[RELz] Morrowind Overhaul - Sounds & Graphics 3.0 Thread

Post » Thu Mar 12, 2015 3:33 am

It looks like there is a conflict between MGSO and Creatures XI ini changes.

Vanilla:

Spoiler

[Blood]
Model 0=BloodSplat.nif
Model 1=BloodSplat2.nif
Model 2=BloodSplat3.nif

Texture 0=Tx_Blood.tga
Texture 1=Tx_Blood_White.tga
Texture 2=Tx_Blood_Gold.tga

Texture Name 0=Default (Red)
Texture Name 1=Skeleton (White)
Texture Name 2=Metal Sparks (Gold)

MGSO changes: (I'm assuming these are from MGSO since I'm pretty sure its the only thing I've installed that made changes to the ini. No idea which mod they are tied to though.)

Spoiler

[Blood]
Model 0=BloodSplat.nif
Model 1=BloodSplat2.nif
Model 2=BloodSplat3.nif

Texture 0=Tx_Blood.tga
Texture 1=Tx_Blood_White.tga
Texture 2=Tx_Blood_Gold.tga

Texture Name 0=Default (Red)
Texture Name 1=Skeleton (White)
Texture Name 2=Metal Sparks (Gold)
Texture 3=Transparent_blood.tga
Texture 4=CBbug_blood.tga
Texture 5=CBoil_blood.tga
Texture 6=CByellow_blood.tga
Texture 7=CBstone_blood.tga
Texture Name 3=No Blood
Texture Name 4=Bug Blood (Brown)
Texture Name 5=Dark Blood (Black)
Texture Name 6=Yellow Blood
Texture Name 7=Stone flakes (Gray)

Creatures XI changes as per Piratelords instructions:

Spoiler

[Blood]
Model 0=BloodSplat.nif
Model 1=BloodSplat2.nif
Model 2=BloodSplat3.nif

Texture 0=Tx_Blood.tga
Texture 1=Tx_Blood_White.tga
Texture 2=Tx_Blood_Gold.tga
Texture 3=PLX_CBbug_blood.tga
Texture 4=PLX_CBoil_blood.tga
Texture 5=PLX_CByellow_blood.tga
Texture 6=PLX_CBstone_blood.tga

Texture Name 0=Default (Red)
Texture Name 1=Skeleton (White)
Texture Name 2=Metal Sparks (Gold)
Texture Name 3=Bug Blood (Brown)
Texture Name 4=Dark Blood (Black)
Texture Name 5=Yellow Blood
Texture Name 6=Stone flakes (Gray)

I've no idea how to resolve the problem so any suggestions would be much appreciated.

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chloe hampson
 
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Post » Wed Mar 11, 2015 2:33 pm

IIRC, for the different blood types defined in the INI to show up a critter needs to be edited to use the new blood types.

Do you have any plugins with "blood" in the name? Could well be "New Blood mod" by razorfett147 ("NewBlood_MW.esp" or "NewBlood_MwTbBm1.1.esp"), but MGSO has a history of randomly renaming mods for no discernable reason

What I'd suggest (assuming you want to use Creatures) is changing the INI settings to match those in Creatures and then ensuring Creatures.esp (or whichever variant you're using) loads after that other blood mod. Or just remove the other blood mod.
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Victoria Vasileva
 
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Joined: Sat Jul 29, 2006 5:42 pm

Post » Thu Mar 12, 2015 5:33 am

Thank you Dragon32! Yes, looks like New Blood is the mod. I had scanned over the MGSO mods on the wiki credit list but for some reason New Blood isn't on there, so I was stumped on which mod it was. I should have looked over my actual mod list as well. It was definitely installed by MGSO.

So, I downloaded New Blood from MMH and I'll post the relevant parts of the readme here for those that might be running into the same problem:

Spoiler

To install this plugin, extract the Texture folder into your Morrowind Data files folder. I have also included two alternate versions of the stock red blood and metal spark hit effects. They are an improvement on the Bethesda textures in my opinion, but you don't have to use them if you don't wish to. They are located in the Alternate textures folder. Simply copy the textures out of the Alternate textures folder directly into Textures folder in you Morrowind Data files folder. Be warned that these will overwrite or replace the stock Morrowind hit effects.

The second part of the installation will require you to modify your Morrowind Configuration Settings file.....or this mod will NOT work as intended. Using MS Notepad for this should suffice. Open the Configuration file and scroll down to the [Blood] heading. Insert the following text under the [Blood] heading:

Model 0=BloodSplat.nif
Model 1=BloodSplat2.nif
Model 2=BloodSplat3.nif

Texture 0=Tx_Blood.tga
Texture 1=Tx_Blood_White.tga
Texture 2=Tx_Blood_Gold.tga
Texture 3=Transparent_blood.tga
Texture 4=CBbug_blood.tga
Texture 5=CBoil_blood.tga
Texture 6=CByellow_blood.tga
Texture 7=CBstone_blood.tga

Texture Name 0=Default (Red)
Texture Name 1=Skeleton (White)
Texture Name 2=Metal Sparks (Gold)
Texture Name 3=No Blood
Texture Name 4=Bug Blood (Brown)
Texture Name 5=Dark Blood (Black)
Texture Name 6=Yellow Blood
Texture Name 7=Stone flakes (Gray)


---Now save your Config setting file and exit Notepad---



*****************************************************************

2. PLAYING THE PLUGIN

*****************************************************************

From the Morrowind Launcher, select Data Files and check the box
next to the "NewBlood_MW" esp file for use with Morrowind only, or check the box next to "NewBlood_MwTbBm" for use with Morrowind, Tribunal, and Bloodmoon. Do not use both at the same time as it will be redundant.

This mod introduces several new blood types into the Morrowind game engine, allowing for a wider variety of hit effects for different creatures (and NPC's) during combat. I have included two ESP files that reassign the hit effects/blood types for various creatures ingame. I have not altered any of the creatures that are flagged as Blocked in the CS.

But the beauty of this mod is that once the textures are installed and the Morrowind Config file is properly altered, the new blood types will be available in the Construction Set for any mod you wish to use them in. So even without using the included ESP files this can still make a good modder's resource.

It's also very easy to introduce your own blood/hit effects using the same Config file alterations. Just be warned: the game engine only allows for a maximum of 8 effect types total. There are the three default types, and then there are the 5 new ones I added via this mod. To add other types you will have to replace some or all of the types included in this plugin.

So I guess I will have to look it all over and decide which blood textures I want. The readme says that only 8 different types are allowed by MW. Is it possible that this could be increased by the MCP allowing for more diversification? If so I could post the suggestion over there.

EDIT: Okay so it looks like, just based off the .tga names (e.g. PLX_CBbug_blood.tga vs. CBbug_blood.tga), Piratelord may have used the same textures, but just added PLX to the tga as a prefix for his own organization purposes. If this is the case I'm hoping the only potential incompatibility is assignment of textures to creatures, and inclusion of all the textures between the two mods is no longer an issue. As long as the numbers used to register them in the ini are irrelavant to the actual implimination in game... *crosses fingers*

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Jessica Thomson
 
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Joined: Fri Jul 21, 2006 5:10 am

Post » Wed Mar 11, 2015 9:41 pm

Thanks everyone for the kind words. I'm sorry that I can't read all the posts, I'm still quite bad and also in a hurry.

@eltrane: thanks for posting, I actually forgot the mod in the credits list. :smile:

@ktbu: post here your recommendations and I'll take them into consideration! Thanks.

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Deon Knight
 
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Joined: Thu Sep 13, 2007 1:44 am

Post » Thu Mar 12, 2015 5:43 am

Do you mean the Visual Pack? 'cuz I'm sure that's already included in MGSO.

As far as new suggestions go, I'd like to add the stuff being released by both http://www.nexusmods.com/morrowind/users/3281858/? (his Aendemika and Arkitektora series) and http://www.nexusmods.com/morrowind/users/159722/?, (Vivec/Velothi and Imperial Forts). There's also bump-maps for the Imperial Housing used by MGSO http://www.nexusmods.com/morrowind/mods/42407/?.

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Adrian Morales
 
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Post » Thu Mar 12, 2015 2:11 am

In the next version, if plugin needs to be modified, its better to have MGSO tag on name. Its easier for mlox to recognise it as coming from MGSO

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Multi Multi
 
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Joined: Mon Sep 18, 2006 4:07 pm

Post » Thu Mar 12, 2015 2:41 am

Guess I can chip in here :smile:

Ideally:

  1. Leave the plugin name the same
  2. Edit the Description field. Just adding "MGSO edit" would be some text I could use to definitively identify an MGSO-modified mod. Details of what the edit is would be useful but that can be in the readme.

By keeping the plugin name the same it means I just need to alter the rules which need changing rather than having to change all of the existing rules for the original plugin to add the altered plugin name.

Hopefully that makes sense?

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Lauren Dale
 
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Joined: Tue Jul 04, 2006 8:57 am

Post » Thu Mar 12, 2015 12:21 am

Is it feasible to have a MGSO section for the included mods e.g Vurt's Trees [MGSO] or similar (depending how to code it in mlox_rules) in mlox just as it's for the LGNPC mods?

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R.I.P
 
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Post » Wed Mar 11, 2015 9:04 pm

Yeah, to make finding stuff in the rule-set somewhat manageable rules are grouped by a mod's name. This is the MGSO section currently:

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Hayley Bristow
 
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Post » Wed Mar 11, 2015 9:36 pm

I didn't know that since I don't use MGSO atm. Thanks for the info Dragon.

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LuBiE LoU
 
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Joined: Sun Jun 18, 2006 4:43 pm

Post » Wed Mar 11, 2015 10:50 pm

Hello Kingpix,

first of all thank you very much for your hard work!

The package which you made is really aweseome.

I am actually considering to play Morrowind again and because of that i wanted to ask you if you have some sort of rough idea when you will release you new pack?

If it will take a longer time i would first install your old package and play with this.

Thank you very much.

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lolly13
 
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