[RELz] Morrowind Overhaul - Sounds & Graphics

Post » Thu Dec 08, 2011 3:28 am

I am already in the process of reinstalling the game but thanks for the fast reply.

I was still a bit skeptical even if I already saw the youtube stuff and screenshot. Some thoughts came to my mind like "i bet its just another one of those changes".

When I installed your overhaul I was stunned on how much it changed the game's feel. It was just pure beauty.

Thank you for this!


While the team behind this obviously but a lot of love and time into the compilation, I think it's important to remember that all of these mods existed before the overhaul was released, some for years, and to remember all the amazing talent behind the individual mods, from the smallest weapon replacement to the largest world texture replacements, the compilation basically represents the last 8+ years of work from the community.

To the Overhaul team: Thank you so much for all the love, care and attention to detail you put into putting this great compilation together and involving the modding community.

To the modding community - those who have long since left us and those who are still here who have created the many mods features in this overhaul - thank you for your amazing, talented work. I wish I was half as talented as you guys so I could help contribute to the modding scene but I just love downloading your stuff and using it in my game.
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Claire Lynham
 
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Post » Thu Dec 08, 2011 2:28 am

While the team behind this obviously but a lot of love and time into the compilation, I think it's important to remember that all of these mods existed before the overhaul was released, some for years, and to remember all the amazing talent behind the individual mods, from the smallest weapon replacement to the largest world texture replacements, the compilation basically represents the last 8+ years of work from the community.

To the Overhaul team: Thank you so much for all the love, care and attention to detail you put into putting this great compilation together and involving the modding community.

To the modding community - those who have long since left us and those who are still here who have created the many mods features in this overhaul - thank you for your amazing, talented work. I wish I was half as talented as you guys so I could help contribute to the modding scene but I just love downloading your stuff and using it in my game.

Yep. And those users of this compilation could also show their appreciation to each individual source modder by posting a kudos in their respective threads found here on the Bethesda forums, or at PES or TESNexus. :yes:


[edit] emphasis on individual modders.
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Jeffrey Lawson
 
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Post » Thu Dec 08, 2011 5:01 am

Yep. And those users of this compilation could also show their appreciation to the source modders by posting a kudos in their respective threads found here on the Bethesda forums, or at PES or TESNexus. :yes:


Already voted a 10 on PES but couldn't find the TESnexus link, also posted a lengthy review on Facebook and am letting all my PC gamer friends know about it and telling them that if they don't have Morrowind GOTY they need to buy it on Steam to try it out (most of them are RPG gamers but a few don't have MW for whatever reason). The team needs to go to all the news sites like bluesnews, 1up, etc. - and let the Steam people know so they can announce it on their Morrowind news page - to help get the word out.

On an un-related note, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8805 is now up to v 1.0.

Also, just saw a new http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8991 that looks interesting, it adds a Starburst crosshair and there's multiple versions to choose from. Looks okay but haven't tried it in-game to see how it is.
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Stefanny Cardona
 
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Post » Wed Dec 07, 2011 6:28 pm

Already voted a 10 on PES but couldn't find the TESnexus link, also posted a lengthy review on Facebook and am letting all my PC gamer friends know about it and telling them that if they don't have Morrowind GOTY they need to buy it on Steam to try it out (most of them are RPG gamers but a few don't have MW for whatever reason). The team needs to go to all the news sites like bluesnews, 1up, etc. - and let the Steam people know so they can announce it on their Morrowind news page - to help get the word out.
-clip-

Umm, I think you misunderstood what I was getting at - users ought to post kudos in each individual modder's thread / download site since they are THE original source of the mods making up this compilation.
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Misty lt
 
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Post » Thu Dec 08, 2011 2:15 am

Umm, I think you misunderstood what I was getting at - users ought to post kudos in each individual modder's thread / download site since they are THE original source of the mods making up this compilation.


Lol, yeah, I mis-read your above post. But I'm tired so I have an excuse (that's my story and I'm sticking to it).
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Kerri Lee
 
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Post » Wed Dec 07, 2011 4:51 pm

Once Connary finishes his Compendium, we should include it in Morrowind Overhaul 2012. Or if Connary is still working on it by then, we should use all of Connary's textures in the Overhaul for 2013.


Question, is KINGPIX in competition with Warwon? Kinda like Salieri vs Mozart in the movie "Amadeus"?
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LittleMiss
 
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Post » Wed Dec 07, 2011 6:37 pm

Some issues for me.

1) No grass (i used the animated grass option: plugin directory> Add> Data Files\grass folder > Save > Select All > continue)
2) No "new" water shader (even if it's present in the "Set active shaders" bottom, with the other five shaders; HDRBloom works, Depth of Field works, SSAO works, Godrays and underwater blur don't noticed yet)

"FAQ
4.1 Morrowind stops working when i go out from the boat at the beginning of a new game.

This problem is caused by distant lands rendered by morrowind graphic extender. To solve it disable the distant land feature and play through the game until you can save. Save and close morrowind, then enable distant land again and play"

Don't work for me.

Any suggestion ?

-EDIT- I use oldschool CDs, so NO Steam version. I play as PC Admin
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Sasha Brown
 
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Post » Thu Dec 08, 2011 7:57 am

I also dont have shaders on water, it just looks bland.
Also could you please tell me how to make bigger viewing distance? When I get off ship and look at near island, i hardly can see it, everything so shiny and bright..
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neen
 
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Post » Thu Dec 08, 2011 4:56 am

Yep. And those users of this compilation could also show their appreciation to each individual source modder by posting a kudos in their respective threads found here on the Bethesda forums, or at PES or TESNexus. :yes:


[edit] emphasis on individual modders.

Yeah, this.
If you enjoy this compilation (I said it several times), the merit is of all the individual modders.
So please, if you know how (and I know you know how, lol), go and vote those mods!

Question, is KINGPIX in competition with Warwon? Kinda like Salieri vs Mozart in the movie "Amadeus"?

Nope, I'm not.
As we said this project started 2 years ago. Warwon was not there 2 years ago, Morrowind 2011 is only a coincidence.

Some issues for me.

1) No grass (i used the animated grass option: plugin directory> Add> Data Files\grass folder > Save > Select All > continue)
2) No "new" water shader (even if it's present in the "Set active shaders" bottom, with the other five shaders; HDRBloom works, Depth of Field works, SSAO works, Godrays and underwater blur don't noticed yet)

"FAQ
4.1 Morrowind stops working when i go out from the boat at the beginning of a new game.

This problem is caused by distant lands rendered by morrowind graphic extender. To solve it disable the distant land feature and play through the game until you can save. Save and close morrowind, then enable distant land again and play"

Don't work for me.

Any suggestion ?

-EDIT- I use oldschool CDs, so NO Steam version. I play as PC Admin

What graphics card model have you got?

I also dont have shaders on water, it just looks bland.
Also could you please tell me how to make bigger viewing distance? When I get off ship and look at near island, i hardly can see it, everything so shiny and bright..

Are you sure that you enabled distant land?
Too see them you must complete the intro of the game, by leaving the Census Office.
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Sara Johanna Scenariste
 
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Post » Wed Dec 07, 2011 5:17 pm

Strange, but cant visit Pelagiad. When try to come in, my fps change to 0-1. Near Fort Darius I have the same problem. Why?
And yeah, sometimes while loading cells, MW crashes.

Well, looks nice, good work. I like it.
But I'd rather use my own compilation. Heh.
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Ebou Suso
 
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Post » Thu Dec 08, 2011 1:30 am

Strange, but cant visit Pelagiad. When try to come in, my fps change to 0-1. Near Fort Darius I have the same problem. Why?
And yeah, sometimes while loading cells, MW crashes.


Are you usign other mods with the compilation?

Anyway, here's the list of mods/corrections for the next update:

- http://www.gamesas.com/index.php?/topic/1164234-relz-ultimate-icon-replacer/
- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3466 (Thanks to Myxale)
- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8746
- http://www.tesnexus.com/downloads/file.php?id=36873
- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8213
- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=184
- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5706
- http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8805
- A Great Mesh Improvement
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helen buchan
 
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Post » Wed Dec 07, 2011 11:26 pm

Chainy's Hopesfire and Plangkye's Trueflame are great, but have you considered http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7456? Just thought I'd check.
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Dalley hussain
 
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Post » Thu Dec 08, 2011 6:14 am

Are you usign other mods with the compilation?

I cant use all Bloodmoon texture fix, cuz it is .esm and i need to make a .cel-file, I so..

Expanded sound.esp
GH_ES 1.3 Patch.esp
GH_Extra.esp
Ebonheartfix.esp
and 3 .esm files.

This file I dont use.
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willow
 
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Post » Wed Dec 07, 2011 8:30 pm

Hey Kingpix!

Have you and your team considered a way, to update an old version of M-OSG?

A few days ago, a tried to install the new version on top of the old one, and it hadn't worked.
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Baylea Isaacs
 
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Post » Thu Dec 08, 2011 5:03 am

I have discovered a major problem with this mod over the last couple days playing MW with it:
Spoiler
I spend half my time taking screenshots and getting nothing done. D:

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marina
 
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Post » Wed Dec 07, 2011 6:36 pm

I have discovered a major problem with this mod over the last couple days playing MW with it:
Spoiler
I spend half my time taking screenshots and getting nothing done. D:



:icecream:

Lool

Kinda same here! :biggrin:
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Spaceman
 
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Post » Thu Dec 08, 2011 2:08 am

Nice work... just one thing. Which water shader are in use in the screens/vids? :)


Bump!
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Jordan Moreno
 
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Post » Wed Dec 07, 2011 3:36 pm

Chainy's Hopesfire and Plangkye's Trueflame are great, but have you considered http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7456? Just thought I'd check.

I was tired when I posted haha.
Dwemeri Gift is already included, thanks for the heads up!

Hey Kingpix!

Have you and your team considered a way, to update an old version of M-OSG?

A few days ago, a tried to install the new version on top of the old one, and it hadn't worked.

Are you talking about the old BETA version?

I have discovered a major problem with this mod over the last couple days playing MW with it:
Spoiler
I spend half my time taking screenshots and getting nothing done. D:



:icecream:

Lool

Kinda same here! :biggrin:

:D:D


Bump!

Ugh, sorry, didn't see your post. XD
The water shader is based on the MGE dll rev 186 by phal.
Here's a link: http://www.speedyshare.com/files/23543919/d3d8_186_scatter_cloud_v5.zip
Note that the rev 178 is needed.
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candice keenan
 
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Post » Thu Dec 08, 2011 12:32 am

@Kingpix:

It was the first version you shared with us in this forum. :)
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Gemma Archer
 
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Post » Wed Dec 07, 2011 6:04 pm

@Kingpix:

It was the first version you shared with us in this forum. :)

I think that there is no need of a compatibility patch.
It was only a test version, this is the real release.
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K J S
 
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Post » Wed Dec 07, 2011 10:09 pm

Ok minor issue, I switched from Vurt's Bushy to Vality for Ascadian Isles in the MGSO Options, but Vurt's trees are still there along with Vality's now. D:

Screenshot -
(Warning, large)
http://i.min.us/iefodk.bmp


I tested with a new game, wondering if it'd only be a problem specific to already saved games, but they're still there on the new game.

I did notice however, that when I went near them, Vurt's trees disappeared.

Edit: Aha, rerunning distant land file creation wizard fixed it, as I suspected from the disappearance from getting near them! Someone give me a detective badge.
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..xX Vin Xx..
 
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Post » Wed Dec 07, 2011 10:38 pm

Ok minor issue, I switched from Vurt's Bushy to Vality for Ascadian Isles in the MGSO Options, but Vurt's trees are still there along with Vality's now. D:

Screenshot -
(Warning, large)
http://i.min.us/iefodk.bmp


I tested with a new game, wondering if it'd only be a problem specific to already saved games, but they're still there on the new game.

I did notice however, that when I went near them, Vurt's trees disappeared.

Edit: Aha, rerunning distant land file creation wizard fixed it, as I suspected from the disappearance from getting near them! Someone give me a detective badge.

Aha :celebration:
I wrote it in the guide, didn't I? :D

Anyway I put togheter a little blog: http://morrowindoverhaul.net/blog/
Here you will find all the updates/fixes that will come in the next days!
I'm building a FAQs section too.
Damn, I have too many things to do :P
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Lyd
 
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Post » Thu Dec 08, 2011 1:06 am

The part about MGE grass percentage in the docs needs to be explained better. Not only does it have to do with your personal preference, but it has to do with performance as well.

The grass at 10% (as opposed to 100%) gives you a bost of 7-8 FPS (on my setup at least), so it affects the performance quite a bit, more so than much else in MGE. Not that 10% is optimal, but i would probably NOT recommend to have it at 100%, i tried 40 and it looked ok to me + gives a nice FPS boost.
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JaNnatul Naimah
 
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Post » Thu Dec 08, 2011 8:03 am

The part about MGE grass percentage in the docs needs to be explained better. Not only does it have to do with your personal preference, but it has to do with performance as well.

The grass at 10% (as opposed to 100%) gives you a bost of 7-8 FPS (on my setup at least), so it affects the performance quite a bit, more so than much else in MGE. Not that 10% is optimal, but i would probably NOT recommend to have it at 100%, i tried 40 and it looked ok to me + gives a nice FPS boost.

Yup, you are right!
Later I'll correct it.
Thanks vurt :)
Here's the blog with the FAQ and update sections! http://morrowindoverhaul.net/blog/
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James Shaw
 
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Post » Thu Dec 08, 2011 12:20 am

@Hermit, some Ice cream is all you'll get :toughninja: ...whenever i see you post, my first thought is 'oh noes problem with his game again' :whistling:

Vurt is right! I drive the Grass at 75% and its awesome. But even 5% more or less can be felt FPS-wise!

Oh, something I wanted to share...Haven't had a single crash since I installed! :hubbahubba: This is a new record for me.
The most stable build of Modded Morro on my rig! :shocking:
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mimi_lys
 
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