[REL] Mountainous Red Mountain

Post » Thu Jul 11, 2013 7:12 am

http://www.4shared.com/file/WhzIlsfs/MRM.html
Here it is. The cleaned ESM.

PirateLord, this link have a "how-to" for Tes3cmd.
http://www.gamesas.com/topic/1184424-q-cleaning-mods-with-tespcd/page__view__findpost__p__17579146
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Luna Lovegood
 
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Post » Thu Jul 11, 2013 11:35 am

xD
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Amysaurusrex
 
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Post » Thu Jul 11, 2013 4:47 am

Thanks all. I love the MW community, always helpful.

Tadd, bump map option in the download would be great, gives players more choice

Amen, thanks for the download, I'll grab that tonight. There's also a seam to fix I've been made aware off. I downloaded the other night tes3cmd, but it reported that there wasn't enough memory! Most likely my newbness.

As to trees, any tree replacer should work. I've positioned vurts sunk a bit into the ground, so any tree replacer shouldn't float. If they are wider with brances, can't guarentee if they will block anything or overlap into rocks or landscape.
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Doniesha World
 
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Post » Thu Jul 11, 2013 8:10 am

Very nice, like it a lot /smile.png' class='bbc_emoticon' alt=':)' />
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Javaun Thompson
 
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Post » Thu Jul 11, 2013 12:52 pm

Anyone heard if Vality still works on his version? Or does he think it's obsolete?
Would be interesting to compare these two.
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Vicki Gunn
 
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Post » Thu Jul 11, 2013 7:02 am

@kirlian voyager
Vality said he was planning on releasing his mod not more than two weeks ago. As far as I know, his mod does not effect the height of red mountain but instead he's added (hand placed?) a bunch of rocks all over the ridges of the island.

I don't really see the point in comparing the two mods as much as they have been. Piratelord's focus is making the mountain taller, the fact that it makes MW look 'spikey' similar to Vality's concept is more of a happy side effect.
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Brandon Bernardi
 
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Post » Thu Jul 11, 2013 12:10 am

Absolutely stunning, PL. Much more threatening than vanilla /smile.png' class='bbc_emoticon' alt=':)' /> *downloads* Thank you!
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JD bernal
 
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Post » Thu Jul 11, 2013 3:20 pm

Ok, I must have confused something then.

Great work, Piratelord & all the other guys working on this. Thanks for sharing.
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Kari Depp
 
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Post » Thu Jul 11, 2013 12:48 am

Screenshot of Valitys is very impressive, and definately all hand placed. I just thought I'd see what would happen if I made the spikey rocks replace in game meshes, and the results were good.

I reckon that both would be compatable. Put MRM after Valitys, and MRM region will go over the new hand placed meshes, and should look like one merges into the other. Would be a different style though, so the look might clash, but possibly using the same texture that Vality is using on the meshes I used would help blend the two together. That would really give MW a unique interesting look.
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tiffany Royal
 
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Post » Thu Jul 11, 2013 2:48 am

First of all: thank you a lot fou your great Effort Pirate, the Red Mountain now looks great. But I got a little Problem after Installing the Mods (I guess I did it correctly) in the regions around RM I see this: http://www.abload.de/img/mgescreenshot003yljza.jpg (how the hell I convert the link into a textlink?^^)

I also installed all the latest Mods from Taddeus...but i seems to be a problem with the rocks or am I wrong?
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Rusty Billiot
 
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Post » Thu Jul 11, 2013 6:57 am

Looks like you've not got the Red Mountain rocks in the correct folder

Should be in data files\meshes\t and then RM_Rock_??.nif

Unusual though that the game didn't just use the default vanilla meshes :S

The !!! indicates a missing mesh.
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sally coker
 
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Post » Thu Jul 11, 2013 9:56 am


I dont have any folder in the Meshes that is t. I just unpacked the RM mountains from Taddeus and there is/Meshes/f/terrain_rock_rm_01 etc. (and there they're also in the Data Files folder of the game). I don't have any problems in other regions like BC, AI or so, just the regoins around RM (Molag Mar, Ald'rhun...)
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Esther Fernandez
 
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Post » Thu Jul 11, 2013 12:31 am

Whoops, sorry. I meant the f folder. (looking online sneakily while at work /biggrin.png' class='bbc_emoticon' alt=':D' />)

Double check you haven't got a /f/f folder.

Do you have any other potential mods that are changing rocks with an esp file, apart from Taddeus' and mine?
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chinadoll
 
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Post » Thu Jul 11, 2013 2:34 pm

There is no double f folder and I'm using the MSGO with some minor changes from my self, but as far as i know nothing rock changing (just some ehanced main quest enhancer, no terrain stuff) except your's and Taddeus'.
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Mashystar
 
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Post » Thu Jul 11, 2013 3:55 am

Hmm, gonna have to think about that when I get home, unless someone else is able to give an answer.
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Pete Schmitzer
 
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Post » Thu Jul 11, 2013 1:25 am

As promised...

http://img689.imageshack.us/img689/5814/mgescreenshot032.jpg
http://img841.imageshack.us/img841/170/mgescreenshot033.jpg
http://img40.imageshack.us/img40/653/mgescreenshot011.jpg
http://img714.imageshack.us/img714/6272/mgescreenshot014.jpg
http://img141.imageshack.us/img141/3412/mgescreenshot023.jpg
http://img13.imageshack.us/img13/3083/mgescreenshot025.jpg
http://img444.imageshack.us/img444/8531/mgescreenshot027.jpg
http://img32.imageshack.us/img32/2355/mgescreenshot021.jpg
http://img845.imageshack.us/img845/6241/mgescreenshot018.jpg
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Fanny Rouyé
 
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Post » Thu Jul 11, 2013 3:08 pm

Great stuff, Knots.
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Travis
 
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Post » Thu Jul 11, 2013 1:55 am

Updated the main download, if you've already got it, it's not much of an update in terms of content.

Clean esm by Amenophis, fixing a seam spotted by OldFashionGuy and updated readme.


Salutant, I still haven't had any brainwaves about what could be causing your problem. Game thinks the meshes are missing, and apart from making new meshes, I haven't touched the actual in game settings for them.
You could try loading the esm in the construction set, find the red mountain rocks, and see if they preview. Also, grasping at straws here, check your error logs, there might be some useful info in them.
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marina
 
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Post » Thu Jul 11, 2013 8:53 am


where in the Red Mountain did you took the shot? it's beautiful..
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jessica Villacis
 
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Post » Thu Jul 11, 2013 6:19 am

That's a new path I had to build to get around a steep area. There's a daedric ruin on the western side which lead to a small rope bridge. That path ended up being unclimbable, so I blocked up the path, and carved a new one around/through the landscape, which resulted in requiring the longest footbridge instead.

http://dl.dropbox.com/u/46396473/Solved.jpg shows me experimenting with staircases to see if the path was possible. Since I know staircases can be climbed, this gives me the slope for the landscape.

http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20061.jpg shows the final result.


Those few cells on the western side gave me no end of grief /tongue.png' class='bbc_emoticon' alt=':P' />
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OJY
 
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Post » Thu Jul 11, 2013 8:46 am

PIrate, could you put a number version or a date in the MRM.7zip? It麓s confusing, don麓t know if the version I have is the actual.

Thanks for this beautiful piece of art you brought to Morrowind.
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Phillip Brunyee
 
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Post » Thu Jul 11, 2013 1:14 pm

No no, thank you /biggrin.png' class='bbc_emoticon' alt=':D' /> It's the community that makes these mods, I'm just the grunt to put it together /tongue.png' class='bbc_emoticon' alt=':P' />


Wasn't thinking about putting version numbers, initial releases always tend to have a flurry of fixes, and this type of mod will end up being fixed version eventually.
Once i'm a happy chappy, I'll be putting it on various sites (along with other mods of mine)
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RUby DIaz
 
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Post » Wed Jul 10, 2013 11:57 pm

Woooooow.

https://photos-6.dropbox.com/i/xl/mlpa5oTg-O8omYMUP-KDnmWZ16tbOB4x13OLgrUGvkQ/46396473/1329001200/5014d3f/MGE%20Screenshot%20074.jpg

I don't have a clue if this is compatible with my load order, and I don't care. I'm going to make this work. Exemplary job!
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Andrew Perry
 
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Post » Thu Jul 11, 2013 12:21 pm

Linky no worky
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Robyn Lena
 
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Post » Thu Jul 11, 2013 9:38 am

Pirate, TES3CMD reports some junkcell, cell ambi and cell whgt stuff. Cleaned version below.
http://www.4shared.com/file/eEe-6l7T/MRM.html
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Hilm Music
 
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