[BETA/WIPz] Morrowind Overhaul - Sounds & Graphics

Post » Fri May 13, 2011 12:01 pm

All I could think about during the recent debacle was "But... I've seen Kingpix asking for permissions and things, I know there's a team that's doing this compilation stuff right! It can be done properly." I'm really pleased to see this coming out, and really pleased by the way you've gone about it, and really pleased by the community reaction.

Although I'm another who prefers to put together my own modlist, I really do think there's a demand for a beginner's pack; modded Morrowind can be overwhelming. I wish you the best of luck and great success with this project.
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Dawn Farrell
 
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Post » Fri May 13, 2011 5:41 pm

Looks awesome. Any ETA?

the graphics & sounds part of the overhaul is almost ready for release.
As for the Game Experience part, that is still W.I.P. and won't be completed VERY soon
I really don't hope anybody have any issues with this...
It's like the first time in 6 years I have wanted to go back to playing Morrowind, my previously favorite game

EDIT: How is the fps hit btw? I have an Phenom X3 440, 4GB Ram and an GTX 460 768mb card. Do you think I will be able to run it on max everything with 1680x1050?

you should be able tu run it greaty :)
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Hussnein Amin
 
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Post » Fri May 13, 2011 12:31 pm

I don't know what the game experience part is going to contain exactly, but I bet that'll be pretty tough to get right. Especially since you're going to have to deal with a lot more esp files and potential conflicts. Good luck! :)

Could you post a plug-in list of the sounds&graphics pack before uploading the pack? Just in case there are any mistakes you missed there.
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Andrew Lang
 
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Post » Fri May 13, 2011 2:44 pm

Sure. I will post it later =)
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Darian Ennels
 
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Post » Fri May 13, 2011 5:34 pm

Very interesting to see another compilation coming so soon after the 2011 one. Luckily it's being done right this time. Let's hope the big news sites pick this one up once it's finished because KINGPIX did ask permission to the modders and his looks better :tongue:
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Vickytoria Vasquez
 
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Post » Fri May 13, 2011 5:55 am

Lets hope you can get it up this weekend then! :-)

Is it possible, and smart, to run Blocking/Combat Enhanced together with this compendium? I remember it needing some MWSE.exe file
And does MGE-XE work with this too, because that one adds working dynamic shadows?
Thanks alot :-)
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Silencio
 
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Post » Fri May 13, 2011 6:21 am

Very nice, indeed :)
Keazen’s Mods:
Better Clothes Patch

This patch add major clipping issues on shoes changed by Better Clothes. "Not able to find Foot part in BC_shoes..." errors in Warnings.txt are completely harmless – there is no need for patch at all.
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CHARLODDE
 
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Post » Fri May 13, 2011 8:25 pm

I agree with Logitech about the Better Clothes Patch, you're better off without it.
Lets hope you can get it up this weekend then! :-)

Is it possible, and smart, to run Blocking/Combat Enhanced together with this compendium? I remember it needing some MWSE.exe file

That would be the Morrowind Enhanced (MWE) utility actually. It should be compatible with most mods. Especially sounds/graphics mods. So there shouldn't be any problems with MWE and this overhaul. There has been some talk that Morrowind Enhanced is somewhat buggy and can cause saves to corrupt though, I don't think it's still widely used.
And does MGE-XE work with this too, because that one adds working dynamic shadows?
Thanks alot :-)

I assume they won't include a specific MGE within the download. If so, you'd be free to use any MGE version you like.
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Jason King
 
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Post » Fri May 13, 2011 8:01 am

I really don't hope anybody have any issues with this...
It's like the first time in 6 years I have wanted to go back to playing Morrowind, my previously favorite game

EDIT: How is the fps hit btw? I have an Phenom X3 440, 4GB Ram and an GTX 460 768mb card. Do you think I will be able to run it on max everything with 1680x1050?

So, there isn't really a "max everything" in MGE. By the way you will run this at good levels without problems :)
The guide that we are making is done to help you with all the MGE configuration, to assure the best performances ;)

Especially since you're going to have to deal with a lot more esp files and potential conflicts. Good luck! :)

Could you post a plug-in list of the sounds&graphics pack before uploading the pack? Just in case there are any mistakes you missed there.

1) Yes, I will work so much more for that!
2)Here's the list:

_001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Morrowind Patch 1.6.5 Beta (BTB Edit).esm
_005_ Texture Fix - Bloodmoon 1.1.esm
_006_ Texture Fix 1.8.esm
_007_ Vivec_Voice_addon TRIBUNAL.esp
_008_ Dagoth Gares_Voice_addon v1.1.esp
_009_ TLM - Ambient Light + Fog Update.esp
_010_ TLM - Light Sources (Clearer Lighting).esp
_011_ Balmora Un-Mod.esp
_012_ barilzar_voice.esp
_013_ SirLuthor-Tools.esp
_014_ Key Replacer Trib & BM.esp
_015_ Unique Banners and Signs [ITA].esp
_016_ Illuminated Windows.esp
_017_ Illuminated Windows - Bloodmoon.esp
_018_ Statue Replacer - Normal.esp
_019_ bones.esp
_020_ OR_Fang.esp
_021_ Book Jackets - Morrowind.esp
_022_ Book Jackets - Tribunal.esp
_023_ Book Jackets - Bloodmoon.esp
_024_ Expanded Sounds.esp
_025_ Better Clothes_v1.1.esp
_026_ NewBlood_MwTbBm1.1.esp
_027_ Neo's Unique Creatures.esp
_028_ DN_AshVampires.esp
_029_ BetterClothesForTB.esp
_030_ BetterClothes Patch.esp
_031_ correctUV Ore Replacer 1.0.esp
_032_ Bloated Caves.esp
_033_ Graphic Herbalism.esp
_034_ Graphic Herbalism Extra.esp
_035_ GH_ES1.3 Patch.esp
_036_ GH_Extra_ES1.3 Patch.esp
_037_ TVwofs.esp
_038_ New Argonian Bodies - Clean.esp
_039_ New Khajiit Bodies - Clean.esp
_040_ almalexia armor.esp
_041_ Animated Soulgems.esp
_042_ Mournhold Overhaul - No NPC's.ESP
_043_ UniqueFinery.esp
_044_ WA_Signy_Signposts(!).ESP
_045_ New Veloth's Judgement 2.esp
_046_ Animated Morrowind 1.0.esp
_047_ Better Skulls.ESP
_048_ Particle Arrow Replacer.esp
_049_ UAR_ChodalaBoots.esp
_050_ Vurt's Solstheim Trees & Bushes Replacer.ESP
_051_ SNR_ThievesStep_Standart.esp
_052_ Water Level Fix - Full.esp
_053_ Psy_IronMeshImprove_Uniques_BME.esp
_054_ Unique Tombs.esp
_055_ Vurt's Grazelands Trees.ESP
_056_ DA_Complete.ESP
_057_ Animated_Morrowind - Expanded.esp
_058_ Ebonheart Fix.ESP
_059_ More Better Clothes.ESP
_060_ Animated Morrowind II.esp
_061_ Lights_300_V4.esp
_062_ Vurt's Ashlands Overhaul.esp
_063_ bcsounds.esp
_064_ Golden Gold.esp (Merged with golden gold patch to save a slot)
_065_ TLM - Light Sources (Lanterns).esp
_066_ TLM - External Lights Ownership.esp

Then I linked Westly's Master Headpack, Westly's Unique Corpus Stalkers & Westly's Unique Winged Twilight

As you can see I tried to keep it clean, to avoid crash and to use as few as possible plugin slots.

Grass plugins:

Variation 1: (I prefer this, much more "Morrowind Vanilla Style"
Ascadian Isles Grass (Vality's)
Vurt's Groundcover - The Ashlands
Muspila's Azura's Coast
Vality's Bitter Coast grass with Vurt's tweaked textures
Vality's Bitter Grazelands grass with Vurt's tweaked textures
Vality's Bitter West Gash grass with Vurt's tweaked textures
Vurt's Solstheim Grass

Variation 2: (The "bushy one")
Muspila's Azura's Coast
Vurt's Groundcover Complete Version
Vurt's Solstheim Grass


Lets hope you can get it up this weekend then! :-)

Is it possible, and smart, to run Blocking/Combat Enhanced together with this compendium? I remember it needing some MWSE.exe file
And does MGE-XE work with this too, because that one adds working dynamic shadows?
Thanks alot :-)

They would work, yes, but you need Morrowind Enhanced :)
Also I don't recommend MGE XE right now, in fact like Hrnchamd said, it's only a tech demo! Better wait a final release :P
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Jose ordaz
 
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Post » Fri May 13, 2011 4:04 am

Looks alright to me. And the variation for grasses is nice. In fact, judging from the screens, I think I may download the compilation just for the grasses. :P

Graphic Herbalism Extra.esp

I don't remember seeing this 'extra' thing for GH. What does it do?
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Alexandra Ryan
 
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Post » Fri May 13, 2011 6:25 pm

Looks alright to me. And the variation for grasses is nice. In fact, judging from the screens, I think I may download the compilation just for the grasses. :P

Graphic Herbalism Extra.esp

I don't remember seeing this 'extra' thing for GH. What does it do?

It changes the way you pick up minerals, pretty the same way as plants.

Edit:
Very nice, indeed :)

This patch add major clipping issues on shoes changed by Better Clothes. "Not able to find Foot part in BC_shoes..." errors in Warnings.txt are completely harmless – there is no need for patch at all.

Yes, I saw that too.
In fact I think I will delete that patch before uploading the mod :)
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Project
 
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Post » Fri May 13, 2011 7:20 pm

_021_ Book Jackets - Morrowind.esp
_022_ Book Jackets - Tribunal.esp
_023_ Book Jackets - Bloodmoon.esp

http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=2390 from Daleth that correct mesh in book "A Dance in Fire, Chapter 4" and optionaly alternate some "vivid" textures.
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Rach B
 
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Post » Fri May 13, 2011 4:42 pm

Since I just finished configuring my own Morrowind and making it look nice, would you consider simply putting up any changes/tweaks you may have made that are otherwise not available and posting any morrowind.ini or MGE settings for those of us just interested in that?
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dean Cutler
 
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Post » Fri May 13, 2011 12:06 pm

http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=2390 from Daleth that correct mesh in book "A Dance in Fire, Chapter 4" and optionaly alternate some "vivid" textures.

That was included but - apparently - I forgot it in the credits section ! Thanks for posting this, credits added!

Since I just finished configuring my own Morrowind and making it look nice, would you consider simply putting up any changes/tweaks you may have made that are otherwise not available and posting any morrowind.ini or MGE settings for those of us just interested in that?

Yeah why not :)
We are also translating our install guide (it is HUGE) into english, that guide will help you with the settings, and yes, it can be downloaded without the main installer file =)

Oh, and just to be correct, here's the Morrowind Overhaul Team behind this project:

Kingpix - Project Leader and pack building/ tweaking
Fafolo - Install Guide (wonderful)
Yoae (and his girlfrend XD) - Guide translation and general help
Nick93 - Screens & videos
Tumore - Betatesting
no1 - Morrowind Overhaul Mascotte
Julianross - So much help with mods and modlist
Andracos ( & Tumore) - Plugin translation (English -> Italian)


=)
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Ebou Suso
 
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Post » Fri May 13, 2011 3:23 pm

Looks awesome, I'm really looking forward to this. Any chance you could post screenshots of some of the characters/NPC's? I'd like to see how they look.
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Mari martnez Martinez
 
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Post » Fri May 13, 2011 11:29 am

Looks awesome, I'm really looking forward to this. Any chance you could post screenshots of some of the characters/NPC's? I'd like to see how they look.

Tomorrow I will post new screens :)
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Unstoppable Judge
 
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Post » Fri May 13, 2011 10:17 am

_016_ Illuminated Windows.esp
_017_ Illuminated Windows - Bloodmoon.esp


It looks like you are using outdated 1.0 version of Illuminated Windows that is avaiable on PES. My esp files are named as follow: Illuminated Windows v1.2.esp and Illuminated Windows - Bloodmoon v1.2.esp
Here is the full changelog of Dark Angel's Illuminated Windows v1.2:
Spoiler
1.2:

30. Added compatibility with “Molag Mar Revisited 2.0” (updated version). No more floating objects are seen when used together with “Illuminated Windows 1.2”.

31. Added compatibility and addressed placement issues with “Balmora Expansion”. No more error messages, floating objects or placement issues in Balmora when used together.

32. Added compatibility and addressed placement issues with “Morrowind Add-On Pack” No more placement or lighting issues in Dagon Fell when used together.

33. Added “Illuminated Windows for Balmora Expansion” esp. (in extras folder) to light up unlit interior and exterior windows when appropriate. Additional windows and objects were also added.

34. Added “Illuminated Windows for Indy Bank” esp. (in extras folder) to light up unlit interior and exterior windows when appropriate. Additional windows and objects were also added.

35. Added “ASE Extras Expansion” (in extras folder) for use with any or all extra esp’s enclosed in extras folder. Will add interior rain, lightning and pub sounds when used with Duncan’s ASE (Atmospheric Sound Effects).

36. Placed objects and made alterations to some of the structures in “Indy Bank” and “Balmora Expansion” to better blend them in and improve appearance. Especially in the case of “Indy Bank”.

37. Altered the waterfall sound (script) in “Balmora Expansion” to sound less abrupt (more natural) when used with “Illuminated Windows for Balmora Expansion”.

38. Added landscaping and lighting to the waterfall in “Balmora Expansion”.

39. Improvements made for a more realistic brewery in “Balmora Expansion”.

40. Added lightning effect to all green windows when using “ASE Tribunal Expansion” and “ASE Extras Expansion”. Lightning will now occur at all interior green windows during a storm.

41. Added some interior window lights that were missing in the original version.

42. Adjusted lighting and added some windows to Suran.

43. Adjusted some lighting and exterior fires in Sadrith Mora.

44. Improved efficiency of all interior window scripts.


There is also an alternative to this mod, although I’m not sure which one is better:
Max's Windows Glow 2.2 (+Colt17 Windows Glow - Tribunal V 1.1 + Windows Glow - Bloodmoon (now with Raven Rock) + Dragon32 Fixed tavern mesh for Windows Glow 2.2 + Acrilix’s Windows Glow Texture Tweaks + abot's Windows Glow expansion 1.1). Uhh, that's a lot of add-ons and fixes for just one mod (and there are more mods that expand Window Glow concept like: ModMan's Windowlights 2.0 and Spuzzum's Interior Daylight 1.0) xD

_009_ TLM - Ambient Light + Fog Update.esp
_010_ TLM - Light Sources (Clearer Lighting).esp
(...)
_061_ Lights_300_V4.esp
(...)
_065_ TLM - Light Sources (Lanterns).esp
_066_ TLM - External Lights Ownership.esp

I’m afraid that both mods (The Lighting Mod and Lights 300) change the same (or very similar) things and there could be some compatibility issues.
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Vicki Blondie
 
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Post » Fri May 13, 2011 1:21 pm

It looks like you are using outdated 1.0 version of Illuminated Windows that is avaiable on PES. My esp files are named as follow: Illuminated Windows v1.2.esp and Illuminated Windows - Bloodmoon v1.2.esp
Here is the full changelog of Dark Angel's Illuminated Windows v1.2:
Spoiler
1.2:

30. Added compatibility with “Molag Mar Revisited 2.0” (updated version). No more floating objects are seen when used together with “Illuminated Windows 1.2”.

31. Added compatibility and addressed placement issues with “Balmora Expansion”. No more error messages, floating objects or placement issues in Balmora when used together.

32. Added compatibility and addressed placement issues with “Morrowind Add-On Pack” No more placement or lighting issues in Dagon Fell when used together.

33. Added “Illuminated Windows for Balmora Expansion” esp. (in extras folder) to light up unlit interior and exterior windows when appropriate. Additional windows and objects were also added.

34. Added “Illuminated Windows for Indy Bank” esp. (in extras folder) to light up unlit interior and exterior windows when appropriate. Additional windows and objects were also added.

35. Added “ASE Extras Expansion” (in extras folder) for use with any or all extra esp’s enclosed in extras folder. Will add interior rain, lightning and pub sounds when used with Duncan’s ASE (Atmospheric Sound Effects).

36. Placed objects and made alterations to some of the structures in “Indy Bank” and “Balmora Expansion” to better blend them in and improve appearance. Especially in the case of “Indy Bank”.

37. Altered the waterfall sound (script) in “Balmora Expansion” to sound less abrupt (more natural) when used with “Illuminated Windows for Balmora Expansion”.

38. Added landscaping and lighting to the waterfall in “Balmora Expansion”.

39. Improvements made for a more realistic brewery in “Balmora Expansion”.

40. Added lightning effect to all green windows when using “ASE Tribunal Expansion” and “ASE Extras Expansion”. Lightning will now occur at all interior green windows during a storm.

41. Added some interior window lights that were missing in the original version.

42. Adjusted lighting and added some windows to Suran.

43. Adjusted some lighting and exterior fires in Sadrith Mora.

44. Improved efficiency of all interior window scripts.


There is also an alternative to this mod, although I’m not sure which one is better:
Max's Windows Glow 2.2 (+Colt17 Windows Glow - Tribunal V 1.1 + Windows Glow - Bloodmoon (now with Raven Rock) + Dragon32 Fixed tavern mesh for Windows Glow 2.2 + Acrilix’s Windows Glow Texture Tweaks + abot's Windows Glow expansion 1.1). Uhh, that's a lot of add-ons and fixes for just one mod (and there are more mods that expand Window Glow concept like: ModMan's Windowlights 2.0 and Spuzzum's Interior Daylight 1.0) xD


I’m afraid that both mods (The Lighting Mod and Lights 300) change the same (or very similar) things and there could be some compatibility issues.

Where is this Illuminated Windows 1.2 you speak of? My uberleet googol skeelz have not managed to locate it.
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Josh Sabatini
 
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Post » Fri May 13, 2011 1:55 pm

There is also an alternative to this mod, although I’m not sure which one is better:
Max's Windows Glow 2.2 (+Colt17 Windows Glow - Tribunal V 1.1 + Windows Glow - Bloodmoon (now with Raven Rock) + Dragon32 Fixed tavern mesh for Windows Glow 2.2 + Acrilix’s Windows Glow Texture Tweaks + abot's Windows Glow expansion 1.1). Uhh, that's a lot of add-ons and fixes for just one mod (and there are more mods that expand Window Glow concept like: ModMan's Windowlights 2.0 and Spuzzum's Interior Daylight 1.0) xD


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.

Edit: Forgot to include quote in a quote block.
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Danny Warner
 
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Post » Fri May 13, 2011 1:32 pm

Same here with illuminated windows...where is 1.2?
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City Swagga
 
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Post » Fri May 13, 2011 5:26 am

Here it is - I've uploaded it to http://www.sendspace.com/file/6iz3tj.
Original and complete archive with all author's extras. It looks like this version of the mod is no longer available online. Fortunately http://www.gamesas.com/index.php?/user/70923-alexir/ archived this package back in 2005 so now we can enjoy it :)
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Iain Lamb
 
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Post » Fri May 13, 2011 7:51 am

It looks like you are using outdated 1.0 version of Illuminated Windows that is avaiable on PES. My esp files are named as follow: Illuminated Windows v1.2.esp and Illuminated Windows - Bloodmoon v1.2.esp
Here is the full changelog of Dark Angel's Illuminated Windows v1.2:
[spoiler]1.2:

I’m afraid that both mods (The Lighting Mod and Lights 300) change the same (or very similar) things and there could be some compatibility issues.

Ok, I updated Illuminated Windows version to 1.2 (thanks for the upload), and after examining lights 300 and TLM I decided to delete lighs 300 and keep TLM Modular on.
Thanks for the heads up!

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.

Edit: Forgot to include quote in a quote block.

That's a good idea, I'll give it a try!
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Marina Leigh
 
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Post » Fri May 13, 2011 2:00 pm

installing this pack will there be all the separate esps for the mods your including or one new esp/esm adding all the new content in to morrowind, if all the esps were combined it would shore add alot more free space in the load order for new mods and wouldnt it help load speeds? also merging the esp/esms might also help detect comparability issues among all the included mods. one of the biggest problems with installing lots of mods is two may conflict then you got to find out witch ones thay are and why then figure out how to fix it or even chose one of them and sacrifice the other. i think the best thing your doing here is collecting lots of mods and making them all comparable, i cant tell you how many time i download a new mod and have not work for about 3 to 4 days till i find out why haha im shore every ones had that once in a wile :P
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Chris Duncan
 
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Post » Fri May 13, 2011 8:48 am

installing this pack will there be all the separate esps for the mods your including or one new esp/esm adding all the new content in to morrowind, if all the esps were combined it would shore add alot more free space in the load order for new mods and wouldnt it help load speeds? also merging the esp/esms might also help detect comparability issues among all the included mods. one of the biggest problems with installing lots of mods is two may conflict then you got to find out witch ones thay are and why then figure out how to fix it or even chose one of them and sacrifice the other. i think the best thing your doing here is collecting lots of mods and making them all comparable, i cant tell you how many time i download a new mod and have not work for about 3 to 4 days till i find out why haha im shore every ones had that once in a wile :P

It will inlclude separate esps.
By doing so, you can update/remove/manage single mods, and you can also see quickly what mods are included.
Also for objects merging TESTool is included, and I am trying to build this compilation without incompatibilities or unuseful/outdated mods :)
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Yung Prince
 
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Post » Fri May 13, 2011 6:48 pm

Look forward to this. Might even wait for this to replay Morrowind.
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how solid
 
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