[REL] Mountainous Red Mountain

Post » Thu Jul 11, 2013 2:54 am

Anyone tried to see if this is compatible with Julan yet?
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Maya Maya
 
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Post » Wed Jul 10, 2013 11:19 pm


Yep, it works, however you need wrye mash to do this. Here are the steps to make it compatible.

1) When you meet Julan, pretty soon you will have to follow him up Red Mountain for the story. When you get to that point, go to an interior, or somewhere far away from red mountain like balmora. Save your game.

2) Deselect Mountainous red mountain, and click "Repair all" on your save game in wrye mash.

3) Do the part of the story where you follow Julan. Once you've finished, go to an interior, or somewhere far away from red mountain like balmora. Save your game.

4) Select Mountainous red mountain, and click "Repair all" on your save game in wrye mash.

5) Should work now, it worked for me.
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john page
 
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Post » Thu Jul 11, 2013 8:50 am

Are you are referring to just after you meet him and he asks you to take him onto Red mountain and then he changes his mind?

If he asks you to take him up red mountain after that I don't need to follow the above process right?
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Bereket Fekadu
 
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Post » Thu Jul 11, 2013 6:43 am


Don't think so, but I haven't played to that point yet. With the amount of time I spend actually playing Morrowind, I won't know until about 2020. :/
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Quick Draw
 
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Post » Wed Jul 10, 2013 11:06 pm

Just wanted to say that I've got this up and running, and Red Mountain in the distance using distant land looks stunning. Thanks for the hard work Piratelord /smile.png' class='bbc_emoticon' alt=':)' />
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Avril Louise
 
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Post » Thu Jul 11, 2013 10:20 am

Thank you /biggrin.png' class='bbc_emoticon' alt=':D' />
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Marcin Tomkow
 
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Post » Thu Jul 11, 2013 10:53 am

Has anyone else had a problem where the Ghostgate Shrine is not present with MRM loaded? It's doubly odd in my game in that it's present in my distant land files, I can see it as I crest the path to it, but as I get to it, it's just gone. When I deselect MRM, and walk to its original position, it is once again present.
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Shelby Huffman
 
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Post » Thu Jul 11, 2013 5:04 am


I do believe that MRM moves it to a new position (don't quote me on that)- it sounds like you need to regenerate distant land. If that's not it I have no idea.
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Claire Mclaughlin
 
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Post » Wed Jul 10, 2013 11:33 pm

Unless I missed moving it above ground, it might still be floating underground....
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Ebou Suso
 
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Post » Thu Jul 11, 2013 6:09 am

Sweet looking stuff!



last time I checked his textures are off limits.
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Dewayne Quattlebaum
 
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Post » Thu Jul 11, 2013 7:51 am

Piratelord, I love MRM and it′s permanent in all my setups.

Well let me report a bug
Ex_GG_fence_s_01.nif from MRM is shared with the "Puzzle Canol Force Field"
I′m doing the pilgrimage to the Shrine of Courtesy when found this
http://i590.photobucket.com/albums/ss342/TaxAkla/Puzzle3.jpg
http://i590.photobucket.com/albums/ss342/TaxAkla/Puzzle2.jpg
http://i590.photobucket.com/albums/ss342/TaxAkla/Puzzle1.jpg

Impossible to be crossed without cheating. The MRM version is too much high. My solution was temporally delete the nif to the recycle bin.
Suggestion: rename only this mesh to make it exclusive to your mod.

Thanks for all your mods. Especially "Redesigned Vivec".
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loste juliana
 
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Post » Thu Jul 11, 2013 2:13 am

woooooow this is...holy hell piratelord! this breathes so much new life into morrowind! thank you a million times over for this and for creatures! your mods are always must-haves!
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Emmie Cate
 
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Post » Thu Jul 11, 2013 2:30 pm

I'm gonna give this a try, but judging by the screenshots the Red Mountain looks too steep to me. Volcanoes and big mountains in general have more sloping sides. This Red Mountain looks like Matterhorn in Swiss Alps. http://en.wikipedia.org/wiki/Mountain
I'm also not too fond of those sharp rocks everywhere. In the real world, erosion and weathering tends to smooth things out.

In my ideal world, the Red Mountain would look like the Mt Kilimanjaro. http://en.wikipedia.org/wiki/Kilimanjaro

Here's a screenie of Kilimanjaro from Google Earth + my lables to show how the Red Mountain would look like.
http://img.photobucket.com/albums/v647/Lendrik/kilimanj.jpg
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CORY
 
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Post » Thu Jul 11, 2013 12:05 pm

There are quite a few terrestrial eroded stratovolcanos that have steep slopes. Like Mt. Hood.
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Anne marie
 
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Post » Thu Jul 11, 2013 12:25 pm

I see what you mean, and I agree. But even Mt Hood has long sloping sides that give it that sense of scale and awesomness.
http://en.wikipedia.org/wiki/File:Mount_Hood_3233.JPG

Still, big kudos to the author for such a grand overhaul. Gonna download it and try it out now.
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Alexis Estrada
 
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Post » Thu Jul 11, 2013 8:46 am

Might I suggest the volcano known as Devils Peak? Trying climbing that without gear.(I like making my mashed potatoes into devils peak when I have some, haha)
On the weathering, the volcano is still active so I wouldnt expect too much to take place.
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patricia kris
 
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Post » Thu Jul 11, 2013 8:07 am

Thanks for the spot, I'll look into a fix for this.

Thanks

Trouble is, smoother slopes requires a larger footprint, which would be basically a redesign of the entire island. This keeps to the original footprint and shape of the volcano, so steep bits are unavoidable.
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Jamie Moysey
 
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Post » Thu Jul 11, 2013 10:44 am

I understand those issues. I'm now using the mod, and quite like how the mountain looks very evil and menacing. I went back to the meshes from On The Rocks, though. All those tall spiky rocks looked out of place to me.
http://img.photobucket.com/albums/v647/Lendrik/MGEScreenshot10.jpg
http://img.photobucket.com/albums/v647/Lendrik/MGEScreenshot11-1.jpg

Regarding the path to the summit along foyada Mamaea: it eventually becomes too steep to walk. There are also some rocks blocking the way. So, unless you specifically purposed for the player to go around some other path, levitation is a must.
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neen
 
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Post » Thu Jul 11, 2013 4:16 am


No no thank youu man. mw needs you ((:
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Greg Swan
 
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Post » Thu Jul 11, 2013 1:15 am

I have a request of anyone. In this mod, all the ghostgate fences are doubled in height while maintaining the original shape at the top. Could someone do the same for the piece that is used only at the ghostgate entrance (with a cutout for the entrance)? Here is a screenshot of it in Blender (done by stretching it -393 units down): https://www.dropbox.com/s/pyjo9li3zhrulyn/Ex_gg_fence_s_h_01.png

The issue is that the animated texture as I haven't a clue how to change that so it looks normal. Could someone do either explain how I could do it or perhaps make it for me? I'd appreciate it!
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DarkGypsy
 
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Post » Thu Jul 11, 2013 10:21 am

Using Nifskope, open branches until you can see all (3) NiTriShapes.
For each NiTriShape:
right click, transform, scale vertices, change the Z scaling as you see fit (e.g. from 1 to 2)
right click, transform, edit, increase Z translation as needed
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Anna Krzyzanowska
 
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Post » Thu Jul 11, 2013 2:33 am

The canol part does block u from going in and receiving the riddle to solve, but u can solve the riddle right there before checking the stone anx it will let u continue on. Immersive breaking and cor someone who dosent know or havent ever done the riddle before I could see halting them, but ya u can solve the riddle and bypass the force gate with no cheating.
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Lauren Dale
 
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Post » Thu Jul 11, 2013 1:36 am

I can't give you an exact answer to that since it's always taken some trial and error for me. But I CAN tell you that you're going to want to edit the UV in nifskope. Edit the Y portion of the UV. Try doubling the height and see if that makes it go faster or slower. Then try halving it. One of them is going to look better. I just can't remember which and I don't feel like reasoning it out this early /biggrin.png' class='bbc_emoticon' alt=':D' />
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Samantha hulme
 
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Post » Thu Jul 11, 2013 3:29 am

So, after starting abot's advice, I noticed that my blender-made mesh only had one trishape so Blender must not be able to import those or it doesn't save them. So I started from the old mesh and did only nifksope work and it works in game (without any need for z translation, amazingly!). I was worried that the open canol part would make it more complicated, but I guess I was just thinking too much. Next, Melchior's advice to edit the UV fixed the stretching. That solved everything! Now I need to reposition every other fence to line up, which isn't so bad since my mountain tweaks required me to do that anyway. Thanks guys, you're great! /turtle.gif' class='bbc_emoticon' alt=':turtle:' />

EDIT: said that a bit too soon. I just moved the top rim of the ghostgate and it doesn't line up (the new shape of the fence it so rounded). Anyway I can move individual vertices in nifskope? If not, that's probably why PL didn't touch this gate. If all else fails, I could create a unique rim for shaped just the gate.
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Nicole Kraus
 
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Post » Thu Jul 11, 2013 7:11 am

Technically, you CAN move single verts in nifskope, but the difficulty to do so makes it completely impractical. I'd move any verts you need to in blender.
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Nicole Kraus
 
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