[RELz] Morrowind Overhaul - Sounds & Graphics 3.0 by KIN

Post » Wed May 08, 2013 10:42 pm

http://www.ornitocopter.net/v3-0-release/

http://www.gamesas.com/topic/1419785-relz-morrowind-overhaul-sounds-graphics-30-by-kingpix-thread-2/

Downloads:

http://mw.modhistory.com/download--12231

http://morrowind.nexusmods.com/mods/36945 -> Must be logged in.

http://www.moddb.com/mods/morrowind-overhaul-sounds-graphics

https://www.file1.info/IlFB57D

http://www.gamesdot.org/download/Morrowind-Overhaul-3.0-Download-4926.html

http://www.gamershell.com/download_94205.shtml#mirrorselection

http://www.ausgamers.com/files/details/html/69080

http://www.atomicgamer.com/files/100435/morrowind-overhaul-v3-0-mod

Official Forum:

http://forum.rpgitalia.net/forum/9-sounds-graphics-eng/page__k__afca202afd8052c74f5a67a5d330a2bc__setlanguage__1__langurlbits__forum/9-sounds-graphics-eng/__langid__1 (there is an English speaking forum)

http://www.facebook.com/Ornitocopter

https://twitter.com/MrMWOverhaul

http://www.youtube.com/watch?v=CuOeWG4BXLI

http://download.fliggerty.com/download-13-726 by john.moonsugar.
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Mariana
 
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Post » Wed May 08, 2013 8:40 am

Today I tried the Soltsheim-Chest-Fix nameless_voice posted in the previous thread. I only get two warnings when I load an old save:

1. The selected master file and plug ins may have changed since this save game was created. Errors may occur during load or game play. Do you wish to continue.

2. Missing object "AC_Urn 04" for reference during cell "Wolverine Hall" load. Continue running exe?

The first just informs me that Morrowind noticed the changed data, right? A save after the fix has no warrnings.
How about the second one? Should I take my old Urn_04 file and replace the new one, as far I have noticed nothing missing in Wolverine Hall.
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Wayne W
 
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Post » Wed May 08, 2013 9:02 pm

Minor issue here. I've been playing without the Temporary Patch for a while up until now. After applying the patch and starting a new game http://i.imgur.com/H1IqtN0.jpg. I ran mlox and reinstalled MGSO's optional files (never had an issue with rotating doors). It didn't fix my problem.

The character looks completely fine in-game, btw. It just looks like that in the inventory menu. Any suggestions on how to fix it? I'm not running any other mods outside the overhaul.
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Albert Wesker
 
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Post » Thu May 09, 2013 12:20 am

Is there any word yet if Kingpix is going to make any updates to the main release of MGSO? As in, adding newly released mods instead of just bugfixes. He's been quiet for a while it seems, so if he's abandoned the project someone else should probably take it up.
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Valerie Marie
 
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Post » Wed May 08, 2013 5:00 pm

I didn't quit.
I just have these periods when I have not enough enthusiasm to work on almost anything. And I'm sorry for that.
The school and everything don't help, I need these (long) breaks to come back and work hard. It's always been like that for everything I do in my life, and not only MGSO.
I promise I'll come back with good news and good updates, as soon as my mood gets right again.
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Batricia Alele
 
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Post » Wed May 08, 2013 10:14 am


Ah, that's great to hear. Looking forward to the future then
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Marnesia Steele
 
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Post » Wed May 08, 2013 1:23 pm


I have this issue from start on with all my characters. Did not mention it because I thought it was "normal".

After the patch I have noticed a short delay when I reload a save. The game reloads then the screens blackens out for a second and the loading bar appears for a moment. After this the game runs normal.

Its fine to hear from You KINGPIX. Know the way, it's not different in my life, but this breaks always gave me fresh energy for the old things.
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FLYBOYLEAK
 
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Post » Wed May 08, 2013 10:59 am

If you're using distant land, the delay is MGE XE (or MGE depending on the version you're using) loading the distant land files. If you crash while loading an exterior save, try loading an interior one first, then load the exterior. Sometimes Morrowind will crash because it can't properly load and render DL at the same time properly.
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DAVId Bryant
 
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Post » Wed May 08, 2013 5:49 pm


I don't think its a DL issue. The delay came with the Soltsheim-fix. I have no crashes, it's just like MW notices the new container animated files and loads them after everything else is already generated.
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Gemma Woods Illustration
 
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Post » Wed May 08, 2013 11:46 am

I'd noticed that fade-out-fade-in effect as well, but hadn't quite equated it to the new version of the containers mod. I just assumed it was something to do with the werewolf scripts running on Solstheim.
I don't recall seeing a loading bar when it happened, though.
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Sylvia Luciani
 
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Post » Wed May 08, 2013 3:17 pm

I can live with this fade-out-fade-in effect as long it just stays for a second. Now I have the containers annimations as expected: chests and bags stay open and I have to click a second time to close them – nice.
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JLG
 
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Post » Wed May 08, 2013 10:07 am

Just tried this out but keep getting warnings about certain parts of it. When I went to check the data file some of the mods had one or more of the esm all in captial letters, could this cause these warnings?
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Emma
 
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Post » Wed May 08, 2013 8:33 pm

No. Can you post the contents of your warnings.txt? It'll be in the same folder as morrowind.exe.
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jessica robson
 
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Post » Wed May 08, 2013 8:06 pm

Here


One of the files that "Graphic Herbalism.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "Key Replacer Trib & BM.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "Windows Glow - Bloodmoon Eng.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "Windows Glow - Raven Rock Eng.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "Better Skulls.ESP" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "Particle Arrow Replacer.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "MA_snowprincetomb_v3.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "Book Jackets - Bloodmoon.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "NewBlood_MwTbBm1.1.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "Neo's Unique Creatures.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "ExcellentMagicSounds.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "Golden Gold.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "New Voices.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "LeftGloves_Addon_v2.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "UniqueFinery.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "True_Lights_And_Darkness_1.0-NoDaylight.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "Clean MCFC_1.0.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "Better Weapons and Armors.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One of the files that "MW Containers Animated.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.
One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.
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Shannon Marie Jones
 
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Post » Wed May 08, 2013 11:03 am

@RevenIRL
All these warnings are technically harmless... but very annoying.

In Wrye Mash, update the Masters of any yellow mods.
Then Sync your Load List, and Update your load list.
Then Repair your save files.
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CSar L
 
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Post » Wed May 08, 2013 10:26 am

How do I do any of that?
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Chloe :)
 
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Post » Wed May 08, 2013 8:37 am

This is the easiest version of Wrye to install: http://www.gamesas.com/topic/1106095-wrye-mash-stand-alone/

The documentation: http://wryemusings.com/Wrye%20Mash.html

Some of the instructions might be slightly different than what Wrye looks like now, but it will make sense when you see it.

And yes, it looks overwhelming at first.
Just be sure to go to Mods tab, right click on "File" column header and make sure that "Lock Times" is checked.
Then, just read the sections of info that you need to.

I consider Wrye Mash essential for keeping a modded game healthy and functioning, so it's worth learning.
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Chris Guerin
 
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Post » Wed May 08, 2013 11:48 pm

Hello Kingpix can you please replace the Night Sky textures in the overhaul with http://www.mediafire.com/download.php?h6pnt5td4u9byh2 the old ones aren't lore friendly which is why I remade them. Thanks.
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Strawberry
 
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Post » Thu May 09, 2013 12:22 am

I'll do it as soon as possible, thanks.
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JESSE
 
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Post » Wed May 08, 2013 3:53 pm

Anyone having glowing briasts when equipping daedric armour for female character?
Screenshot: http://i47.tinypic.com/30ufxqt.png and http://i49.tinypic.com/2i290cj.png
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Charles Mckinna
 
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Post » Wed May 08, 2013 3:01 pm

Yes, there's a problem with the model (it's pointing to the wrong texture.)

I've put together a quick fix for the issue. I just used a hex editor to change the filename, as I don't have any tools for nif files.

(Specifically, the .dds was left out from the end of the texture filename, so I trimmed off the last 4 characters of the filename and replaced it with .dds, and renamed a copy of the texture file accordingly.)

http://www.mediafire.com/?fa3w30q03c1f80t
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victoria gillis
 
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Post » Wed May 08, 2013 6:40 pm


Thanks, that did the trick.
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JD bernal
 
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Post » Wed May 08, 2013 11:24 pm

Hey, does anyone know who created the Tx_BM_holly_01-2/p textures? I know the other 2 (tx_bm_holly_snowy) were by vurt, but not the first 4, and I really want to use them, but I don't know who to go to for permission.

Cheers!
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Nadia Nad
 
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Post » Wed May 08, 2013 12:29 pm


This was the fix I made for myself...I just made the nif point correctly...just extract to your Data Files folder and it will go to the right place. https://www.dropbox.com/s/qqptz547jllg9ce/a_daedric_cuirass_f.nif%28fixed%29.7z
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tannis
 
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Post » Wed May 08, 2013 10:53 am

I have a strange issue with using this mod.

I downloaded it following all the instructions, but when I go to start a new character, a bunch of warning texts popped up that I was missing meshes and textures from Vurt's landscapes. I'd hit yes to the 'continue running executable?' prompt but the game was frozen and wouldn't work. I've since made it so those messages don't pop up anymore, but those have been replaced by other things.

I am thinking about scratching all the files I have for Morrowind, uninstalling it, then reinstalling it and downloading MGSO alone, making sure it works, then seeing if I can add on.
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Trish
 
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