[BETA/WIPz] Morrowind Overhaul - Sounds & Graphics

Post » Wed Dec 07, 2011 5:01 pm

how easy is to merge every esp in to one? only once this is released i might merge them to free up room in the load order. are you including all the read me's from each mod, it would be good if you could rename each readme file to the name of the mod witch in its self acts as a mod list and would be easy to navigate. countless times i end up overriding one readme file with another then not knowing what one mod is because named something random like rft.esp. if you could set up the readme file's name to be the same as the esp its referencing to, in windows explore ordering files by name would place the esp and readme file side by side giving easy accesses to the mod's information?
User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Wed Dec 07, 2011 11:15 am

how easy is to merge every esp in to one? only once this is released i might merge them to free up room in the load order. are you including all the read me's from each mod, it would be good if you could rename each readme file to the name of the mod witch in its self acts as a mod list and would be easy to navigate. countless times i end up overriding one readme file with another then not knowing what one mod is because named something random like rft.esp. if you could set up the readme file's name to be the same as the esp its referencing to, in windows explore ordering files by name would place the esp and readme file side by side giving easy accesses to the mod's information?

You must pay some attention while merging mods.
I already renamed all the readme files I used, and I'll write in the readme name the esp name. (Note that some readme are from pluginless mods).
All the readmes are sorted into its author's folder :)
User avatar
Doniesha World
 
Posts: 3437
Joined: Sun Jan 07, 2007 5:12 pm

Post » Wed Dec 07, 2011 12:14 pm

We want to see more screens!! :hubbahubba:
User avatar
Penny Flame
 
Posts: 3336
Joined: Sat Aug 12, 2006 1:53 am

Post » Wed Dec 07, 2011 7:45 pm

You're great! .. Good job ... :wave:
User avatar
Heather beauchamp
 
Posts: 3456
Joined: Mon Aug 13, 2007 6:05 pm

Post » Wed Dec 07, 2011 4:57 pm

We want to see more screens!! :hubbahubba:


....of course! :rock:
User avatar
Pawel Platek
 
Posts: 3489
Joined: Sat May 26, 2007 2:08 pm

Post » Wed Dec 07, 2011 6:57 pm

I find that Illuminated Windows and Windows Glow compliment each other very well. Windows Glow gives outside window textures a glow at night, and interior windows a glow during the day. Illuminated windows adds a light source that illuminates the nearby area, but doesn't change the window itself. Interior daylight gives the large imperial windows a strong light source that fades in during the morning and away again during the evening. Using all of them together the atmospheric effect is very good IMO.

Hmm... This seems to work fine, but is rather a clumsy solution. Illuminated windows create randomized lighting at some windows (giving the impression of activity within homes) which will probably look a little odd if all the windows will glow but only some of them will be illuminated. Random toggle that turns some window lights off 25% of the time at certain hours of the night is important (and script heavy) feature so what’s the point using IW if you won’t be able to see it as intended (all the windows will still glow all the time).
Illuminated windows also add more windows to buildings and houses to liven certain areas (such as Ravenrock) so the new windows added by IW will be only illuminated and not glowed at all.
User avatar
Maddy Paul
 
Posts: 3430
Joined: Wed Feb 14, 2007 4:20 pm

Post » Wed Dec 07, 2011 4:04 pm

Hmm... This seems to work fine, but is rather a clumsy solution. Illuminated windows create randomized lighting at some windows (giving the impression of activity within homes) which will probably look a little odd if all the windows will glow but only some of them will be illuminated. Random toggle that turns some window lights off 25% of the time at certain hours of the night is important (and script heavy) feature so what’s the point using IW if you won’t be able to see it as intended (all the windows will still glow all the time).
Illuminated windows also add more windows to buildings and houses to liven certain areas (such as Ravenrock) so the new windows added by IW will be only illuminated and not glowed at all.

That's right, I just tested this today.

By the way here are other screens from some cities :)

http://img718.imageshack.us/img718/7448/37426183.png
http://img155.imageshack.us/img155/1493/38147549.png
http://img135.imageshack.us/img135/4641/25204043.png
http://img692.imageshack.us/img692/7914/53827114.png
http://img443.imageshack.us/img443/5305/10244756.png
http://img692.imageshack.us/img692/5563/94400769.png
http://img233.imageshack.us/img233/3408/54888092.png
http://img141.imageshack.us/img141/5808/36136969.png
http://img814.imageshack.us/img814/966/75425484.png
http://img401.imageshack.us/img401/2663/62120673.png
User avatar
Tyrel
 
Posts: 3304
Joined: Tue Oct 30, 2007 4:52 am

Post » Wed Dec 07, 2011 11:46 am

Really impressive!
Finally something that keeps the original Morrowind's feeling, like you said :)
I want it! I'm too lazy for downloading every little mod and try it :whistling:
User avatar
Spooky Angel
 
Posts: 3500
Joined: Thu Aug 10, 2006 5:41 pm

Post » Wed Dec 07, 2011 9:25 am

Hmm... This seems to work fine, but is rather a clumsy solution. Illuminated windows create randomized lighting at some windows (giving the impression of activity within homes) which will probably look a little odd if all the windows will glow but only some of them will be illuminated. Random toggle that turns some window lights off 25% of the time at certain hours of the night is important (and script heavy) feature so what’s the point using IW if you won’t be able to see it as intended (all the windows will still glow all the time).
Illuminated windows also add more windows to buildings and houses to liven certain areas (such as Ravenrock) so the new windows added by IW will be only illuminated and not glowed at all.


I agree, which is why I've tweaked both Illuminated Windows a little to make them more compatible. I needed to adjust it anyway to get it to work alongside TLM. I've done the same with Barbarus' Fireplaces, adding a quick script that removes the fire (and chimney smoke) during daylight hours. This was just quick hacking for my personal use though, I didn't seek any author's permissions and it's nowhere near release quality. However, if the aim of this mod is integrate a bunch of mods, with the author's permissions, maybe someone can step up and do the 'glue' between the two mods to a decent standard.

I would offer my help, but I'm deep in a mod working with Sandman to finally add decent weapon sheathing to all Morrowind GOTY stock equipment - interactive pauldron and gauntlet doubling ( to create two free slots), no missing calvicles, shields on back, sheathing off hand weapons, quivers and sheathing bows - the works; we're still weeks from release though.

Edit: Oh, and thanks for making the 1.2 release available, I didn't even realise it existed!
User avatar
Sarah Edmunds
 
Posts: 3461
Joined: Sat Jul 08, 2006 8:03 pm

Post » Wed Dec 07, 2011 10:07 am

I agree, which is why I've tweaked both Illuminated Windows a little to make them more compatible. I needed to adjust it anyway to get it to work alongside TLM. I've done the same with Barbarus' Fireplaces, adding a quick script that removes the fire (and chimney smoke) during daylight hours. This was just quick hacking for my personal use though, I didn't seek any author's permissions and it's nowhere near release quality. However, if the aim of this mod is integrate a bunch of mods, with the author's permissions, maybe someone can step up and do the 'glue' between the two mods to a decent standard.

That's a good idea, maybe I will do something like that.
User avatar
Vivien
 
Posts: 3530
Joined: Fri Apr 13, 2007 2:47 pm

Post » Wed Dec 07, 2011 11:41 am

Hi everybody!
This is my first post here and first thing first I want to thank you all for the appreciations on the Morrowind Overhaul project, this was really satisfing!

Just passing here to inform you that a testing version of the pack is being uploaded right now!
We are really looking forward to see what do you think about the huge work we made in the past months!
User avatar
Ella Loapaga
 
Posts: 3376
Joined: Fri Mar 09, 2007 2:45 pm

Post » Wed Dec 07, 2011 6:56 pm

I usually like to do my own mod managing for my game, but this looks like a really good base for future installs. The screenshots are beautiful! I'm also really glad that you guys have done such a wonderful job with permissions and credits. Something I noticed in the credits file though is that the links to ElricM don't work (at least the couple I tried). They give http://www.elricm.com/nuke/html/404forbidden.php error page.

It looks like you just need to change the url format to this:
http://www.elricm.com/mods.php?mod=
So, for instance, the link Carnajo's Vivec Texture Replacer would be:
http://www.elricm.com/mods.php?mod=1072

It's not really a big deal since the correct links are easy to get from the formula on the error page and your links. The only reason I even noticed was because I hadn't seen that texture pack before and wanted to check it out.
User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Post » Wed Dec 07, 2011 9:58 pm

WOW! glad to hear that Yoae! Good job =)
User avatar
Sabrina Schwarz
 
Posts: 3538
Joined: Fri Jul 14, 2006 10:02 am

Post » Wed Dec 07, 2011 9:28 pm

And here it is, the first alpha version of morrowind sounds and graphics overhaul! :celebration:
http://www.megaupload.com/?d=4JMBDSCM

Please, report us anything that doesn't work or that isn't credited right

And here is the http://rapidshare.com/files/441557908/Installguide.pdf

Our english isn't perfect so please inform us if you find any kind of errors :)
Also, this guide is not yet complete: the final version will feature many other topics that will help the new-to-morrowind to set up everything by their needs and preferences.
User avatar
Claudia Cook
 
Posts: 3450
Joined: Mon Oct 30, 2006 10:22 am

Post » Wed Dec 07, 2011 3:40 pm

If you have any issues with the guide, I can take a quick look at it and smooth the translation out (I natively speak English).

I would ask, if possible, that you not use Rapidshare to host the files. I have awful trouble with them sometimes, service on their site has been steadily decreasing. Once you get a finalized version, I can contribute some webspace and bandwidth, and you may consider using a torrent to help distribute the downloads and help avoid a single server.

Edit: Also, I notice you're using the RAR archive format. There are two features that might make this a lot easier to download: split archives and recovery records. By splitting an archive and adding the record, it allows people to download in small chunks and if the chunk is corrupt, attempt to fix it. If the record cannot fix it, then they can simply redownload a single chunk, instead of the whole archive. Much easier for people with slow internet or unreliable connections. :)
User avatar
Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Wed Dec 07, 2011 7:17 am

It seems the link to Connary's BSA in the guide is broken, but it works if you delete the ",g" (comma G) in the address.
User avatar
michael flanigan
 
Posts: 3449
Joined: Thu Jun 14, 2007 2:33 pm

Post » Wed Dec 07, 2011 10:08 pm

If you have any issues with the guide, I can take a quick look at it and smooth the translation out (I natively speak English).I would ask, if possible, that you not use Rapidshare to host the files. I have awful trouble with them sometimes, service on their site has been steadily decreasing. Once you get a finalized version, I can contribute some webspace and bandwidth, and you may consider using a torrent to help distribute the downloads and help avoid a single server.Edit: Also, I notice you're using the RAR archive format. There are two features that might make this a lot easier to download: split archives and recovery records. By splitting an archive and adding the record, it allows people to download in small chunks and if the chunk is corrupt, attempt to fix it. If the record cannot fix it, then they can simply redownload a single chunk, instead of the whole archive. Much easier for people with slow internet or unreliable connections. :)


thank you for the advices!
feel free to read and report every mistake you find in the guide, we want it to be perfect

about the download servers and torrents: when the pack reaches the release state we will, of course, create a torrent for it. But we don't want it to spread right now, this pack has to be tested as much as possible so we can troubleshoot every problem that will show up.

oh, and thank you also for the webspace thing, we will use it for sure when the time will come :)
User avatar
Vickey Martinez
 
Posts: 3455
Joined: Thu Apr 19, 2007 5:58 am

Post » Wed Dec 07, 2011 8:28 am

I usually like to do my own mod managing for my game, but this looks like a really good base for future installs. The screenshots are beautiful! I'm also really glad that you guys have done such a wonderful job with permissions and credits. Something I noticed in the credits file though is that the links to ElricM don't work (at least the couple I tried). They give http://www.elricm.com/nuke/html/404forbidden.php error page.

It looks like you just need to change the url format to this:
http://www.elricm.com/mods.php?mod=
So, for instance, the link Carnajo's Vivec Texture Replacer would be:
http://www.elricm.com/mods.php?mod=1072

It's not really a big deal since the correct links are easy to get from the formula on the error page and your links. The only reason I even noticed was because I hadn't seen that texture pack before and wanted to check it out.

Thanks for the heads up! Fixed :)


It seems the link to Connary's BSA in the guide is broken, but it works if you delete the ",g" (comma G) in the address.

:doublefacepalm:
My bad. I'll fix it now!
Thanks :)
Fixed link: http://www.4shared.com/document/EzvrfsFA/Installguide.html
User avatar
Max Van Morrison
 
Posts: 3503
Joined: Sat Jul 07, 2007 4:48 pm

Post » Wed Dec 07, 2011 10:16 am

Have you also include the armors with reflective's texture by AnOldFriend? http://www.mediafire.com/?57jwu8x9xlbla6d
And also his Imperial Housing Retextured, Hlaalu Retextured, Shacks and Docks Retextured? or even his potion's mod ^^

Or this mod => http://www.tesnexus.com/downloads/file.php?id=25770

Its a matter of taste by the way :foodndrink:

Have you include the latest version of Illuminated Windows? the version1.2.
Because the readme include is for the version 1.0.
User avatar
Kevin S
 
Posts: 3457
Joined: Sat Aug 11, 2007 12:50 pm

Post » Wed Dec 07, 2011 8:06 pm

thank you for the advices!
feel free to read and report every mistake you find in the guide, we want it to be perfect

I'll read over it tonight and probably PM you tomorrow if I find anything. :)

about the download servers and torrents: when the pack reaches the release state we will, of course, create a torrent for it. But we don't want it to spread right now, this pack has to be tested as much as possible so we can troubleshoot every problem that will show up.

Absolutely. There will be issues that pop up later, but good testing has saved many a man's soul and sanity. ;)

oh, and thank you also for the webspace thing, we will use it for sure when the time will come :)

I have limited space (250 gigs, of which I hardly use 1), but that shouldn't be a problem. Just let me know when things are done. It may not be the fastest world-wide (you might try dropbox for that), but it isn't too slow.
User avatar
Cassie Boyle
 
Posts: 3468
Joined: Sun Nov 05, 2006 9:33 am

Post » Wed Dec 07, 2011 12:16 pm

Once this is in a stable state you should go to all the news sites like that Morowind 2011 guy did and post this. I'm probably not going to use it for my next playthrough but I did find some handy mods to put in my game from your mod list (I just finished setting my game up to something I really like and am comfortable with). This is a sweet compilation and I'd recommend it to any new MW players (which seems to happen a lot these days what with the constant cheap sales of the game on Steam. I wish we had Steam like it is now back when MW first came out...)
User avatar
Laura Ellaby
 
Posts: 3355
Joined: Sun Jul 02, 2006 9:59 am

Post » Wed Dec 07, 2011 7:46 am

Couple of things on the first install. Am getting... http://dl.dropbox.com/u/10761152/submitted/error_programflow.jpg ...

ProgramFlow.txt error after completing section 3.2, step 4 (error appears before the window is supposed to appear in step 5). I am running a freshly installed copy of Morrowind, and will keep testing this pack out tonight/tomorrow. I am not really sure what ProgramFlow.txt contains, but in previous installs I had noticed that it was generated sometime after starting Morrowind for the first time. Maybe add something to the install guide about this? I'm sure you can find the right fix for the issue, and I'll be trying this again yet w/ ProgramFlow.txt in the directory.

Also, the guide references installing from MGSO_Install, when the file is named MGSO_Installer. Minor, but I figured I'd point it out.
User avatar
Danel
 
Posts: 3417
Joined: Tue Feb 27, 2007 8:35 pm

Post » Wed Dec 07, 2011 9:45 am

I seem to have encountered a problem. When I run the MSGO_Installer, it appears to complete the installation, but it says:

Morrowind Overhaul - Sounds and Graphics has not been totally installed because of the following reason:
ProgramFlow.txt: The system cannot find the file specified.
You will have to run this utility again to completely install Morrowind Overhaul - Sounds and Graphics.


And the window that is supposed to come up afterward never does.
User avatar
Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

Post » Wed Dec 07, 2011 3:07 pm

Have you also include the armors with reflective's texture by AnOldFriend? http://www.mediafire.com/?57jwu8x9xlbla6dAnd also his Imperial Housing Retextured, Hlaalu Retextured, Shacks and Docks Retextured? or even his potion's mod ^^Or this mod => http://www.tesnexus.com/downloads/file.php?id=25770Its a matter of taste by the way :foodndrink:Have you include the latest version of Illuminated Windows? the version1.2.Because the readme include is for the version 1.0.

thak you for this suggestions ;)


Once this is in a stable state you should go to all the news sites like that Morowind 2011 guy did and post this. I'm probably not going to use it for my next playthrough but I did find some handy mods to put in my game from your mod list (I just finished setting my game up to something I really like and am comfortable with). This is a sweet compilation and I'd recommend it to any new MW players (which seems to happen a lot these days what with the constant cheap sales of the game on Steam. I wish we had Steam like it is now back when MW first came out...)


of course we will, the real aim of the project is to spread this graphic enhancements to all the world :)

and now the installation problems: I'm sorry but I can't help you, I didn't downloaded this first test version yet because of my -wonderful- mobile connection :confused:

You will have to wait for KingPix to wake up, you know, it's seven in the morning here in Italy, I'm the crazy one who didn't slept this night :dry:

Thank you peachy (again)!
User avatar
ladyflames
 
Posts: 3355
Joined: Sat Nov 25, 2006 9:45 am

Post » Wed Dec 07, 2011 10:31 pm

I managed to fix it myself by just creating the .txt file and putting in the MSGO folder. I reinstalled and it said the same thing for "Warnings.txt", so I added that as well. It's all working now, so I'll continue with the installation and post if I encounter any more problems.
User avatar
Judy Lynch
 
Posts: 3504
Joined: Fri Oct 20, 2006 8:31 am

PreviousNext

Return to III - Morrowind