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Reinstalling... Mod question
Posted: Sun Feb 25, 2007 2:00 pm
by Kipi
Okay, going to reinstall my Morrowind GOTY tomorrow, and need some help with mods...
Basically, I have lotsof old mods and lots of new ones. I know the old ones work together, but what about the new ones? I've tried to find info both reading the threads here as well as reading the mod descriptions. As there hasn't been much info concerning certain mods, I would like to know what mods will probably mess up other mods... Also, I would like to know if one or more mods need specific order to be installed in for working well.
Mods I have had:
- 20 Books 0.617
- Alchemy Book 1.2
- Black Widow Robe
- Bones 1.1
- Bookrotate 5.3
- Candleshop
- Clean Ultimate Morrowind
- Cobwebs 3.4
- slof's Better Beasts 1.2
- Mithrill Battle Axe
- Morrowind Crafting 2.1
- Dark Chitin Weaponry
- Erengard Mines 1.01
- Floating Lanterns
- House of Mannequins 1.0
- House of Mannequins Mistform fix
- Loot Sack (probably going to leave this one out...)
- Morrowind Toy Shoppe
- New Birthsigns
- Noobiescave 1.2
- Private Island
- Ratworks
- Ravenloft
- Real Signposts
- Soulmaster
- Starter Equipment 1.0
- Temple Apartment
- The Mortal Life of Vivec
- Thief's Disguise Kit
- Weapon Rotate 1.1
- Wine Rack
New mods:
- 6th House Transport
- Ash Grasses 2.0
- Bounty Avoiders
- Calendar Fix
- Chainmail Armor Merchant 1.1
- Character Generation at Night
- Construction 0.47
- Dagoth Soul
- Elderwood
- Doom Door
- Fighters Guild Reanimation
- Grenades 1.5
- Improved Shipping
- Living Cities of Vvardenfell
- Morrowind Comes Alive 5.1
- MCA Chainmail Addon
- MCA Lore Correct for MCA 5.1
- More Dagoth Minions
- Moss Vined 1.0
- Night Riders' Ghost Gate Guards
- Service Requirements 1.3
- Sabregirl's Tougher Sixth House 1.0
- Sottildes Codebook
- Soule Stealer Blade
- The Request Mod
- Weapons Galore
Now, should I expect errors with these mods? And is there any specific order to install?
Oh, and did I miss some necessare mods?

Posted: Sun Feb 25, 2007 4:07 pm
by fable
What version of LCV are you using? I seem to recall that it was never truly finished, at least, not by the creator, and this has caused some problems. I think Wrye was looking into completing the code for him, at some point.
Some of the titles of mods you've got fill me with a kind of dread.

I tend to stay with mod builders I know, who are reputable and known for good stuff. But Noobiescave 1.2? That worries me. I'd suggest reading the more intelligent comments up on PlanetElderScrolls to see if there have been any problems with at least some of these less known mods you want to run.
If you also explain what you want, I might be able to help with suggestions. Assuming you're still looking for mods to do specific things.
What is the Request Mod?
Posted: Sun Feb 25, 2007 4:28 pm
by BlueSky
Hey Kipi,
You might want to read through my Bad news/Good.. and DW's new thread..
it seems to be catching....re-installing..:laugh:
Posted: Mon Feb 26, 2007 12:28 am
by fable
One thread I've found useful from time to time at the Elder Scrolls is
this one, detailing specific mod coflicts.
Posted: Mon Feb 26, 2007 3:43 am
by Kipi
fable wrote:What version of LCV are you using? I seem to recall that it was never truly finished, at least, not by the creator, and this has caused some problems. I think Wrye was looking into completing the code for him, at some point.
Based on the readme file, it is 03-13.
Some of the titles of mods you've got fill me with a kind of dread.

I tend to stay with mod builders I know, who are reputable and known for good stuff. But Noobiescave 1.2? That worries me. I'd suggest reading the more intelligent comments up on PlanetElderScrolls to see if there have been any problems with at least some of these less known mods you want to run.
Well, as you picked that Noobiescave, it hasn't produced any problems to me, and it's not that bad it may sound...

Basically I use it to gain some more armors for early characters... nothing powerfull, the items are the most basic ones I take from there...
But, even though I didn't mention it in previous post, this mod is also in the list of probably leaving out, as it doesn't introduce much to the game...
And, I've read the descriptions from the PlanetElderScrolls, as that was the place where I have downloaded all these mods
If you also explain what you want, I might be able to help with suggestions. Assuming you're still looking for mods to do specific things.
Well, I'm not exactly looking for any specific style of mods, I threw that comment just to see if any of you have any specific mods in mind which would be must.
What is the Request Mod?
It's the mod which DW introduced to us [url="http://www.gamebanshee.com/forums/the-elder-scrolls-iii-morrowind-29/mods-for-mod-defs-and-links-only-31850-p5.html#post888348"]here[/url].
Posted: Mon Feb 26, 2007 7:14 am
by fable
Kipi wrote:Based on the readme file, it is 03-13.
03-13 of what year? And who is listed as the developers?
Well, as you picked that Noobiescave, it hasn't produced any problems to me, and it's not that bad it may sound...

Basically I use it to gain some more armors for early characters... nothing powerfull, the items are the most basic ones I take from there...
But, even though I didn't mention it in previous post, this mod is also in the list of probably leaving out, as it doesn't introduce much to the game...
My concern isn't it being cheesy, but that it might make problematic use of GMSTs if the author didn't know what they were going about. If you're satisfied that they aren't, fine.
And, I've read the descriptions from the PlanetElderScrolls, as that was the place where I have downloaded all these mods
It wasn't the description that I recommended PES for--see above.

It was the comments of more intelligent posts. Of course, many mods don't receive that, just "Gret!" and "thanx!"
It's the mod which DW introduced to us [url="http://www.gamebanshee.com/forums/the-elder-scrolls-iii-morrowind-29/mods-for-mod-defs-and-links-only-31850-p5.html#post888348"]here[/url].
She states it's a beta in the thread you point to. I don't use betas for one very good reason: they're betas.

And the more complex a beta is, the more likely users are to find why it's called that. So for what little it's worth, my advice would be to drop any betas, and only run finished mods, after having checked to make sure the modder had a decent rep in the community. Just my two forints.
Posted: Mon Feb 26, 2007 10:08 am
by dragon wench
By following the link to the conflict list Fable posted I found a very useful map that shows some major landmass locations:
http://www.morrowind-mods.org/MAP-O-MODS.jpg
Posted: Mon Feb 26, 2007 11:00 am
by Kipi
fable wrote:03-13 of what year? And who is listed as the developers?
That was the version, the date is 11/5/2006, and the developer is listed to be Wrye...
My concern isn't it being cheesy, but that it might make problematic use of GMSTs if the author didn't know what they were going about. If you're satisfied that they aren't, fine.
Works fine, and it only adds one door to the world, and one dungeon.
It wasn't the description that I recommended PES for--see above.

It was the comments of more intelligent posts. Of course, many mods don't receive that, just "Gret!" and "thanx!"
Yeah, have noticed that...
That's one reason I'm asking you, as many of the mods got the comments like "I don't like the idea of this mod, so the developer is from <insert bad words>"...
Oh, and thanx for the link, it's quite useful in situations like mine...

Posted: Mon Feb 26, 2007 11:26 am
by dragon wench
[QUOTE=Kipi]
Yeah, have noticed that...
That's one reason I'm asking you, as many of the mods got the comments like "I don't like the idea of this mod, so the developer is from <insert bad words>"...

[/QUOTE]
Indeed, this is a bit OT, but I can well understand why many modders elect to disable comments and voting...
Honestly reading some of those posts, my now instinctive "infraction trigger finger" begins to twitch

I feel sorry for Lord Devil given the bunch of asinine children he often has to put up with.
Back on topic, I'm wondering if it would make any sense for us to start a known conflict thread here? It's usually common sense that mods altering the same thing will conflict, but some incompatibilities are less obvious. The quest mods, especially the big ones, can sometimes be a real headache to figure out, it's why I rarely run more than one or two on any given install.
Posted: Tue Feb 27, 2007 12:02 pm
by Magelord648
Some guy called Quatloos at planet elderscrolls reviews pretty much every mod that goes up there. I'd suggest having a look at those. Just look at the comments.
Posted: Tue Feb 27, 2007 3:03 pm
by dragon wench
Magelord648 wrote:Some guy called Quatloos at planet elderscrolls reviews pretty much every mod that goes up there. I'd suggest having a look at those. Just look at the comments.
Yep, Quatloo's reviews are very good, and definitely worth heeding. I have just went through pretty much the entire data base there myself, though, and I can attest there are plenty of good mods that he hasn't commented on.
Another thing you can do is go onto their search page, and then into "categories," and without actually typing any keywords you can set your parameters so that you pick a minimum rating, I'd suggest 7.5 or 8. After that just hit search and it will bring up a page with all mods in "X" category with a rating of 7.5 (or whatever) or higher.
Then just carefully read the comments and check the votes, I usually ignore the ones that can't spell, use Leet, or are unnecessarily abusive.
Posted: Wed Feb 28, 2007 3:22 am
by Kipi
OKay, thanx for the hints everybody!
I decided to alter the mod list alot, and I'm focusing in this install to retexture the game... Just to see what my computer is capable of...
So, I think the final modlist is:
Better Culinary
Better Bodies 2.2
Real Moons
Hendalf Gold 1.1
Real Signposts
Real Stars
Shacky Shacks
slof's Better Beasts 1.2
slof's vampire faces
Souly Soulgems
Swampy Swamps
Clean Ultimate Morrowind (Not sure how it will work with others...)
Balmora Expansion
slof's Goth Shop 2 + several item additions to it...
Ravenloft
BB Silkwraps
Weaponrotate
Bookrotate
Now, I'm really interested to see how my comp scope these mods

Posted: Wed Feb 28, 2007 3:23 pm
by BlueSky
Hey Kipi:
Think it might be my machine and setup, but every time and in different combos, I've had trouble with the "real signposts" mod.
another suggestion is the Book Jackets mod that DW suggested in another thread, installed it last night and wow....nice...titles on spine, and covers were very good looking. Another mod I recently installed was Louis' Beauty shop...
lots of new heads and hairstyles available.
Posted: Wed Feb 28, 2007 3:33 pm
by fable
BlueSky wrote:Hey Kipi:
Think it might be my machine and setup, but every time and in different combos, I've had trouble with the "real signposts" mod.
That's odd. What other mods are you running?
Posted: Wed Feb 28, 2007 3:39 pm
by BlueSky
Hey Fable...decided that signpost were not that important to me, by now, after all the times I've played through I fairly well know where things are at.
Here's my most recent install.
Final install list:
Ale clothing
Area Effects arrows
Better Bodies
Bitter coast sounds
Book jackets
Book Rotate
Clothiers of Vvardenfell
Features if Vvardenfell
Firemoth
Louis' Beauty Shop
Masterindex
Mournhold Expanded
Myrabells' Clothing
New Rethan Manor
Sandas
Solstheim Seaside cabin
Souly Soulgems
Swampy swamps
World of faces
BTW big thanks for all the suggestions you've posted here and in other threads.

Posted: Wed Feb 28, 2007 4:41 pm
by fable
Sure thing.

I think modders do a great service to the player community (better than Bethsoft, these days), and it's to the advantage of all to get the info about mods out there.
By the way, one excellent utility for detecting the causes of mod conflicts is the
TES Plug-In Conflict Detector. I've found it useful in pinpointing some the occasionally strange conflicts that cause crashes or odd game behavior (like house mods floating about 3 feet of water). It can compare all mods together, or single out one mod for comparison to every other you've got loaded.
Posted: Wed Feb 28, 2007 5:02 pm
by dragon wench
Kipi wrote:
Clean Ultimate Morrowind (Not sure how it will work with others...)
Balmora Expansion
It ought to be fine, I've cherry picked between texture packs quite a lot. What I suggest is that you install ultimate textures first, and then install any additional retextures, like swampy swamps, over the top of it. The new files should automatically overwrite the previous ones.
Posted: Thu Mar 01, 2007 2:46 am
by Kipi
dragon wench wrote:It ought to be fine, I've cherry picked between texture packs quite a lot. What I suggest is that you install ultimate textures first, and then install any additional retextures, like swampy swamps, over the top of it. The new files should automatically overwrite the previous ones.
Actually, I noticed that the Ultimate -mod doesn't work perfectly with Balmora Expansion...
It tried to remove something which wasn't there anymore, so I kept getting error message every time I entered Balmora...

Posted: Thu Mar 01, 2007 3:00 am
by dragon wench
Kipi wrote:Actually, I noticed that the Ultimate -mod doesn't work perfectly with Balmora Expansion...
It tried to remove something which wasn't there anymore, so I kept getting error message every time I entered Balmora...
I was referring to UT likely working with other texture packs. But still, that is odd...
OK, try this: add the following line to your .ini file (configuration file):
AllowYesToAll=1
This will remove any annoying error messages that you get. Although, if the problem is really serious, it won't prevent your game from crashing.
Posted: Thu Mar 01, 2007 3:16 am
by Kipi
dragon wench wrote:I was referring to UT likely working with other texture packs. But still, that is odd...
OK, try this: add the following line to your .ini file (configuration file):
AllowYesToAll=1
This will remove any annoying error messages that you get. Although, if the problem is really serious, it won't prevent your game from crashing.
No, it seems not to bee too serious...
And thanx for the tip!
