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Vurt Ashlands Overhaul not appearing anymore


RlGOR

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I had Vurts Ashlands Overhaul working the first time I let MGSO install it when it gave me that menu to install all of the landscape mods and I chose the longer branch version. When I went to Molag Mar for instance, the trees were there albeit there was a problem with them in that when I walked towards them, they would start to delete themselves. So I went back to MGSO and reinstalled that whole section of the landscape mods and the Ashlands overhaul won't show up anymore. All the other mods work but the trees and everything for Ashlands just won't work. All I see now are just big rocks everywhere, no grass, no trees, just rocks. Files are all there including the .esp and it's selected in the launcher as well.

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What's strange is that I downloaded Wrye Mash just to see what was going on with the mods and saved games, oddly enough after fixing some in the mods section I notice that Vurts Ashlands Overhaul is enabled and fully green checked but when I went to the save section, even though the save file is green, the only mod missing in that save file from the mod list is the Vurts Ashlands Overhaul.esp. So my question being, how do I include that mod in my save game. Usually I would just think to boot up the game with the mod and then save again but the mod doesn't show up in the game. What do I do?.

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Yeah. Start launcher (or Mash). Enable mod(s). Start game. Load current save. Save game. Mods selected in Launcher (or Mash) are associated with that new save game.

You didn't read my comment did you?. I'll tell you what I do so there's no misunderstanding going on. I go through the MGSO options and select the mods that are available, I then make sure that all of my .esp files are active from the Morrowind Launcher, I then go to MLOX to sort the load order. I then go to MGXE and click on distant land generator and select all .esp files to generate. After that's done, I navigate to Wrye Bash and make sure all mods are there and green checked. I then go to the save game tab and sync up the mod order with the current mods I have installed. Pop into the game and a lot of the mods aren't working. the grass mods, the vurts mods, the vality mods for landscape all don't work when they have worked, I've seen them work before and now they just don't generate.

 

Here's my load order

[Archives]
Archive 0=Tribunal.bsa
Archive 1=Bloodmoon.bsa
Archive 2=Flora Glow.bsa
Archive 3=PT_Data.bsa
Archive 4=TR_Data.bsa
Archive 5=Connary's BSA v2.bsa
Archive 6=RR_Holamayan.bsa
Other stuff in between here.
[Game Files]
GameFile0=Bloodmoon.esm
GameFile1=GDR_MasterFile.esm
GameFile2=Morrowind Patch 1.6.5 Beta (BTB Edit).esm
GameFile3=Morrowind.esm
GameFile4=Poorly Placed Object Fix 1.2.esm
GameFile5=Texture Fix - Bloodmoon 1.1.esm
GameFile6=Texture Fix -TR -2.0.esm
GameFile7=Texture Fix 2.0.esm
GameFile8=Tribunal.esm
GameFile9=TR_Data.esm
GameFile10=TR_Mainland.esm
GameFile11=abotWindowsGlow.esp
GameFile12=almalexia armor.esp
GameFile13=Animated Morrowind.esp
GameFile14=Arkngthand_2.0.esp
GameFile15=Asmodeus Island.ESP
GameFile16=Balmora Expansion v1.4.esp
GameFile17=Barabus' fireplaces 2.esp
GameFile18=Better Bodies.esp
GameFile19=Better Clothes_v1.1.esp
GameFile20=Better Landscapes Stonewood Pass (MD Edit).esp
GameFile21=Better Skulls.ESP
GameFile22=Better Weapons and Armors.esp
GameFile23=BetterClothesForTB.esp
GameFile24=Bloated Caves.esp
GameFile25=bones.esp
GameFile26=Book Jackets - Bloodmoon.esp
GameFile27=Book Jackets - Morrowind.esp
GameFile28=Book Jackets - Tribunal.esp
GameFile29=Cavernes Overhaul -Eng.ESP
GameFile30=CE-DepthPerception25.esp
GameFile31=Clean MCFC_1.0.esp
GameFile32=correctUV Ore Replacer 1.0.esp
GameFile33=Female Armor - Complete.esp
GameFile34=FLG - Balmora's Underworld V1.1.esp
GameFile35=Golden Gold.esp
GameFile36=Graphic Herbalism.esp
GameFile37=guarskin_drum_replacer.esp
GameFile38=Illuminated Palace of Vivec.esp
GameFile39=imperial chain fix.esp
GameFile40=JEB_muffin_fix.esp
GameFile41=Kagrekhan.ESP
GameFile42=Key Replacer Trib & BM.esp
GameFile43=LeftGloves_Addon_v2.esp
GameFile44=MA_snowprincetomb_v3.esp
GameFile45=More Better Clothes.ESP
GameFile46=MW Containers Animated.esp
GameFile47=Neo's Unique Creatures.esp
GameFile48=New Bodies - Mature.esp
GameFile49=New Voices.esp
GameFile50=NewBlood_MwTbBm1.1.esp
GameFile51=OTR_Coast_Variety.esp
GameFile52=Particle Arrow Replacer.esp
GameFile53=PSsorticon.esp
GameFile54=Psy_UniqueDremora_T.esp
GameFile55=Psy_VGR_Armour.esp
GameFile56=Qwert's House of Madness (2).esp
GameFile57=Rift Town 2.5.esp
GameFile58=RR_Holamayan_Eng.esp
GameFile59=Seyda Kaal.esp
GameFile60=Shieldfx.esp
GameFile61=SirLuthor-Tools.esp
GameFile62=Sleepers, Awake!.esp
GameFile63=Sotha Sil Expanded.ESP
GameFile64=SpeedandStamina.ESP
GameFile65=Statue Replacer - Normal.esp
GameFile66=STA_guides_replacer.esp
GameFile67=TLM - Complete.esp
GameFile68=TR_Preview.esp
GameFile69=TR_Travels.esp
GameFile70=TurenyalRedone.ESP
GameFile71=UF_HortRobeF001.esp
GameFile72=Unique Banners and Signs.esp
GameFile73=Unique Jewelry and Accessories.esp
GameFile74=UniqueFinery.esp
GameFile75=Vality's Balmora Addon.esp
GameFile76=Vality's Bitter Coast Addon.esp
GameFile77=Vurt's Ashlands Overhaul.esp
GameFile78=Vurt's BC Tree Replacer II.esp
GameFile79=Vurt's Grazelands Trees.esp
GameFile80=Vurt's Leafy West Gash.esp
GameFile81=WA_Signy_Signposts(!).ESP
GameFile82=Wey_New_Argonians.ESP
GameFile83=Windows Glow - Bloodmoon Eng.esp
GameFile84=Windows Glow - Raven Rock Eng.esp
GameFile85=Windows Glow - Tribunal Eng.esp
GameFile86=Windows Glow.esp
GameFile87=WonderWind.ESP
Edited by RlGOR
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Actually, I did read your comment and replied to the question. Trouble is it looks like I didn't understand the issue.

 

Looks like you're getting some help over on Bethsoft for this one. Which is good, there're many more people who post there than here.

 

Seems that Lucevar's got the grass issue (you need to include the grass plugins when generating distant land in MGE / MGE XE) rather than loading them via the launcher / Mash.

 

But re-generate your distant land using MGE / MGE XE. Do that each time you add or remove landscape-affecting mods.

 

One thing which would help would be posting your mod list in load order. Then can see which mods are loading after Vurt's Ashlands Overhaul, one of those appears to be causing you problems.

 

When you get close to the Ashland trees do they turn into Vurt's models or do they remain as the standard Bethesda ones? If the former then re-generating distant land should fix it. If the latter there must be some mod reverting the models to ue for Ashland trees to the vanilla modls from Vurt's

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