Ports of Vvardenfell / N'wah's Ald'ruhn conflict #740

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opened 1 month ago by hristoast · 12 comments
Owner

CC'ing @alvazir for visibility!

Your patched PoV plugin (presumably all of them, as well as the original) creates a conflict with the Ald'ruhn mod (see the attached image).

I was able to resolve that with the following usage of tes3cmd:

tes3cmd delete --type land --id '\(-2, 6\)' "Ports Of Vvardenfell V1.6 - TR_Travels - TOTSP.esp"

I'm going to distribute a fixed plugin for my users but I wanted to give you a heads up about it as well.

CC'ing @alvazir for visibility! Your patched PoV plugin (presumably all of them, as well as the original) creates a conflict with the [Ald'ruhn](https://www.nexusmods.com/morrowind/mods/48766) mod (see the attached image). I was able to resolve that with the following usage of `tes3cmd`: tes3cmd delete --type land --id '\(-2, 6\)' "Ports Of Vvardenfell V1.6 - TR_Travels - TOTSP.esp" I'm going to distribute a fixed plugin for my users but I wanted to give you a heads up about it as well.
hristoast added this to the Release: 3.0 milestone 1 month ago
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hristoast self-assigned this 1 month ago
Collaborator

@hristoast Original Ports of Vvardenfell changes land in Ald-Ruhn, same as Ald-Ruhn Temple Expansion (which is included into Nwah Ald-Ruhn). It's written in Readme to place Ald-Ruhn Temple Expansion after Ports of Vvardenfell. I will check if deleting the LAND record from Ports of Vvardenfell doesn't ruin Ald-Ruhn for everyone else using Ports of Vvardenfell.

@hristoast Original Ports of Vvardenfell changes land in Ald-Ruhn, same as Ald-Ruhn Temple Expansion (which is included into Nwah Ald-Ruhn). It's written in Readme to place Ald-Ruhn Temple Expansion after Ports of Vvardenfell. I will check if deleting the LAND record from Ports of Vvardenfell doesn't ruin Ald-Ruhn for everyone else using Ports of Vvardenfell.
Collaborator

I've just checked, White Suran also changes LAND same as Ports. So placing White Suran after Ports of Vvardenfell is a way to go. Perhaps deleting those LAND records (all 17 of them) from Ports of Vvardenfell may prevent possible conflicts in future, though it requires testing IMO.

I've just checked, White Suran also changes LAND same as Ports. So placing White Suran after Ports of Vvardenfell is a way to go. Perhaps deleting those LAND records (all 17 of them) from Ports of Vvardenfell may prevent possible conflicts in future, though it requires testing IMO.
Poster
Owner

So placing White Suran after Ports of Vvardenfell is a way to go.

Cool, I'm already doing this! :)

Thanks for the response alvazir!

> So placing White Suran after Ports of Vvardenfell is a way to go. Cool, I'm already doing this! :) Thanks for the response alvazir!
Collaborator

Well, Mike83 changed LAND records in 8 cities. I'll try to remove some (or all) changes, but that'd take time.

It's funny that I was just about to add few more patches to PoV (boys in the hood, wear a mask).

As a side note, i used PoV w/o problems with Ald-Ruhn Temple Expansion (i stay away from BCoM as i consider it too breaking) and White Suran placed after it.

Well, Mike83 changed LAND records in 8 cities. I'll try to remove some (or all) changes, but that'd take time. It's funny that I was just about to add few more patches to PoV (boys in the hood, wear a mask). As a side note, i used PoV w/o problems with Ald-Ruhn Temple Expansion (i stay away from BCoM as i consider it too breaking) and White Suran placed after it.
Poster
Owner

Looks like there's also a conflict with Vivec City, I fixed that as follows:

tes3cmd delete --type cell --id '\(3, -9\)' "Ports Of Vvardenfell V1.6 - TR_Travels - TOTSP - Ald-ruhn.esp"
Looks like there's also a conflict with [Vivec City](https://www.nexusmods.com/morrowind/mods/50111), I fixed that as follows: tes3cmd delete --type cell --id '\(3, -9\)' "Ports Of Vvardenfell V1.6 - TR_Travels - TOTSP - Ald-ruhn.esp"
Poster
Owner

And another one with Ald'ruhn:

tes3cmd delete --type cell --id '\(-3, 6\)' "PortsOfVvardenfellV1.6-TR_Travels-TOTSP-Ald-ruhn-Vivec-City.esp"

This one nukes PoV's silt strider changes.

And another one with Ald'ruhn: tes3cmd delete --type cell --id '\(-3, 6\)' "PortsOfVvardenfellV1.6-TR_Travels-TOTSP-Ald-ruhn-Vivec-City.esp" This one nukes PoV's silt strider changes.
Poster
Owner

I ended up doing this to cover all the conflicts:

tes3cmd delete --type land --id '\(-2, 6\)' "Ports Of Vvardenfell V1.6 - TR_Travels - TOTSP.esp"
tes3cmd delete --type cell --id '\(3, -9\)' "Ports Of Vvardenfell V1.6 - TR_Travels - TOTSP.esp"
tes3cmd delete --type land --id '\(3, -9\)' "Ports Of Vvardenfell V1.6 - TR_Travels - TOTSP.esp"
tes3cmd delete --type cell --id '\(-3, 6\)' "Ports Of Vvardenfell V1.6 - TR_Travels - TOTSP.esp"
tes3cmd delete --type land --id '\(-3, 6\)' "Ports Of Vvardenfell V1.6 - TR_Travels - TOTSP.esp"

I thought deleting the LAND record for -3, 6 would resolve some grass generating problems I had, but it did not.

I ended up doing this to cover all the conflicts: ``` tes3cmd delete --type land --id '\(-2, 6\)' "Ports Of Vvardenfell V1.6 - TR_Travels - TOTSP.esp" tes3cmd delete --type cell --id '\(3, -9\)' "Ports Of Vvardenfell V1.6 - TR_Travels - TOTSP.esp" tes3cmd delete --type land --id '\(3, -9\)' "Ports Of Vvardenfell V1.6 - TR_Travels - TOTSP.esp" tes3cmd delete --type cell --id '\(-3, 6\)' "Ports Of Vvardenfell V1.6 - TR_Travels - TOTSP.esp" tes3cmd delete --type land --id '\(-3, 6\)' "Ports Of Vvardenfell V1.6 - TR_Travels - TOTSP.esp" ``` I thought deleting the LAND record for `-3, 6` would resolve some grass generating problems I had, but it did not.
Collaborator

Why have you removed cell in ald-ruhn? It's only striderport there (moved a bit by Mike). Have that movement produced your error with grass? I've already restored it's location to vanilla in the upcoming patch, but interested in what's too look for for aggressive compatibility.

Why have you removed cell in ald-ruhn? It's only striderport there (moved a bit by Mike). Have that movement produced your error with grass? I've already restored it's location to vanilla in the upcoming patch, but interested in what's too look for for aggressive compatibility.
Poster
Owner

The cell removal was to get rid of Mike's silt stider change (his clutter didn't blend well with the Ald'ruhn mod strider changes, and the NPC was placed wrongly).

The grass error was the fact that, despite having deleted the LAND and CELL record, the generator still produced floating grass as if the PoV record changes were still there.

I resolved it manually, in the end.

The cell removal was to get rid of Mike's silt stider change (his clutter didn't blend well with the Ald'ruhn mod strider changes, and the NPC was placed wrongly). The grass error was the fact that, despite having deleted the LAND and CELL record, the generator still produced floating grass as if the PoV record changes were still there. I resolved it manually, in the end.
Collaborator

I've spent some time on PoV and I will try to update patches soon, completely remaking them with your input. Roughly it'll look like this:

  1. Further cleaning (-5 empty cells, -redundant script, switching to vanilla lanterns for further TLAD integration etc)
  2. Offer options for cell changes:
    2.1 default
    2.2 without land edits (this will have restored most striders, restored ald-ruhn striderport, removed statue in balmora)
    2.3 + without cell edits in (ald-ruhn, vivec strider (3, -9), (4, -9))
    (2.4 + without any cell edits at all (only lanterns, torches, keys to boxes)?)
  3. Offer more options for NPC_ patches. Add boys in the hood and wear a mask into the mix with TR_Travels and TOTSP (everything optional)
I've spent some time on PoV and I will try to update patches soon, completely remaking them with your input. Roughly it'll look like this: 1. Further cleaning (-5 empty cells, -redundant script, switching to vanilla lanterns for further TLAD integration etc) 2. Offer options for cell changes: 2.1 default 2.2 without land edits (this will have restored most striders, restored ald-ruhn striderport, removed statue in balmora) 2.3 + without cell edits in (ald-ruhn, vivec strider (3, -9), (4, -9)) (2.4 + without any cell edits at all (only lanterns, torches, keys to boxes)?) 3. Offer more options for NPC_ patches. Add boys in the hood and wear a mask into the mix with TR_Travels and TOTSP (everything optional)
Collaborator

I have just updated the patch on Nexus.

Among the changes:

  • (breaking) patch, files and dirs renamed, restructed, cell and NPC changes split to avoid making dozens more of patches.
  • cleaner and more compatible now
  • for usecase of this issue following files should be used:
    Ports Of Vvardenfell V1.6 - Ultra Aggressively Compatible.esp
    Ports Of Vvardenfell V1.6 - NPC Only - TR_Travels - TOTSP.esp

I hope you'll like this updated patch. Please tell me if you want something changed.

And thank you for heads up on this issue :-)

I have just updated the patch on Nexus. Among the changes: - (breaking) patch, files and dirs renamed, restructed, cell and NPC changes split to avoid making dozens more of patches. - cleaner and more compatible now - for usecase of this issue following files should be used: Ports Of Vvardenfell V1.6 - Ultra Aggressively Compatible.esp Ports Of Vvardenfell V1.6 - NPC Only - TR_Travels - TOTSP.esp I hope you'll like this updated patch. Please tell me if you want something changed. And thank you for heads up on this issue :-)
Poster
Owner

Thanks a bunch @alvazir - good idea splitting up the plugin!

Thanks a bunch @alvazir - good idea splitting up the plugin!
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