\tx_a_ebony_leg_nrm.dds"! TES3Stream Warning: Model "Meshes\a\A_Ebony_G_Greaves.nif" tex not found "daedric_ref.dds"! Texture Load Error!: textures\tx_a_ebony_leg_nrm.dds Texture Load Error!: daedric_ref.dds TES3Stream Warning: Model "Meshes\a\A_Ebony_G_Greaves.nif" tex not found "textures\tx_a_ebony_leg_nrm.dds"! TES3Stream Warning: Model "Meshes\a\A_Ebony_G_Greaves.nif" tex not found "daedric_ref.dds"! Texture Load Error!: textures\tx_a_ebony_leg_nrm.dds Texture Load Error!: daedric_ref.dds But I was able to yes to all and it loaded just fine and Duke Dren and his Ebony looked just perfect,no problems,whatsoever.So I scratch my head wondering what's going on,so I drop the greaves on the floor and they look good and then I try to go and equip them,and they equip themselves no problem,no error or crash.I was able to replicate this twice now.I also found the same happens after paying a vist to Bolvyn Venim and that it does in fact still crash when trying to equip the greaves if I have not yet been inside of a cell containing a character with Ebony Greaves equipped getting the error popups and selecting yes to all.Can confirm the same happens with Seanwen Can anyone explain this,and how I can go about fixing it. One other thing I've noticed is,I use the mod Races Redone,with fixes mentioned by havXeus in the posts.It all works great except for the fact that the two blue horned vanilla hair option for male Argonians is a selectable option and it looks a little out of place and it does show up on the npc Okan-Shei,I don't know if its supposed to be like that or if for some reason a vanilla hair is showing instead of one from Wey's Argonians which is part of Races Redone.
  7. My reasons for wanting to use MO2 to manage this new install instead of Wrye Mash has more to do with specific features unique to MO2. As opposed to say anything against or lack of knowledge when it comes to Wrye Mash.I understand Wrye Mash well enough and I have used it successfully in the past with previous installs of modded Morrowind. Though that was with MGSO as my base on which I would mod on top of. My main reasons for wanting to use MO2 over Wrye Mash this time around are as follows 1.Its all virutal modding only being injected into the game on launch thus leaving the data files folder pretty much clean and uncluttered.Thus making changes like adding or removing mods plus resource conflict resolution even easier and less risky then with Wrye Mash.This alone would greatly lower the risk of an install breaking.(Plus I believe it allows mods to remain in their compressed archives thus massively reducing the size of a modded install,which will help save hard drive space.) 2.But my single biggest reason for considering and leaning toward MO2 is the profiles system which greatly appeals to me for many reasons.One of which being that one of the issues I ran into when setting up my previous install was that there were so many mods that greatly interested me and that I wanted to try in one playthrough or another for Immersion or roleplaying reasons.But there was no way to use them all any giving time due to conflicts but most importantly that damned plugin limit.This lead to a bad case of FOMO induced decision paralysis when it came to selecting must have and roleplay,build or playthrough specifc mods while keeping in mind conflicts and the plugin limit.There were so many awesome mods and I wanted to try as many as I could in any given playthrough. So based on my understanding of what I read about MO2 and how it works plus its Profiles system,I am lead to believe that it would allow me have multiple playthroughs with different mods lists/setups all on the same install. IE:A profile for a non-rebirth playthrough and a separate one for one with rebirth. IE:Seperate profiles and mod lists based on characters RP\Build\Player Style all without having to make separate installs or scrolls through an entire mod list even through mods not relevant to that particular playthrough. Also it could in theory mean that I could have profiles for Arktwend and Myar Aranath without having to make separate dedicated installs. This feature plus others found in MO2 has not only had me plan on using it for FO3,FO NV,SK LE,SK SE and FO 4,but also as you know Morrowind but maybe even also restarting my Oblivion Setup which currently uses Wrye Bash.Mostly for the profiles system but the stuff I mentioned in point 1 as well. Quick Questions 1.To your knowledge is any of this information incorrect? 2.Do you know specifically of any mods for this or Oblivion that don't cooperate so well with MO2 as opposed to Wrye Mash\Wrye Bash.
  8. I had created two Morrowind installs and had been modding them and setting them up for a while now. I started off with my non rebirth install but then that went over the plugin limit which would necessitate merging some which kind of intimidated me since I had never done it before and I didn't know what I could\couldn't or should\shouldn't merge when it came to my essential mods.It intimidated me so much that I didn't do it and so I couldn't test them to see if everything would work OK . Then I decide instead that I would focus on my Rebirth install instead knowing that I could winnow my mod list down much more easily on that install by cutting out stuff that would be incompatible or stuff Rebirth already handles.Things were going well on that front for bit but then issues started to arise. Mods that didn't work as intended for no discernible reason,crashes or instability/crashes that happened repeatedly entering or leaving specific cells,misaligned or unlinked doors and finally I was using the Morrowind Rebirth LITE plugin which still has the collision box issues at the Ghostgate Shrine that was just fixed in the main version.So with all that plus,trying to figure out how to best proceed with my non rebirth install. I thought to myself,why don't I just uninstall and start from scratch,now I was quite reticent to make that choice but I have since decided that is probably the best course of action,but from what I've read and heard I found that this time I would be better off using Mod Organizer 2 for mod installation and management since I can run Wrye mash from within it for anything I would need it for but without cluttering up my data files folder.Plus it would greatly reduce the risk of borking my install plus the ability to have separate profiles for the same game with different active mods depending on character is super attractive.But before I take the plunge and start the process anew,I have some questions. 1.Now that Mod Organizer 2 has Morrowind support ,plus that I can use Wrye Mash from within MO2 so I don't lose any of it features that MO2 doesn't have is there any reason not use it ? For example I know that its the go to for Fallout 3,Fallout New Vegas,Skyrim,Skyrim Special Edition and Fallout 4,though I have heard people recommend sticking to Wrye Bash for Oblivion(has that changed?) is there any reason not to use it for Morrowind. 2.From what I've read about its profile system and the way MO2 works in general does mean I could use the same install for both Non Rebirth and Rebirth play. For Example:One profile would have Rebirth active and would have no incompatible mods active so I could enjoy Rebirth while also being able to switch to another profile that isn't Non Rebirth Morrowind so that I can play with mods that aren't compatible with or if I feel like playing character with a closer to vanilla albeit still modded experience. 3.I am planning on using the Morrowind Graphics Guide as my base again this time around but I was wondering if there is another guide out there that you would recommend I use over it? So it would be either this https://wiki.nexusmods.com/index.php/Morrowind_graphics_guide or this https://github.com/Tyler799/Morrowind-2019/blob/master/Morrowind_2019.md I feel myself strongly considering giving the Thastus Edition a try. 4.I am also interested in playing the SureAI TCs I know that Enderal can now be played standalone on Steam and Nehrim is getting a similar treatment,So my question is can Myar Aranath and Arktwend be installed on the same install or do they have to be separate installs? For Example instead of having 4 installs (Morrowind Non Rebirth,Morrowind Rebirth,Myar Aranath, Arktwend) I could have 3 or 2 (Morrowind Non Rebirth,Morrowind Rebirth,Myar Aranath and Arktwend) or (Morrowind Non Rebirth and Morrowind Rebirth,Arktwend,Myar Aranath) or (Morrowind Rebirth and Morrowind Non Rebirth,Myar Aranath and Arktwend). 5.If I were to start my installation,setting up,modding, and testing process from scratch and decided to merge the LGNPC mods since from what I've heard despite it usually being recommended not to merge dialogue related mods,that these can be merged which we good since I definitely consider them essential and have them active no matter what.But my question is would all I have to do is merge them in the construction set using the combine load plugins feature and that deactivate the separate esp and activate the merged one and I would work straight out of the tin,or would it require some fiddling with the construction set?
  9. There is one that was made for the modathon and here it is, https://www.nexusmods.com/morrowind/mods/46756 MWSE 2.1 Journal Search and Edit by Svengineer99
  10. Okay so I have been able to pare down my mod list to my essentials and the mods specific to the RP and Build I have in mind and have 241 active esps and I have some ideas of good candidates for mod merging so I stay under the limit. Here is the list, I think some of them might be good candidates for merging,others I am not so sure I am hoping some of you can give me some feedback. So I saw the load order rules in regards to merging LGNPC,but what I want to know is there any special order or instructions I have to use in order to load them into the construction set in order to merge them together or any tweaks I would need to make once merged.If it does than I would probably just be better off leaving them seperate and merging more readily mergeable mods.
  11. That TR Unique Quest Daggers mod is actually for Tribunal it gives a unique appearance to the daggers for the quest Estate Sale.Also I read in the earlier post that the LGNPC Mods could be merged does doing so require any special steps or order?
  12. Here are some of the merges I am considering after thinking about what they do and how they group together and after running them through TESPCD. Thoughts?
  13. So I did it I when through my esp and made a list divided by what is essential,RP\Build Specific and Optional Here it is My goal is to merge as many of the essentials as I can so that I can be under the plugin limit and hopefully have some room to activate any optional or rp\build specific plugins when needed or wanted. I have question,I know that one shouldn't merge Complex,Script Heavy,Dialogue mods,Quest Mods and Dungeon Mods which it depends,but that you can merge replacers. So my question is can you merge mods that add stuff to game like,books,weapons,armor,creatures,that change interiors,patches for mods,and tiny little gameplay changes or immersion mods,IE:mod that changes an items enchantment or what not?
  14. I've gotta to go through my mod list and determine what are my essential ones,optional ones and RP specific ones as well as test out a merged mod I made of weapons and armor texture replacers.Then see if other mods I think might be suitable for that are and then test them out as well if one this is also handled by another and thus made redundant.
  15. Here is the list I also had some additional questsions Which version of Darknuts 1stperson bodies should I use since I use races redone? Do the esps for Vurts Different tree mods need to be active or just when generating distant land? Does this work if your using Mines and Caverns and Detailed Caverns at the same time using the Detailed Caverns(Mines and Caverns Compatibility Version).If so which one do I install? Just to be sure Dialogue Heavy,Quest,Dungeon or complex or script based mods should be left alone? Does XE Sky Variations need to be active or just when distant land is generating? With MWSE 2.1 Journal Search and Edit out I don't need MWE Journal Enhanced anymore? Can ESM Files be Merged?
  16. So here is my plan I am gonna go through all of my available plugins to figure out which are my must have essentials for any playthrough,which ones are RP/Build specific and which are nice to have but optional.But I am also gonna group them on whether or not according to the basic rules they are suitable candidates for merging,might be or should be left alone. Then I will post that list here,don't worry it's not gonna be all 676,but I would appreciate a second opinion from those who might have more knowledge and experience than me before I do anything,because I really don't want to break my install. So I went through all the available esp files and came up with a list of onesI think could probably be merged with like mods and those that could maybe be merged but I am not sure.So I gonna post it here and hopefully anyone who might know more about this than me can look it over and give me a second opinion.
  17. I've read those threads and I think I sort of understand them,I think.But I do have a question is there anyway to get a list from Wrye Mash of all the available plugins active or not into a text file so I can post it here or would I have to type it up by hand? So those who might understand all of this more than me can look it over and let me know which mods make good candidates for merging,those I should leave alone,or maybe even ones I should delete due conflicts or other issues. I went through them all and deleted ones I know were optional and didn't apply to my install or were otherwise redundant.Even after all that I still have 676 possible esp and esm's to choose from, part of it due to some mods relying on a lot of ESP's,some mods being build/rp specific so they won't be active all the time,only for certain characters and a serious case of Morrowind Mod FOMO.
  18. Okay so here is the situation I am almost all done setting up my Morrowind install which uses the Morrowind Graphics Guide as its base. With some tweaks according to my tastes, plus a good assortment of content and other gameplay mods. Now I know that Morrowind and pretty much all of the Bethesda Games have a hard coded 255 plugin limit.I know for a fact that I have way more than 255 ESM/ESP file. While I go through my plugins deciding what is a must have and what can be deleted or kept inactive.Whether if that's because its an optional file redundant to my install and setup or can be left off until I play a specific type character for whom the mod would fit.But still I find myself having bit of a tough time deciding on what to activate and what to leave inactive till I play a character for whom the mod would fit.Even after all of this I have feeling I would still find myself over the 255 plugin limit especially due to certain plugin intensive mods that I find absolutely essential to any playthrough. So I know that one can merge Morrowind Mods like you can with the other bethsoft games but its not has advanced as the games. So my questions are as follows 1.What is the best way of merging mods? 2.What kinds of Mods are best for merging? 3.What kind of mods should not be merged? 4.How many merged esp's can one have based on mod category? 5.How many mods can merged into one? For further information I am using Wrye Mash Polemos Fork as my mod manager and installer and mlox for load order management. I separate my mods into several broad categories:Essential Mods(Active on every install for every character),Build/RP Specific(Mods that suit certain builds or RP's) and Optional(would be nice to have but not essential for any given play through or character). Those are then further separated in sub categories based on what they do. I can provide a list of my installed ESM's/ESP's if that will help,especially after I go through and get rid of redundant files and decide what fits where.
  19. How hard would it be using TESFaith to move either Varo Manor or Cesia Residence to a location that won't cause conflicts with Morrowind Rebirth? https://www.nexusmods.com/morrowind/mods/42924 https://www.nexusmods.com/morrowind/mods/45721 How hard would it be to create a mod that either allows non vampires to get the quest from Mastrius or make it so Spellbreaker can be found in it usual location without the quest being active?
  20. I knew about Writing Enhanced but I was wondering if anyone was working on a new writing mod for Morrowind using the updated script extender or whether such a thing was even possible or not because I know writing enhanced depends on the program Morrowind Enhanced since it is an older mod before the update to MWSE's capabilities.The same could be said for a mod the allows one to block with a shield by pressing a key as opposed to the dice roll. You cannot get the quest from Mastrius without being a vampire since if you enter the dungeon not being a vampire he will straight up attack you or at very least not offer the quest,honestly I am surprised that no one ever made a mod that allows one to either get the quest without being a vampire or find the shield without the quest being active.I mean I could fudge it and either had the shield to my inventory with the console or make it appear in the dungeon by activating the quest using the console but I would rather not have to fudge it.
  21. This questions is for those who know more about the in's and out of the new version of MWSE and its capabilities. Does this new version mean that it is possible that one day someone could make a mod the would allow the player to write in a journal for RP Purposes like Kyoma's Journal Mod for Oblivion,or a mod that makes blocking an active skill as opposed to how it works in vanilla? These last two questions don't deal with MWSE Has anyone made a mod that made Spellbreaker obtainable in its normal location without being a vampire? If not that would be a cool idea. How hard would it be using the construction set the relocate a house mod that might conflict with Morrowind Rebirth to a location where it wouldn't conflict? Mostly for personal use.
  22. Graphic Herbalism Addons https://www.nexusmods.com/morrowind/mods/43829?tab=files which allows Graphic Herbalism to work with Tamriel Rebuilt was updated to work with the most recent version of Tamriel Data on August 1st,so it should work with the latest version of Tamriel Rebuilt.
  23. So a little over a month later of installing and testing,I am finally at the finish line,mind you I didn't have to time to do this every single day and the time I did have to devote it,ranged wildly. I attached my BOSSlog if anyone wants to look at it but all and all things look good. After all was said done I have a few minor problems,a question and some decisions I came to. Decisions 1.I decided against using Oblivion Reloaded because from what I read its,often more trouble then its worth. Questions 1.I am using Cyrodiil ENB preset by Montegris and I do like it quite a bit,yet still find myself torn between using an ENB or going with ENBoost because while I do like the visual effects,I also would not say no to greater stability and the other benefits of ENBoost and I know that one cannot use both with Oblivion because that feature was only added in later versions like those used by Skyrim. What are you thoughts on the subject ? Problems 1.I am using the mod Luxury Ayleid Chest but for some reason the textures introduced by that mod don't show up in game,instead its another texture.I am using the BSA Redirection feature of Wrye Bash.The only issue I think could be causing this is the Harvest Container portion of OOO,does anyone know if this texture is compatible with Harvest Container and if so how to get them to play along. I thought it shouldn't be a problem since all the textures and meshes regarding OOO are in a BSA while the other mod uses loose files and that with BSA Redirection,loose file overwrite those found in a BSA. 2.I am using the mod Umbra The Unfortunate and using Insanity Sorrows really nice Umbra Sword Replacer,no conflict between the two was mentioned anywhere,but yet the texture and model used for the Umbra Sword is different than Insanity Sorrows not only that but now its 2-Handed instead of one handed. I don't know what could be causing those problems exactly or how to fix them but I did install them using Wrye Bash's Installers Function and they came after any mod that could conflict with it,so it should overwrite that portion of the others. 3.The Last issue involves the mod AFK_Weye I noticed in my testing that the sign for Lucius Decimus shop is floating near the road instead of attached to his Home\Shop.I have no idea how to fix this. Does anyone know how to address these issues Edited:I fixed the issue with Umbra by installing the mod OOO Umbra One Handed Sword and now its one handed and using insanity Sorrows textures.But the Lucius Decimus's floating sign and the ayleid coffer and reliquary issue persist.Just in case it might help someone tell more or point in the right direction when it comes to fixing this issues.I have taken some screenshots. https://photos.app.goo.gl/PoiMiycHz5oXN2DI2 The photo are in this order Lucius Decimus's floating sign What the Ayleid Coffer looks like What the Ayleid Reliquary looks like and finally what both the Ayleid Coffer and Reliquary are supposed to look like with that mod,which is loose textures so it should overwrite any BSA and there is no esp just the textures and meshes.
  24. So I will be using MOO and I have also added AOG Is anybody Home and Greed Snatcher to my mod list.So as soon I find out about questions 2 and 3 I think I will be start setting up my install and doing testing soon.
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