Better Armor (from HedgeHog-12)

Post » Fri May 27, 2011 9:15 am

I tryed to translate very closed, so i can made some mystakes, sorry. Thank Tsetra, who make an .esp pure-english.

miktorch, do you know, have HG-12 an ICQ?

p.s. other help? or you can do it yourself, Tsetra?
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Adriana Lenzo
 
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Post » Fri May 27, 2011 7:50 am

Right, lets round things up now boys & girls.

I sweep though all the pages of this wonderful ADD-ON to Morrowind and while doing this I seen alot of questions and fortunately a couple of
decent answers to them, but it has flaws and only going into a few aspects of this mod, like how to get one piece of it to work properly but not the others.
This makes it feels to me like almost one big 'ol jigsaw puzzle, so I say.

After nine pages of discussion lets summarize all. Lets gather all the facts, speculations and other useful information into one big Note, thus giving an explanation to the biggest question out there. HOW to make the MOD work in MORROWIND ?

-- * Giving is better then getting, at least when your talking about debts, bills and soft Christmas packages.
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Quick draw II
 
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Post » Fri May 27, 2011 10:18 am

Right, lets round things up now boys & girls.

I sweep though all the pages of this wonderful ADD-ON to Morrowind and while doing this I seen alot of questions and fortunately a couple of
decent answers to them, but it's describion and going into a few aspects of this mod, like how to get one piece to work but not the others.
This makes it feels to me like almost one big 'ol jigsaw puzzle, so I say.

After nine pages of discussion lets summarize all. Lets gather all the facts, speculations and other useful information into one big Note, thus giving an explanation to the biggest question out there. HOW to make the MOD work in MORROWIND ?


In brief


1. Unpack the mod
2. Register the BSA files in Morrowind.ini
3. Enable the esps.

Note 1

As noted by Spiffyman, the simplest way to register a *.bsa file is to use the http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=29. Unzip it, and put it in the Data Files folder. Run it to register all the bsa files that it finds.

The bsa files are archives which contain all of the meshes and textures required by the mod.

Note 2

If you have a non-Russian version of Morrowind, you may wish to use translated versions of the plugins instead of the originals. Translated versions of many of the mods have been uploaded to Planet Elder Scrolls.

The 'AD' versions of the esps have extra content.

* Swiveller *
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Kelly James
 
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Post » Fri May 27, 2011 8:46 am

*Accidently doublepost, sorry for that*
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MatthewJontully
 
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Post » Fri May 27, 2011 5:34 pm

I admire your way of writing Swiveller. Swift, Clean and easy understandable descriptions, love it!
Thou I had to suggest that you could have some more in-going information and depth on some of your points..

Like the second one "Register the BSA files in Morrowind.ini" I never seen that sort of way to make a MOD function. More information would be appreciated. Like, what to write in the .ini file? What are the reasons that you write it and if your not doing it.. whats happens then?

Just some pointers.
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Terry
 
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Post » Fri May 27, 2011 8:34 am

The simpliest way to register a bsa is to use http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=29. Unzip that and put it in your Data Files folder. Once it is in that folder, you can use it and it will register all the bsa's it finds.
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My blood
 
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Post » Fri May 27, 2011 2:41 pm

I admire your way of writing Swiveller. Swift, Clean and easy understandable descriptions, love it!
Thou I had to suggest that you could have some more in-going information and depth on some of your points..

Like the second one "Register the BSA files in Morrowind.ini" I never seen that sort of way to make a MOD function. More information would be appreciated. Like, what to write in the .ini file? What are the reasons that you write it and if your not doing it.. whats happens then?

Just some pointers.


OK - updated. :-)
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He got the
 
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Post » Fri May 27, 2011 4:11 pm

how can i contact hedgehog??
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Kortniie Dumont
 
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Post » Fri May 27, 2011 4:04 pm

how can i contact hedgehog??


Maybe through Miktorch or BeautifullDeath, and i think Kalian might be
able to help aswell.
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jodie
 
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Post » Fri May 27, 2011 7:09 pm

how can i contact hedgehog??

He... missed for some time.. I dont know where he is. But i think Miktorch know exactly where HG-12 is. Ask him.
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Amanda Leis
 
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Post » Fri May 27, 2011 4:19 am

Good news!

1. Hedgehog finished to create http://www.beta.fullrest.ru/~ej-12/Scrins/New%20Armors/Daedr_UP/!. We are waiting for uploading in Tesall.
2. and... He changed the rain! Plugin is available http://tesall.ru/files/authors/ej-12/?page=5#morr-rain. Screenshots http://www.beta.fullrest.ru/~ej-12/Scrins/OTHER/.
3. Changed links to HH'12 FTP. Update the first page.

@Tsetra
how are things with the translation of other HH'12 plug-ins?
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Wayne W
 
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Post » Fri May 27, 2011 4:33 am

Wow. That daedric armor looks pretty good. Interesting that he decided to change the rain though. Seems kind of random when you consider all his other mods are armor or weapons mainly. Well, I think I'll try it. Hopefully it doesn't affect FPS.
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Ron
 
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Post » Fri May 27, 2011 5:47 pm

Good news!

1. Hedgehog finished to create http://www.beta.fullrest.ru/~ej-12/Scrins/New%20Armors/Daedr_UP/!. We are waiting for uploading in Tesall.
2. and... He changed the rain! Plugin is available http://tesall.ru/files/authors/ej-12/?page=5#morr-rain. Screenshots http://www.beta.fullrest.ru/~ej-12/Scrins/OTHER/.
3. Changed links to HH'12 FTP. Update the first page.

@Tsetra
how are things with the translation of other HH'12 plug-ins?
Looks very cool :thumbsup: Mmmm, http://www.beta.fullrest.ru/~ej-12/Scrins/OTHER/SShot0%201863.jpg. Although some of it looks a bit odd (http://www.beta.fullrest.ru/~ej-12/Scrins/OTHER/SShot0%201853.jpg and http://www.beta.fullrest.ru/~ej-12/Scrins/OTHER/SShot0%201865.jpg). Now this is a http://www.beta.fullrest.ru/~ej-12/Scrins/New%20Armors/Daedr_UP/X_Z%205465.jpg. Not so sure about the http://www.beta.fullrest.ru/~ej-12/Scrins/New%20Armors/Daedr_UP/X_Z%205496.jpg. Excellent work though! Pass on my thanks.
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liz barnes
 
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Post » Fri May 27, 2011 1:03 pm

Well, it rained as soon as I got in game after installing his Rain mod. I didn't notice any problem with FPS.
@Dragon32, I was wondering about that rain in this http://www.beta.fullrest.ru/~ej-12/Scrins/OTHER/SShot0%201865.jpg too. It looks like fire falling from the sky. Well, it didn't look like that in my game so its not a big deal to me...
I'd also like to comment on how awesome the glass equipment looks in game. :goodjob:
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ZzZz
 
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Post » Fri May 27, 2011 4:44 am

Well, it rained as soon as I got in game after installing his Rain mod. I didn't notice any problem with FPS.
@Dragon32, I was wondering about that rain in this http://www.beta.fullrest.ru/~ej-12/Scrins/OTHER/SShot0%201865.jpg too. It looks like fire falling from the sky. Well, it didn't look like that in my game so its not a big deal to me...
I'd also like to comment on how awesome the glass equipment looks in game. :goodjob:

There are 6 different versions of the raindrop mesh - 5raindrop.nif will give that molten gold look.
Here's a breakdown of what textures each mesh uses:
raindrop.nif
1raindrop.nif
2raindrop.nif

Each of these uses a reflect environment map (_ref...), detail map (@_Raindrop_01_dt.dds), and normal map (@_Raindrop_01_nm.dds).
raindrop.nif uses the stock Tx_raindrop_01.tga and _ref_38-4.dds; this is the default mesh used by the mod.
1 uses @_Raindrop_01.dds and _refl_RSl.dds
2 uses @_Raindrop_01.dds and _ref_38-2.dds

3raindrop.nif
This uses the stock Tx_raindrop_01.tga - no reflect, detail, or normal maps.

4raindrop.nif
5raindrop.nif

Each of these only uses a detail map (@_Raindrop_01_dt.dds).
4 uses @_Raindrop_01.dds
5 uses @_Raindrop_02.dds (gold raindrop)

Any one of these meshes would need to be renamed to raindrop.nif and placed in '...Data Files\Meshes' folder.

Looks like different versions are included for eventual scripted use in different regions or time of day, i.e. version 5 also uses a red palette for the material property and would probably look best at sunrise/sunset. :)


[edit] Corrected 3raindrop.nif description.
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suniti
 
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Post » Fri May 27, 2011 9:49 am

Also guys, you may noticed he made his own grass ;o a little different than Vality's
Take a look http://www.beta.fullrest.ru/~ej-12/Scrins/FLORA/

I like the sshots at the end of the list most ;)
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Kelly Osbourne Kelly
 
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Post » Fri May 27, 2011 10:46 am

Good news!

1. Hedgehog finished to create http://www.beta.fullrest.ru/~ej-12/Scrins/New%20Armors/Daedr_UP/!. We are waiting for uploading in Tesall.
2. and... He changed the rain! Plugin is available http://tesall.ru/files/authors/ej-12/?page=5#morr-rain. Screenshots http://www.beta.fullrest.ru/~ej-12/Scrins/OTHER/.
3. Changed links to HH'12 FTP. Update the first page.

@Tsetra
how are things with the translation of other HH'12 plug-ins?

Damn... I had made some rain with supposed normal-map and reflect... but it wouldn't work in MW no matter what I did...

It's great to see somebody did succeed and what a beauty it is in game =)
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Susan
 
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Post » Fri May 27, 2011 5:20 am

Also guys, you may noticed he made his own grass ;o a little different than Vality's
Take a look http://www.beta.fullrest.ru/~ej-12/Scrins/FLORA/

I like the sshots at the end of the list most ;)


It almost feels like there should be seperate threads for the grass and rain mods - it feels kind of off topic to talk about them in the armour thread and yet they are so need to be noticed and commented on - (holds self back from asking about fps questions and grass)
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kyle pinchen
 
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Post » Fri May 27, 2011 4:26 pm

He hasn't released that grass mod, has he?
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Ray
 
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Post » Fri May 27, 2011 9:35 am

Thanks for the info, tetchy :thumbsup:
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Charlotte X
 
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Post » Fri May 27, 2011 8:00 am

Thanks for the info, tetchy :thumbsup:


Indeed.
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Nichola Haynes
 
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Post » Fri May 27, 2011 2:49 am

on the rights of offtop))

@about the rain:
You changed the weather settings in your Morrovind.ini?
Hedgehog - wrote about this, in the file "RecomendSetings.txt"... How does it affect the FPS?


@about thethe grassmod:
Hedgehog - made this plugin in 08-09 2006. Model's only (with animated textures, and etc.). He did not place them in the world-game. Place the model in the game were invited users of the site... But, for 3 years nothing has been done ( :shakehead: ), so the plugin has not been posted on the site. Hedgehog publishes only completely finished plugins.
However, informal and exploratory plugin are available for download from the FTP HH's, for "private" use. Maybe someone wants to use these models with other textures of course:).
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Dawn Porter
 
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Post » Fri May 27, 2011 2:57 pm


@about thethe grassmod:
Hedgehog - made this plugin in 08-09 2006. Model's only (with animated textures, and etc.). He did not place them in the world-game. Place the model in the game were invited users of the site... But, for 3 years nothing has been done ( :shakehead: ), so the plugin has not been posted on the site. Hedgehog publishes only completely finished plugins.
However, informal and exploratory plugin are available for download from the FTP HH's, for "private" use. Maybe someone wants to use these models with other textures of course:).
Well, those meshes and http://www.tesnexus.com/downloads/file.php?id=23065 seem made for each other :)
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Franko AlVarado
 
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Post » Fri May 27, 2011 6:27 am

Let's say I want to check out Hedgehog's alchemic apparatuses replacers. They come with Better Items II, but I just want to check out the apparatuses. I can find which meshes I need to use, but how do I know which textures they are using? Do I have to check each mesh in NIFSkope to find this out? Is there an easier way? The thing is that I have 9 GB's worth of textures so it's very awkward to make a backup copy. Plus I'm using dozens of replacers already so I don't want resources in them being inadvertently overwritten.
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Chantel Hopkin
 
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Post » Fri May 27, 2011 2:11 pm

Pretty sure that's Oblivion grass ... & that's the reason its not released
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Tamika Jett
 
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