Morrowind modding for smarties, part 13: OpenMW-cs Editor

 A premise: I am  definitely NOT generally a fan of OpenMW-cs interface/filtering concepts, I find it awkward and clunky compared to MWEdit and even Bethesda CS way to one-right-click navigate records and where they are referenced. BUT, and it is a big but, OpenMW scripting compiler/warning messages is already terribly helpful, I'd say nearly as helpful as checking your scripts using MWEdit can be.

Recent mods and patches

 

Arynx Castle for Tamriel Rebuilt

Solstheim Overhaul Pack Project

Melian's Teleport Leveled Marks Patch

tes3cmd lightsfix generator

tes3cmd reversed black lights generator

speechau3

TES3cmd GetItemCount strip tool

MWSE Containers NOM

Gold Weight

The Lost City by Atropos moved/NOMified

MGE-XE Grass for The Lost City moved

Hide Corpse

Alt

The Black Mill 1.2 moved

TES Construction Set.chm

NOM satchel replacer

 

Morrowind Code Patch options to disable

 Morrowind Code Patch is a must-have for obvious reasons, and greatly configurable as each option can be toggled on/off.

Here are IMO the few patch options that are better disabled IF you have related conflicting options/mods.
abot's let's play a huge Morrowind World

Only if you are interested in bad pronunciation (well, except for the Nerevarine reading her journal notes here and there), modded to the brim Morrowind streaming...

Morrowind modding for smarties, part 12: generating merged_objects

I am assuming here you already know why it is useful to have a merged_objects.esp generated by TESTool,

Problem is, often TESTool crashes (probably due to a buffer overflow error) when computing a long mod list.

Morrowind modding for smarties, part 10: generating merged_objects

Another chapter on our quest for the holy merged_objects.esp :-)

I am assuming here you already know why it is useful to have a merged_objects.esp generated by TESTool.

Problem is, often TESTool crashes (probably due to a buffer overflow error) when computing a long mod list.

So far, a frequently used workaround has been to do something like this:

  • divide your loaded mods in smaller groups
  • set first mod group as loaded
  • generate merged_objects.esp
  • rename merged_objects to merged_obj1.esp
  • set second mod group as loaded
  • generate merged_objects.esp
  • rename merged_objects to merged_obj2.esp...

and so on,
then finally merge merged_obj1.esp ... merged_obj2.esp to a final Merged_Objects.esp

Windows Glow expansion update

Tower glowing windowWindows glow expansion

updated to version 1.10: now compatible with Tamriel Rebuilt - Sacred East 1.5, TR Indoril windows added

Silt striders update to v1.12





Silt striders mod updated to version 1.12

Boats update to v1.14



You can  travel by boat, ship and river strider in real time. Now compatible with Tamriel Rebuilt - Sacred East v1.5 update.

Fires Hurt, a Skyrim mod



My first mod for Skyrim, something simple and classic...
Standing over normal fires burn player, magic pillars restore player magic and damage health.

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