[RELz] Morrowind Overhaul - Sounds & Graphics

Post » Tue May 17, 2011 3:32 pm

Two problems :(

Patch 1.1 installed.

http://img130.imageshack.us/img130/7079/errormw.jpg
http://img535.imageshack.us/i/errormw.png/
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Ann Church
 
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Post » Tue May 17, 2011 12:16 pm

Just a question, does this pack include all the official plugins for morrowind (area effect arrows, siege at firemoth etc), or do we have to install them by ourselves?
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Silvia Gil
 
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Post » Tue May 17, 2011 9:22 am

Two problems :(

Patch 1.1 installed.

http://img130.imageshack.us/img130/7079/errormw.jpg
http://img535.imageshack.us/i/errormw.png/

Hmmm, are you using More Trees - Bitter Coast ann Bitter Coast Swampy right?


Just a question, does this pack include all the official plugins for morrowind (area effect arrows, siege at firemoth etc), or do we have to install them by ourselves?

Nope it doesn't. You have to install them by yourself ^^
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Michael Russ
 
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Post » Tue May 17, 2011 4:13 am

Hmmm, are you using More Trees - Bitter Coast ann Bitter Coast Swampy right?



Nope it doesn't. You have to install them by yourself ^^


Thanks for the reply. So when installing the mods, do I select "no to all" or "yes to all" for overwriting current files? I'm not sure if the overhaul includes new meshes and textures that are used by the plugins.
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zoe
 
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Post » Tue May 17, 2011 2:32 am

Thanks for the reply. So when installing the mods, do I select "no to all" or "yes to all" for overwriting current files? I'm not sure if the overhaul includes new meshes and textures that are used by the plugins.

That are used by the official plugins? Pretty sure this doesn't use any resources from those plugins specifically. Even if it did overwriting them shouldn't cause any harm.

Oh and KINGPIX a heads up if it wasn't reported yet. Misc_Com_Pitcher_Metal_0X.NIF should be Misc_Com_Pitcher_Metal_01.NIF or else it won't work.
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Jose ordaz
 
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Post » Tue May 17, 2011 1:45 am

That are used by the official plugins? Pretty sure this doesn't use any resources from those plugins specifically. Even if it did overwriting them shouldn't cause any harm.

This.

Oh and KINGPIX a heads up if it wasn't reported yet. Misc_Com_Pitcher_Metal_0X.NIF should be Misc_Com_Pitcher_Metal_01.NIF or else it won't work.

Yes I knew it, I found it a pair of days ago. Anyway thanks for the report.
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Amie Mccubbing
 
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Post » Tue May 17, 2011 7:34 am

I'm having issues with Distant Land. I followed the installation video word-for-word, and used the installation pdf when installing the patch, and even checked the FAQs section of your site when the game crashed upon exiting the boat in Seyda Neen. I got out of the Census office, saved my game in front of Fargoth, re-enabled the Distant Land functions, and now the game crashes when I try to load that save file. I have tried rebuilding Distant Land as well, and lowered the settings in case the game crashed from being overloaded. It just doesn't work for me at all :(

I have 4 gigs of ram, a GTX280, and a Q6600, so although it's not top of the line I don't think my computer should have any issues running distant land. Has anyone else encountered this problem and know of a solution?
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Penny Flame
 
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Post » Tue May 17, 2011 12:43 am

Two problems :(

Patch 1.1 installed.

http://img130.imageshack.us/img130/7079/errormw.jpg
http://img535.imageshack.us/i/errormw.png/


Check Morrowind.ini to see if Flora Glow.bsa is registered under [Archives]

If it isn't, underneath Archive 1=Bloodmoon.bsa, add Archive 2=Flora Glow.bsa.
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Dean
 
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Post » Tue May 17, 2011 3:36 am

I'm having issues with Distant Land. I followed the installation video word-for-word, and used the installation pdf when installing the patch, and even checked the FAQs section of your site when the game crashed upon exiting the boat in Seyda Neen. I got out of the Census office, saved my game in front of Fargoth, re-enabled the Distant Land functions, and now the game crashes when I try to load that save file. I have tried rebuilding Distant Land as well, and lowered the settings in case the game crashed from being overloaded. It just doesn't work for me at all :(

I have 4 gigs of ram, a GTX280, and a Q6600, so although it's not top of the line I don't think my computer should have any issues running distant land. Has anyone else encountered this problem and know of a solution?

Have you tried to use the rev 178 of mge?
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Anna Kyselova
 
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Post » Tue May 17, 2011 1:37 pm

Finally tried it: http://www.gamesas.com/index.php?/topic/1167131-relz-morrowind-overhaul-sounds-graphics/page__view__findpost__p__17180065

But it doesn't work... :/
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Connor Wing
 
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Post » Tue May 17, 2011 3:10 am

Finally tried it: http://www.gamesas.com/index.php?/topic/1167131-relz-morrowind-overhaul-sounds-graphics/page__view__findpost__p__17180065

But it doesn't work... :/

Did you try to change these? http://www.gamesas.com/index.php?/topic/1167131-relz-morrowind-overhaul-sounds-graphics/page__view__findpost__p__17180053
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Mark Hepworth
 
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Post » Tue May 17, 2011 2:58 am

Nope:

[LightAttenuation]
UseConstant=1
ConstantValue=http://forums.bethsoft.com/index.php?/topic/1173065-relz-morrowind-overhaul-sounds-graphics/0.191
;
UseLinear=1
LinearMethod=1
LinearValue=http://forums.bethsoft.com/index.php?/topic/1173065-relz-morrowind-overhaul-sounds-graphics/1.73
LinearRadiusMult=1.0
;
UseQuadratic=1
QuadraticMethod=2
QuadraticValue=http://forums.bethsoft.com/index.php?/topic/1173065-relz-morrowind-overhaul-sounds-graphics/10.0
QuadraticRadiusMult=2.0
;
OutQuadInLin=1

I halved for example Ambient Night Color=032,035,042 to Ambient Night Color=016,017,021 for every weathercondition, except Ashstorm and Blight.

Then I saved the ini-File, loaded a game but instead of getting darker, they seemed to get less dark. Then, I halved them again to Ambient Night Color=008,008,010, just to bee sure. But still no dark nights. :/
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TIhIsmc L Griot
 
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Post » Tue May 17, 2011 2:04 am

So I tried wiping Morrowind clean and reinstalling

I get this error when going into the sales house in Seyda Neen:

'Model Load Error:
Meshes\a\A_Netch_F_cuirass.nif cannot load file in Meshes\a\A_Netch_F_cuirass.nif.
Will use the default object Marker_Error.NIF.
Continue running executable?'

The bartendress upstairs is faded out and has a giant yellow exclamation point around her.
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~Sylvia~
 
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Post » Tue May 17, 2011 2:34 pm

Have you tried to use the rev 178 of mge?

Nope, is there a quick way to switch to it? Or do I need to uninstall and re-install this overhaul to select it?

Might also be worth noting that if Distant Land is enabled when I start a new game, I can play up to the point when I try to leave the ship, but none of the shaders (Depth of Field, SSAO) are present. If I disable Distant Land then the shaders show up and I can leave the ship... but no pretty views :(
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QuinDINGDONGcey
 
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Post » Tue May 17, 2011 12:49 pm

Nope:

[LightAttenuation]
UseConstant=1
ConstantValue=http://forums.bethsoft.com/index.php?/topic/1173065-relz-morrowind-overhaul-sounds-graphics/0.191
;
UseLinear=1
LinearMethod=1
LinearValue=http://forums.bethsoft.com/index.php?/topic/1173065-relz-morrowind-overhaul-sounds-graphics/1.73
LinearRadiusMult=1.0
;
UseQuadratic=1
QuadraticMethod=2
QuadraticValue=http://forums.bethsoft.com/index.php?/topic/1173065-relz-morrowind-overhaul-sounds-graphics/10.0
QuadraticRadiusMult=2.0
;
OutQuadInLin=1

I halved for example Ambient Night Color=032,035,042 to Ambient Night Color=016,017,021 for every weathercondition, except Ashstorm and Blight.

Then I saved the ini-File, loaded a game but instead of getting darker, they seemed to get less dark. Then, I halved them again to Ambient Night Color=008,008,010, just to bee sure. But still no dark nights. :/



Sorry for beeing so dumb; I was wearing "Belt of the Guar"... with Night-Eye 20 Points... *facepalm*
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Guinevere Wood
 
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Post » Tue May 17, 2011 10:56 am

Okay, but still no luck for a really dark night. :/
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candice keenan
 
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Post » Tue May 17, 2011 2:36 pm

http://www.gamesas.com/index.php?/topic/1173205-relz-guarskin-drum-replacer/ has been updated.
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Beulah Bell
 
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Post » Tue May 17, 2011 4:33 am

It also seems that the Dark Brotherhood assassin armor textures are bugged in addition to my previous post =/
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YO MAma
 
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Post » Tue May 17, 2011 3:13 am

I notice that you have bundled the textures to fix the black sun issue because you're using a ATI card, can I suggest you don't since the sun looks far better without them for those of us that have Nvidia cards and make it optional somewhere?
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Sabrina Schwarz
 
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Post » Tue May 17, 2011 7:57 am

That are used by the official plugins? Pretty sure this doesn't use any resources from those plugins specifically. Even if it did overwriting them shouldn't cause any harm.

Oh and KINGPIX a heads up if it wasn't reported yet. Misc_Com_Pitcher_Metal_0X.NIF should be Misc_Com_Pitcher_Metal_01.NIF or else it won't work.


As in does the overhaul installs new textures over the original ones used by the official plugins. Cause I am installing them after installing the overhaul. Anyway, I kinda solved it already, i checked the installation data of the overhaul for any new textures/meshes for the official mods and there are some, e.g textures for the helm of tohan which shouldn't be existing without installing any official plugins. So I'm guessing not to overwrite the new ones replaced by the overhaul.
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Mel E
 
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Post » Tue May 17, 2011 7:51 am

It also seems that the Dark Brotherhood assassin armor textures are bugged in addition to my previous post =/

Did you install the expansion in this order? Morrowind -> Tribunal -> Bloodmoon

I notice that you have bundled the textures to fix the black sun issue because you're using a ATI card, can I suggest you don't since the sun looks far better without them for those of us that have Nvidia cards and make it optional somewhere?

I'll consider that in the 1.2 patch, thanks

As in does the overhaul installs new textures over the original ones used by the official plugins. Cause I am installing them after installing the overhaul. Anyway, I kinda solved it already, i checked the installation data of the overhaul for any new textures/meshes for the official mods and there are some, e.g textures for the helm of tohan which shouldn't be existing without installing any official plugins. So I'm guessing not to overwrite the new ones replaced by the overhaul.

Correct.

CAUTION:
For some reasons the patch on fileplanet wasn't the correct version. Please re-download it now from the 4shared link. Thanks for the attention.
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Queen Bitch
 
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Post » Tue May 17, 2011 12:17 am

Did you install the expansion in this order? Morrowind -> Tribunal -> Bloodmoon


I'll consider that in the 1.2 patch, thanks


Correct.

CAUTION:
For some reasons the patch on fileplanet wasn't the correct version. Please re-download it now from the 4shared link. Thanks for the attention.


Yep of course I installed in the correct order =)
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matt
 
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Post » Tue May 17, 2011 7:40 am

Yep of course I installed in the correct order =)

Is the [Archives] section of your Morrowind.ini file looking like shoen here?
morrowindoverhaul.net/blog/?page_id=51

If not, please update it.
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Leticia Hernandez
 
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Post » Tue May 17, 2011 10:43 am

Kingpix - Got 1.1 up and working but have a few questions for ya:

1 - Is MCA compatible with MGSO 1.1 ?
2 - What is the best mod you recommend to add Oblivion like combat overhaul to Morrowind ? I feel Oblivion is inferior to Morrowind in most aspects except the better combat/melee system.
3 - Is there a more modern version of Abigails Pet Shop that is compatible with MGSO out ?

Also a few recommendations for your next big project:

1 - BTB's game improvements
2 - Abots Water life
3 - MCA (if possible)
4 - Some type of economy adjustor
5 - Some type of combat adjustor mod that does not make melee combat feel like a tree chopping contest :)

Great work though (takes hat off in Kingpix Team's direction) - enjoying 1.1 so far. - Jay
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Laurenn Doylee
 
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Post » Tue May 17, 2011 3:10 pm

One, this mod is incredible. The instructions are so well done and thorough to boot!

Two, when is 1.2 coming out? Will you be using MGE XE in any version or give us the option to use it?

Three, please don't only use MCA <_< Starfire's NPC additions is my preference
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Tina Tupou
 
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