Hi there. They’re marvelous, in-game they render sublimely ! It’s just too bad that it is incorporated in a way that makes it incompatible with all the mods that change environments. Would it be possible to use the mod as a simple texture replacer, even if it means losing part of its features ?
Not really, because there is no difference between the logs in fires and logs not in fires. Making it a texture replacer will make all of the logs burn, even if they are just stacked in an interior.
Ah yes I see ! Yes, it makes more sens than what I assumed, indeed ^^ Well, I don’t think I have conflicting mods anyway, haven't seen any so far at least. For all the better ! Thanks for your answer, and the mod !
For the campfires with seperate logs it works, but for the meshes in the l folder of this mod it doesn't. Because it overwrites apel's meshes and those have wood and fire combined.
Maybe I'll go back in and make a seperate wood model and place a seperate fire in the .esp. I think that would make it compatible.
I just added a patch. The permission to alter Apel's Fire Retextures files are closed off, so I had to do a work around. Changed the pitfire and logpile meshes to wood only and manually place a new fire mesh in the scene. Those can use the retextures variants from Apel.
This does edit a lot more cells, a full list is in the readme.
Thank you for the updated version! Had an issue though of logs floating in the air in certain places. Happens with the updated version. I do have some mods that alter locations like "Gate Way to Seyda Neen" "RR Ghost Gate fortress" etc. so maybe a conflict/screw up on my end. Reverted back to 1st version and I dont have the issue + somehow in most places it seems I still get these amazing logs as well as apels fire. Regardless. Id still consider this a must have
I like the mod, but it doesn't really play nice if one has a bunch overhaul mods or mods that add new locations (and fireplaces).
Is there some way that this could be made to work in a more dynamic fashion? - I'm guessing that the game doesn't have a concept of burning logs or of logs being located in a fire place, making it so that there is no simple way to just replace the "burning logs".
For Barabus fireplaces (source of most of the new fireplaces across various mods), you could set the custom logs added by the mod to an invisible marker and place your logs.
I don't have any idea for other mods, but imo it's not a huge deal, some fireplaces just look like some fresh logs have been pushed into the fire :P
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They’re marvelous, in-game they render sublimely !
It’s just too bad that it is incorporated in a way that makes it incompatible with all the mods that change environments.
Would it be possible to use the mod as a simple texture replacer, even if it means losing part of its features ?
Well, I don’t think I have conflicting mods anyway, haven't seen any so far at least. For all the better !
Thanks for your answer, and the mod !
https://www.nexusmods.com/morrowind/mods/52105
Maybe I'll go back in and make a seperate wood model and place a seperate fire in the .esp. I think that would make it compatible.
This does edit a lot more cells, a full list is in the readme.
Is there some way that this could be made to work in a more dynamic fashion? - I'm guessing that the game doesn't have a concept of burning logs or of logs being located in a fire place, making it so that there is no simple way to just replace the "burning logs".
Maybe something with lua can be done, but that doesn't help openmw users. Still thinking about how I could improve the compatibility.
I don't have any idea for other mods, but imo it's not a huge deal, some fireplaces just look like some fresh logs have been pushed into the fire :P