[RELz] Morrowind Overhaul - Sounds & Graphics

Post » Sun Oct 03, 2010 8:00 am

I've been following this list (included in the download) for constructing my own by hand install.

I notice that this installs both Windows Glow and Illuminated Windows.

Do these conflict? mlox says nothing - are they complimentary?

I read that IW can conflict with city mods that change building positions and and such (bummer) ... is this also true of Windows Glow?

thanks

I always thought it was one or the other?
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Michael Korkia
 
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Post » Sun Oct 03, 2010 6:20 pm

I've been following this list (included in the download) for constructing my own by hand install.

I notice that this installs both Windows Glow and Illuminated Windows.

Do these conflict? mlox says nothing - are they complimentary?

I read that IW can conflict with city mods that change building positions and and such (bummer) ... is this also true of Windows Glow?

thanks

Why do by hand install to get the same result lol? You could make it alot easier and just install other replacers over the ones in the pack or deativate the mods you don't want. Unless you're only using a few mods you find in it but whatever. Anyway I think they swapped out illuminated windows for windows glow in one of the updates but left it in the modlist not in the actual pack because I had it before and now after the updates I don't.
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Stephanie Valentine
 
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Post » Sun Oct 03, 2010 6:12 pm

Because the mod pack isn't released yet and isn't going to be released anytime soon, I have played a lot of Morrowind without mods, I beat the main quest and the tribunal main quest and did the fighters guild quests, but I cheated and teleported to the places instead of traveling, to my great disappointment now. I use the graphics pack and I will do something similar, taking some mods from this list.
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Dustin Brown
 
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Post » Sun Oct 03, 2010 3:26 pm

Im [censored], I thought this was the game experience pack
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Camden Unglesbee
 
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Post » Sun Oct 03, 2010 9:31 am

OK so which is it in there - Windows glow or IW? The readme doesn't seem clear - well the mod list anyway.

br0sk1-
Because I want absolute control over my install and I prefer http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/ over all others.

Then does windows glow have the same issue as IW does with moved, removed, and added buildings?
Thanks
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Grace Francis
 
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Post » Sun Oct 03, 2010 8:14 am

Don't know if you've noticed, but it seems there is a http://www.gamesas.com/index.php?/topic/1188058-relz-texture-fix-version-19/.

*edit*

Also just saw this : http://www.tesnexus.com/downloads/file.php?id=38423.
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Stephanie Nieves
 
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Post » Sun Oct 03, 2010 11:06 am

OK so which is it in there - Windows glow or IW? The readme doesn't seem clear - well the mod list anyway.

br0sk1-
Because I want absolute control over my install and I prefer http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/ over all others.

Then does windows glow have the same issue as IW does with moved, removed, and added buildings?
Thanks

Windows glow is in as of now afaik (v1.2 patch) I have no Illuminated windows esps in my load order :shrug: .

Not that I really care or anything but doesn't BAIN still give you full control over it even when you use it to install over the pack? I dunno I just think it would be way easier to install the pack and then deactivate/delete the esps that you don't want or install over it even with BAIN unless there is something in there as a replacer that you really don't want changed at all. Whatever floats your boat though. Although I think some of these mods were changed to work together too so installing them all individually from the list doesn't necessarily mean they will work together properly, could be wrong though.

I encountered some issues with a town mod (MNC: Ald'ruhn) that left certain meshes in the wrong spot because I think WG replaces the original meshes with a glowing version, so I ended up with random floating windows and a temple mesh the middle of town. I don't know if that is what you're looking for though but maybe it will help.
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Ladymorphine
 
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Post » Sun Oct 03, 2010 9:15 am

Windows glow is in as of now afaik (v1.2 patch) I have no Illuminated windows esps in my load order :shrug: .

Not that I really care or anything but doesn't BAIN still give you full control over it even when you use it to install over the pack? I dunno I just think it would be way easier to install the pack and then deactivate/delete the esps that you don't want or install over it even with BAIN unless there is something in there as a replacer that you really don't want changed at all. Whatever floats your boat though. Although I think some of these mods were changed to work together too so installing them all individually from the list doesn't necessarily mean they will work together properly, could be wrong though.
But that would not be full control - that would then be a massive visual overhaul that you then fiddled with.

Since I'm going as far as packaging everything listed in this in complex BAIN packages which give me far more editorial control than the menus here. I don't see the point in installing first something that limits choices. I've been using BAIN and promoting it since the time it came out. I have run concurrently three versions of Oblvion each with different mods (1 Nehrim set up). I like choices.

Further in finally getting it together and tacking the challenge of Morrowind - I'm learning a lot. I'm able to package in tweaks and edits (a la BTB and others) as well as include alternate esp. More importantly I also clean the esp with the latest implementations of tes3cmd, so that the BAIN packages will already have mods ready to plug, mash, and play. Everything on this list is done. Most things on Gluby's and Povuholo's lists will be done soon. By the time I'm done (another week or two I will have packaged and ready to use most of the mods from most of the major modern lists - covering all aspects of the game. This catalog would then allow me to change the game all I like or give me the option to play again with different set up. But I understand if others want to just have it handed to them. I just prefer to have options on alternate esp, textures, edits, etc. already available.

I am interested in what you mean by things were edited to work together. Is that documented anywhere?

I encountered some issues with a town mod (MNC: Ald'ruhn) that left certain meshes in the wrong spot because I think WG replaces the original meshes with a glowing version, so I ended up with random floating windows and a temple mesh the middle of town. I don't know if that is what you're looking for though but maybe it will help.

I guess I will have to test this.

It seems as if Windows Glow is akin to http://www.tesnexus.com/downloads/file.php?id=19628 (if you want to check out a complex BAIN package look at that download) - that mod basically alters the meshes and textures of the windows. The esp only swaps file paths (lit/unlit) depending on whether day or night or raining. So it is automatically compatible with any building adding, removing, moving mod as long as vanilla windows are used.

Perhaps it is that the town mod is what switched the textures meshes ... hmm but no that would not explain floating windows.
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Tamara Primo
 
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Post » Sun Oct 03, 2010 6:49 pm

I have an issue. The ground and some of the plants will experience a sort of dotted rippling effect. I think its and issue with one of the shaders, but I can't be sure.

Edit:Nope, I just turned off all my shaders in MGE and it didn't fix it.

Edit Dos: Oh, and apparently some of my spell effects (namely Shield spells) are missing their meshes/textures and appear as a white arrow.

Ah here it is:Model Load Error: Meshes\shldfx\jzmagic_hit_S.nif cannot load file in Meshes\shldfx\jzmagic_hit_S.nif.

Edit: Okay, I fixed both issues. The first issue with the messed up shader was that I was using shader version 3.0 in MGE. When I changed it to 2.0, I have no more of those issues, but my water looks so much worse. :(

I also fixued the shield error. I just had to uncheck of the appropriate .esp file that changed the shield effects.
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:)Colleenn
 
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Post » Sun Oct 03, 2010 2:18 pm

But that would not be full control - that would then be a massive visual overhaul that you then fiddled with.

Since I'm going as far as packaging everything listed in this in complex BAIN packages which give me far more editorial control than the menus here. I don't see the point in installing first something that limits choices. I've been using BAIN and promoting it since the time it came out. I have run concurrently three versions of Oblvion each with different mods (1 Nehrim set up). I like choices.

Further in finally getting it together and tacking the challenge of Morrowind - I'm learning a lot. I'm able to package in tweaks and edits (a la BTB and others) as well as include alternate esp. More importantly I also clean the esp with the latest implementations of tes3cmd, so that the BAIN packages will already have mods ready to plug, mash, and play. Everything on this list is done. Most things on Gluby's and Povuholo's lists will be done soon. By the time I'm done (another week or two I will have packaged and ready to use most of the mods from most of the major modern lists - covering all aspects of the game. This catalog would then allow me to change the game all I like or give me the option to play again with different set up. But I understand if others want to just have it handed to them. I just prefer to have options on alternate esp, textures, edits, etc. already available.

I am interested in what you mean by things were edited to work together. Is that documented anywhere?


I guess I will have to test this.

It seems as if Windows Glow is akin to http://www.tesnexus.com/downloads/file.php?id=19628 (if you want to check out a complex BAIN package look at that download) - that mod basically alters the meshes and textures of the windows. The esp only swaps file paths (lit/unlit) depending on whether day or night or raining. So it is automatically compatible with any building adding, removing, moving mod as long as vanilla windows are used.

Perhaps it is that the town mod is what switched the textures meshes ... hmm but no that would not explain floating windows.

I know what BAIN is and AWLS too for that matter it's one mod I never play without lol. I use it for Fallout3, FalloutNV, and Oblivion so I don't need a lecture on how awesome it is cause I already discovered that this year ^_^ only reason it took so long to switch is everyone said it was so complicated so I never bothered, but I don't find it hard to use at all, maybe it's just me lol. Anyway it's just that this overhaul is so comprehensive that I only have a few other gameplay changes so making them easy to swap out isn't all that big a deal to me because my load order rarely/never changes, I guess it was silly to think everyone will want everything packaged in here though so yeah I see where you're coming from with wanting the power to change it easily whenever you want, I did that constantly with Oblivion too :P. Actually now that I think about it it is a shame this mod wasn't packaged for BAIN to start with, it would be far more flexible than the exe allows, but I guess not everyone uses BAIN and the exe makes it easier for people who are modding challenged lol.

I don't know of official documentation saying mods were edited for compatibility that's why I said I could be wrong, but with a compilation this big it stands to reason that it was probably necessary at some point. Since you're doing it manually it'll be interesting to see if they all work together without any editing. I just have a feeling it wasn't that simple to put this together. :shrug:

Nope MNC doesn't change any of the vanilla textures or meshes only adds a couple new things and moves stuff around. I have no idea how WG actually works though as I have only very light knowledge of the CS beyond creating a house. My best guess is that it replaces the meshes and texture of the windows similar to AWLS too. I tried to patch it by loading them both up and deleting the meshes but it never worked in game for some reason, tried a few different load order configurations too but still nothing.
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kirsty williams
 
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Post » Sun Oct 03, 2010 11:52 am

hey guys, king wants to inform you that in this period he has no time for the overhaul projects due to real life. he'll be back as soon has he can
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scorpion972
 
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Post » Sun Oct 03, 2010 7:15 pm

hey guys, king wants to inform you that in this period he has no time for the overhaul projects due to real life. he'll be back as soon has he can

Bummer. Oh well the overhaul is awesome as it is right now :)
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Chris BEvan
 
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Post » Sun Oct 03, 2010 7:19 pm

This pack worked like a charm. The instructions were very clear and well laid-out. Thanks to everyone who worked on this project and especially the mod makers!
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April
 
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Post » Sun Oct 03, 2010 3:12 am

Could you include an option to disable the detailed armors, because everytime I face an npc wearing armor, my framerate hits the tens (from 20s) On its mod page people have commented saying that those things have an extremely large amount of polygons
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Jessica Lloyd
 
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Post » Sun Oct 03, 2010 3:43 am

Hi guys and girls.
I'm a bit busy with the exams, but I'll be back soon. A patch will be released too :)

Kingpix
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Emmi Coolahan
 
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Post » Sun Oct 03, 2010 12:01 pm

Hi guys and girls.
I'm a bit busy with the exams, but I'll be back soon. A patch will be released too :)

Kingpix


Exams come first! And good luck! :toughninja:
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CArla HOlbert
 
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Post » Sun Oct 03, 2010 10:56 am


I notice that this installs both Windows Glow and Illuminated Windows.

Do these conflict? mlox says nothing - are they complimentary?

I read that IW can conflict with city mods that change building positions and and such (bummer) ... is this also true of Windows Glow?
You can run both at once, which is why we never added a mlox rule; they're designed to be run individually so you will get an aesthetic clash if not a game-affecting clash.

Illuminated Windows (and Modman's Window Lights that it's built on) adds lights (both lanterns and non-visible lights) to the game world, with a fair amount of scripting.

At night time Windows Glow swaps out the normal building meshes for ones with lighted windows. It is less script-intensive.

So, for both of these, if another mod moves the buildings then they'll look weird (see Redesigned Vivec and Illuminated Windows / Modman's Window Lights).
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Irmacuba
 
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Post » Sun Oct 03, 2010 8:13 am

Really - that is true even of Windows Glow? Bummer.

It would seem that if it swaps out the meshes that it would then work - so say a mod places a building 10 feet over - it would also place the windows over 10 feet so hence the meshes too are repositioned.

Windows glow actually places the meshes?

In my head I think the mod should function like Animated Windows Lighting System does for Oblivion. With AWLS it just replaces the meshes and gives an esp to light them on schedule/weather. Doesn't matter where the meshes are placed - it doesn't do that - other mods can and it is always therefore compatible with any replacement/mod - as long as the meshes themselves are not changed.

The same issue exists for the Illuminated Windows mod for Oblivion though.

So then if it is an issue with both mods (again bummer) then which is the current recommended variant and why did this pack get switched to Windows Glow?
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Sammi Jones
 
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Post » Sun Oct 03, 2010 3:24 am

I don't even see why that would be true of Windows Glow if that mod only changes the mesh and doesn't add additional light sources.
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sara OMAR
 
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Post » Sun Oct 03, 2010 4:17 am

Really - that is true even of Windows Glow? Bummer.

It would seem that if it swaps out the meshes that it would then work - so say a mod places a building 10 feet over - it would also place the windows over 10 feet so hence the meshes too are repositioned.

Windows glow actually places the meshes?

In my head I think the mod should function like Animated Windows Lighting System does for Oblivion. With AWLS it just replaces the meshes and gives an esp to light them on schedule/weather. Doesn't matter where the meshes are placed - it doesn't do that - other mods can and it is always therefore compatible with any replacement/mod - as long as the meshes themselves are not changed.

The same issue exists for the Illuminated Windows mod for Oblivion though.

I don't even see why that would be true of Windows Glow if that mod only changes the mesh and doesn't add additional light sources.
Windows Glow readme:
This plugin adds glow-maps to all window meshes in the game, which means that every window will now glow in the appropriate time, so if it's outside, it'll glow at night, and if it's inside, it will glow at day.
It uses glow maps, a mesh property that's not controllable via scripting. So, meshes with glow maps have to be added and removed at appropriate times (day or night), so meshes need to be placed, so Windows Glow places meshes (or more accurately activators with a script attached).

So then if it is an issue with both mods (again bummer) then which is the current recommended variant and why did this pack get switched to Windows Glow?
Whichever one you fancy is recommended :shrug:

[Edit: typo]
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kristy dunn
 
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Post » Sun Oct 03, 2010 10:20 am

Windows Glow readme:It uses glow maps, a mesh property that's not controllable via scripting. So, meshes with glow maps have to be added and removed at appropriate times (day or night), so meshes need to be placed, so Windows Glow places meshes (or more accurately activators with a script attached).

Oh, okay. So does it go about this by adding a mesh right on-top of the other house, and have it deactivated by default, and then at night time it activates that mesh and deactivates the original? So during the day you would have houses in different places than you would at night time if you used this mod and another one that moves the houses?
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Benito Martinez
 
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Post » Sun Oct 03, 2010 12:42 pm

Oh, okay. So does it go about this by adding a mesh right on-top of the other house, and have it deactivated by default, and then at night time it activates that mesh and deactivates the original? So during the day you would have houses in different places than you would at night time if you used this mod and another one that moves the houses?
Yep, although it doesn't deactivate the original AFAIR. The vanilla game houses are all Statics and so can't have scripts attached to them. I think that the Windows Glow-added houses are the only ones affected, I guess the Windows Glow meshes would have to be slightly larger than the ones they're replacing otherwise there'd be some kind of flickering. Not sure.
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Antonio Gigliotta
 
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Post » Sun Oct 03, 2010 10:54 am

Hmm... That's pretty interesting, didn't know statics couldn't have scripts attached to them. I don't know too much about scripting, but there's no way to reference them in some sort of a "global" script? Then again that script would probably end up very big if it had to reference every house.
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Nauty
 
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Post » Sun Oct 03, 2010 12:41 pm

Hmm... That's pretty interesting, didn't know statics couldn't have scripts attached to them. I don't know too much about scripting, but there's no way to reference them in some sort of a "global" script? Then again that script would probably end up very big if it had to reference every house.
Heh, yeah that'd be massive. IIRC, there's a limit to how long a Morrowind script can be. Also a pain to debug.
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Far'ed K.G.h.m
 
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Post » Sun Oct 03, 2010 5:39 pm

Hello, I just installed MO and both patches. I also installed TR Maps 1 & 2. What do I need to install to get animated grass (vanilla friendly version preferred) working with TR?
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jesse villaneda
 
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