[REL] Mountainous Red Mountain

Post » Thu Jul 11, 2013 12:20 pm

Mountainous Red Mountain (MRM)
(plus spikey Vvardenfell)


http://www.dropbox.com/gallery/46396473/1/MRM?h=608190
http://dl.dropbox.com/u/46396473/MRM.7z
http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20008.jpg/http://dl.dropbox.com/u/46396473/MGE%20Screenshot%20080.jpg comparison

This mod makes Red Mountain higher, so it's no longer a little hill in distant land, almost to the max of game engine limits. It is roughly 1.6 times higher then before.
It also replaces 4 of the commonly used Red Mountain rock meshes with spikey versions, which drastically alter the appearence of the landscape. These new meshes have the same base footprint, extra trishapes have been added to to base mesh, so the new rock is also about 1.6 times taller then normal, within the base footprint.

Almost every object in the vanilla Red Mountain is in exactly the same place, just higher up. Some areas have had drastic changes to cope with very steep footpaths.
I have run around with a level 1 character all the main paths to ensure they are traversable. Going off those paths, I recommend you know how to levitate/jump.

BUGS
I've run around a number of times, trying to ensure that there are no floating meshes, or holes in the landscape. If you spot any, please let me know.
There should be no real bugs at such, only the exterior has changed, interiors are the same.

INSTALLATION
If new to modding, just extract all files into the correct locations in your morrowind installation, and activate the MRM.esm file, otherwise, read below for details about what is in the download.

IMPORTANT: It's highly recommended that you use Vurts ashlander tree replacer, and Taddeus On the Rocks mods. MRM has been designed with these new meshes. Using vanilla meshes may result in floating meshes and odd results.
The Red Mountain On the Rocks meshes and texture are included in this download. They have been adjusted NOT to have bump maps, as the 4 new replacement meshes don't have them (possible update to add bump to those 4 meshes)

Activate the MRM.esm file, ensuring it loads last after your other esms.

Copy all the meshes across, replacing any meshes you may already have. If you want to keep the bump mapped meshes from original On the Rocks, only replace the following meshes - note, these 4 meshes MUST be replaced regardless.
terrain_rock_rm_14.nif
terrain_rock_rm_15.nif
terrain_rock_rm_17.nif
terrain_rock_rm_19.nif

Please install the On the Rocks mods first, before replacing the 4 meshes above.

The four new ghost fence meshes must be replaced. These are longer meshes as the fence is a lot higher now. If you don't, there will be gaps under the fence!

Ex_gg_particles_01.nif is optional, I added an extra emitter and made the original smoke effect last slightly longer now that the fences are higher.

Copy the textures into the root of the textures folder. Included in this folder are the textures I use that are commonly used in red mountain. It's optional if you want to use these textures, as you may have spent many hours getting your game textures to your liking.
Tx_MA_crackedearth.dds - Landscape texture - commonly used for footpaths
Tx_RM_grayrock_01.dds - Landscape texture
Tx_RM_redrock_01.dds - Landscape texture
Tx_RM_rock_01.dds - Landscape texture - commonly used for red mountain landscape
tx_rm_rock_02.dds - used for the rock meshes, supplied with On the Rocks

CREDITS
Thanks to the following people, who really made this mod possible. Without their help, I doubt I would have been able to produce something that looks this good/unique.
Era Stormcrow - Smartmerger
Lightwave - Author of TesAnwynn
Apel - New rock meshes - they rock!
Taddeus - On the Rocks
Chainy - Extended length Ghost Fence meshes
Warmaster - for removing excess polys from meshes - although I've not currently used these meshes
P锟絆_KILO - for alerting me to junk in the file

OTHER MENTIONS
Spiffyman - general discussion about Red Mountain, resource and idea sharing
Vurt - mentioned because of his great trees!
Connary - great textures, and I believe the textures I've included are his work
Vality7 - his rocky morrowind inspired the idea of spikey meshes
OldFashionGuy - spotting some bugs
Amenophis - for some spring cleaning
Knots - making patches for other red mountain mods
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Charles Weber
 
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Post » Thu Jul 11, 2013 12:35 pm

Won't use it myself due to Rebirth but this does look amazing. Great work here /smile.png' class='bbc_emoticon' alt=':)' />
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Stephanie Valentine
 
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Post » Thu Jul 11, 2013 7:30 am

Great release. I think you might also say thanks to Vality7 for idea.
Connary
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Cameron Garrod
 
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Post » Thu Jul 11, 2013 8:59 am

Truly outrageous


ly awesome. Dl'd subbed +1
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xxLindsAffec
 
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Post » Thu Jul 11, 2013 12:01 pm

Now that's a proper mountain. Foreboding!
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KiiSsez jdgaf Benzler
 
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Post » Thu Jul 11, 2013 6:37 am

Anyone tried it with Morrowind Overhaul? I guess they conflict?
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Andres Lechuga
 
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Post » Thu Jul 11, 2013 10:06 am

I think the plan is to include it in the next Overhaul release.
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Kieren Thomson
 
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Post » Thu Jul 11, 2013 7:07 am

I dont see why it wouldn't be incompatible with MGSO?
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Chris Cross Cabaret Man
 
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Post » Thu Jul 11, 2013 3:45 am

Overhaul alters landscape statics, so i think with this mod they will be underground, right?
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Melung Chan
 
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Post » Wed Jul 10, 2013 11:38 pm


I dunno maybe i will have to try it and see /smile.png' class='bbc_emoticon' alt=':)' />
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Ray
 
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Post » Thu Jul 11, 2013 11:33 am

No.

Anyway, I'll have that GDR patch up soon. I'm just fixing the path into the Citadel, since it's way too steep as it stands.
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Kelsey Hall
 
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Post » Thu Jul 11, 2013 11:36 am

Now this is what I wanted to hear.
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Umpyre Records
 
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Post » Thu Jul 11, 2013 4:53 am

Is that path just due to GDR, or is that path a problem without GDR. I'm sure I tested every main path.
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Iain Lamb
 
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Post » Thu Jul 11, 2013 3:23 pm

Since MM is an ESM and the Overhaul is mostly ESPs, I don't know that there would be any conflicts, since all in-game overhaul ESPs would overwrite the ESM.

I think the operative word is "conflict". Could there be some weird landscaping or texture issues? Possible, grass and groundcover mods may see the worst of it. Game-breaking conflicts? Not likely.
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Penny Flame
 
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Post » Thu Jul 11, 2013 11:58 am

It's specific to GDR. Darknut made the main entrance to the Citadel a door that is sort of off to the side and a level higher than the regular door, so you get to the mouth of the volcano and then you have to wrap around a little, towards Vemynal where you have that huge rope bridge spanning that deep foyoda on the northern slopes.

On an unrelated note, PLX_MRM_rockramp1 shows up as a broken mesh for me.
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Daramis McGee
 
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Post » Thu Jul 11, 2013 12:51 pm

Oh hell, typical of my mods. I always overlook something /tongue.png' class='bbc_emoticon' alt=':P' /> Only used that mesh the once, and I was planning on removing it from the esp/esm, deleted the mesh, but no the entry in the editor /tongue.png' class='bbc_emoticon' alt=':P' />
Weird thing is, I don't get any errors/display problems where that mesh is located - odd.
I'll fix it for an update, or if you take any small rock, name name the mesh PLX_MRM_rockramp1.nif, that will do the trick too.

Shouldn't be any game breaking conflicts, as it's just landscaping. Plus, not many mods affect Red Mountain, and Knots is doing a GDR patch.
Shouldn't conflict with any grass mods. This mod only changes cells with heights greater then 4000 game units, most of the game world is below 3000 units. Low level cells that are marked as changed have only a small change at cell borders, to ensure that gaps between cells are smoothed out.
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Marilú
 
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Post » Thu Jul 11, 2013 7:14 am

Tank you! downloading here!
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John N
 
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Post » Thu Jul 11, 2013 1:05 pm

Well, there you go! MM will be installed before I start the game again. Thanks, PL!
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Shae Munro
 
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Post » Thu Jul 11, 2013 8:10 am

There are some junk cells, is it okay to clean it with tes3cmd?
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brandon frier
 
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Post » Thu Jul 11, 2013 4:35 am

Junk cells, damn, where? nvm, just seen them in the editor. How the hell did those empty cells get flagged as changed, they are no where near red mountain :S What's the best way of cleaning them out? Never used tes3cmd, so if you can let me know the command, I'll tidy up.

Side note, just fixed the missing mesh, replaced it and adjusted where it was used. Was just about to upload a new file /biggrin.png' class='bbc_emoticon' alt=':biggrin:' />
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D IV
 
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Post » Thu Jul 11, 2013 11:17 am

Can we just d/l the fixed esm?
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Adam Porter
 
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Post » Thu Jul 11, 2013 9:46 am

Hum.. i simply use tes3cmd.bat with these lines..

tes3cmd.exe clean --replace --hide-backups "MRM.esm"
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joannARRGH
 
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Post » Thu Jul 11, 2013 3:47 am

hmm, I downloaded what I think is tes3cmd, it didn't have an exe extension. When I run the above command, I'm told "program too big to fit in memory" :S

I'll use enchanted editor and manually locate those junk cells.
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Mike Plumley
 
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Post » Thu Jul 11, 2013 6:48 am

Main download updated, junk cells deleted, and the missing nif problem resolved. If you've already downloaded, replace the esm. No change to textures or meshes.
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Gisela Amaya
 
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Post » Thu Jul 11, 2013 3:53 am

http://www.crocko.com/13C0B1DE078E42C8A3136F05992FBB42/Data_Files.rar

EDIT: you are fast /biggrin.png' class='bbc_emoticon' alt=':biggrin:' />
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Killah Bee
 
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