Morrowind modding for smarties, part 14, Horror Show: When Masters and Identifiers change
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.
 
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.
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.

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.

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