[RELz] Morrowind Overhaul - Sounds & Graphics

Post » Tue May 08, 2012 12:00 am

Great news, I eagerly anticipate the release, good job, BTW where are the italian and french equivalent of these forums.
Here it's the french MGSO topic => http://www.confrerie-des-traducteurs.fr/forum/viewtopic.php?f=61&t=7652

And also a big thanks for the many smoothed meshes done by Tronvillain!!! :celebration:
User avatar
Danial Zachery
 
Posts: 3451
Joined: Fri Aug 24, 2007 5:41 am

Post » Mon May 07, 2012 11:38 am

Yey, can't wait to see version 2.0. Thank you!

Also, are we very far away from a Morrowind Overhaul - Game Experience release?
User avatar
James Shaw
 
Posts: 3399
Joined: Sun Jul 08, 2007 11:23 pm

Post » Tue May 08, 2012 2:09 am

Auto installer is done.
A demo-video is in upload. :)

@dreamer: yeah we are a bit far honestly :(
User avatar
Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm

Post » Mon May 07, 2012 4:10 pm

Cool, I can't wait, though, I've been playing through morrowind recently, and in the main wuest at one point you have to go into the vivec sewers to tal to an informant, but my character is new, and doesn't have any light sources, the thing is pitch black, it looks like I turned off the computer, its so bad I can't even find the way out of the sewers even if its right next to me, its pretty bad. Im pretty sure its the lighting mod, is there a way to tone it down in the pack, for now I think Ill just disable the esp's but it could be a serious problem for new players.

Separately, have you considered including mgexe, I mean its not more incomplete than regular mge, oh, I believe I saw a few threads about bump mapped textures, will you be including those?

Again, great work.
User avatar
Cccurly
 
Posts: 3381
Joined: Mon Apr 09, 2007 8:18 pm

Post » Mon May 07, 2012 4:50 pm

@arizzi: I contacted Hrnchamd and he says that he'll come back to work on MGE XE. I'll wait for him ;)

So, basically this is how the new installer looks: http://www.youtube.com/watch?v=fI6o8pw49tI
Almost all is automated, mouse movements and clicks included (except some OK to press and Options to choose).
It auto-calculates MGE settings according to your PC performances. :thumbsup:
User avatar
Leanne Molloy
 
Posts: 3342
Joined: Sat Sep 02, 2006 1:09 am

Post » Mon May 07, 2012 2:23 pm

FYI http://www.gamesas.com/index.php?/topic/1177631-relz-vurts-solstheim-tree-replacer-ii/ and http://www.gamesas.com/index.php?/topic/1122013-relz-leafy-west-gash-20/page__st__40 have both received updates.
User avatar
gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

Post » Mon May 07, 2012 5:31 pm

Thanks, as always :)
User avatar
Chrissie Pillinger
 
Posts: 3464
Joined: Fri Jun 16, 2006 3:26 am

Post » Tue May 08, 2012 2:33 am

I would recommend http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2735, by motoki, it stays very true to the original, and that way people don't have to download a separate head replacer mod (though, its up to them) I mention this because I believe that you didn't get permission for westleys stuff, if Im not mistaken.
User avatar
Ashley Hill
 
Posts: 3516
Joined: Tue Jul 04, 2006 5:27 am

Post » Mon May 07, 2012 2:41 pm

Well Vvardenfell Visages is already in the pack, and it's not bad in my opinion!
You're not the first asking for BH, anyway. :)
User avatar
A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Mon May 07, 2012 2:19 pm

Oh, then my bad, I just thought that users were expected to use westleys.

Separately, I have encountered an issue, where all the keys showup as huge yellow blocks, I don't know if this just me, but one example is in caius cosades house. Disabling the key replacer fixed this problem for me, so maybe its just a mod conflict on my side, but I don't know about everyone else, after all, a surprising amount of people here don't actually play morrowind all that much, even though they dedicate themselves to modding it.
User avatar
Greg Swan
 
Posts: 3413
Joined: Tue Jun 05, 2007 12:49 am

Post » Mon May 07, 2012 11:11 am

try to redownload the key replacer mod separately, maybe you lost some files.
To me it's working just fine :confused:
User avatar
Ilona Neumann
 
Posts: 3308
Joined: Sat Aug 19, 2006 3:30 am

Post » Mon May 07, 2012 11:22 pm

oh, it must be some mod conflict, but ill try doing that. Thanks
User avatar
Heather M
 
Posts: 3487
Joined: Mon Aug 27, 2007 5:40 am

Post » Mon May 07, 2012 10:32 pm

AMAZING!!!!
User avatar
Yama Pi
 
Posts: 3384
Joined: Wed Apr 18, 2007 3:51 am

Post » Mon May 07, 2012 3:36 pm

Vurt's Grazelands Trees have been updated and there's been another update to Leafy West Gash.
User avatar
Jack Walker
 
Posts: 3457
Joined: Wed Jun 06, 2007 6:25 pm

Post » Mon May 07, 2012 7:28 pm

So, *cough* where do the Bitter Coast smoothed flora meshes (from flora_bc_mushroom_01 to flora_bc_shelffungus_04) come from? :turned:
User avatar
Sara Johanna Scenariste
 
Posts: 3381
Joined: Tue Mar 13, 2007 8:24 pm

Post » Mon May 07, 2012 9:51 pm

Thank you so much for putting this pack together and thanks to all modders that allowed him to do so :) Couldn't live without it since I tend to uninstall/install morrowind quite so often, saves me a LOT of headaches.
User avatar
Kelli Wolfe
 
Posts: 3440
Joined: Thu Aug 23, 2007 7:09 am

Post » Mon May 07, 2012 10:13 pm

I've said already, but I think it's worth mention it here, too.

The pack is stunning. It breathes a whole new life in Morrowind. I remember the first time I installed BH, BB, BC, Visual Pack + XT and was all like "zOMG, WHAT GAME IS THIS?!", then reinstalled the vanilla game just so I could marvel at the improvements. This pack give me that feeling all over again. Huge thanks!

However, I'd rather not overwrite the selection for body, head, animation and equipment replacers I've made over the years everytime a patch is out. It was carefully chosen, and I think you should include the option to install the pack only for the enviroment, leaving the characters alone. The animations, specially, because picking just the loops you like from a bunch of files is already boring enough without doing it again and again.

That aside, stunning work putting this together.
User avatar
Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm

Post » Mon May 07, 2012 11:50 pm


However, I'd rather not overwrite the selection for body, head, animation and equipment replacers I've made over the years everytime a patch is out. It was carefully chosen, and I think you should include the option to install the pack only for the enviroment, leaving the characters alone. The animations, specially, because picking just the loops you like from a bunch of files is already boring enough without doing it again and again.

That aside, stunning work putting this together.
You could simply replace the files that MGSO Options applies, and you will have your personal installation with your own files in it, everytime.
To do so replace the old files in MGSOO\Options\BB_NV with your bodies files and HEADS_VV with your heads files.
Now everytime you will change settings in MGSO Options the program will use your files.

Thanks all.

New version is almost here... stay tuned.
User avatar
Kellymarie Heppell
 
Posts: 3456
Joined: Mon Jul 24, 2006 4:37 am

Post » Mon May 07, 2012 6:02 pm

Wouldn't be simpler to add a checkbox for character replacers? It's not a major issue, but it can be annoying, and be forced to back up those folders everytime is a much less intuitive way for the user to install your package. For stance, I prefer Slof's better beasts over New beasts bodies, and having the latter being forcefully installed everytime is a pain. Also, it could have to option to let what's already installed as it is.

Please note that I'm not whining; the compilation is amazing. Just pointing a few things to improve the option program.
User avatar
Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

Post » Mon May 07, 2012 12:31 pm

Wouldn't be simpler to add a checkbox for character replacers? It's not a major issue, but it can be annoying, and be forced to back up those folders everytime is a much less intuitive way for the user to install your package. For stance, I prefer Slof's better beasts over New beasts bodies, and having the latter being forcefully installed everytime is a pain. Also, it could have to option to let what's already installed as it is.
Yeah but this is already planned in the 2.0 version, I was saying that to fix your problem with 1.3
User avatar
Reanan-Marie Olsen
 
Posts: 3386
Joined: Thu Mar 01, 2007 6:12 am

Post » Mon May 07, 2012 3:49 pm

Oh, I see! Thanks a lot.
User avatar
TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

Post » Mon May 07, 2012 3:40 pm

Is this compatible with MW Graphics Extender by Timeslip et al?? I couldn't really find that answer anywhere...
User avatar
Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm

Post » Tue May 08, 2012 1:36 am

It includes it.
User avatar
Mario Alcantar
 
Posts: 3416
Joined: Sat Aug 18, 2007 8:26 am

Post » Mon May 07, 2012 8:08 pm

It includes it.
Awesome! Many thanks :icecream:
User avatar
Jennie Skeletons
 
Posts: 3452
Joined: Wed Jun 21, 2006 8:21 am

Post » Mon May 07, 2012 12:24 pm

Waiting on v2.0, because I've just got myself a new graphics card (a 550Ti, which is a hell of a step up from my old 7300GT!), and got Skyrim and Oblivion running at very nice levels of detail, and I want to get Morrowind up to graphical snuff next.
User avatar
GabiiE Liiziiouz
 
Posts: 3360
Joined: Mon Jan 22, 2007 3:20 am

PreviousNext

Return to III - Morrowind