[RELz] Morrowind Overhaul - Sounds & Graphics 3.0 Thread

Post » Thu Mar 12, 2015 5:51 am

Best wishes! (I know myself how annoying it is to be constrained by health issues... so I hope you get better soon!)

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Josh Dagreat
 
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Post » Thu Mar 12, 2015 12:04 am

All the best and get better soon, Kingpix.

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Enie van Bied
 
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Post » Wed Mar 11, 2015 4:09 pm

Poor health is never a joking matter. I hope you get well soon. MGSO and your fans can manage perfectly well with what we have while you concentrate on making a full recovery. All the best.

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Anna Kyselova
 
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Post » Wed Mar 11, 2015 7:01 pm

What the other said. Get well and take your time Kingpix.

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Ashley Clifft
 
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Post » Thu Mar 12, 2015 3:48 am

I'm sad to hear that :( I also wish you the best and hope that you get better soon ;)

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Rinceoir
 
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Post » Wed Mar 11, 2015 2:53 pm

Anyone who knows why you need a "particular version of DirectX" for this (i.e. directx_Jun2010_redist)? Guess it might be fine to install it, but I think it's the first mod ever I've used that has an older version of DirectX as a requirement, plus I'm a bit hesitant to install an old version on top of a newer one.

Also, all the best KINGPIX. Hope you get well soon.

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Sun of Sammy
 
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Post » Thu Mar 12, 2015 5:19 am

DirectX is not required because of any of the mods, but because of the automatic installer. I believe that you need the older version because the installer was programmed using this older package and probably uses some of it's functions, that were removed/changed in newer versions. And you can install older version on top of newer just fine. I will not overwrite anything, it will just be installed alongside the newer one.

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Kit Marsden
 
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Post » Thu Mar 12, 2015 2:11 am

Installing the older DX9 won't replace newer DX10 or 11. It should just add some older files which are not present anymore in newer DirectX packages. But, have you actaully tried installing MGSO right away? I'm on Windows 8.1, had MGSO up and running, and couldn't even find traces of me downloading any legacy DirectX installers.

I thought that it was required because of MGE/MGE XE using some DX9 functions not included in DX10/11.

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Andy durkan
 
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Post » Wed Mar 11, 2015 6:33 pm

Oh, I just checked and you are right, sorry for misleading info :)

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Isabell Hoffmann
 
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Post » Wed Mar 11, 2015 10:41 pm

Thanks for the info. I had CTD issues after the install the last time I tried and perhaps it was caused by me not installing the correct DX version. We'll see. The installation went perfectly. There are a lot new mods I want to check out as it was a long time ago I played Morrowind so it will take me a while to get it up and running. Looking forward to it as it's the first time I can play with distant land etc.

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Alister Scott
 
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Post » Wed Mar 11, 2015 8:40 pm

Everything seems to be working perfectly (knock on wood). And it looks spectacular. The installer is just amazingly good. Anyway, I'm cleaning my plugins with tes3cmd and I haven't found a guide of which plugins that should be cleaned. In short, should all the plugins that are added by MGSO be cleaned?

EDIT: Another question. When I choose Bitter Coast > Balmora Trees in MGSO, mlox complains that I don't have Vality's Bitter Coast Addon.esp. But the latter doesn't seem to be available as an option as I don't get it even if I choose Bitter Coast > Vality during the MGSO setup. Do I need to download Vality's Bitter Coast Addon separately?

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Kayleigh Williams
 
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Post » Thu Mar 12, 2015 6:42 am

If you're using tes3cmd to clean plugins (or TESTool with both Restricted Cell Cleaning and Restricted Dialogue Cleaning enabled) then you'll be fine to clean all your plugins.
I based the mlox rule on Vality's readme:
So, from what the author says you need his BC addon loaded.

If you're able to definitively answer the question as to whether or not the BC addon is needed with the Balmora addon I'll update the mlox rules. Previous people who've asked about this have never reported back so the rule's remained.
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scorpion972
 
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Post » Wed Mar 11, 2015 11:33 pm

Thanks Dragon32, I'll clean the mods - and I'll check out how Vality's Balmora works w/o his Bitter Coast mod. Let me get back on that.

EDIT: Seems to work just fine, at least after a quick check running around in Balmora. I didn't notice any missing textures or other graphical issues. Looks beautiful as well.

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Bonnie Clyde
 
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Post » Wed Mar 11, 2015 7:34 pm

Looks like this is another plugin edited for MGSO. The copy of "Vality's Balmora Addon.esp" I have has no Statics or Activators defined in it, so you have to load his Bitter Coast mod.

Any chance you could upload the MGSO-edited version somewhere so I can grab it?

Based on the other edited mods included in MGSO there won't be any indication of the edit in the Description (sigh). I'll have to add a check on file size into mlox (which is a pretty poor way of distinguishing plugins due to cleaning etc.) as that's the only way to distinguish it.
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Sierra Ritsuka
 
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Post » Wed Mar 11, 2015 8:58 pm

https://drive.google.com/file/d/0By43plG9WANTOWFEQlh6VEQ2bEk/view. It's the first time I'm using it, so not 100% what to check for, but I do have huge trees in/around Balmora, w/o any graphical issues.

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Mashystar
 
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Post » Wed Mar 11, 2015 7:00 pm

What about calculating hash?

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kevin ball
 
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Post » Wed Mar 11, 2015 2:50 pm

What textures does MGSO use for Redoran architecture?

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Marta Wolko
 
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Post » Thu Mar 12, 2015 3:46 am

Thanks for uploading that, Arkngt X. Looks like it's exactly the same as Vality's original. So... the requirement in the readme is for the meshes and textures rather than any records in the Bitter Coast plugin.

Good to get that cleared up.
It'd have exactly the same issue as checking file size with people cleaning and/or editing mods.

And I don't have the foggiest on how I'd edit the mlox code to do that.
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Riky Carrasco
 
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Post » Wed Mar 11, 2015 9:03 pm

Makes sense.

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MatthewJontully
 
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Post » Wed Mar 11, 2015 5:10 pm

Sure, you are right, I do not know how could I not realize that. :wallbash: I definitely need to get some sleep!

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Amy Smith
 
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Post » Wed Mar 11, 2015 8:36 pm

Yes, I used to be concerned about that. The same applies to having multiple versions of C++ runtimes etc.

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N3T4
 
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Post » Thu Mar 12, 2015 5:39 am

I think you need to be careful with that.

I also think that putting all the various mods and newer updates to existing mods together, plus any additional mods that might be added, and ensuring they are pre-cleaned and packaged in an installer needs some sort of centralised Version Control and checking. I suppose that will all be in version 4 of MGSO, but at the moment we have to wait until KINGPIX recovers and has the energy and motivation to do it.

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Bellismydesi
 
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Post » Thu Mar 12, 2015 6:40 am

Regarding MGSO 4.0

Is there a thread where we could all post our recommendations of mods that should be included. For example there is a texture pack by carl (RIP) that is so amazing and it retextures a bunch of little stuff but once you use it you can never play without it. That is how good it is and I have other stuff that should obviously be included.

So is there a thread where we can make these recommendations?

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Rob Smith
 
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Post » Wed Mar 11, 2015 8:32 pm

I went ahead and ran everything through tes3cmd. Guess I will find out how smart that was, but the app seems to know what it's doing as far as I can tell from the logs.

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Jesus Lopez
 
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Post » Wed Mar 11, 2015 4:17 pm

I always run tes3cmd fixit through WM after setting up my modlist and so far have not had any issues (aside from some with LL integration into the multipatch that made me revert back to WM's Mashed Lists)

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Stace
 
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