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Redisgned Vivec, CoM and MCA patches

PostPosted: Mon May 10, 2010 7:22 pm
by Jac
Title: Redisgned Vivec, CoM and MCA patches

Version: 1.0
Author: Jac


Image- COM patch
Image- MCA patch
Image- COM & MCA patch

Readme:
*********************************
                 The Elder Scrolls III
                       MORROWIND: Redesigned Vivec/Morrowind Comes Alive & Children of Morrowind Patches

*********************************

Index:
1. Summary
2. Features
3. Requirements
4. Installation
5. Using the mod
6. Known Issues
7. Use in other mods
8. Unistallation
9. Credits
10. Contact info
11. Version history

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1. SUMMARY
=======================================
These mods move the NPCs added by Morrowind Comes Alive (MCA) and Children of Morrowind (CoM when using PirateLord's (PL) Redesigned Vivec (RV) mod.

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2. FEATURES
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Some of the NPCs added by MCA and CoM fall into water when using PL's RV; these mods moves them to the new walkways.

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3. REQUIREMENTS
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Tribunal, Bloodmoon, and either CoM 2.0 or  MCA version 5.1 (5.2 is supported) or both depending upon the patch used.

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4. INSTALLATION
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Extract the esp file downloaded into your data files folder and select via the launcher.

You can read more information on how to install mods here: http://www.elderscrolls.com/forums/inde ... &p=1772866

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5. Using the mod
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Just play as normal. Whenever you visit Vivec, the MCA & CoM NPCs should be walking on the new walkways.

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6. KNOWN ISSUES
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Do use this mod with PL's original RV mod or any of the other two RV patches; you will have doubling. This mod was cleaned with TESAME and should require no further cleaning.

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7. USE IN OTHER MODS
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These particular mods are free to use in any other mod, all I ask for is credit. Refer to RV and MCA for credit and usage instructions.

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8. UNINSTALLATION
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Uncheck the mod and use either the Morrowind Code Patch's save game cleaner or Wrye Mash's cleaner.

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9. CREDITS & THANKS
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Bethesda for making the game.
PL for RV.
Neo and company for MCA.
Emma and company for CoM.
Refer to the respective readmes for full credits.

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10. CONTACT
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You may contact me either via email at gulfwulf@gmail.com or via GHF or the official forums under the username "Jac". If you email me, please put "Redesigned Vivec" somewhere in the message title or I may delete it as spam.

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11. VERSION HISTORY
=======================================
1.0
Initial release.

Re: Redisgned Vivec, CoM and MCA patches

PostPosted: Mon May 10, 2010 10:12 pm
by Fliggerty
Very nice.  :twothumbs:  I may actually use Redesigned Vivec now.  :sheo:

Re: Redisgned Vivec, CoM and MCA patches

PostPosted: Tue May 11, 2010 5:50 am
by Jac
Remember that if you're using MGE's distant land, you'll need to include these patches when you create it, otherwise Vivec will look like it normally does until you get close.

Re: Redisgned Vivec, CoM and MCA patches

PostPosted: Sat Jun 05, 2010 11:23 am
by No One
I just went into redesigned Vivec :o , it's time to get lost all over again! And yes, I have Jac's MCA and COM fix as well, everything looks so good!

Re: Redisgned Vivec, CoM and MCA patches

PostPosted: Mon Jun 07, 2010 9:16 pm
by latendresse76
well i love it though NOM puts the water fountains in really odd places!

Re: Redisgned Vivec, CoM and MCA patches

PostPosted: Wed Jan 12, 2011 10:15 pm
by bryman1970
I'm not sure if anyone will see this message, but is there anyway someone (or even myself) can somehow update the patch to cover both CoM 2.0 AND MCA 6.1? That would be great, as i'd love to continue using the Redesigned Vivec mod.

Edit: For those concerned, I found a post mentioning something about how MGE tries using the original MW meshes for the cantons when it creates distant lands. The RV cantons apparently are different meshes, and not recognized by MGE. This seems to make more sense, as the patches for MCA and CoM are just designed to move NPCs around, and don't seem to have anything to do with the cantons themselves. I'm looking into this issue, as i'd love to keep using RV. On the other hand, there's no way i'd sacrifice using MGE for it. I'll be back when I find out a solution.

Re: Redisgned Vivec, CoM and MCA patches

PostPosted: Thu Jan 13, 2011 9:39 am
by Jac
The patches just move the NPCs & spawn points around, it doesn't touch the cantons or anything else on them. As for updating, be my guest. Please credit the authors of the patched mods though; I don't need credit.

Re: Redisgned Vivec, CoM and MCA patches

PostPosted: Sun Jan 23, 2011 9:24 am
by bryman1970
I've been thinking about how to update these patches, and I suppose I could simply go in to the CS with Redesigned Vivec and MCA 6.1 loaded and just move the NPC's if necessary. If the NPC's locations haven't changed from version 5.1 (or 5.2), couldn't the patch just be adjusted in the MEE to be supported by MCA 6.1 instead?

On a different note: For some reason, I thought this post had something to do with MGE having problems creating distant land for RV. I must have misread, or maybe it was due to lack of sleep, or even both.

Re: Redisgned Vivec, CoM and MCA patches

PostPosted: Sun Jan 23, 2011 10:32 am
by Jac
From what I've heard, MGE can't render the changes RV made for some reason. I don't remember the exact details, but I made these patches because NPCs were either in inaccessible places or were falling into the water. If the NPCs weren't moved, then using Wrye Mash to update the MCA master file should be enough to make it work.

Re: Redisgned Vivec, CoM and MCA patches

PostPosted: Tue Dec 25, 2012 12:59 pm
by seden
Any plan to update it as to MCA 7.0 ?

Re: Redisgned Vivec, CoM and MCA patches

PostPosted: Tue Dec 25, 2012 1:34 pm
by Jac
No, because I thought somebody else did it. I wouldn't mind, but it would help to know what changes to the NPC placement were made; things like if NPCs were swimming or on top of walls, etc.

Re: Redisgned Vivec, CoM and MCA patches

PostPosted: Thu Dec 27, 2012 9:55 am
by seden
Hm, did not have any return (tried over different keyword, both MMH / Google / PES / Beth mod forum) = nothing as to MCA 7.

There as been quite a lot of mods made for the previous version (mainly 5.2) so I guess a topic dedicated to track the mods made for the 7.0 version would be a good idea ?

Re: Redisgned Vivec, CoM and MCA patches

PostPosted: Thu Dec 27, 2012 1:44 pm
by Jac
That it would. Start it in the Morrowind modding section please. Thanks. Also, I don't mind updating the mod if there's a reason to, like floating/swimming NPCs, but you can use Wrye Mash to update the mod's headers to match the later versions of MCA provided there aren't any issues with the new NPCs.