Morrowind modding for smarties, part 14, Horror Show: When Masters and Identifiers change
Friday, 29 September 2017
PREREQUISITES:
 
1. you know/care about what problems may happen trying to update mods having TR_Mainland.esm as master to the new version, with TR changing identifiers, and you are looking for a way to fix problems without redoing a big part of the dependant mod(s) changes to references (e.g. moved/added/deleted windows, rocks, plants...) in Construction Set
2. you know how to use Mash updaters (see also here) from a Mash 84 source version/with installed Python 2.7x setup.
 
In this case, you may be interested on how to make mash updaters compatible with TR changed identifiers, as changed identifiers are something standard Mash updaters code can't handle.

Also, I think having syncronized Tamriel_Data updates so released new Tamriel_Data version is compatible with all currently released Project Tamriel mods (AFAIK so far Tamriel Rebuilt, Skyrim: Home Of The Nords and Province: Cyrodiil) will probably remain a dream so if you want to keep playing all the projects and still use the updates you must find a way to fix things yourself.
 
It is a complex procedure, but if you are going to have a lot of mods with a lot of references broken, IMO still better try this than fixing things in Construction Set.
Last updated ( Friday, 26 June 2020 )
Recent mods and patches

 

Smart Helmet

Now Playing

Hot Quests

Read Aloud

Vanity

Owned activators fix pack

Combat Hour

Tooltip

Where are all birds going?

Water Sound

Who's Where

MRS Morrowind Resources Scanner

Loading Doors

Guards

Smart Map

Smart Journal

My tweaked mlox_base.txt + mlox_user.txt

Plain Paper Fix

Silt Striders 1.23

Boats 1.23

Quick Char INFINITE (well, sort of) starting cells edition ;-)

Smart Merchants

Smart Ammo

Unique Toolkit

Key Hint Generator

TR less ugly heads

less blurry TR/Ind textures

Windows Glow 1.19

Water Life 1.26

TR Water Sound

Arynx Castle for Tamriel Rebuilt

Larger Quest Collater

tes3cmd and Enchanted-Editor updates for MWSE-LUAT compatibility

Solstheim Overhaul Pack Project

Morrowind Modding History Index

Guars v1.21

Tamriel_DatN.esm-generator

MMOG Morrowind Merged Objects Generator

Legend of Chemua Moved

Random100 in Menu Mode

TES3cmd GetItemCount strip tool

XE Depth Off Field

Alt

TESfaith Config Generator

More Traps

The Lost City by Atropos moved/NOMified

MGE-XE Grass for The Lost City moved

Melian's Teleport Leveled Marks Patch

tes3cmd lightsfix generator

tes3cmd reversed black lights generator

speechau3

MWSE Containers NOM

Gold Weight

Hide Corpse

The Black Mill 1.2 moved

TES Construction Set.chm

NOM satchel replacer

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.

Last updated ( Friday, 26 June 2020 )
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.
Last updated ( Friday, 26 June 2020 )
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

Note: I'm keeping this article for historical reason, but now that we have tes3merge probably there is no more need to use testool for this, see this video for details.

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

Note: I'm keeping this article for historical reason, but now that we have tes3merge probably there is no more need to use testool for this, see this video for details.

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.

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