[RELz] Morrowind Overhaul - Sounds & Graphics 3.0 Thread

Post » Thu Mar 12, 2015 5:58 am

I have another issue now.

The game is reporting errors as it cannot find some textures and meshes. Some of these seem to be due to the http://www.nexusmods.com/morrowind/mods/42324 mod.

I had a look in Nifskope and the path is

c:\program files\bethesda softworks\morrowind\data files\textures\

So how do I get MGSO3 to locate things correctly? I installed the unofficial patch and re-ran MGSO already.

This is from Warnings.txt

One of the files that "House of Mannequins v1.0.esp" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message but not necessarily fix any errors.
One of the files that "Camping Kits.ESP" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message but not necessarily fix any errors.
One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.
Required file 'Poorly Placed Object Fix 1.2.esm' has been altered since this file was saved.
Required file 'PSsorticon.esp' has been altered since this file was saved.
TES3Stream Warning: Model "Meshes\09mine\09_rock_iron_04.nif" tex not found "c:\program files\bethesda softworks\morrowind\data files\textures\09_grass_dirt_01.dds"!
Texture Load Error!: c:\program files\bethesda softworks\morrowind\data files\textures\09_grass_dirt_01.dds
TES3Stream Warning: Model "Meshes\09mine\09_rock_Corrundom_01.nif" tex not found "c:\program files\bethesda softworks\morrowind\data files\textures\09_grass_dirt_01.dds"!
TES3Stream Warning: Model "Meshes\09mine\09_rock_gold_01.nif" tex not found "c:\program files\bethesda softworks\morrowind\data files\textures\09_grass_dirt_01.dds"!
TES3Stream Warning: Model "Meshes\09mine\09_rock_silver_01.nif" tex not found "c:\program files\bethesda softworks\morrowind\data files\textures\09_grass_dirt_01.dds"!
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_5.
Not able to find Foot part in BC_shoes_common_1.
TES3Stream Warning: Model "Meshes\09mine\09_rock_Corrundom_04.nif" tex not found "c:\program files\bethesda softworks\morrowind\data files\textures\09_rock_11.dds"!
Texture Load Error!: c:\program files\bethesda softworks\morrowind\data files\textures\09_rock_11.dds
TES3Stream Warning: Model "Meshes\09mine\09_rock_Corrundom_02.nif" tex not found "c:\program files\bethesda softworks\morrowind\data files\textures\09_dirt_grass_02.dds"!
Texture Load Error!: c:\program files\bethesda softworks\morrowind\data files\textures\09_dirt_grass_02.dds
Texture Load Error!: c:\program files\bethesda softworks\morrowind\data files\textures\09_grass_dirt_01.dds
Cheers!
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Stephy Beck
 
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Post » Wed Mar 11, 2015 7:22 pm

Nope. Just that keeping that mod could cause problems with mods, not just Multimark. The On The Rocks mod renames the Ald Redaynia cells (and some others, maybe) to the French names. If another mod uses the English cell names then there'll be a conflict. Some visible (Cell name used in script causes an error) some not (dialogue filtering doesn't work).

But, yeah. Get things working first. Just don't forget it.

[Edit: For texture errors you'll need to fix the NIFs. If you can handle a command line app: http://rtcvb32.herobo.com/SmartMerger/ (you can create a desktop shortcut and use drag and drop). Otherwise grab NIFSkope and do the NIFs one by one.

Change each texture like this:
c:\program files\bethesda softworks\morrowind\data files\textures\09_grass_dirt_01.dds
To:
textures\09_grass_dirt_01.dds

NIF Texture Stripper can automatically fix a whole directory of NIFs at once]
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Emma Copeland
 
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Post » Thu Mar 12, 2015 3:17 am

What Dragon said. If your textures in your nifs aren't pointing to only the main texture folder and any necessary subfolders, you'll have to have the texture in the folder the mesh is looking for using the full path. For example, the mesh Dragon mentioned is looking for the file 09_grass_dirt_01.dds in the folder c:\program files\bethesda softworks\morrowind\data files\textures\. If you don't have that file in that folder, the mesh can't find it. This isn't usually a problem with newer meshes because most mesh makers know to use textures\\ instead of the full game path. But some do slip through unfortunately. Anyway, Nifstripper should fix your errors. I'll let KP know there are some texture path issues so he can get those updated in the next version of this.

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OTTO
 
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Post » Thu Mar 12, 2015 6:33 am

Thanks for that.

I have Nifskope and GIMP from modding for Skyrim and I checked some of those errors and fixed the links. They are to do with the Skyrim Crafting for Morrowind ore mining nodes that appear in the Bitter Coast, which were appearing as white as the meshes did not have the textures wrapped round them.

So I fixed some of them manually as a test and it worked.

I am a bit wary of using any Auto-Pilot program. As there are only a few of these errors, I'll finish them manually and see if any more come up as I enter new areas. I expected the mods to know where everything is actually installed, as they usually do.

So, as a general rule, this sort of thing is a problem with the mod rather than MGSO3 being installed in C:\Morrowind?

I downloaded the most recent MLOX, but my AV interrupts and says it is a malicious program. But re-running the MGSO3 installer ticks all the mods I have when it gets to the mlox stage.

Cheers!

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koumba
 
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Post » Thu Mar 12, 2015 5:40 am

Update on this: I bought a pick and mined the stuff in Seyda Neen, but as I walked about a few more of those errors popped up. So I used that Nif Stripper on the entire meshes folder, and it seems to have fixed the issue.

This is another essential program that all Morrowind Mod authors should have in their tool box.

Is there a Morrowind Mod Cleaning tool, like TES5Edit for Skyrim?

Game is looking fantastic now and running smoothly. I set Distant Land to 12 cells and I love the way the fog comes down to obscure the far distance.

And it started raining in Seyda Neen, and the splashes in the water were every bit as good as in Skyrim, if not better!

Many Thanks to all!

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Joe Alvarado
 
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Post » Wed Mar 11, 2015 3:48 pm

Best Morrowind mod cleaning tool is TES3cmd, but it is a command line program so it can be tricky to use if you are not used to dealing with such things. There are instructions for making a batch file to make cleaning easier on the Great Houst Fliggerty website.

BTW, there are certain mods you don't want to clean, and I cannot remember for sure but I think Melians teleport mod that you mentioned above might be one of them. You should check the readme before cleaning for any warnings.
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City Swagga
 
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Post » Wed Mar 11, 2015 6:21 pm

Thanks, I'll be VERY careful.

Is there also something like NIF Stripper for Skyrim mods? I recall a friend saying they had made some weapons with one of my mods but they were invisible - they worked, but they could see nothing. It may be due to a similar thing with the way I made it pointing to the default locations, when they may have installed it on a different drive, for example.

Many Thanks!

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Katie Samuel
 
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Post » Wed Mar 11, 2015 5:56 pm

Yes. Textures should only point to the texture folder and not the full Morrowind path.

Mlox is perfectly safe. Send a report to your AV provider to have it added to their whitelist. :smile:

TES3Edit is in development the last time I looked, but TES3cmd is what you'll want to use for now. Hopefully the former will be released soon.

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Euan
 
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Post » Wed Mar 11, 2015 4:29 pm

Here's the https://www.virustotal.com/en/file/ccb7bf6698d5ad461f06e069c5e33606fb4ab0b6724afbaa85748cd0edd3ddb8/anolysis/ report initiated by Nexus when mlox was uploaded there, that's for the standalone EXE. Feel free to upload and re-scan it against the ~50 AV products that Virus Total uses.

I guess your AV's heuristic scanning flags it? Probably a generic false positive around the characteristics of the program (auto-download of new rules).
I added a fair bit to the Morrowind Mod Wiki http://wiki.theassimilationlab.com/mmw/TES3cmd about that kind of stuff.
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Sxc-Mary
 
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Post » Wed Mar 11, 2015 10:11 pm

I have BitDefender Total Security and it just stopped mlox running as it thinks it is a "malicious progam".

On Nif Stripper, can I use it for Skyrim meshes and textures, or do I need one specific for Skyrim?

Cheers!

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Solène We
 
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Post » Wed Mar 11, 2015 3:24 pm

Yeah, sounds like heuristics if it's not mentioning a specific signature being met. Anyway, it's a false positive (I created the EXE from Python code created by others). I assumed you were running Avast.
No idea, AFAIK Skyrim uses a different version of the NIF format to Morrowind. Era Scarecrow made NIF Texture Stripper for NIFs using the Morrowind version, it may mangle NIFs for other games as there are extra doo-dads in the file format it doesn't recognise.
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LuBiE LoU
 
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Post » Wed Mar 11, 2015 4:54 pm

I'm running Avast and I've never a got single message or an error when using mlox as an exe.

I tried BitDefender last year but I couldn't play a game, because BitDefender was too annoying and screw up the entire in-game menu.

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Mizz.Jayy
 
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Post » Thu Mar 12, 2015 3:31 am

Yep. Skyrim meshes aren't handled the same as Morrowind meshes are. For one, the textures don't seem to appear in Nifscope. Or at least they haven't for me yet.

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Steve Bates
 
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Post » Wed Mar 11, 2015 8:03 pm


I should probably get Avast. Right now I am just using the Windows 8 antivirus, and I shut off autoscanning while playing.

I used to have McAfee (came with my laptop) but it slowed my games to a crawl and eventually it caused a blue screen whenever I tried to launch Wrye Bash. So I uninstalled it, which was not an easy task.
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Lillian Cawfield
 
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Post » Wed Mar 11, 2015 6:46 pm

Hi to everybody!

Sorry for asking probably stupid question(s) - it is regarding the update of Morrowind Code Patch from 2.0 version to 2.1 (and further to 2.2).

I followed the instructions in the ReadMe file, i.e. I undid all fixes made by MCP 2.0, overwrote it with the version 2.1, and then with the version 2.2 beta (already available at the Nexus).

After that I was going to re-run the EXE-optimizer and the 4GB patch, as instructed. But when I tried to use MGSO Installer to do that, it did not recognize the 2.2 version of MCP and froze after reaching it.

(Nevertheless, I was able to load the game and to play several episodes.)

The questions are:

1. Is it normal that MGSO Installer does not recognize MCP v2.1? Or rather, it does not recognize version 2.2, and it would be advisable to return to 2.1 in order to use the MGSO Installer?

2. If so, the MGSO Installer does not recognize the updated version of MCP, do I have to re-run EXE-optimizer and 4GB patch manually? How can I do it? (sorry for this last point) :blush:

Would be much obliged for any hints.

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Sophie Miller
 
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Post » Thu Mar 12, 2015 5:12 am

Hi,

I'm not sure if it is normal that MGSO installer does not recognize it, but it would make sense, since it was made before MCP 2.1. You simply need to run all manually. First run MCP and install all patches you want. Then run exe optimiser. There should be folder exeOpt in your Morrowind folder and exeOpt.exe inside the folder. Run it, find Morrowind.exe and then select patch a file. In case it would throw errors, go here http://timeslip.users.sourceforge.net/exeopt.html , download the version for your operating system, overwrite the old one and then run it. After you patch it with exeOptimiser, simply run 4 GB PATCH.exe from your Morrowind directory and select Morrowind.exe. Now you should have all installed correctly :)

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mimi_lys
 
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Post » Wed Mar 11, 2015 5:18 pm

It's actually a very good package, but what is annoying about it is that it's designed to have minimal user input with a tiny footprint and run in the background. It also seems to quarantine or delete suspect files without me being able to say NO. I had a set of mods for the original Baldur's Gate and Temple of Elemental Evil and it found false positives with some of those as well.

It does have a Game Mode that enables automatically, and lets you list exceptions to the rules and does not impact game performance at all, EG on-line MMOs like Neverwinter. When I got the new PC I decided it was better to have a fully paid-up anti-virus rather than rely of freebies or Windows itself.

Oh, I am sure it's safe and I am getting a false positive. When I unzipped and scanned the contents, BitDefender found nothing. It was just when mlox started doing it's thing my AV blocked it.

Well, I find that Nifskope and GIMP seem to work on the meshes and textures, but I don't want to run Nif Stripper on my Skyrim mods for the reasons you state, just in case it screws them up badly. I'll have to keep looking for one specifically for Skyrim.

Thanks to everyone for all the help. My game is still working fine and looking stupendous!

:D

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Toby Green
 
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Post » Thu Mar 12, 2015 3:48 am

For Oblivion meshes there's PyFFI (Python File Format Interface, on Sourceforge), it does a number of things including fixing bad texture paths. Dunno if it was ever updated for Skyrim.
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Angela
 
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Post » Wed Mar 11, 2015 2:36 pm

Don't know about Skyrim, but I do know PyFFI is useful for cleaning and maintaining Morrowind meshes, I run it on meshes I make and it's cleaned unnecessary data for me a number of times. I've never had issues with it.

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louise tagg
 
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Post » Wed Mar 11, 2015 11:56 pm

Do you think that would be a good idea to optimize the visual mods in MGSO with PyFFI before a new MGSO version is released?

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rebecca moody
 
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Post » Thu Mar 12, 2015 12:28 am

Does MGSO3 do anything to Stealth? My skill has not increased at all, even though the icon for successful sneaking is there with someone who could detect me if they looked at me.

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Alyna
 
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Post » Wed Mar 11, 2015 4:30 pm


No. But it is hard to raise sneak in the vanilla game. You have to be pretty close to an NPC to gain xp for sneaking. It takes more than just being undetected with an NPC that is looking the other way. You have to be practically right on top of the NPC before you get sneak xp.
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Epul Kedah
 
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Post » Thu Mar 12, 2015 6:05 am

Yes, but when I hid under the stairs in the Seyda Neen warehouse my Sneak skill would gain increases towards the next level almost every time the guard passed me as he patrolled up and down, but now nothing.

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Carlos Vazquez
 
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Post » Wed Mar 11, 2015 7:41 pm

Hello everyone,

I know it sounds like a joke, but sadly it's not. I'm having some seriously annoying health issues, it's started quite some time ago. This is causing me a lot of trouble, so I'll temporary pause the works on the update. Anyway, the work was going well, so it's already at good point.

I'm really sad to say this, I hope to get better as soon as possible.

Thanks. :smile:

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scorpion972
 
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Post » Wed Mar 11, 2015 8:08 pm

Get better soon, Kingpix!
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Nana Samboy
 
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