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RandomPal and the Morrowind Modding CommunityUploaded by
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LockedStickyImportant
- You should use PLOX to sort your load order.
- 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.
- You should use PLOX to sort your load order.
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LockedStickyI 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:Show
# 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! -
LockedStickyOK.... 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. -
LockedStickyCongratulations to RandomPal and all the others involved, this is truly an incredible mod with a capital v Vision for the game ; it obviously comes from a deep well of love and understanding for what makes Morrowind so special, and it does its wonders with taste and finesse. And it's more than a simple architectural makeover ! there's a plethora of environmental storytelling added to every city that trickles down from a knowledge of the surrounding lore and details that characterize places and people alike. On top of that, it harmonizes Vvardenfell beautifully with Tamriel Rebuilt (especially if you take the time to install the full recommended modlist). And finally its installation, at least with OpenMW, is remarkably easy and trouble free. Simply a must. Godspeed.
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Hello brother, I know there is a Shabby Seyda patch, which changes Arrile's roof but I believe it doesn't affect the town well added by BCOM, etc. Not a big deal, just testing everything. Thank you as always my good friend
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Hello, I am having a bit of an issue it seems with Caius' Rooftop Renovation as you can see in the link below.
https://imgur.com/deMJuWM
I am using the provided BCOM patch for it and am using the core waterworks option in addition to the canal clutter and vendors options. I am using PLOX and everything seems to be in proper order. I've also experimented with custom rules to make sure Caius' Rooftop Renovation loads after BCOM and waterways (and the default letting it load first) and that has not solved the problem.
By the way, thank for the waterworks YAGD patch, that worked wonderfully.
Also, I was wondering when is it appropriate to use the provided pathgrid reset .esp? I've never known. -
Hey, for the Thieves Guild quest "Free New Shoes Bragor" you need to steal a dwemer artifact from Mebestian Ence's shop in Pelagiad. In vanilla he has a locked chest upstairs but it's nowhere to be found now as his shop interior is completely reworked. Apologies if this has been covered but comment search is disabled so I can't seem to find anything about it.
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FWIW, I just ran into this. It happens to be behind the wall behind the painting in Ence's private room. Inaccessible without tcl, however.
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replying to come back to this
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Confirming that RandomPal is actually correct in my case on a new save. Just checked. It's a load order conflict with The Cutting Room Floor (unsure which module), I believe. I had previously ordered TCRF after BCOM but no longer do. I was going to mention this elsewhere, but BCOM needs to be loaded after TCRF - Inns to avoid a misplaced door in Gnisis, also.
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Generally beautiful. Thank you for the work.
I would like to suggest that Tsiya's door in Balmora be unowned. In Vanilla, she has two doors and neither one will incur a bounty but in BCOM she only has one and it incurs a bounty and this somehow immediately reported even if successfully "sneaking" when opening. This makes accessing her for quests irritating.-
I agree that it's logical for it to be locked, but it is one of several places in vanilla MW that you're expected to access for non-criminal reasons despite the door being locked (which, I agree, is silly). In this case returning the note to Tsiya or delivering Ra'virr's letter (AFFresh) require you to access it. Admittedly the bounty was just because of my abysmal sneak skill.
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nice mod, a lot of good work put in. just wondering why the fletcher shop in vevec was removed or maybe its somehow replaced but i dont know where or with what. can use the command coc "Vivec, Aradraen: Fletcher" and walk out the door if youre wondering what im talking about.
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Could we possibly get a patch for Vivec - City of Swords? :)
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i cant seem to find the dark elf women at the vivec "sea" bridge that takes you to Old Ebonheart and i cant find her now, got the TR patch, where is that travel now ? edit: nvm found it, IGNORE ALL OF ABOVE
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Editing this post and leaving a suggestion for anyone using OpenMW who might've had missing/clipping textures and/or missing TR NPCs for travel to mainland:
I've initially installed everything by TR team and OOAB. After installing BCOM and its patches on top of that I had some graphical/NPC issues. Manually moving/reinstalling the mods via MO2 did nothing so I used plox.gui to sort out the order of various plugins. Been playing for 80+ hours since then, I haven't seen a single missing texture/NPC. Everything's perfect. -
I'm brand new to modding this game and I don't understand how the installation works or what a fomod installer is, am I just supposed to drop everything into Data Files folder like most other mods?
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Seems an extra imp_wall_arch_01 was left behind when using the animated pelagiad gatehouse option
Also, noticed that in both BCOM and your stand alone Seyda Neen mods you remove the lantern under the sign for Arille's Tradehouse leaving the town's "main square" completely unlit except for the guards' torches, is there a technical reason for that?