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"Slight" mod conflict: construction set help please?

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dragon wench
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"Slight" mod conflict: construction set help please?

Post by dragon wench »

OK... I just did *yet another* reinstall of Morrowind... :rolleyes:

After spending way too much time installing mods I finally rolled up my character and wandered into the Bitter Coast. I have to say... I really recommend Vality's Bitter Coast trees along with Connary's Bitter Coast Textures and "Enhanced Sounds" (similar to Duncan's Atmospheric Sounds but easier to install) ... Wow... makes it feel like a jungle.
Er.. but I digress.. :D

Anyway, I had forgotten that the Necromancer's Shack from Magical Trinkets of Tamriel conflicts with the cottage from the Jasmine companion mod. The two houses are in exactly the same spot. Now, there's a big honking tree there too... :D
Now, what I could do is disable MTT, rescue Jasmine, and allow her into her house for what is needed, then head off, and re-enable MTT. And the tree..well hopefully that wouldn't be too huge an issue.
However, it also occurred to me that maybe I could fix the problem in the CS by perhaps removing the Necromancer's Shack since I never use it anyway (and the tree while I am at it).

1. Is this possible?
2. If it is possible would somebody be willing to kindly walk me through the process? I'm pretty CS challenged, so we'd be talking "the Guide for Dummies" here :D :o
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galraen
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Post by galraen »

I edited my MTT Vol III.ESP and moved the house, unfortunately even ultra zipped it still comes to 250KB, and the upload limit here is 100KB! If you feel able to PM me your E-Mail address I'll send it to you that way.

Otherwise open the MTT .ESP in the CS, making sure it is set as the active file.

In the Cell View box find Seyda Neen (clicking in the box under Cell Name and typing sey should take you straight there).

You'll notice that two external references to Seyda Neen, with grid references, one being -2, -10 and the other -2, -9, the latter should have an asterisk alongside it to denote that that cell has been changed in this .ESP. Double click on that entry, the -2, -9 one.

You should now have a top down view of Seyda Neen showing in the Render box.

You should be able to see the Necromancer's Shack in the top left quadrant.

Move the mouse pointer so that it's slightly to the left and slightly above the house, then hold down the left mouse button. Then drag, carefully to the right and down so that the white lined box contains both the house and the pink arrow, then release the mouse button.

All the objects within the box you've just created should have a wire frame around them showing that they're selected. If at first you don't succeed pressing the D key should deselect all the objects so you can try again. It may be difficult to select the house and teleport marker (the pink arrow) without also selecting the big rock beside the house, no worries.

Once your happy with the selection press the T key, this centres your view on the house, but probably too close to be useful, just use your mouse wheel to zoom out (rotate the wheel slowly toward you). *

Once you zoomed out far enough, hold the Ctrl key down and click on the Rock. It should now be de-selected, but leaving the house and teleport marker selected.

Now the tricky bit. Move your mouse pointer over the house until it turns into a%2
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.

And everything is hidden in the fine print.[/QUOTE]
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dragon wench
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Post by dragon wench »

Thanks for such a detailed reply Galraen :)
Just a question, if I take you up on your offer would I be able to just replace the original esp/esm (I can't remember which it is) with the one you made, or would I need to to entirely reinstall (overwrite?) the mod with your version?
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testingtest12
Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup.
Spoiler
testingtest12
.......All those moments ... will be lost ... in time ... like tears in rain.
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galraen
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Post by galraen »

For safety's sake first back up your original MTT Vol III.ESP by moving it to another folder, then place the ESP that I send you in the Data Files folder in its place.

You really should try it yourself though, it does get frustrating, but it also gives a good feeling of accomplishment when you finally get it working.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.

And everything is hidden in the fine print.[/QUOTE]
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dragon wench
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Post by dragon wench »

Thanks Galraen,
I have been fiddling with it the last little while, if I get completely frustrated I'll PM you my email later on tonight. I have a Gmail account, so space shouldn't be an issue.
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testingtest12
Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup.
Spoiler
testingtest12
.......All those moments ... will be lost ... in time ... like tears in rain.
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galraen
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Post by galraen »

So how did it turn out?
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.

And everything is hidden in the fine print.[/QUOTE]
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