[RELz] Morrowind Overhaul - Sounds & Graphics

Post » Mon May 16, 2011 10:38 pm

Older threads:
http://www.gamesas.com/index.php?/topic/1156204-betawipz-morrowind-overhaul-sounds-graphics/ http://www.gamesas.com/index.php?/topic/1158688-betawipz-morrowind-overhaul-sounds-graphics-2/ http://www.gamesas.com/index.php?/topic/1164440-relz-morrowind-overhaul-sounds-graphics/

This article is also available in different languages:
http://morrowindoverhaul.net/forum/index.php/topic,12.msg700.html#msg700 http://morrowindoverhaul.net/forum/index.php/topic,12.msg690.html#msg690


http://morrowindoverhaul.net/forum/index.php/topic,56.0.html
http://morrowindoverhaul.net/forum/index.php/topic,57.0.html

KingPix and the Morrowind Overhaul Team are proud to present the first package of the project “Morrowind Overhaul”! It’s an Italian project started 2 years ago.

FIRST THINGS FIRST:
The mods included in this package were NOT created by KingPix. The credits list that you can find here includes every single modder who made this possible! I also want to thank the morrowind modding community for the huge work they did in those past 8 (almost 9!) years. I have personally contacted mod authors and received approval to use their mods in this package. I was unable to contact some mod authors, and have done my best to abide by their wishes as specified in their mod's readmes.

"Morrowind Sounds and Graphics Overhaul" is the first pack. It contains mods that will alter and enhance the visual graphics and the sounds of the game.

The aim of this project is to make more people around the world appreciate this huge game by giving them a simple installation file which includes everything they will need to play Morrowind with gorgeous graphics and sounds. I’ve tried to keep Morrowind’s “feeling”; therefore, the mods/meshes/textures I chose are the ones that I think are most faithful to the original colours and environment.

A benefit of this compilations is that players don’t need to go through the “download every single mod out there and try it” phase of customizing Morrowind. The pack is intended for people who would prefer not to hand-pick mods out of the thousands of mods available. Modding Morrowind can be overwhelming for some people, and they might want to start out with a compilation before they feel comfortable picking and choosing mods on their own.

UPDATES:
Please note that this pack will be often updated with new versions of the mod included, bugfixes, and so on. These updates will be available as patches. After 3 or 4 patches, I will create a new version of this compilation package. You can find all the current updates/patches http://morrowindoverhaul.net/blog/?page_id=9.

CONTACT:
Please leave feedback: I want to hear your comments, suggestions, advice, and criticism.
http://http://morrowindoverhaul.net/forum/index.php/topic,12.0.html
But you can also contact me...
By sending me an e-mail (dedicated e-mail adress): morrowindoverhaul@gmail.com

MUCH MORE IMPORTANTLY:
Please tell me as soon as possible if there are issues like “oh no, you didn’t credited [modder_name’s_here]!” or “no, you can’t include my mod in this package.” If you do not want your content in this package, let me know, and I will remove it right away.

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

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

SCREENS & VIDEO:
Here are some screens:

Spoiler


http://img688.imageshack.us/img688/356/11827918.png
http://img814.imageshack.us/img814/6250/58856424.png
http://img689.imageshack.us/img689/8179/48718356.png
http://img835.imageshack.us/img835/8188/91003773.png
http://img153.imageshack.us/img153/2228/39148047.png
http://img689.imageshack.us/img689/9124/34057015.png
http://img140.imageshack.us/img140/5379/52113805.png
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


And here some videos:
http://www.youtube.com/watch?v=2r6hilB6Dlc

http://www.youtube.com/watch?v=2r6hilB6Dlc

DOWNLOAD LINKS:
http://morrowindoverhaul.net/blog/?page_id=17.

INSTALL GUIDE:
https://docs.google.com/document/d/1KNeumt2JoLog4S1cUYcVu2d8RHLUIhBf1sxIUhr2VEU/edit?hl=en
http://morrowindoverhaul.net/mgso/guide/eng/mgso_installguide.pdf

MODLIST & CREDITS:

http://morrowindoverhaul.net/mgso/Modlist_Credits.doc

If you have questions don't hesitate!

Kingpix - The Morrowind Overhaul Team
User avatar
Lil'.KiiDD
 
Posts: 3566
Joined: Mon Nov 26, 2007 11:41 am

Post » Tue May 17, 2011 1:07 pm

I copy my question from the previous thread...:

I just watched this http://www.youtube.com/watch?v=QZLpo5Tv0ts and noticed that his night is much darker in comparison. Any idea how I can fix it?
User avatar
Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am

Post » Tue May 17, 2011 3:28 am

He is using different version/settings of MGE
From the link he gives on the page -
MGE XE
A custom MGE build with shadows and a handful of performance improvements, hopefully with similar or better performance than regular MGE. Have a look at these screenshots.

I don't think he's even using Morrowind Overhaul, not sure what lead you to assume he was..
User avatar
Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Tue May 17, 2011 8:46 am

Just out of curiosity - the Enchanted Item "shimmer" (default for this overhaul) effect - does something like that exist for Oblivion? It is absolutely perfect.
User avatar
Amber Hubbard
 
Posts: 3537
Joined: Tue Dec 05, 2006 6:59 pm

Post » Tue May 17, 2011 9:44 am

I don't think he's even using Morrowind Overhaul, not sure what lead you to assume he was..


I haven't assumed that he is using Morrowind Overhaul. I'm just asked out of curiosity, which morrowind.ini (?) settings are responsible for the amount of darkness at night.
Since Kingpix and his team are "responsible" for the ini-Settings, I thought it might be a good idea to ask here since I hvae no idea what those settings will do in particular...
User avatar
Code Affinity
 
Posts: 3325
Joined: Wed Jun 13, 2007 11:11 am

Post » Tue May 17, 2011 12:06 pm

Just out of curiosity - the Enchanted Item "shimmer" (default for this overhaul) effect - does something like that exist for Oblivion? It is absolutely perfect.

I don't know, I made that effect by myself some years ago. :)

I haven't assumed that he is using Morrowind Overhaul. I'm just asked out of curiosity, which morrowind.ini (?) settings are responsible for the amount of darkness at night.
Since Kingpix and his team are "responsible" for the ini-Settings, I thought it might be a good idea to ask here since I hvae no idea what those settings will do in particular...

The settings you must alter (for lighting) are:

[LightAttenuation]

ConstantValue=http://forums.bethsoft.com/index.php?/topic/1167131-relz-morrowind-overhaul-sounds-graphics/
LinearValue=http://forums.bethsoft.com/index.php?/topic/1167131-relz-morrowind-overhaul-sounds-graphics/
QuadraticValue=http://forums.bethsoft.com/index.php?/topic/1167131-relz-morrowind-overhaul-sounds-graphics/

If you want to alter ONLY the colors of the night follow what Fredie wrote down here!

Please note tha FRAPS with Morrowind makes an HUGE darken effect, since the gamma correction isn't considered while filming.
You can adjust the gamma correction aswell to reach a nice effect :)

Those settings can't be used for a "standard" configuration, because every monitor is different, and you must adjust the settings for your own monitor^^
User avatar
Danny Blight
 
Posts: 3400
Joined: Wed Jun 27, 2007 11:30 am

Post » Tue May 17, 2011 1:15 pm

I haven't assumed that he is using Morrowind Overhaul. I'm just asked out of curiosity, which morrowind.ini (?) settings are responsible for the amount of darkness at night.
Since Kingpix and his team are "responsible" for the ini-Settings, I thought it might be a good idea to ask here since I hvae no idea what those settings will do in particular...

In your ini, go to the [weather clear]-, [weather cloudy]-, and the other weather-sections. For every one of them, there's a line
Ambient Night Color=
with some values. Lower these values for darker nights. Some mod (TLM I think) recommended halving all of them and that's what I use.
User avatar
Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm

Post » Tue May 17, 2011 2:16 am

Thanks. :)

Gamma alone wouldn't help since tombs without light are already quite dark... :)
User avatar
Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am

Post » Tue May 17, 2011 9:53 am

I don't know, I made that effect by myself some years ago. :)


Could I bother you for that effect standalone, or would you know where I could find it in the pack?
User avatar
Stephanie Nieves
 
Posts: 3407
Joined: Mon Apr 02, 2007 10:52 pm

Post » Tue May 17, 2011 8:28 am

Alrighty.
So I have basic modding experience but no real experience with MGE.
I tried getting it to work to no avail.
It would always crash after distant land creation.
Then I stumbled across this topic and the trailer basically outlines how I want the game to look and it seemed more user friendly so I thought I would uninstall and start fresh with this mod compliation.
So the installation went fine until I got to the TES tools part.
Even though the operartion completed succesfully I couldn't find a Merged_Objects.esp in data files anywhere.
I ignored this and went ahead with the installation
I launched Mlox and there was no Refresh load order option only a greyed out Update load order option.
Once again I ignored thid and continued with the installation
The 4 Gb patch went ahead fine, but then I launched the AnimKitUI.
The correct directory was at the top but I got the following error messages:
WRN: Could not open the configuration file. Settings will not be saved this session. (C:\Program Files (x86)\Bethesda Softworks\Morrowind\Morrowind AnimKit\AnimKit UI Settings.xml)
ERR: Error while performing Anim Mod setup procedure: Could not create file C:\Program Files (x86)\Bethesda Softworks\Morrowind\Data Files\Meshes\Xanim_dancingGirl.kf. Does the path exist?
ERR: Couldn't open the required file. (C:\Program Files (x86)\Bethesda Softworks\Morrowind\Data Files\Animation\AnimModList.xml)
ERR: Anim Mod environment is not set up.
Then I tried to launch MGE and it wouldn't even open.
I see in the screenshot on the GoogleDocs installation guide that the version is 3.8.2
When trying to troubleshoot my previous MGE issue, I was using 3.8.0 and I switched it to 3.8.2 to see if it would work and the MGEGui wouldn't even launch.
Same deal this time.
I did replace it with the 3.8.0 but didn't want to enable distant land because that is what initally caused my issue.
So I initialized MGE, quit and tried to launch Morrowind and got the error message :
Could not open the mge settings file
The system cannot find the file specified
Try running MGEgui to recreate save files.
I'm running on Windows 7 Home premium with a ATI Radeon HD 4200
I just want Morrowind to look nice........
Can anyone help me?
It would be greatly appreciated
Sorry for the wall of text BTW
User avatar
Emerald Dreams
 
Posts: 3376
Joined: Sun Jan 07, 2007 2:52 pm

Post » Tue May 17, 2011 12:06 pm

Install Morrowind out of the program files folder like I said in the guide =)
Just follow it step by step and you'll be fine
User avatar
casey macmillan
 
Posts: 3474
Joined: Fri Feb 09, 2007 7:37 pm

Post » Tue May 17, 2011 9:51 am

Hi KingPix,

Few questions.

1. Regarding some sounds: I noticed when I am near some caves or sometimes inside some building a strange buzzing sound that is not completely to my liking. I don't know if it is some mod related. If it is original sound than .. ok. If you know what I am talking about please help if it can be removed.
2. If I would like to add for example house mod, what steps are necessary to do to integrate it with your compilation, or i can just enable it through data menu?

Thx very much for great support. Also any eta for 1.0a?
User avatar
Naughty not Nice
 
Posts: 3527
Joined: Sat Nov 04, 2006 6:14 am

Post » Mon May 16, 2011 11:06 pm

2. If I would like to add for example house mod, what steps are necessary to do to integrate it with your compilation, or i can just enable it through data menu?

If I may, it should be as simple as enabling it through the Data Files menu. But as with every mod you install, you should still consult the readme for any special notes.
User avatar
Rachel Cafferty
 
Posts: 3442
Joined: Thu Jun 22, 2006 1:48 am

Post » Tue May 17, 2011 2:15 am

Hi KingPix,

Few questions.

1. Regarding some sounds: I noticed when I am near some caves or sometimes inside some building a strange buzzing sound that is not completely to my liking. I don't know if it is some mod related. If it is original sound than .. ok. If you know what I am talking about please help if it can be removed.
2. If I would like to add for example house mod, what steps are necessary to do to integrate it with your compilation, or i can just enable it through data menu?

Thx very much for great support. Also any eta for 1.0a?

1) Maybe is a sound from Expanded Sounds. Find it in the Data Files\Sound\Fx folder and tell me the filename :)

2) Just enable it in Data Files ^^
User avatar
Megan Stabler
 
Posts: 3420
Joined: Mon Sep 18, 2006 2:03 pm

Post » Tue May 17, 2011 12:01 am

The Modlist_Credits document now comes with a little description for every little mod!
User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

Post » Tue May 17, 2011 2:49 pm

1) Maybe is a sound from Expanded Sounds. Find it in the Data Files\Sound\Fx folder and tell me the filename :)

2) Just enable it in Data Files ^^


You should be able to add any mods to the overhaul compilation, I would just recommend that if when you unzip files it asks to replace any files that you tell it no so that way you don't risk ruining the cohesiveness of the overhaul. But that's my personal choice - don't overwrite any existing files.
User avatar
JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am

Post » Tue May 17, 2011 10:43 am

Hi, got a little sfx problem here:
Are those Shop signs, wooden steps & bridges in Seyda Neen suppose to be REALLY loud?
Another which is just obnoxiously loud is the buzzing noises in Dwemer Ruins. I've tried lowering the effects volume but it just resets back to full volume as soon i goes through a loading transition. :confused:

Edit: Looks like this guy has the same problem as me http://www.youtube.com/watch?v=bzp78_Z5GA0&feature=PlayList&p=3E70163E578642CE&index=68
Skip to 05:38 & 07:53 to see what i'm talking about.

Edit 2: Nvm.. Changing 3D Audio to "Software mode" fixed this problem.
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Tue May 17, 2011 10:05 am

Any idea why it looks like http://ompldr.org/vN2djNQ
User avatar
marie breen
 
Posts: 3388
Joined: Thu Aug 03, 2006 4:50 am

Post » Tue May 17, 2011 10:20 am

Any idea why it looks like http://ompldr.org/vN2djNQ

Do you have a pixel shader 3.0 compatible graphics card?
If yes, which model?
User avatar
lilmissparty
 
Posts: 3469
Joined: Sun Jul 23, 2006 7:51 pm

Post » Tue May 17, 2011 12:31 am

Do you have a pixel shader 3.0 compatible graphics card?
If yes, which model?

Yes, AMD HD 6970...
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Tue May 17, 2011 11:23 am

Yes, AMD HD 6970...

There can be something wrong in the distant land settings, or maybe problems with the rev. 186.

First tell me your distantland settings.

Or try to use this version of MGE instead: http://sourceforge.net/projects/morrgraphext/files/Beta%20Releases/MGE%203.8%2B%20SVN%20builds/mge3.8.2-rev.0178.7z/download

Let me know!
User avatar
Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

Post » Mon May 16, 2011 10:39 pm

http://ompldr.org/vN2doYw my MGE Config. Tried both rev 178 (same results) and MGE XE (crashed before the main menu)
User avatar
Soraya Davy
 
Posts: 3377
Joined: Sat Aug 05, 2006 10:53 pm

Post » Tue May 17, 2011 9:42 am

KINGPIX => why the pictures of grass and regions in the "MGSO Options" includes the modified models of "Flora_emp_parasol_XX" by Vurt?
I speak abou them => http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/8190/1279333868_fullres.jpg
Whereas they are however not included in "Morrowind Overhaul - Sounds & Graphics".


Did I want to also know the option "More trees" is compatible with the Vurt's mods? Is it you who created compatibility?
User avatar
Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Tue May 17, 2011 12:17 am

You linked to a converter for the polish version of Morrowind, but not for the german one which is pretty unfair ;)
So you might want to include the "fix-wie-nix übersetzer" in your Readme / FAQ
http://www.worldofelderscrolls.de/?go=3pluginliste_util
User avatar
Batricia Alele
 
Posts: 3360
Joined: Mon Jan 22, 2007 8:12 am

Post » Tue May 17, 2011 1:07 am

http://ompldr.org/vN2doYw my MGE Config. Tried both rev 178 (same results) and MGE XE (crashed before the main menu)

Have you tried to turn off exponential fogging?

KINGPIX => why the pictures of grass and regions in the "MGSO Options" includes the modified models of "Flora_emp_parasol_XX" by Vurt?
I speak abou them => http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/8190/1279333868_fullres.jpg
Whereas they are however not included in "Morrowind Overhaul - Sounds & Graphics".


Did I want to also know the option "More trees" is compatible with the Vurt's mods? Is it you who created compatibility?

Yeah I'm sorry I forgot them in the MGSOO folder, that will be corrected in the incoming patch :)
The plugin is compatible because it uses the original meshes. the only thing I did is to add some models that are required from the More trees plugin into the MGSOO folder to assure the compatibility.

You linked to a converter for the polish version of Morrowind, but not for the german one which is pretty unfair ;)
So you might want to include the "fix-wie-nix übersetzer" in your Readme / FAQ
http://www.worldofelderscrolls.de/?go=3pluginliste_util

WOW, didn't know it!
I'll add it right now, thanks :)
User avatar
JUDY FIGHTS
 
Posts: 3420
Joined: Fri Jun 23, 2006 4:25 am

Next

Return to III - Morrowind