For those using Magic Diversity, follow these steps to remove the pink wings:
1. Copy abot's "magic_hit_Levitate.nif" from this mod's archive. 2. Go to "data files\meshes\ARK\M" and paste "magic_hit_Levitate.nif" in the folder 3. Delete "LevitateHit.nif" 4. Rename "magic_hit_Levitate.nif" to "LevitateHit.nif" 5. Done! No more pink wings!
Hey ABoT! I had a quick question regarding updating for the new version of TR: the update instructions on your page mention to first disable the TRBoats and TRStriders esp and make a save, however the next step says to "add" the main esps for Boats and Striders back into the load order. My question comes from the phrasing of "add" there in the second step; for the update process, should I be disabling ALL boats and striders .esps - even just the normal Vvardenfell ones - then making the update save, exiting Morrowind and THEN enabling the normal Vvardenfell esps, making a new save, then cleaning that new save? Or should the normal Vvardenfell .esps stay activated through the whole process?
Hopefully I explained myself alright there, let me know if I didn't!
> mention to first disable the TRBoats and TRStriders esp and make a save I never said that. You should never have abotSiltStriders.esp and abotSiltStriderTRYYMM.esp loaded at the same time, they are mutually exclusive like clearly stated in the readme. If you had both loaded you had one overwriting the other. I said to disable the TR related things e.g. abotSiltStiderTRYYMM.esp (and abotBoatsTRYYMM.esp and aborRivereStridersTRYYMM.esp) and save
Instructions for dummies: 1. if you are using anything ending with TRYYMM.esp (YY = year, MM = month of related TR release) untick (e.g. using Mash) from your loading order anything starting with abotBoats, abotSiltStriders, abotRiverStriders. 2. start the game, load a save, ignore error messages, save again as newsave 3. exit game, use Mash repair all/remove debris cells on your newsave 4. add back to the loading order abotBoats.esp, abotSiltStriders.esp (those NOT ending with TRYYMM.esp) 5. load newsave, play with boats and striders hopefully still working in Vvardenfell
Hey since TR update 25.05 i get this message: Object reference "in_de_shipdoor_toplevel" missing in master file. Current file "abotBoatsFirewatchPatchTR2310.esp" Cell "Silver Serpent"
It means the tool that should keep reference numbers unchanged between TR versions can't make miracles. [EDIT] anyway this is probably related to the Boats mod, not to the Striders one [EDIT2] I just checked TR 25.06 is more compatible with abotBoats.esp so the abotBoatsFirewatchPatchTR2310.esp is no more needed
do you have to install this manually? i'm using vortex, wonder why some of abots mod not working or giving error & such, looking into game folder, 00_core folder etc etc.
This mod is packaged simply using standard Wrye BAIN archive folder structure, so you probably need an install manager able to recognize it (e.g. Wrye Mash, Mod Organizer 2...) or just download the archive and extract/install manually, basically "00 Core" folder content is the base/default mod installation that goes to "Data Files" "01 something" and so on folder content is extra/optional things that still goes to Data Files and may overwrite what is in the base IF AND ONLY IF you want/need to install that extra content e.g. if you are not using Tamriel Rebuilt release 21.01 no need to install the content of "01 TR2101 Only" folder.
As far as I know Vortex (and any previous Nexus mod manager) is notorious for not always understanding/managing properly Morrowind mods packages. I don't know if it is a limit of the Nexus software or people not using/configuring their official Nexus mod manager correctly for Morrowind, but 99% of Morrowind users seem to be able to work with MO2, Mash or manual extraction (e.g. using 7zip)
What is the NPC LCV Schedules patch for please. Is it for the mod "npc schedules"? And what does the patch do *EDIT: Ahh for living cities of vvardenfell nvrm
I'm playing Morrowind for the first time, and I have to say, this and your boat mod are my absolute favourite mods! Immediately upon learning of the Silt Striders, I started wondering what it would be like to actually experience the journey. I'm so glad I wasn't alone in that feeling! Night-time boat rides across the coast have been some of the most memorable moments of my playthrough so far.
Out of curiosity, how canon-accurate are the travel sequences? Does there exist information about the exact paths that the Striders take, or did you come up with the routes on your own? I found it interesting how they tend to stick to water-based travel whenever possible. Also, do the Striders really open up like that?
Also, are the sudden changes in the travel direction impossible to fix with the current modding limitations, or just something that would take an unreasonable amount of time to clean up? I know absolutely nothing about mod creation, so sorry if that is an ignorant question.
Thank you so much for this mod! I'm really glad it exists.
> how canon-accurate are the travel sequences? No canon other than in-game original start-end destination
> Does there exist information about the exact paths that the Striders take No, and that would be less important than technical constrains anyway
> Also, do the Striders really open up like that? That was the only animation available at the time this mod has been developed. And I still think it is more realistic having a spider like animation to reach fast speeds needed to have fast enough real time travel speed than tiny super-fast-steps like the more recent animation used in MWSE-Lua mod.
> did you come up with the routes on your own? I found it interesting how they tend to stick to water-based travel whenever possible. It is hard to find routes with enough space for the striders to pass without 1. visually colliding with surroundings (this is the real problem of the spider-like wide legs animation) 2. moving/deleting many existing exteriors models/changing landscape 3. conflicting with other mods (I tried for several years to make/maintain scenic travel routes for Tamriel Rebuilt too) 4. using a very high amount of different travel waypoints (you have to recycle some to try and decrease script sizes) Coastal/river water areas are often the easier path for such goals.
> Also, are the sudden changes in the travel direction impossible to fix with the current modding limitations, or just something that would take an unreasonable amount of time to clean up? It is not only a matter of technical limits of vanilla scripting, even finding a way to slow the turning animation would make necessary to redo a lot of routes from scratch and make impossible to avoid changing a lot of original e.g. rocks meshes positions. So yes, absolutely unreasonable amount of time.
So basically, if that is what you want from a realtime transport mod, take a look at MWSE-Lua Immersive Travel mod. Or wait for if/when something similar will be developed (not by me) for OpenMW-Lua.
Well that should not be so difficult: If you are using any install manager BAIN compatible, just 1. install the contents of 00 Core folder 2. tick/add to your loading list abotSiltStriders.esp if you are not using a mod manager, equivalent of step 1 is to use any archive tool to extract the contents of 00 Core folder to Data Files folder
Hey, thanks for the mod! A quick question: are new versions compatible with bcom? Since RP has a "abotssiltstriders.esp" version in his patches for BCOM.
nothing changed apart 1 script and a strider meshes, so if it was compatible before it should still be, the change to the script is nothing important, most noticeable thing should be the fixed meshes Meshes\abot\ss\xab01strider09d.nif Meshes\abot\ss\ab01strider09d.nif , that strider should sometimes spawn as a scenic trellis strider near Suran/Vivec
308 comments
1. Copy abot's "magic_hit_Levitate.nif" from this mod's archive.
2. Go to "data files\meshes\ARK\M" and paste "magic_hit_Levitate.nif" in the folder
3. Delete "LevitateHit.nif"
4. Rename "magic_hit_Levitate.nif" to "LevitateHit.nif"
5. Done! No more pink wings!
Thank you abot for an amazing mod :)
Hopefully I explained myself alright there, let me know if I didn't!
I never said that. You should never have abotSiltStriders.esp and abotSiltStriderTRYYMM.esp loaded at the same time, they are mutually exclusive like clearly stated in the readme. If you had both loaded you had one overwriting the other.
I said to disable the TR related things e.g. abotSiltStiderTRYYMM.esp (and abotBoatsTRYYMM.esp and aborRivereStridersTRYYMM.esp) and save
Instructions for dummies:
1. if you are using anything ending with TRYYMM.esp (YY = year, MM = month of related TR release) untick (e.g. using Mash) from your loading order anything starting with abotBoats, abotSiltStriders, abotRiverStriders.
2. start the game, load a save, ignore error messages, save again as newsave
3. exit game, use Mash repair all/remove debris cells on your newsave
4. add back to the loading order abotBoats.esp, abotSiltStriders.esp (those NOT ending with TRYYMM.esp)
5. load newsave, play with boats and striders hopefully still working in Vvardenfell
using the newest release of Tamriel Rebuilt, should I disable that plugin or..?
here my load order https://pastebin.com/nLTaYuBA
More detailed info/suggested reading: see Instructions for dummies in pinned post above.
missing in master file.
Current file "abotBoatsFirewatchPatchTR2310.esp"
Cell "Silver Serpent"
What does mean or is this some mistake on my side
[EDIT] anyway this is probably related to the Boats mod, not to the Striders one
[EDIT2] I just checked TR 25.06 is more compatible with abotBoats.esp so the abotBoatsFirewatchPatchTR2310.esp is no more needed
"00 Core" folder content is the base/default mod installation that goes to "Data Files"
"01 something" and so on folder content is extra/optional things that still goes to Data Files and may overwrite what is in the base IF AND ONLY IF you want/need to install that extra content e.g. if you are not using Tamriel Rebuilt release 21.01 no need to install the content of "01 TR2101 Only" folder.
As far as I know Vortex (and any previous Nexus mod manager) is notorious for not always understanding/managing properly Morrowind mods packages. I don't know if it is a limit of the Nexus software or people not using/configuring their official Nexus mod manager correctly for Morrowind, but 99% of Morrowind users seem to be able to work with MO2, Mash or manual extraction (e.g. using 7zip)
Thank you SO much!
Out of curiosity, how canon-accurate are the travel sequences? Does there exist information about the exact paths that the Striders take, or did you come up with the routes on your own? I found it interesting how they tend to stick to water-based travel whenever possible. Also, do the Striders really open up like that?
Also, are the sudden changes in the travel direction impossible to fix with the current modding limitations, or just something that would take an unreasonable amount of time to clean up? I know absolutely nothing about mod creation, so sorry if that is an ignorant question.
Thank you so much for this mod! I'm really glad it exists.
No canon other than in-game original start-end destination
> Does there exist information about the exact paths that the Striders take
No, and that would be less important than technical constrains anyway
> Also, do the Striders really open up like that?
That was the only animation available at the time this mod has been developed. And I still think it is more realistic having a spider like animation to reach fast speeds needed to have fast enough real time travel speed than tiny super-fast-steps like the more recent animation used in MWSE-Lua mod.
> did you come up with the routes on your own? I found it interesting how they tend to stick to water-based travel whenever possible.
It is hard to find routes with enough space for the striders to pass without
1. visually colliding with surroundings (this is the real problem of the spider-like wide legs animation)
2. moving/deleting many existing exteriors models/changing landscape
3. conflicting with other mods (I tried for several years to make/maintain scenic travel routes for Tamriel Rebuilt too)
4. using a very high amount of different travel waypoints (you have to recycle some to try and decrease script sizes)
Coastal/river water areas are often the easier path for such goals.
> Also, are the sudden changes in the travel direction impossible to fix with the current modding limitations, or just something that would take an unreasonable amount of time to clean up?
It is not only a matter of technical limits of vanilla scripting, even finding a way to slow the turning animation would make necessary to redo a lot of routes from scratch and make impossible to avoid changing a lot of original e.g. rocks meshes positions. So yes, absolutely unreasonable amount of time.
So basically, if that is what you want from a realtime transport mod, take a look at MWSE-Lua Immersive Travel mod. Or wait for if/when something similar will be developed (not by me) for OpenMW-Lua.
If you are using any install manager BAIN compatible, just
1. install the contents of 00 Core folder
2. tick/add to your loading list abotSiltStriders.esp
if you are not using a mod manager, equivalent of step 1 is to use any archive tool to extract the contents of 00 Core folder to Data Files folder
Meshes\abot\ss\xab01strider09d.nif
Meshes\abot\ss\ab01strider09d.nif
, that strider should sometimes spawn as a scenic trellis strider near Suran/Vivec