I had fun with this! Very short and sweet, but the effects and rewards are very impressive. The oasis was absolutely stunning, and I wandered around taking pictures not sure if I would see it again. Everything worked perfectly well for me as well, no issues completing any of the objectives or finding my way around.
Upon waking up in the cell at the start, I can’t move anywhere. When I try, I get a popup saying, “A container is inside another container! Remove it to continue.”
Great mod, after seeing it in the Morrowind Mod Showcase I had to try it out!
One question, for the Shaders, whenever I load the 4 ggw_ shaders, no matter where I put it in the Shader load order, the screen becomes blank white (at least when testing on a new game with Jiub). Is there a recommended load order, or is there potentially a conflicting .fx?
I've tried putting ggw_ .fx at the top, bottom, middle, etc. but it always goes back to a white screen. Reinstalled it as well and made sure to get the latest version.
Edit: Updated screenshot
Edit: Looks like it's the "Flash" (ggw_flash) FX causing the white screen. Although, it appears that all 4 ggw_ .fx are toggled on, so if I disable "Flash" then it has the "Swirl" effect on, etc. (I imagine each .fx is called with a script, like motion blur during chrono magic) If I disable all of them except the 4 ggw_ .fx, it still happens.
Ya, I have the same problem, shaders are enabled by default. It says on the front mod page here to enable the shaders, but I guess that's incorrect, or maybe the author forgot to toggle them off on load, IDK. For now, I've toggled them off and hopefully, the mod will activate them when it wants to use them.
assume the instructions on the mod page are telling you to enable them in MGE unless I am just reading it wrong, it's the 4th step of the install instructions:
Enable the shaders in MGE XE (MGEXEgui.exe > Graphics > enable shaders)
I'm used to enabling various shaders (to the list). Thank you for clarifying! I'm still kinda just bumbling around Vvardenfell, so I haven't gotten to the Halls yet, looking forward to trying it out! Very unique mod based on the showcase video! Great job to all of you guys.
Hey, I'm finding some error messages when trying to get into Adasamsibi:
I'm using Mod Organizer 2 with a (large) number of other mods with almost no issue. When entering into the aforementioned cave, I get following errors (With the "Continue running the executable?":
Model "Meses\ggw\r\ghost_smuggler_02.nif" tex not found "re901-R2a.dds"! Model "Meses\ggw\r\ghost_smuggler_02.nif" tex not found "_ref_76d2.dds"! Texture Load Error!: re901-R2a.dds Texture Load Error!: _ref_76d2.dds
Inside the cave, there's what seems to be a ghost, probably from a deceased smuggler, with a plain white texture.
Searching for what I assume its two missing textures has returned no results, and looking for these two files in my mod folder has also returned nothing. I have updated versions of both OAAB_Data and Tamriel Data (And I've also searched in the TR deprecated archive and its not there), and just in case I redownloaded and reinstalled them, but nothing.
As I guess a bug so obvious so close to the start of the quest and not solved must be an error on my side.. does anyone knows what am I missing here?
I'm stuck! I got to the part where you click the sand and a scarab pops out, and then the portal takes you to a hall with a door i cant open. what am i missing?
If you look around the cell (at about eye level), you'll see a gap in the wall with a paper scroll. Take the paper scroll, and the cell door can be unlocked after that.
This looks so great, and I really want to play it in my current playthrough. However, when I go to the Oasis, most of the creatures and also the Blades are missing textures. They're all white! I have OAAB_Data so I don't know why they'd be displaying incorrectly
I installed it manually like you normally would, overriding when prompted in moving everything to data files. Oddly when I reinstalled the mod that way a couple times it didn't help. I can't provide the mod list as I essentially broke that installation and started all over, ha ha! Thanks for the reply in any case, and your work in the modding scene in general :)
This mod looks amazing. Endorsing. - Also, is this compatible with Tamriel_Data version 8.0? I was wondering because the description does not specify the version of Tamriel_Data required. As of typing this, the newest version or TR_Data is 10.1. It would help to know whether we require the latest version, or if older versions will work too.
Edited February 4th, 2024 After testing, I am going to go ahead and answer my own question. You require the latest versions of both OAAB_Data and Tamriel_Data. Many models are missing without them. Older versions won't suffice. I suppose I will wait until my next save to play this wonderful mod. It will be well worth the wait too. Thanks for making it.
28 comments
Update: I managed to run past anyway, but I had to toggle collision the door into the Dwemer workshop tower. Good luck everybody else!
Upon waking up in the cell at the start, I can’t move anywhere. When I try, I get a popup saying, “A container is inside another container! Remove it to continue.”
I’m not sure what this means exactly?
One question, for the Shaders, whenever I load the 4 ggw_ shaders, no matter where I put it in the Shader load order, the screen becomes blank white (at least when testing on a new game with Jiub). Is there a recommended load order, or is there potentially a conflicting .fx?
I've tried putting ggw_ .fx at the top, bottom, middle, etc. but it always goes back to a white screen. Reinstalled it as well and made sure to get the latest version.
Edit: Updated screenshot
Edit: Looks like it's the "Flash" (ggw_flash) FX causing the white screen. Although, it appears that all 4 ggw_ .fx are toggled on, so if I disable "Flash" then it has the "Swirl" effect on, etc. (I imagine each .fx is called with a script, like motion blur during chrono magic) If I disable all of them except the 4 ggw_ .fx, it still happens.
MGE XE v0.17.0, tried 16.3 and 15.3 as well.
assume the instructions on the mod page are telling you to enable them in MGE unless I am just reading it wrong, it's the 4th step of the install instructions:
I'm used to enabling various shaders (to the list). Thank you for clarifying! I'm still kinda just bumbling around Vvardenfell, so I haven't gotten to the Halls yet, looking forward to trying it out! Very unique mod based on the showcase video! Great job to all of you guys.
I'm using Mod Organizer 2 with a (large) number of other mods with almost no issue. When entering into the aforementioned cave, I get following errors (With the "Continue running the executable?":
Model "Meses\ggw\r\ghost_smuggler_02.nif" tex not found "re901-R2a.dds"!
Model "Meses\ggw\r\ghost_smuggler_02.nif" tex not found "_ref_76d2.dds"!
Texture Load Error!: re901-R2a.dds
Texture Load Error!: _ref_76d2.dds
Inside the cave, there's what seems to be a ghost, probably from a deceased smuggler, with a plain white texture.
Searching for what I assume its two missing textures has returned no results, and looking for these two files in my mod folder has also returned nothing. I have updated versions of both OAAB_Data and Tamriel Data (And I've also searched in the TR deprecated archive and its not there), and just in case I redownloaded and reinstalled them, but nothing.
As I guess a bug so obvious so close to the start of the quest and not solved must be an error on my side.. does anyone knows what am I missing here?
From what you're saying, it looks like you are missing textures from the mod, how did you install it?
-
Also, is this compatible with Tamriel_Data version 8.0? I was wondering because the description does not specify the version of Tamriel_Data required. As of typing this, the newest version or TR_Data is 10.1.
It would help to know whether we require the latest version, or if older versions will work too.
Edited February 4th, 2024
After testing, I am going to go ahead and answer my own question. You require the latest versions of both OAAB_Data and Tamriel_Data.
Many models are missing without them. Older versions won't suffice.
I suppose I will wait until my next save to play this wonderful mod. It will be well worth the wait too.
Thanks for making it.