'Greater Solstheim', based on Ald- Vendras with everything added that can be made to fit without recourse to the CS or TESFaith, a list.
I already have my preferred Creature and NPC additions and Companions but have listed some others that are particularly suited to Solstheim.
{Not listed here are - Nord head packs, most of the Bloodmoon wildlife mods, Solstheim texture packs nor mods changing dialogue or lore, or any simple Bloodmoon compatibility upgrades to other mods.}

I would be grateful for any suggestions, comments or information on fits, fixes, patches and conflicts from anyone who has experience of using these mods.
And ones I missed?
Details about version number or load order that someone could miss? I have been looking at some readmes but I doubt very much that I have it all figured out quite yet.



Greater Solstheim Mods [Updating list based on responses.]

Link to Cryonaut's Map of Landmass Conflicts

Ald-Vendras by Centurion, which now includes:
Centurion's Castle Kanthrock V4-AV and Lucan's Vogar [The Nordic Town of Vogar]
Load AV3.0 files and AV3.1 .esp, in this case Ald Vendras_V31LokkenSC.esp.

Compatible with:
The White Wolf of Lokken 2.0 by Emma, and Solstheim Castle 1.1 by Korana.
See Centurion's remarks from Post# 60 in this thread, summarized below, and also further detail in the thread Ald-Vendras Conflicts Questions.

Weapon Rotate, Tribunal, and Bloodmoon are required.
QUOTE(Centurion @ Sep 30 2006, 09:05 AM) *
.... [if] you are using Ald-Vendras in common with a compatibility patch for LoKKen and Solstheim ... you may not ... [be using] the latest available version of Ald-Vendras (no more patches needed with V3 of Ald-Vendras due the offered alternative esp-files).
You should consider downloading Ald-Vendras V3 and also the available updated esp-files (Ald-Vendras V 3.1).
And then use only one of the alternative esp-files ("Ald-Vendras_V31-LoKKen-SC.esp" if you wish to use Ald-Vendras in common with LoKKen and Solstheim Castle).
And if you wish, you can also download Castle Dragonfall and use it in common with any version of Ald-Vendras V3.
... using V3 of Ald-Vendras .... choose only one of the offered esp-files (never activate 2 or more)!
Castle Dragonfall also by Centurion, loaded after Ald-Vendras

Mods that are specifically stated to be compatible in Centurion's readme:
Illuminated Order and
Korobal Island

Blockhead's mods:
Bloodmoon Dwemer Additions
Xindaz Veft 05

Good mods for Solstheim, THE_TRUE_KHAN's quite excellent thread, provided many of these mods,
almost all of which are available at Planet Elder Scrolls:
Abandoned Well at Dagon Fel by jman0war
Alir by Jim
Anpu 1 by morsepone7
Bear Companion 1.1 by Baratheon79
Bloodmoon Dwemer Ruin 1.0 Executor Zurg
Bloodmoon House by Lenne {PES}
Bloodmoon's Ice and Nordic Mail Female Cuirass Replacer by CanadianIce
Bloodmoon Traders by Davidevil
Bloodmoon Werewolf Realism 1.7 by Sabregirl
Cait's Moose on Solstheim by Pseron Wyrd
Castle Feur by R_a_p_t_o_r
Clear Ice Equipment 1.1 by millinghordesman
Coldonus by Marko
Christmas Manor by xeth-ban
Dagon Fel Windmill House 1.0 by Pseron Wyrd
Djupsgaard - Hidden Halls 1.1 by Polycrates
Dweller On The Watch by lochnarus
Ecology of Morrowind by Sabregirl
Elderwood by Zege
Female Wolf & Snow Wolf Cuirass Replacer by Canadian Ice
Forever (NWN inspired bow) by Lego
Fort Frostmoth Restoration by Case OR Frostmoth Repaired by Talthybius
Fortified Thirsk by lochnarus. Standalone in Felsaad Revamped download
Frozen Blood Armor 1.0 by Christian Ehn
Gard Castle 1.0 by Shezrie
Gogetto's Stalhrim Weapons by JCSpencer
Great Nords Only by Darkcraft. New landmass at Solstheim Felsaad Coast Region -17,23. Conflicts?
Green Stalhrim 1.1 by DasHogg
Guard Expander - Bloodmoon Addon by Caine
Hirstaang Manor 1.0 by Splat
Holgarr Village by Okida
Holy Sky Armor by Aragorn24
Homely Solstheim Part One - Starveil Village 1.0 by Elten
Horker Island by Moosehead
Horker Lodge by wesaynothin
Hunter's Hall by Joe
Hunter's Island by Jeffrey Brown. Near Fort Frostmoth.
Iceden by Clone.
Isle of Thumzand: Nerevarine's Castle 0.9 [North of Dagon Fel] by Zappara
or Bloody Oath by Aquan
or Island of Tusar by Vanhikes
Lost Cabin by Kaira Midnight
Lost Sword of Altea by The_inwah and VagabondAngel
Mercenary Pack - Add-On 1 (Bloodmoon) by Baratheon79
Monsterous Variants by Teh Lurv
Nordic Keep 1.2 by Elder Avatar
Norse Lodge 1.0 by Stormwyynd
Northern Winds 1.1 by HonorableKoala. Island West of Mortrag Glacier.
Pocket Pals - Bloodmoon Knights by andoreth
Polar Bear Lodge by Craigor
Princess Factor Estate by princess_stomper
Raven Rock Bar Suite by Lenne {Lenne's site; link at PES}
Rubix Temple 3.2 by NukeouT
Ruins of Serpenthold 1.0 by C. A. Casto. Landmass conflict?
Skaal Bigger 1.1 by Bose katze
Skaal Companion - Corana by Baratheon79
Skaal Companion - Ulfgaar by Baratheon79
Skaal Home 2.0 by princess_stomper
Sea of Solstheim by detritus2004
Snow Wolf Skirt by Lenne
Solstheim Mage Tower 3.0 by Dr. No
Solstheim Seaside Cabin by Baratheon79
Solstheim Smith by The Skinky Sharpshooter
Spencer Homes by JCSpencer. (Two houses.)
Spriggan's Tear 1.0 by MarblePoint
Stahlrim Spear by blockhead
Steinthor Hall 1.0 by Korana
Snow Wolf Trading Post by Clone.
Telos Rin Graveyard 1.0 by dalin
Temperature Mod 1.13 by Zappara and Lokken Add-On
Thirsk and Raven Rock Alterations by Sepis. Thirsk mods may conflict, untested
Thirsk Expanded by princess_stomper. As above
Thirsk Hot Spring by Craigor
Thirsk Retreat by Spirited Treasure and Shasta Thorne
Thirsk Summer Cabin by Zappara [includes Thirsk Sauna]. As above
Tos Caverns by dalin
The Haunted Bridge by DarkDragon. Possible conflicts with AV?
Themed Homes: Hunting Lodge by Tenner
The Moldy Horker by Grumpy
The Wereking by Christian Ehn
Treasure Hunt by Dracling
Unboarable Reiklings by Neoptolemus
Wanderers of Solstheim by ManaUser
Way of the Hunter beta by Amazing_Amoeba
Werehunter Armor + Axe Christian Ehn
Wooden Fort Raven Rock by Demosthenes
Woodland House by Shezrie
Wolf Companion by Grumpy and Emma
xZen's Telvanni Tower 1a by xZen


Conflicts. Alternative 'Solstheim mods' not included:
Better Factors Estate by Bulldog51488. Conflict with Princess Factor Estate.
Better Raven Rock by Bulldog51488. Conflicts with Thirsk and Raven Rock Alterations?
Castle Veldoril 1.3 by Geonox. Major landmass conflict unless patched.
Dungeon Island by Blockhead. Conflicts with AV.
Dungeon Island To Vogar Bridge by Blockhead. Conflicts with AV.
Felsaad Revamped by lochnarus conflicts with Oluhan and Way of the Talon.
Frontier Trading Post by Greever. Conflicts with Wooden Fort Raven Rock.
Horror Mod . Conflicts with AV; game crashes.
Inn of the Whispering Wood 1.4 by Granarinth, Endhome staff. Conflicts with AV and Lokken.
Knights of Darkness by Davidevil. Conflicts with AV.
Lenne's Real Estate by Lenne at PES contains no Solstheim house mods.


And here is an extract from a June 2005 list at xbox-scene by grifter66 that I also found useful:
http://forums.xbox-scene.com/index.php?showtopic=410369
There are a few that I think I will pass on, like Mystic Gates, yet another transporter.
CODE
Solsthiem (32 Mods That Work)
---------
Be A Beast
Bear Companion
Better Factors Estate
Better Raven Rock
Better Thirsk
Bloodmoon Traders
Castle Feur
Chieftains Balcony
Coldonus
Djupsgaard
Frozen Blood
Gogettos Weapons
Green Stalhrim
Hirstaang Manor
Horker Island
Horker Lodge
Hunting Lodge
Ice Weapons And Armor
Knights of Darkness
Lennes Real Estate
Mystic Gates
Norse Lodge
Northern Winds
Skaal Home
Starveil Village
Teleport Skull
Thirsk Raven Rock Alterations
Treasure Hunt
Wereking
Whispering Inn
Wolf Pets
xZen Tower


Any pointers would be much appreciated . . .smile.gif

. . . . . . . . . .

Edit: And many thanks to those who have replied with refinements or mods. thumbsup.gif
Might as well leave Inn of the Whispering Wood out if you're planning on using Lokken. Major incompatibility. I'm pretty sure Kanthrock is included in AV.
Thanks, Eidolon; amended accordingly. I will do Inn of the Whispering Wood another time.
I think you should be okay with Sea of Solstheim, actually. It modifies the ares to the south and west of Solstheim. It does have a slight conflict with NoM (Fort Frostmoth. I actually had a custom version removing the Inn of the Moldy Horker, which made the beginning of the BM main quest rather ridiculous, really).
nm
QUOTE(-Eidolon- @ Jan 15 2006, 01:04 AM)
I think you should be okay with Sea of Solstheim, actually. It modifies the ares to the south and west of Solstheim.
I will give it a try, thanks Eidolon. I don't use NoM anyway.
No doubt, much as I try to avoid it, a number of those mods will need to be tested against each other to be reasonably sure.
QUOTE
Dungeon Island To Vogar Bridge
Dungeon Island

Blockheadīs "Dungeon Island" isnīt compatible with V3 of Ald-Vendras (Blockhead didnīt wish to see further changes to his plugins caused by Ald-Vendras V3).

QUOTE
It seems I need to load AV3.0 and then replace the .esp with the one in AV3.1,...

Not at all, you just need all meshes, textures, icons etc. out of Ald-Vendras V3 and one ("Ald Vendras_V31-Lokken-SC.esp" in your case) of the updated esp-files of V3.1.

Good luck with your project!
Thanks, Centurion. I was hoping you would drop in and set me straight on this. smile.gif
I have been wanting to install Ald-Vendras for a long time.


QUOTE(Centurion @ Jan 15 2006, 06:46 AM)
Blockheadīs "Dungeon Island" isnīt compatible with V3 of Ald-Vendras (Blockhead didnīt wish to see further changes to his plugins caused by Ald-Vendras V3)....
Amended accordingly.
Wow, thank you very much for posting all this infdormation. It's well timed for me, as I'm *finally* on the verge of starting a new game.

You're specifically/only looking at mods here that add places or modify places in the Solstheim region, correct? Not other kinds of additions? (I just always use the snowballs mod, even when I don't know if I'm going to make it to Solstheim. I like flying around and pelting naked Nords with 'em.)

I'm sorry I don't have anything additional to add, Ronin. Looks like you already have quite a chunk of mods lined up!
QUOTE(Ronin49 @ Jan 14 2006, 09:43 PM)

Steinthor Hall maybe, by Korana? Currently WIP.
*


This has actually been released - here is the release thread.
Thanks, Gren. I'll look at other landmass additions later, probably sequentially; got some size issues.wink.gif And I think I already have it pretty maxed out with MWA, MCA and various creature and NPC additions. [I try to leave the Nords alone: they just go berserk if you trouble them.smile.gif]


QUOTE(Palinurus @ Jan 16 2006, 06:49 AM)
This [Steinthor Hall 1.0] has actually been released - here is the release thread.
Thank you, Palinurus. thumbsup.gif I had utterly missed that; looks good.


Does anyone have experience of conflicts between these mods, excepting those which now have compatibility patches of course?
*cough*

Updated the list a bit to include other Solstheim related mods and Baratheon79's various Bloodmoon companions.thumbsup.gif

And I would be grateful for a link to Unboarable Reiklings which I seem to have misplaced . . .

QUOTE(Ronin49 @ Jan 17 2006, 08:47 AM)
*cough*

Updated the list a bit to include other Solstheim related mods and Baratheon79's various Bloodmoon companions.thumbsup.gif

And I would be grateful for a link to Unboarable Reiklings which I seem to have misplaced . . .
*


I don't recall where I got it, but I could send it to you if you want.
Ronin, I may have missed it, but I do not remember seeing Princess Factor Estate.

sieboldii
QUOTE(Ronin49 @ Jan 17 2006, 11:47 AM)
And I would be grateful for a link to Unboarable Reiklings which I seem to have misplaced . . .
*


It's here.
Oops! Palinarus beat me to it. huh.gif
QUOTE(sieboldii @ Jan 17 2006, 12:54 PM)
Ronin, I may have missed it, but I do not remember seeing Princess Factor Estate....
Nope, I missed it entirely. Thanks, sieboldii. I have downloaded it and amended accordingly.

-Eidolon-, Palinurus, Dimitri Mazieres ----> Thanks, I have the Unboarable Reiklings now. wink.gif



Please post if you have experienced conflicts between mods on that list
or if there are particular pairs of mods that you think might need to be checked . . . ?
QUOTE(Ronin49 @ Jan 17 2006, 06:40 PM)
Nope, I missed it entirely. Thanks, sieboldii. I have downloaded it and amended accordingly.

-Eidolon-, Palinurus, Dimitri Mazieres ----> Thanks, I have the Unboarable Reiklings now. wink.gif
Please post if you have experienced conflicts between mods on that list
or if there are particular pairs of mods that you think might need to be checked . . . ?
*


Hell, and I already sent it to you. Guess I should read the relevant thread before next time. banghead.gif blush.gif
Would Bloody Oath possibly be compatible with Ald-Vendras?
QUOTE(Dark Warrior @ Jan 18 2006, 12:33 AM)
Would Bloody Oath possibly be compatible with Ald-Vendras?
From Cryonaut's Map of Landmass Conflicts it looks like they would play together alright.
It is not compatible with Island of Tusar however and appears to have landmass conflicts with Zappara's Nerevarine Castle (Island of Thumzbad) that I do want to play with my Greater Solstheim setup.
It's just personal preference - it looks like you could play any one of the three with AV - but only one.
Updated the list in the first post, best guess.

Some of the larger landscape questions are only going to be answered by checking and testing as I set it up.
If anyone has more knowledge of the various Raven Rock, Factor Estate and Skaal Village mods, I would appreciate your comments on the compatibility of what remains on the list.
Updated the list in the first post with the following mods:

Clear Ice Equipment 1.1 by millinghordesman
QUOTE
Ice weapons now contain translucent blades/spikes. The Raw Stalhrim ingredient now also has translucency. Ice shield now added.


Nordic Keep 1.2 by Elder Avatar
QUOTE
This mod adds a medium sized castle that looks defensible and so it is called a Keep.  It is a little more remote than most and the exterior is accessible in the game.  It has an opulent interior with a mixture of several styles found in Morrowind, staff companions and a fairly incomplete library.  It does not contain any weapons or armor but gives the player a realistic place to store and display items found in the game.  It is designed more for the combat oriented player and includes a short quest to obtain the castle. New ... Templar Knights Faction ... Templar Class.
Screenshot - External View at PES
Just looked through your list. One mod which I found conflicting with several others (though not exactly "Solstheim mods") is Lochs Felsaad Revamped. It does a lot of landscape changes, so any mod which adds something to Solstheim will conflict. Oluhan and Way of the Talon for example add some new cave entrances to Solstheim in middle of nowhere, which are not accessible with all those landscape changes from Felsaad Revamped.

However, the download of Felsaad Revamped also includes the standalone Fortified Thirsk esp, which only affects Thirsk but does not change the landscape of half of Solstheim. This one is more or less conflict free (except a very minor conflict with NOM, where half of the NOM food trader building is inside the wall, but that's harmless).
Thanks for that, ps33. I have adjusted the list accordingly - on the basis that one would wish to leave the 'Greater Solstheim' landscape intact after playing through it and go on to play other quests; at least I would.

I reckon deconflicting the various mods based on the Thirsk, Skaal Village and Raven Rock sites is going to be the most troublesome part of this effort. shrug.gif Perhaps someone will come along who wants to make a unifying mod, joining up the best of each and smoothing the edges, as PW did for Seyda Neen etc. biggrin.gif

Added the following:
Hunters Island 1.0 by Jeffrey Brown. See comments.
QUOTE
This mod adds a small island to the Bloodmoon game. It also adds a house.
Woodland House 1.0 by Shezrie at Planet Elder Scrolls
QUOTE
Adds a medium sized house to Solstheim. Follow the shoreline west as you get off the boat....
Ice Den and Snow Wolf Trading Post by clone should soon be available again, at Downloads at ElricM.com.


Thank you, clone! And thanks also to Elric and company. fing34.gif
Just nudging this to see if anyone else had some comment or information that would further enlighten this list . . . . ?
QUOTE(Ronin49 @ Feb 17 2006, 05:54 PM)
Just nudging this to see if anyone else had some comment or information that would further enlighten this list . . . . ?
*


QUOTE
Castle Veldoril 1.3 by Geonox. Landmass conflict?


Castle Veldoril has an huge landscape conflict with Ald-Vendras.
But I still have a relocated version of it in store. If you you would like to have it, just pm me your e-mail addy and Iīll send it.
QUOTE(Centurion @ Feb 17 2006, 04:14 PM)
Castle Veldoril has an huge landscape conflict with Ald-Vendras. . . .
Aagh . . . I was afraid of that; from the description and screenshots it is a very interesting mod and I was hoping it would fit.

Listings amended accordingly and PM sent, thank you, Centurion.
QUOTE(Ronin49 @ Feb 18 2006, 12:48 AM)
Aagh . . . I was afraid of that; from the description and screenshots it is a very interesting mod and I was hoping it would fit.

Listings amended accordingly and PM sent, thank you, Centurion.
*



File is on itīs way!

Edit:
This picture shows the new location of castle Veldoril.
QUOTE(Centurion @ Feb 17 2006, 07:06 PM)
. . .This picture shows the new location of castle Veldoril.
Thank you, Centurion.thumbsup.gif

Added to the list in the opening post: Gard Castle 1.0 by Shezrie at the Planet
QUOTE
Castle in Solstheim that has been converted into an upperclass hotel. There are three rooms to rent and a suite. While there is no quest as such, the castle does have a bit of a history behind it and you can spend some time investigating into what happened to some of the previous residents.

Screenshot, courtesy of the Planet

Release Thread
Hello,

I think it is a very useful topic that musn't disappear...
So here is a little bump for all those that haven't see it yet. smile.gif

Bjam
If I'm going to spend this much time on Solstheim, I'd Better Use My Parka! And you should use yours, if you're venturiing there.

Thanks, Ronin, for this valuable list! thumbsup.gif
Hi

As I said in the other thread, I just thought I ought to mention that someone recently reported a sorting script conflict, which I'll fix pretty soon, in my Princess Factor's Estate mod. I'll let you know as soon as I've updated it.

:edit: OK, here's the update:
http://www.elderscrolls.com/forums/index.p...howtopic=420370

Since we're on the subject of Solstheim mods, I'll take the opportunity to plug my Thirsk Expanded mod (which I didn't see on your list), and it seems to work OK with Felsaad Revamped.
Thank you, bjam and Vorwoda; appreciated.

QUOTE(princess_stomper @ May 4 2006, 02:29 PM) *
....Thirsk Expanded mod (which I didn't see on your list), and it seems to work OK with Felsaad Revamped.
Not sure why it was not there, princess_s. Possibly because of potential conflicts but I have included it now and provided a caveat for all three Thirsk mods. That can always be modified on the basis of better information or if I ever manage to get all those plugins loaded and played. wink_smile.gif
Bloodmoon Dwemer Additions...

...anyone know where I could find this?
QUOTE(mercurybard @ May 7 2006, 09:42 PM) *

Bloodmoon Dwemer Additions...

...anyone know where I could find this?

Try here
Anpu 1 by morsepone7 at TESSource --> http://www.tessource.net/files/download.php?id=2548
QUOTE
A small village in Solstheim, near Himmelhost Barrow.
Miners from Raven Rock later settled here, in Anpu, a miner's village east of Fort Frostmoth. This small hamlet has boat access, several mines of ebony, diamond, and raw glass; some farmland, 3 main buildings, and plenty of security. The main building is a tavern/Inn, with kitchen, walk-in pantry, restroom, mini-Archery range; and guest chambers upstairs. The other buildings consist of a house and a small shrine. Among the populace are farmers, guards, and a smith. Anpu is accessible by boat from Fort Frostmoth.


Brittlewind Fix 1.1 by 64057 is modded Bloodmoon related and may be useful to anyone experiencing this difficulty, whether building Greater Soilstheim or otherwise.
QUOTE
... Requires Tribunal and Bloodmoon .... This is a fix for a problem caused by a mod affecting Bloodmoon (Wakim's Game Improvements I believe). I have since forgotten precisely which mod is the cause of this problem, but if you find that all characters that can cast magic, are casting as many of these powerful ice spells (named Brittlewind) as they can at you, then this will fix it.
What about the Inn of Whispering Wood?
I can see it conflicts with Lokken, but is it compatible with Ald-Vendras 3.0?
QUOTE(Ninnghizhidda @ Jul 4 2006, 10:41 AM) *
What about the Inn of Whispering Wood?
I can see it conflicts with Lokken, but is it compatible with Ald-Vendras 3.0?
Short answer, Ninnghizhidda, is I don't know but I think it may be compatible, just from looking at the conflict maps. Though I vaguely almost-recall something from sometime back that also suggests perhaps not. [Sorry so vague; I elected for Lokken and so excluded the Inn].

First, let's get this back up where some quest mod guru on the North American afternoon shift can provide a less ambiguous answer. Nerra might know or others.

You might also check Faceless_Wanderer's Partial mod conflict listing thread.
Also available in updated form on Galahaut's Wiki; link in my sig.

Failing all that, a PM to Centurion would probably get you an informed answer.
Thank you for the link. For those who are interested too, here's the Answer :

Ald Vendras moved V3.0-3.1-
Combination mod adding landmasses, towns, and quests in the W/NW/N compass quarter off Vvardenfell, also E/SE of Solstheim. 3.0/3,1 incorporates most of the patches to 2.5. Still supports EITHER White Wolf of Lokken Mountain OR Inn of the Whispering Wood, not both.
QUOTE(Ninnghizhidda @ Jul 5 2006, 09:06 AM) *

Thank you for the link. For those who are interested too, here's the Answer :

Ald Vendras moved V3.0-3.1-
Combination mod adding landmasses, towns, and quests in the W/NW/N compass quarter off Vvardenfell, also E/SE of Solstheim. 3.0/3,1 incorporates most of the patches to 2.5. Still supports EITHER White Wolf of Lokken Mountain OR Inn of the Whispering Wood, not both.



Interesting, where did you get this info?
But sorry, the truth is that Ald-Vendras V3 isnīt compatible with Inn of the Whispering Wood (huge landscape-conflicts with the northern parts of Inn of the Whispering Wood).

If you wish to use Ald-Vendras in common with Inn of the Whispering Wood you have to stay back to V2 of Ald-Vendras which is still available at Elricm.com.
From the link in Ronin's last post. It might be that the author didn't look closely at your new version.
I'll check out Lokken, but its sad that the mods aren't compatible. The Inn was my favourite place in Solstheim.
And another grip in the crap....

By the way, there's a problem with a corrupt texture in Ald-Vendras when you use it with Infinite View Distance.
Stonetile7.tga is its name.
QUOTE(Ninnghizhidda @ Jul 5 2006, 06:04 PM) *

From the link in Ronin's last post...

No idea where he got his info, there is also mentioned a V2.5 of Ald-Vendras... but for sure not done by me. confused.gif

QUOTE
By the way, there's a problem with a corrupt texture in Ald-Vendras when you use it with Infinite View Distance.
Stonetile7.tga is its name.


In deed, Stonetile7.tga comes with Ald-Vendras V3. But no meshes or textures that come with Ald-Vendras were done by me and frankly, currently I donīt know which mesh uses this texture.
But anyway, that shouldnīt be a huge problem and most likely it could be changed with a similar one.
The problem is sorted out. No more giant landbridges between Solstheim and Ald-Vendras...
And Lokken looks quite nice too.
So Lokken and Ald-Vendras 3.1 are compatible? Or is this compatibility going to appear in a different 3.x patch of Ald-Vendras?
Yes, they seem to be compatible and Lokken is stated as supported.
The package of Ald-Vendras V3 that I have, bears a compatiblity .esp for Lokken.
I have no problems at this moment...

Thanks for clearing that up. smile.gif
QUOTE(fable2 @ Jul 5 2006, 02:29 PM) *
So Lokken and Ald-Vendras 3.1 are compatible? ...
Yes, compatible. Please see the first post.
QUOTE(fable2 @ Jul 5 2006, 08:29 PM) *

So Lokken and Ald-Vendras 3.1 are compatible? Or is this compatibility going to appear in a different 3.x patch of Ald-Vendras?


Correct!
Ald-Vendras V3 and V3.1 are compatible with LoKKen and Solstheim Castle by using alternative files which are already included in the download.
Just choose the version which suits to your mod selection and you are fine.

Part out of the readme of Ald-Vendras V3.1 for more information:
QUOTE
Installation:
*************
Copy the files into your Morrowind\Data Files\ directory.

Ald Vendras v3.0 comes with 3 .esp files:

Ald Vendras_V3.esp (this is the base .esp for Ald Vendras v3.0).

Ald Vendras_V3Lokken.esp (ONLY for users who want to run Ald Vendras AND The White Wolf of Lokken mod (B_Whitewolf_1_0.esp is required)).

Ald Vendras_V3LokkenSC.esp (only for users who wish to run Ald Vendras AND The white wolf of Lokken AND Solstheim Castle plug-in (for this .esp file,
BOTH the B_Whitewolf_1_0.esp AND the Clean Solstheim_Castle_v1.1.esp are required)).

When you run Morrowind, click on Data Files, then check off your chosen Ald Vendras_V3.esp file and run the game (use only ONE .esp file, never use 2 or all 3).

The Tribunal and Bloodmoon expansion packs are REQUIRED for this mod!

The plug-in files for Weapon Rotate must also be selected (at the very least Weapon Rotate.esm), please have a look at the included “Read Me” files
(WeaponRotate1.0.txt) to understand how the racks for that mod are to be handled (these racks are used in Castle Avalon, Castle Kanthrock and Builder’s Estate).

All 3 .esp files for Ald Vendras v3.0 are compatible with Illuminated Order and Korobal Island; as long as you keep Ald Vendras v3.0 loaded last.
Ald Vendras v3.0 is already compatible with Balmora Expanded (no patches needed). If you are running The white wolf of Lokken and Solstheim Castle plug-ins,
Ald Vendras v3.0 must also be loaded after them to avoid heavy landscape conflicts.

And yes, the needed version of Weapon Rotate is also included in the download of Ald-Vendras V3.
There is one other mod Ald Vendras is incompatible with...the Horror mod. I have tried running both mods, and it crashes Morrowind. Remove one, or the other, and it runs normally.
Centurion - Thanks for confirming that. I should have remembered that -Eidolon- had already covered that clearly in Post #2.

Thanks, Thorbin, for that information. I wonder why that happened?
Centurion, if you've followed the Infinite View Distance thread, you'll have seen that the problem with stonetile7.tga is easy to fix. Some image softwares, such as IrfanView, manage to open it successfully. Then it's just a question of saving again.
Added Wanderers of Solstheim 1.0 by ManaUser, available from his site.
QUOTE
... add[s] random peaceful people to the wilderness of Solstheim, kind of Like Morrowind Comes Alive. All the NPCs are generic, meaning they have descriptive names instead of real ones and aren't unique, but some still have complex quest-like interactions. All of them could be helpful in some situation, but a few can be dangerous too.
Release thread ---> http://www.elderscrolls.com/forums/index.p...howtopic=369706


And Stahlrim Spear 1.0 by blockhead on his site.
QUOTE
There is no Stalhrim Spear in the Bloodmoon game. It is not in the Bloodmoon esm..... Now there is a fixed correctly-textured spear NIF:...
Release thread ---> http://www.elderscrolls.com/forums/index.p...6&#entry7296426
Added, as alternatives to each other:

Frostmoth Repaired by Talthybius
QUOTE
This plugin repairs the walls of Fort Frostmoth as the Bloodmoon main quest progresses.


And Fort Frostmoth Restoration by Case which apparently does much the same thing.
I'm having trouble with running Lokken 2.0, Solstheim Castle & it's Lokken patch and Ald-Vendras with the Lokken/SC patch (loaded in that order). A small square of land is missing on the west coast of Lokken, in the middle of a small village. Does anyone have any ideas as to why this would be happening?

Screenshot of the affected area: http://img136.imageshack.us/img136/911/lokkenxk0.png
QUOTE(Stert @ Sep 28 2006, 03:36 PM) *

I'm having trouble with running Lokken 2.0, Solstheim Castle & it's Lokken patch and Ald-Vendras with the Lokken/SC patch (loaded in that order). A small square of land is missing on the west coast of Lokken, in the middle of a small village. Does anyone have any ideas as to why this would be happening?


I had this too. I used the update map option in Wrye Mash on the most recent save, and that fixed the problem.
The actual part of the island is missing, it's not just on the map.
QUOTE(Stert @ Sep 29 2006, 01:36 AM) *

I'm having trouble with running Lokken 2.0, Solstheim Castle & it's Lokken patch and Ald-Vendras with the Lokken/SC patch (loaded in that order). A small square of land is missing on the west coast of Lokken, in the middle of a small village. Does anyone have any ideas as to why this would be happening?

Screenshot of the affected area: http://img136.imageshack.us/img136/911/lokkenxk0.png


The shown area isnīt altered by Ald-Vendras and so far I know neither by Solstheim Castle.
Most likely you are running another plugin (besides mentioned ones) which alters this area.
But sorry, Iīm not aware which one it could be.

B.t.w., reading that you are using Ald-Vendras in common with a compatibility patch for LoKKen and Solstheim shows me that you may not use the latest available version of Ald-Vendras (no more patches needed with V3 of Ald-Vendras due the offered alternative esp-files).
You should consider downloading Ald-Vendras V3 and also the available updated esp-files (Ald-Vendras V 3.1).
And then use only one of the alternative esp-files ("Ald-Vendras_V31-LoKKen-SC.esp" if you wish to use Ald-Vendras in common with LoKKen and Solstheim Castle).
And if you wish, you can also download Castle Dragonfall and use it in common with any version of Ald-Vendras V3.

Edit:
Having a closer look at your pic, it seems that you are already using V3 of Ald-Vendras. If so, choose only one of the offered esp-files (never activate 2 or more)!
QUOTE(Centurion @ Sep 30 2006, 09:05 AM) *
The shown area isnīt altered by Ald-Vendras and so far I know neither by Solstheim Castle. .... B.t.w., reading that you are using Ald-Vendras in common with a compatibility patch for LoKKen and Solstheim shows me that you may not use the latest available version of Ald-Vendras (no more patches needed with V3 of Ald-Vendras due the offered alternative esp-files)....

Thanks for explaining that again, Centurion.
I have taken the liberty of putting an abbreviated copy up in Post#1 where it helps to explain the setup intended.
Added Djupsgaard - the Hidden Halls v1.5 by Polycrates at TESSource

and Elderwood by Zege
Any recent Solstheim mods to add to this list?
QUOTE(Ronin49 @ Feb 25 2007, 03:52 AM) *

Any recent Solstheim mods to add to this list?


Thirsk Hot Spring
Thirsk Retreat
Polar Bear Lodge
Christmas Manor (located in the middle of Solstheim)
Thank you, Craigor and xeth-ban. thumbsup.gif
Updated the original post.
More detail on load order and apparent landmass conflicts that show up in TESPCD are in Monica21's highly useful thread ----> Ald-Vendras Conflicts Questions.

Added cross-reference in Post #1. thumbsup.gif
I don't know if it has been mentioned but Ald-Vendras and Ald Redaynia Expanded has a slight landscape conflict, which can be avoided by loading ARE first.

Also, there is a conflict with LOCH Felsaad Revamped and Oluhan. If Oluhan loads last it looks weird with lots of floating trees and rocks, but if Oluhan loads first you need to use the TCL command to get to the cave entrance of the Ice King.
Good to know, PetrusOctavianus.
Thanks. thumbsup.gif
Bump . . .

1244.gif
Compatible? That's... beautiful.
Any new Solstheim mods that could be added to this list? wink.gif
Im in the process of testing landmass mods(seeing their placements) and moving landmasses if neccesary(using tesfaith, if it works like it says it does, Im skeptical.. but i hope it does what it says,, as it will help me immensely fit more mods into the game), and this thread will be of great use..
So Bump Very informational smile.gif

My goal is to have Solstheim, Inn of Whispering Wood, Lokken, Castle Solstheim and Ald Vendrasv3/v3.1, and Castle Veldoril all placed on the map with no conflicts..

I will try to move:
Ald Vendras3/3.1: north 4/east 3 or north 3/east 4
Soltheim Castle: north 1/west 2
this should allow for Lokken: north 3 or 4
Castle Veldoril east 10,11,12 whatever it takes to be placed east of Solstheim, unless there is a small patch of sea it will fit in similar to where it is now..Or.. i may leave this mod out
and leave InnWhisp Wood exactly where it is

Obviously I will have to do some tinkering to get it right
im not making a mod.. just gonna move them, if i can for my own game..
QUOTE(XxMayhemxX @ Jan 17 2008, 05:02 PM) *
I will try to move:
Ald Vendras3/3.1: north 4/east 3 or north 3/east 4
Soltheim Castle: north 1/west 2
this should allow for Lokken: north 3 or 4
Castle Veldoril east 10,11,12 whatever it takes to be placed east of Solstheim, unless there is a small patch of sea it will fit in similar to where it is now..Or.. i may leave this mod out
and leave InnWhisp Wood exactly where it is


If I may; I think it would be better to leave AV, SC and Lokken where they are because there are already compatibility patch mods for the three togethers. Not moving these three lets you focus on simply moving the Inn and Castle Veldoril. Two instead of three mods, and no need for moving the compatibility patch too. smile.gif
True, your right.. i could do that.. it would be easier in the long run probably. I still have the combined esp/esm or whatever it is, for the 3.
But isnt Inn of the Whispering Wood connected to Solstheim?
so if i moved it , it would have a weird coastline on the western side? I could try to fix the coastline in the editor i suppose
I havent loaded any of these yet.. just assuming

Side question.. i wil be wondering about this with alot of my mods.. Ald Vendras runs into the edge of the map...
Can we stil explore the areas off the map? or is there like an invisilbe wall or something?
QUOTE(Ronin49 @ Jan 4 2008, 07:05 AM) *
Any new Solstheim mods that could be added to this list? wink.gif

I don't know if it's grand enough for this fine list, but I made a mod that makes the Blodskaal House a bit more comfy.
QUOTE(XxMayhemxX @ Jan 17 2008, 09:14 AM) *
But isnt Inn of the Whispering Wood connected to Solstheim? so if i moved it , it would have a weird coastline on the western side?



Can we stil explore the areas off the map? or is there like an invisilbe wall or something?

I am not able to check this at the moment, but my recollection is that IotWW follows the eastern coastline of Solstheim very closely, creating a 'river' between them.

And yes, you can travel as far out as you care to. The map ends, but the game world doesn't.

QUOTE(Pseron Wyrd @ Jan 17 2008, 11:33 AM) *
I am not able to check this at the moment, but my recollection is that IotWW follows the eastern coastline of Solstheim very closely, creating a 'river' between them.

And yes, you can travel as far out as you care to. The map ends, but the game world doesn't.



yessss!!!... i am using the fps optimizers map expander thingy too... so i should be able to see the expanded areas

A created river between them would mean they have a nice land - water transition.. so if i move IotWW, it should fine on the coastline if thats the case

I wil load it in the construction set and check it out
QUOTE(XxMayhemxX @ Jan 17 2008, 06:14 PM) *
True, your right.. i could do that.. it would be easier in the long run probably. I still have the combined esp/esm or whatever it is, for the 3.
But isnt Inn of the Whispering Wood connected to Solstheim?
so if i moved it , it would have a weird coastline on the western side? I could try to fix the coastline in the editor i suppose
I havent loaded any of these yet.. just assuming


You would have to do that with Lokken too, because it too is "connected" to Solstheim.
I'll just move IOTWW to west of Solstheim then, if i can walk the whole island, even tho its past the map edge
i got a map that shows Lokken has a narrow passage of water(river/channel) between it and Solstheim
but im decided.. I'll leave the 3 that are combined.. I had originaly planned on using AV and IWW only.. but since im on a mad dash to dl all the landmasses.. lol might as well incorporate em all
Im having a hard time getting AV, SC, and WWoL to work right.. perhaps its a load order issue, i dont know..
check the link below to see how it is messed up

Here are the mods i am using right now..

GameFile0=Bloodmoon.esm
GameFile1=Morrowind.esm
GameFile2=Tribunal.esm
GameFile3=Weapon Rotate.esm
GameFile4=A Call To Issilar.esp
GameFile5=Silgrad Tower 1-4_6.esp
GameFile6=Siligrad BlackRose.esp
GameFile7=Siligrad blueware.esp
GameFile8=Siligrad furniture bed.esp
GameFile9=Siligrad furniture.esp
GameFile10=Siligrad Julianos_shield.esp
GameFile11=SolstheimCastle_LoKKen_Patch.esp
GameFile12=SolstheimCastle_v1.1.esp
GameFile13=Weapon Rotate - Bloodmoon.esp
GameFile14=Weapon Rotate - Tribunal.esp
GameFile15=Weapon Rotate - Vendors.esp
GameFile16=WhitewolfLokken_2_0.esp
GameFile17=Ald-Vendras_V31-LoKKen-SC.esp

Here is a Pic of how it looks in my game.

Do i need to use only 1 SC .esp?
For compatabilities sake, do the .esp's have to have the exact filenames. Cuz i changed some filenames
or my load order could be wrong
The readme for Solstheim Castle says, "If you choose to use both mods, the patch (included with these files) needs to be loaded AFTER both The White Wolf of LoKKen Mountain esp and the Solstheim Castle esp." My guess is that's your problem right there.

Whenever you see a patch make it a habit to load that patch or update after the .esp it is intended to patch or update. This holds true for both Morrowind and Oblivion. It's also a good habit to read me every readme for every mod you install thoroughly.
there is a mod at PES called Bloodmoons Landscape Overhaul
This mod Remodels and retextures the island of Solstheim with the emphasis strongly on photo-realism. Version 1.0 of the Bloodmoon Landscape Overhaul is in the early stages of what is likely to be a long term development and is released 'as is' and as a resource for you to make your own mods. There are no major issues that i know of and it should be compatible with all mods made for Bloodmoon.There are many instances where landscaping and texturing could be better and i hope to tackle these instances in later versions.
The snow and rock and grass ones look awesome, im not sure on the fps hit tho
It also replaces karstag as well.. but you can prolly use only the meshes/textures you want to use
Ok the Solstheim Castle/Ald Vendras intersection is fixed... but now Ald Vendras and Lokken are conflicting

New Pic
the northeast corner of Lokken runs into a mountain and castle in Ald Vendras

Here is my MW.ini

First 3 entries are ok
GameFile3=Weapon Rotate.esm
GameFile4=SolstheimCastle_v1.1.esp
GameFile5=WhitewolfLokken_2_0.esp
GameFile6=SolstheimCastle_LoKKen_Patch.esp
GameFile7=Weapon Rotate - Tribunal.esp
GameFile8=Weapon Rotate - Bloodmoon.esp
GameFile9=Weapon Rotate - Vendors.esp
GameFile10=Ald-Vendras_V31-LoKKen-SC.esp

Should i put GameFile10=Ald-Vendras_V31-LoKKen-SC.esp before the others again?



Try this:
Weapon Rotate.esm
SolstheimCastle_v1.1.esp
WhitewolfLokken_2_0.esp
Ald-Vendras_V31-LoKKen-SC.esp
SolstheimCastle_LoKKen_Patch.esp

ok i wil try tomorrow thnaks.. time to call it a night for now..
QUOTE(Gez @ Jan 30 2008, 04:36 AM) *
Try this:



here are the attempts ive made:

First attempt... worst one.. all 3 conflict See 1st pic i posted
GameFile7=SolstheimCastle_LoKKen_Patch.esp
GameFile4=SolstheimCastle_v1.1.esp
GameFile5=WhitewolfLokken_2_0.esp
GameFile6=Ald-Vendras_V31-LoKKen-SC.esp

2nd attempt... fixed SC/WWoL conflict...See 2nd pic i posted
GameFile4=SolstheimCastle_v1.1.esp
GameFile5=WhitewolfLokken_2_0.esp
GameFile6=SolstheimCastle_LoKKen_Patch.esp
GameFile10=Ald-Vendras_V31-LoKKen-SC.esp

3rd attempt ...fixed SC/WWoL conflict...See 2nd pic i posted
GameFile4=SolstheimCastle_v1.1.esp
GameFile5=WhitewolfLokken_2_0.esp
GameFile6=Ald-Vendras_V31-LoKKen-SC.esp
GameFile7=SolstheimCastle_LoKKen_Patch.esp

4th attempt... same as attempt 1.. see 1st pic i posted
GameFile6=Ald-Vendras_V31-LoKKen-SC.esp
GameFile4=SolstheimCastle_v1.1.esp
GameFile5=WhitewolfLokken_2_0.esp
GameFile7=SolstheimCastle_LoKKen_Patch.esp

5th attempt// same as attemp 1.. see 1st pic i posted
GameFile4=SolstheimCastle_v1.1.esp
GameFile6=Ald-Vendras_V31-LoKKen-SC.esp
GameFile5=WhitewolfLokken_2_0.esp
GameFile7=SolstheimCastle_LoKKen_Patch.esp

Now i will try 1 more attempt
1 without the SC/WWoL path:
GameFile4=SolstheimCastle_v1.1.esp
GameFile5=WhitewolfLokken_2_0.esp
GameFile6=Ald-Vendras_V31-LoKKen-SC.esp

If this doesnt work.. then i have the wrong versions of WWoL or AV
I got it.. here is the load order

GameFile3=Weapon Rotate.esm
GameFile4=SolstheimCastle_v1.1.esp
GameFile5=WhitewolfLokken_2_0.esp
GameFile6=Ald-Vendras_V31-LoKKen-SC.esp
GameFile7=Weapon Rotate - Tribunal.esp
GameFile8=Weapon Rotate - Bloodmoon.esp
GameFile9=Weapon Rotate - Vendors.esp

dont need SolstheimCastle_LoKKen_Patch.esp unless you want to run SC and WWoL without AV
Weapon rotate is needed by one of them thats why its in there.. cant remmber which one tho
Weapon Rotate is needed by Ald Vendras. Since myself I hate Weapon Rotate (scripted weapons no longer stack in inventory), I had removed it from Ald Vendras; I think it had resulted in some castles losing bits of furniture, not a big deal.
scipted weapons dont stack.. good to know for future reference thanks
Question about Castle Veldoril

First some info:
I have V1.4 and I moved it West 2, South 8, so it fits in nice and snug between Lokken and the mainland
this leaves some small seafloor cracks and gaps but thats ok..
I cleaned it.. anyone know if this is bad or good???
Someone told me once, only clean mods if they have the Evil GMST's..
I cleaned it to remove a bunch of unused, nonregioned cells
so im not sure what side effects cleaning it may or may not have presented themselves


Ok, here is the question

When i get to Castle Veldoril... It is surrounded by a wall, with 1 large gate.
This is the only way in, besides cheating.
Only problem is, When you click on the large gate, it is a teleport to Ald Vendras West...????
It teleports you northeast to the southeast section of Ald Vendras...
I got a screenshot i can host if anyone wants to see the Activator message on the gate
Anyone elses do this???

also the small rowboat in Khuul that takes you to Castle Veldoril really takes you to...
Ald Vendras West(Same spot as Castle Veldoril gates teleport)...
there is a diff, larger boat at Khuul that takes you to Ald-Vendras
The rowboat in Castle Veldoril does, however, take you back to Khuul

This is very weird..
Do you think that by cleaning it i caused this?
or is there something else i missed?
ok i tried again.. i moved it again to the same spot, only this time, without cleaning it..
as the mod is named clean

still the front gate wont let me in. and warps me to Ald Vendras..
when i load it into the editor.. there is an error msg..which may or may not have to do with the gate

Warning

Previous string is different for topic "Greeting 1" info 1215227585220936854-"Who's there?"

Continue running executable? Cancel is "Yes To All".

Maybe this error is occuring because i moved the mod?
I found thisLink.
in the pics posted.. see the message at the Gate.. it says:

Gate - Veldoril Castle

Osiris said the gate was locked.. my gate is locked too.. but we get diff msg's at the gate


while in my game the message at the Gate says:

Gate to Ald-Vendras West

Maybe when i moved the mod.. not all the stuff moved?
Maybe you didn't move the door markers or some other stuff? Did you use Lightwave's TESfaith? Using that might help.
My suggestion is: for LoKKen use the .esm instead of the .esp, master files are definitely more stable and better than plugin files. Don't mess around with the mods load order unless you really need to do so (as already posted here, Ald Vendras has already been moved to be compatible with LoKKen); you can leave Castle Veldoril for now, its textures are huge and may cause more than one FPS hit if you don't own a very good computer. And it's definitely designed for dark or vampire characters, its mood doesn't fits very good with LoKKen and Ald Vendras, so I think that you may not like it as you think. smile.gif
I used tesfaith.. that is the only program that moves landmasses isnt it? unless there is another prgram i am unaware of..

QUOTE
osiris. Posted Today, 10:50 AM
My suggestion is: for LoKKen use the .esm instead of the .esp, master files are definitely more stable and better than plugin files. Don't mess around with the mods load order unless you really need to do so (as already posted here, Ald Vendras has already been moved to be compatible with LoKKen); you can leave Castle Veldoril for now, its textures are huge and may cause more than one FPS hit if you don't own a very good computer. And it's definitely designed for dark or vampire characters, its mood doesn't fits very good with LoKKen and Ald Vendras, so I think that you may not like it as you think. smile.gif


?? Lokken is fine.. no problems whatsoever.. its a non issue..
as is Solstheim Castle and Ald-Vendras..
i got all 4 landmasses so they all show up with no conflicts...load order is fine.. i was on that step.. before castle veldoril.. fixed it and moved on.. i can see all of these fine. Lokken, Ald-Vendras, SC, and Castle Veldoril.. i got the load order down fine.. they all show up on the map...Castle Veldoril fps hit is fine to me.. and i got a crappy computer...all you got to do is look down to the floor from time to time in a couple rooms while facing the direction with the most stuff on screen...I also moved some trees so the outside is easier on the fps also... the landmasses themselves or fps hits or a non-issue

my last post about Castle Veldoril was the one i pmed you about..
the link i posted was of your screenshots of Castel Veldoril and the one of the gate in particular..

my question was.. by moving it with tesfaith.. did maybe something not get moved..like a door marker
I will post the pic.. we have the correct way it should look from your pic on that link..
Here is my Castle Veldoril Gate
which you can see has a completely different msg on the activator..
and using it teleports you to Ald-Vendras West..on a southwestern part of Ald-Vendras..
???? isnt this weird... no ideas.. of why it would teleport to ald vendras.. unless somewhere on ald vendras is a key to the gate..???
Oh, sorry I assumed you'd moved it manually smile.gif

Castle Veldoril is all done with interior cells isn't it? My guess is the door marker got left behind somehow in the TESfaith move. I seem to remember, when I went for a look round Veldoril, that the location of the main dock would be somewhere in west Ald Vendras.

One of the FAQs on the TESfaith page I linked to is:
QUOTE