Before reporting an issue related to missing meshes, please double check that you have correctly installed the required assets repositories: TR_data and OAAB_data.
Why do I have floating doors, lanterns, and banners? That can happen if you: 1) Install or update in the middle of a run or 2) Have a mod conflict with mods editing doors orbanners like Night Time Door Lock.
I avoided installing this mod for a quite a while for reasons that turned out to be groundless. I "coped" by installing various other "light-weight" town, city mods but it was a mixed bag and a hodge podge in terms of aesthetics and performance. I play on a potato so (as in a sub-$200 Windows 10 AIO PC from Walmart from 2017) and run MO2 Portable from a USB stick.
So, after running into some jarring immersive issues and mod errors, I reworked my mod list and took the plunge into BCOM. What did I have to lose? Now I feel like an idiot for assuming BCOM would be a nightmae to add to my game - it was simplicity and elegance. Turned out I didn't even need very many compatibility patches - only one was needed from outside BCOM's installation script.
Spoiler:
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# This file was automatically generated by Mod Organizer. Morrowind.esm Tribunal.esm Bloodmoon.esm Patch for Purists.esm Tamriel_Data.esm OAAB_Data.esm Vanilla friendly wearables expansion.esm Wares-base.esm AATL_Data.esm Patch for Purists - Book Typos.ESP Patch for Purists - Semi-Purist Fixes.ESP Wares_lists_TD.ESP Wares_lists_OAAB.ESP Adventurer's backback.ESP TLAD Full - Still - Necro Colors.esp Creatures_RP_Purist.ESP Ahead of the Classes.ESP Dwemer Airship_Exterior.ESP LDM - Context Matters 1.7.ESP Religions Elaborated.esp Tamriel_Data_Graveyard.ESP Beautiful cities of morrowind.esp Reputation_Fixes_All.ESP TD_Hotfix.ESP Immersive Mournhold.esp RepopulatedMorrowind.ESP disposition_rewards.esp OAAB_Grazelands.ESP OAAB - Shipwrecks.ESP Baan_Binif.ESP OAAB_Tel Mora.ESP VFWE_merged_objects_fix.ESP Imperial Legion Expansion.esp Morag Tong Polished.esp OAAB - Foyada Mamaea.ESP Ships of the Imperial Navy.esp Expansion Delay.ESP God of Worms.esp BCOM_PfP_patch.ESP Bal'laku - The Lonely Towers.esp The Publicans.ESP Guild of Vampire Hunters.ESP OAAB - The Ashen Divide.ESP OAAB - Tel Raloran - Immersive Tables.ESP Less disclosed Addamasartus.ESP AndranoTombRemastered.esp Foreign Quarter Market Square.esp Mage Robes.ESP Immersive Tables.ESP OAAB - Hawia_Egg_Mine.ESP Caius' rooftop renovations.ESP BCOM_Canal_01.ESP Imperial Factions.ESP Glowbugs AI.ESP MandasManor.ESP Velothi Wall Art Re-Addon.ESP Vivec Lighthouse Questline.esp A Merchant's Whim.ESP Ancient Foes.esp Articus Solstheim Clothes.ESP Census_and_Excise_Office_Faction.ESP OAAB Dwemer Pavements.ESP Dagon_Fel_Lighthouse.ESP Caldera Priory.ESP Magicka of the Third Era.esp Hidden Sea Loot.ESP Glowbugs BC.ESP Vivec_Lighthouse.ESP Dwemer Airship.ESP Dubdilla Location Fix.ESP Dim Vertical Shipwreck.ESP Creatures_RP_glowing_netch.ESP GN - RuinedRedaynia.ESP Vivec Ports.ESP Folded in Port.ESP correctUV Ore Replacer_respawning.esp HealerCompanion.ESP Clean__Blackthorn Barrow.ESP Cave Drips.ESP BurialObols.ESP RepopulatedBloodmoon.ESP Bloodmoon Rebalance.esp Bloated Caves.esp Beware the Sixth House.ESP Berandas Overhaul.esp FixingUleniHeleran.ESP GhostRevenge.ESP Great Service.ESP ExpandedBirthsigns4Purists.esp Greater Samarys.esp Hidden Grotto Loot.ESP Lake Fjalding Anti-Suck.ESP Enhanced Light.ESP LDM - Racist Service Refusal.ESP FMI_CaiusBigPackage.ESP Magicka Expanded - Resource Pack.ESP Mournhold LOD.ESP MW Containers Animated.esp NearVanillaRoadSigns.esp OAAB - Tombs and Towers.ESP Putting Power in Willpower - Absorbonach.esp RAMF_Mer_for_NPCs.esp RP_Louis Beauchamp.ESP SA House of Earthly Delights MV v1.0.ESP Services Restored.ESP Shinies.ESP TelvanniSeaBeacons.ESP The Weary Vampire.ESP tribunal rebalance.ESP Under Construction.esp Nordic Dagon Fel.ESP RP_bandits.ESP Walkers of Morrowind.esp Wares_MOAR.ESP New Ilunibi.ESP ShrineOfAzura.ESP Velothi Wall Art.ESP RV Necrorobes.ESP Better Clothes_v1.1_nac.esp More Better Clothes.ESP BCOM_pathgrid_reset.ESP Interior exterior flag reset.ESP Hostages.ESP RepopulatedMorrowind_MageRobes.ESP RepopulatedMorrowind_MoragTongPolished.ESP Stav_OAAB_Battlemage.ESP Vanilla friendly wearables expansion_cell_edits.esp RF-Imperial_Legion_Expansion.esp hw_GreetDistanceReducer.ESP Morag Tong Polished - BCoM Patch.ESP TaxmanCompost.esp Merged Objects.esp Effect Data - Load after Merged Objects.esp multipatch.esp
OK.... WOW! This morning I opted for just jettisoning my entire MW installation and starting again from scratch... it's simply easier (as well as kinder to the eyes) than sifting through one's mods folder/Wrye Mash with a fine tooth comb, and trying to figure out what needs to be kept/discarded, while attempting to make sure everything is reinstalled in the correct order. This approach also reduces the chances of repeating any previous mistakes. Now, I'm slowly installing mods, and BCOM is one of the earliest to go in, my intent being to build my installation around it, which will (hopefully) avert any potential issues. I've done an early tour of the new cities.. and they're gorgeous. I love how they bring something fresh and creative, while retaining a vanilla sensibility. This is what I've been looking for all along.. I just wish I'd realised it sooner. I also specifically want to note that your rework of Wolverine Hall is easily the best I've seen.. it combines aesthetics with functionality, and it's very easy to navigate. Perfect! So far.. I'm getting a nice, steady 60 FPS (I keep it capped) everywhere, though, of course, I haven't installed very much yet. Honestly, thank you for this mod, and your valuable help in my other post.
I cannot for the life of me get atmospheric plazas+arena to work. I made sure the interior/exterior flag ESPs are loaded last, tried it without any of my weather mods and sky retextures, reloaded distant land, but nothing seems to work. It just shows up grey for me with no sky. Interestingly enough, it actually shows up correctly on the load game thumbnail. But as I soon as I load it - boom. Nothing. Maybe someone has any ideas?
Grey sky in-game (1st image) and displaying fine on the save game thumbnail (2nd image): https://imgur.com/a/4LxL1sQ
Other than this single issue, the mod is truly amazing. Thank you for the work you have done to put it together!
Hi, there's currently no patch. The fact is that the last TR update has a complete overhaul of the entire Firemoth fort and questline bundled into it, and it's probably the best implementation of the Firemoth expansion. Motivation to patch any other Firemoth mod out there is very low.
I see, I see. Thank you. Might be great idea for my first mod - patching between BCOM and Firemoth Reclaimed. I read that it is only some minor edits required - one NPC and boat in Seyda Neen (misalighnment).
hey. i installed the mod and all compatibility patches i needed. but in vivec and aldruhn i have an bug the old aldskar meshes and closed plazas in vivec still exist. im meaning when i look at them from distance the old meshes show up i try reinstalling but it doesnt work what should i do?
When I try using the balmora waterworks patch the Beautiful cities of morrowind esp conflicts with the canal and results in intersecting architecture. If I use the BCoM_WaterWorks.esp alone that particular problem does not exist. I am at a loss for what is going on.
Thanks for your response. I left the plugins sorted as plox did it, "Beautiful cities of Morrowind.ESP" above BCoM_WaterWorks.esp. In testing, I've tried with only those two plugins and the required master files with the same result.
EDIT: The problem is fixed, but I'm not sure how I did it. My best guess is that exporting my load order from MO to the OpenMW launcher wasn't taking as well as I hope. I do not know fore sure.
Hello! Amazing mod however unfortunately I cant make it work with Aesthesia Grass mod, I used the patches in bcom installer, I also tried patches from Aesthesia Grass Reworked but nothing seems to change. I do not think its bcom only related issue or that its bcom's fault but I would like to ask for help because no matter what I do or try, and I tried a lot, I always end up having floating or clipping or growing on solid roads grass in balmora and stonewood pass (only checked these ones but its probably for all my landscape mods), thank you in advance!
It's very likely that you're loading the original grass esp files instead of the patched ones. There's no simple explanation as grass mods get installed differently on MGEXE and OpenMW, and it also depends of what mod manager you're using ecc.
Oh sorry I should have told that. I use MO2 and I run all the .exes from MO2, I did disable the grass plugins and enabled them in MGEXE. I tried deleting original grass plugins of Aesthesia grass and only generate the ones from Your mod and others, I tried generating with all the grass plugins from all mods, I thought that the grass plugins could be "fighting" each other. I also checked if having only BCOM and grass mod with bcom's patches would be different but its the same as if I would have more landscape mods with the grass. The patches don't seem to do anything.
When you say "other mods", what mods do you mean? The grass patches work as replacers for the original esp files and only those from BCoM should load for each single region.
The only reason it's not working is that you're generating grass with the wrong esp files, the grass files/patches from BCoM are definitely correct and have no floaters.
I have stonewood pass, red mountain reborn, kogohrun expanded, trackless grazeland, caldera mines, concept arts plantations. I got all the patches for them from https://www.nexusmods.com/morrowind/mods/52384?tab=files. However I have also tried using only BCOM and grass and the results were the same. The bcom patches replaced my aesthesia plugins and I did pick these ones. Are You 100% sure the only reason for this issue is generating wrong esps in mgexe? Because if so, I'll know what to work on to fix this.
I'm 100% sure that the esp files for the groundcover mods provided here are working as intended though. You can open them in the CS to check them and you'll see the grass is placed correctly.
Some clarifications:
there should be no floaters but placement isn't perfect (clipping, grass spawning where maybe it shouldn't) as these are issues form the original mods and mines are simply patches. Actually there's even some improvements here as I processed them with the LawnMower but they're not 100% perfect
I don't vouch for any other grass patch that's not provided directly by me as I didn't test them
Its weird because I asked on MW discord and they said my load order seems ok. Well, I know the issue is on my end so I guess I'll keep trying until it works. I must be doing something stupid like always, anyway thank you for replying and don't worry I believe that all's good on the mod's end.
Small update, I managed to fix the issue, I must have missed the information that there should only be one grass plugin for each region, which seems to makes sense but my thinking was elsewhere. Anyway if somebody would be a dummy like me I posted my grass plugins used in combination with BCOM, CME, RMR, SWP, trackless gl and CAP on the mod page of Aesthesia Groundcover Reworked and Compatability Patches. Thanks again!
tbh, i liked the old Eight plates way more, as you said lot of atmosfere is lost on OpenMW Clagius Clanler is now floating becouse of colision ( either move him bit forward or move away that chest behind him )
i wonder if it was posible to port Odai river changes from Odai - Lifeblood of Balmora at Morrowind Nexus - mods and community to BCOM ( only river part, while keeping BCOM Balmora city layout, besides necessary movement of city itself to sides of course to make space for wider river )
My comment about the atmosphere of OLOB's taverns was related to the Lucky Lockup. I personally much prefer the new interior for the Eight Plates. It's a better fit with the exterior model and it's also more thematically appropriate. The old overhaul was based on "Seedy Plates", which was more life a fun project to showcase some new models than an intentional and well thought-out interior overhaul. There's already other taverns in Balmora for a shady vibe, whereas the Eight Plates was definitely meant to be the most luxurious one.
About the river changes from OLBOB, I think that would be out of scope for a town overhaul and it's more of a landscape overhaul. I also don't think it adds much to the game, to be honest. Considering MW's scale, I think the vanilla river is perfectly fine and it never bothered me.
Woud anyone happen to know which lines to add to MGE XE overide for distant land in order to : - remove previous seyda neen boat as a static - have BCOM Seyda Neen boat as a static showing up from a distance ?
I have tried console and opening TES to find out the name of each boats, but better I could get is Rp_seydaboat ; which does not really help when looking for nif. and regarding construction set, I see several boats like ex_longboat, but can't isolate Seyda neen one.
So starting to feel lazy I'm wondering if anyone already did this and can copy past his ovr lines. Until then, I'll be searching
presumably the eight plates quest addon refers to the eight plates with different colors in the eight plates location. why is it that Habasi will not take the plates that I have stolen, she'll just tell me about the place again and again despite having all of them
2970 comments
So, after running into some jarring immersive issues and mod errors, I reworked my mod list and took the plunge into BCOM. What did I have to lose? Now I feel like an idiot for assuming BCOM would be a nightmae to add to my game - it was simplicity and elegance. Turned out I didn't even need very many compatibility patches - only one was needed from outside BCOM's installation script.
# This file was automatically generated by Mod Organizer.
Morrowind.esm
Tribunal.esm
Bloodmoon.esm
Patch for Purists.esm
Tamriel_Data.esm
OAAB_Data.esm
Vanilla friendly wearables expansion.esm
Wares-base.esm
AATL_Data.esm
Patch for Purists - Book Typos.ESP
Patch for Purists - Semi-Purist Fixes.ESP
Wares_lists_TD.ESP
Wares_lists_OAAB.ESP
Adventurer's backback.ESP
TLAD Full - Still - Necro Colors.esp
Creatures_RP_Purist.ESP
Ahead of the Classes.ESP
Dwemer Airship_Exterior.ESP
LDM - Context Matters 1.7.ESP
Religions Elaborated.esp
Tamriel_Data_Graveyard.ESP
Beautiful cities of morrowind.esp
Reputation_Fixes_All.ESP
TD_Hotfix.ESP
Immersive Mournhold.esp
RepopulatedMorrowind.ESP
disposition_rewards.esp
OAAB_Grazelands.ESP
OAAB - Shipwrecks.ESP
Baan_Binif.ESP
OAAB_Tel Mora.ESP
VFWE_merged_objects_fix.ESP
Imperial Legion Expansion.esp
Morag Tong Polished.esp
OAAB - Foyada Mamaea.ESP
Ships of the Imperial Navy.esp
Expansion Delay.ESP
God of Worms.esp
BCOM_PfP_patch.ESP
Bal'laku - The Lonely Towers.esp
The Publicans.ESP
Guild of Vampire Hunters.ESP
OAAB - The Ashen Divide.ESP
OAAB - Tel Raloran - Immersive Tables.ESP
Less disclosed Addamasartus.ESP
AndranoTombRemastered.esp
Foreign Quarter Market Square.esp
Mage Robes.ESP
Immersive Tables.ESP
OAAB - Hawia_Egg_Mine.ESP
Caius' rooftop renovations.ESP
BCOM_Canal_01.ESP
Imperial Factions.ESP
Glowbugs AI.ESP
MandasManor.ESP
Velothi Wall Art Re-Addon.ESP
Vivec Lighthouse Questline.esp
A Merchant's Whim.ESP
Ancient Foes.esp
Articus Solstheim Clothes.ESP
Census_and_Excise_Office_Faction.ESP
OAAB Dwemer Pavements.ESP
Dagon_Fel_Lighthouse.ESP
Caldera Priory.ESP
Magicka of the Third Era.esp
Hidden Sea Loot.ESP
Glowbugs BC.ESP
Vivec_Lighthouse.ESP
Dwemer Airship.ESP
Dubdilla Location Fix.ESP
Dim Vertical Shipwreck.ESP
Creatures_RP_glowing_netch.ESP
GN - RuinedRedaynia.ESP
Vivec Ports.ESP
Folded in Port.ESP
correctUV Ore Replacer_respawning.esp
HealerCompanion.ESP
Clean__Blackthorn Barrow.ESP
Cave Drips.ESP
BurialObols.ESP
RepopulatedBloodmoon.ESP
Bloodmoon Rebalance.esp
Bloated Caves.esp
Beware the Sixth House.ESP
Berandas Overhaul.esp
FixingUleniHeleran.ESP
GhostRevenge.ESP
Great Service.ESP
ExpandedBirthsigns4Purists.esp
Greater Samarys.esp
Hidden Grotto Loot.ESP
Lake Fjalding Anti-Suck.ESP
Enhanced Light.ESP
LDM - Racist Service Refusal.ESP
FMI_CaiusBigPackage.ESP
Magicka Expanded - Resource Pack.ESP
Mournhold LOD.ESP
MW Containers Animated.esp
NearVanillaRoadSigns.esp
OAAB - Tombs and Towers.ESP
Putting Power in Willpower - Absorbonach.esp
RAMF_Mer_for_NPCs.esp
RP_Louis Beauchamp.ESP
SA House of Earthly Delights MV v1.0.ESP
Services Restored.ESP
Shinies.ESP
TelvanniSeaBeacons.ESP
The Weary Vampire.ESP
tribunal rebalance.ESP
Under Construction.esp
Nordic Dagon Fel.ESP
RP_bandits.ESP
Walkers of Morrowind.esp
Wares_MOAR.ESP
New Ilunibi.ESP
ShrineOfAzura.ESP
Velothi Wall Art.ESP
RV Necrorobes.ESP
Better Clothes_v1.1_nac.esp
More Better Clothes.ESP
BCOM_pathgrid_reset.ESP
Interior exterior flag reset.ESP
Hostages.ESP
RepopulatedMorrowind_MageRobes.ESP
RepopulatedMorrowind_MoragTongPolished.ESP
Stav_OAAB_Battlemage.ESP
Vanilla friendly wearables expansion_cell_edits.esp
RF-Imperial_Legion_Expansion.esp
hw_GreetDistanceReducer.ESP
Morag Tong Polished - BCoM Patch.ESP
TaxmanCompost.esp
Merged Objects.esp
Effect Data - Load after Merged Objects.esp
multipatch.esp
No regrets! THANK YOU!
This morning I opted for just jettisoning my entire MW installation and starting again from scratch... it's simply easier (as well as kinder to the eyes) than sifting through one's mods folder/Wrye Mash with a fine tooth comb, and trying to figure out what needs to be kept/discarded, while attempting to make sure everything is reinstalled in the correct order. This approach also reduces the chances of repeating any previous mistakes.
Now, I'm slowly installing mods, and BCOM is one of the earliest to go in, my intent being to build my installation around it, which will (hopefully) avert any potential issues. I've done an early tour of the new cities.. and they're gorgeous. I love how they bring something fresh and creative, while retaining a vanilla sensibility. This is what I've been looking for all along.. I just wish I'd realised it sooner. I also specifically want to note that your rework of Wolverine Hall is easily the best I've seen.. it combines aesthetics with functionality, and it's very easy to navigate. Perfect!
So far.. I'm getting a nice, steady 60 FPS (I keep it capped) everywhere, though, of course, I haven't installed very much yet.
Honestly, thank you for this mod, and your valuable help in my other post.
Grey sky in-game (1st image) and displaying fine on the save game thumbnail (2nd image): https://imgur.com/a/4LxL1sQ
Other than this single issue, the mod is truly amazing. Thank you for the work you have done to put it together!
i installed the mod and all compatibility patches i needed. but in vivec and aldruhn i have an bug the old aldskar meshes and closed plazas in vivec still exist. im meaning when i look at them from distance the old meshes show up i try reinstalling but it doesnt work what should i do?
EDIT: The problem is fixed, but I'm not sure how I did it. My best guess is that exporting my load order from MO to the OpenMW launcher wasn't taking as well as I hope. I do not know fore sure.
Amazing mod however unfortunately I cant make it work with Aesthesia Grass mod, I used the patches in bcom installer, I also tried patches from Aesthesia Grass Reworked but nothing seems to change.
I do not think its bcom only related issue or that its bcom's fault but I would like to ask for help because no matter what I do or try, and I tried a lot, I always end up having floating or clipping or growing on solid roads grass in balmora and stonewood pass (only checked these ones but its probably for all my landscape mods), thank you in advance!
I use MO2 and I run all the .exes from MO2, I did disable the grass plugins and enabled them in MGEXE. I tried deleting original grass plugins of Aesthesia grass and only generate the ones from Your mod and others, I tried generating with all the grass plugins from all mods, I thought that the grass plugins could be "fighting" each other. I also checked if having only BCOM and grass mod with bcom's patches would be different but its the same as if I would have more landscape mods with the grass. The patches don't seem to do anything.
The only reason it's not working is that you're generating grass with the wrong esp files, the grass files/patches from BCoM are definitely correct and have no floaters.
However I have also tried using only BCOM and grass and the results were the same. The bcom patches replaced my aesthesia plugins and I did pick these ones.
Are You 100% sure the only reason for this issue is generating wrong esps in mgexe? Because if so, I'll know what to work on to fix this.
Some clarifications:
I must be doing something stupid like always, anyway thank you for replying and don't worry I believe that all's good on the mod's end.
Anyway if somebody would be a dummy like me I posted my grass plugins used in combination with BCOM, CME, RMR, SWP, trackless gl and CAP on the mod page of Aesthesia Groundcover Reworked and Compatability Patches.
Thanks again!
on OpenMW Clagius Clanler is now floating becouse of colision ( either move him bit forward or move away that chest behind him )
i wonder if it was posible to port Odai river changes from Odai - Lifeblood of Balmora at Morrowind Nexus - mods and community to BCOM ( only river part, while keeping BCOM Balmora city layout, besides necessary movement of city itself to sides of course to make space for wider river )
About the river changes from OLBOB, I think that would be out of scope for a town overhaul and it's more of a landscape overhaul.
I also don't think it adds much to the game, to be honest. Considering MW's scale, I think the vanilla river is perfectly fine and it never bothered me.
- remove previous seyda neen boat as a static
- have BCOM Seyda Neen boat as a static showing up from a distance ?
I have tried console and opening TES to find out the name of each boats,
but better I could get is Rp_seydaboat ; which does not really help when looking for nif.
and regarding construction set, I see several boats like ex_longboat, but can't isolate Seyda neen one.
So starting to feel lazy I'm wondering if anyone already did this and can copy past his ovr lines.
Until then, I'll be searching
Thanks :)
The landscape mesh on Gnisis is lowered
This is my load order:
https://filebin.net/ljlb8j08vu8qyj0o
Thankssss
Also love the mod, runs smoothly on my potato laptop.
Happy new year!