[Relz] Bloodmoon Landscape Overhaul version 1.1

Post » Mon May 07, 2012 3:16 pm

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

The Elder Scrolls III
MORROWIND:
Bloodmoon Landscape Overhaul

Version 1.1
By Slartibartfast
*****************************************************************

Index:
1. Description
2. Installation
3. Known Issues
4. Version History
5. Credits
6. Permissions

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

1. DESCRIPTION

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

This mod is a visual overhaul of the Bloodmoon Expansion , fixing the
land of texture seams and some experimental reshaping the land in the
area of Fort Frostmouth and the river to the northeast in an attempt
to make Solstheims dull landscaping a little more interesting. In addition
landscape texturing has been altered slightly to better define solstheims
regions so is not as patchy as before, with the general theme of ice in
North west, heavy snow in North East , green/snow in the centre and green
in the south.

The meshes fix many evils , mostly by correcting uv mapping, and fixing
other problems such as correctly aligning meshes to close gaps and holes
in the buildings etc.

The textures are mostly made be me with an emphasis on photo realism.

The mod is very much a WIp with a lot of work still to do , and provided as
a partial replacer and resource should you wish to include anything in your
own Morrowind projects.

The Mod is built on Texture Fix - Bloodmoon version 1.2 therefore no point
using in conjunction with any version of Texture Fix for Bloodmoon.

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

2. INSTALLING THE PLUGIN

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

1. Use a utility such as 7zip or Winrar to extract the contents of
the Bloodmoon Landscape Overhaul.7zip file onto your desktop.


2. Copy and paste the contents of the Bloodmoon Landscape Overhaul mod
into the 'your C:\Program Files\Bethesda Softworks\Morrowind\Data Files
directory,click on 'yes' if asked to overwrite existing files.

3. From the Morrowind Launcher, select Data Files and enable
Bloodmoon Landscape Overhaul 1.1.esm.

4. Start playing

Please note that Morrowind was originally supplied on CD and released in 2002
when windows xp was the latest operating system therefore if using the Steam
version of Morrowind and or a newer version of windows such as Vista or windows 7
then installation instructions are slightly different.These include ensuring
that you are logged on as the administrator if using a newer version of windows
for example. There is plenty of help available online should you need it
either by googling for solutions to specific problems or by visiting Bethesda
softworks official forums and reading up on the pinned topics in the Morrowind forums.


This mod does not affect save games and may be installed or uninstalled
whenever you like, but to get rid of all the effects you will need to
make a note of meshes and textures used and ensure they have all been
removed from corresponding meshes and textures folders contained in your
Morrowind/Data Files folder

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

3. KNOWN ISSUES

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

Version 1.1 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, mesh work and texturing could be better
and i hope to tackle these instances in later versions.

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

4. VERSION HISTORY

*****************************************************************
1.1 The esm file is unchanged from version 1.0 and changes in this
version are confined to the meshes and textures with an additional
96 meshes added which fix many of the imperfections found in the originals,
there is still more work to do on a few, of those included, and there are many
more from the expansion still to be done. A few of the textures from version
1.0 are present in an unaltered state but the majority have been desaturated
darkened and somne adjusted for scale making Solstheim look more sombre than
the previous release and some have been changed for different textures.
An additional 32 textures have been added to the overhaul many of which
have been used to retexture the Bloodmoon buildings, I would recommend a
visit to Skaal in the North East of Solstheim to see much of what the 1.1
update has to offer.



1.0 Initial release featuring an .esm file built on
Texture Fix - Bloodmoon v 1.2 which should eliminate virtually all
landscape seams on Solstheim and repaints much to complement the
textures used. 54 new textures have been introduced to the community
and may be adapted and reused as anyone wishes,there are also a few
retextured meshes to rectify various technical issues on Solstheim as
well as enhance the general appearance of Solstheim. I have also made
some minor adjustments to the shape of the land so that instead of having
rock textures painted flat on the ground the land has been reshaped to
give a 3d look to the rocks, so far i have only altered the land around
Fort Frostmouth and some experimentation along the banks of the river that
divides Solstheim. The riverbanks are very much WIP and i will be tidying
them up a great deal in the next update.

if you do not like my land reshaping then i recommend you use
Texture Fix-Bloodmoon version 1.2 (which fixes landscape seams only)
instead of the Overhaul Esm.


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

5. CREDITS

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

Bethesda for making an excellent game.
The modding community for taking the game beyond excellent.
Niftools for Nifskope and the Nifscripts.
Blender for mesh edits
The Enchanted Editor used for cleaning
Gimp for some of the texture work
Texture maker
Yours truly for being sufficiently obsessed to do this mod.


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

6. PERMISSIONS

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

As always, anything created by me is freely donated to the Morrowind
community and may be adapted or re-used in your Morrowind projects. If i have
used the work of someone else then please seek permission from that
author before using their work.

Slartibartfast

Screenshots

http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot239.jpg

http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot213.jpg

http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot246.jpg

http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot242.jpg

http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot230.jpg

http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=Furn_S_tapestry-03.jpg

Download

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5268
User avatar
Jonathan Montero
 
Posts: 3487
Joined: Tue Aug 14, 2007 3:22 am

Post » Mon May 07, 2012 9:46 pm

Awesome, love the detailwork! Also very nice of you to fix the meshes, keep it up :)
User avatar
Catherine N
 
Posts: 3407
Joined: Sat Jan 27, 2007 9:58 pm

Post » Mon May 07, 2012 10:30 pm

When regenerating with MGEXE appears a warning.

"missing texture: 'sbf\rock03.dds'

a nif error?
User avatar
Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am

Post » Mon May 07, 2012 6:40 pm

When regenerating with MGEXE appears a warning.

"missing texture: 'sbf\rock03.dds'

a nif error?

Yes , i will investigate right away and post a fix , thanks for pointing it out.


EDIT: The rock 03 texture was a test texture i used whilst texturing the bridge model but overlooked correctly assigning the correct texture for release.

which you can https://www.yousendit.com/download/T2dkWWVqaytBNkdybHNUQw , it needs to go inside the x folder within the meshes folder.

I am just in the process of updating the full mod with the fixed bridge mesh and will have the link amended in a few minutes.
User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Mon May 07, 2012 1:54 pm

Nice, I like the UV fixes and the new textures. :goodjob:

One question tho..
http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot239.jpg

How did the snow get on those edges above the entrance of the main hall? :P
User avatar
Pawel Platek
 
Posts: 3489
Joined: Sat May 26, 2007 2:08 pm

Post » Tue May 08, 2012 12:02 am

GREAT work!
Looking forward to try it in-game as soon as possible :D
User avatar
Nicholas C
 
Posts: 3489
Joined: Tue Aug 07, 2007 8:20 am

Post » Tue May 08, 2012 2:28 am

Nice, I like the UV fixes and the new textures. :goodjob:

One question tho..


How did the snow get on those edges above the entrance of the main hall? :tongue:

Those are snow meshes placed in game by the Bloodmoon expansion.



The link in the first post has been updated so hopefully that should be the missing SBF/Rock03 texture problem resolved.
User avatar
Makenna Nomad
 
Posts: 3391
Joined: Tue Aug 29, 2006 10:05 pm

Post » Mon May 07, 2012 10:30 pm

All fine, now. Merry Xmas
User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Mon May 07, 2012 11:20 pm

Those are snow meshes placed in game by the Bloodmoon expansion.

I guess I should play the game once in a while. Well, if you're overhauling the place I kindly suggest you to remove them, it looks silly. :)
User avatar
Alex Blacke
 
Posts: 3460
Joined: Sun Feb 18, 2007 10:46 pm

Post » Tue May 08, 2012 3:31 am

Downloading, and really looking forward to trying it out. I really love the woodwork texture on the doors and walls!
User avatar
Charlie Sarson
 
Posts: 3445
Joined: Thu May 17, 2007 12:38 pm

Post » Mon May 07, 2012 7:05 pm

Sorry if I missed this in the ReadMe... but have you re-textured the buildings and everything? Or just the ground?

EDIT:
Ok, cracked open the archive, and it looks like you did retexure most things.
Follow-up question though: Is Raven Rock included in here? I really love Korana's textures there and would like to keep them. (not sure what RR files are named)
User avatar
Ernesto Salinas
 
Posts: 3399
Joined: Sat Nov 03, 2007 2:19 pm

Post » Tue May 08, 2012 2:53 am

The textures included in Korana's pack for Raven Rock are tx_colony_woodpanel01-05, _wooddoor01 & 02, _wood01-15, _stoneedge01, stone_edges, _stone01-04, _rope, _roof, _roof01-06, _robe, _mine, _icecles01-02, _floor01-04, _chemney, _chemney02-08, _base, _barinn. Note that the spellings ARE correct. (That is exactly how they show up in the mod.)

Edit: All textures have the tx_colony_ prefix, and all the numbered textures include ALL the numbers in between.
User avatar
vanuza
 
Posts: 3522
Joined: Fri Sep 22, 2006 11:14 pm

Post » Mon May 07, 2012 8:23 pm

I guess I should play the game once in a while. Well, if you're overhauling the place I kindly suggest you to remove them, it looks silly. :smile:


That is something to think about although i don't have plans to remove stuff at this point as there are several of those snow meshes used in Skaal.



Follow-up question though: Is Raven Rock included in here? I really love Korana's textures there and would like to keep them.


There is one texture for Raven rock , just some snow on a roof beam i think it is, it did occur to me to make some new textures for Raven Rock but i had to put that on hold along with many other ideas ,and extensive repair work to the meshes if i was to get something released in time for christmas,
There is a good chance i will make some alternative textures for Raven Rock at a later date in which case you would need to load Koranas after , assuming you don't prefer mine :)
User avatar
gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm

Post » Mon May 07, 2012 11:46 pm

Great, good to know.
These mesh fixes are great, btw.
User avatar
Alada Vaginah
 
Posts: 3368
Joined: Sun Jun 25, 2006 8:31 pm

Post » Mon May 07, 2012 5:59 pm

Very impressive work. Looking forward to see this in-game.
User avatar
Emmi Coolahan
 
Posts: 3335
Joined: Wed Jan 24, 2007 9:14 pm

Post » Mon May 07, 2012 2:24 pm

Screens look brilliant, tried the download link at the top, couldn't download :(
User avatar
Sheeva
 
Posts: 3353
Joined: Sat Nov 11, 2006 2:46 am

Post » Mon May 07, 2012 6:06 pm

Sorry, link does work, was just really, really slow on my PC...
User avatar
Talitha Kukk
 
Posts: 3477
Joined: Sun Oct 08, 2006 1:14 am

Post » Mon May 07, 2012 7:20 pm

I still have to test it, but is for you ok if I include this in a future auto-update of the Morrowind Overhaul Sounds & Graphics?

Thanks :)
User avatar
leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

Post » Tue May 08, 2012 3:44 am

I still have to test it, but is for you ok if I include this in a future auto-update of the Morrowind Overhaul Sounds & Graphics?

Thanks :smile:

Yes feel free to use any components you like ,
User avatar
ruCkii
 
Posts: 3360
Joined: Mon Mar 26, 2007 9:08 pm

Post » Mon May 07, 2012 9:40 pm

YAY! Thank you, Slartibartfast! I have been waiting to use the update until KINGPIX had it for MSGO. You are very kind to share!
User avatar
Tammie Flint
 
Posts: 3336
Joined: Mon Aug 14, 2006 12:12 am

Post » Mon May 07, 2012 7:57 pm

That is something to think about although i don't have plans to remove stuff at this point as there are several of those snow meshes used in Skaal.

Oh, no no no, not the ID records from the cs, where'd you get that idea? :P Just those few references above the entrance to the main hall. :)
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Tue May 08, 2012 12:16 am

Oh, no no no, not the ID records from the cs, where'd you get that idea? :tongue: Just those few references above the entrance to the main hall. :smile:


I was thinking of being a bit more adventurous than that and currently looking at how better to make the land look more believable. So i need to give some thought as to how Skaal should look given the frequent and heavy snowfalls in North Eastern Solstheim and whether or not the wind would blow a pile of snow on the ledge above the door , of the greathall so i would need to take into consideration where else those snoiw meshes have been placed, first impressions are there needs to be more of them.

Another thing that i find immersion breaking is the overuse of snow meshes as snow drifts because for various reasons they don't blend into the land very well s like http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot098.jpg for example and i think a better and more natural look can be achieved by deleting the snow mesh and reshaping the land to look like a snowdrift.http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot099.jpg.
User avatar
Lady Shocka
 
Posts: 3452
Joined: Mon Aug 21, 2006 10:59 pm

Post » Mon May 07, 2012 7:37 pm

Another thing that i find immersion breaking is the overuse of snow meshes as snow drifts because for various reasons they don't blend into the land very well for various reasons likehttp://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot098.jpg for example and i think a better and more natural look can be achieved by deleting the snow mesh and reshaping the land to look like a snowdrift.http://s70.photobucket.com/albums/i109/Slartibartfast_2006/?action=view¤t=ScreenShot099.jpg.

That's a 100% improvement right there! :goodjob:
User avatar
Wayland Neace
 
Posts: 3430
Joined: Sat Aug 11, 2007 9:01 am

Post » Mon May 07, 2012 8:53 pm

This is outstanding, Slartibartfast. I'm especially fond of the tomb, wood carving and bridge post textures. Thanks again.
User avatar
JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am

Post » Tue May 08, 2012 4:37 am

I don't know, I think the snow on the ledges looks fine. Is it the placement or the meshes you don't like? The meshes could be a tiny but smoother, but I don't see anything wrong with the placement.
User avatar
Joey Bel
 
Posts: 3487
Joined: Sun Jan 07, 2007 9:44 am

Next

Return to III - Morrowind