Morrowind

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  1. IrascibleBasil
    IrascibleBasil
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    hi abot, thanks for expanding such a cool mod! i get an error in mlox saying something about morrowind rebirth[main] esp, which i dont use and upon starting the game i get many popups about missing textures from the morrowind esm. it doesnt crash or anything but do you know what the problem is? if i use the original windows glow mods or your merged one only, then it is fine. its only abotwindowsglow.esp. thanks!
    1. abot
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      Dunno, some wrong/outdated warning message from MLOX I suppose, there are no references to the word "rebirth" contained in this mod.
  2. byzod
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    It make the floor of Tribunal Royal Palace Courtyard disappeared and everyone fall to the void sea, don't use it, tested with ONLY this mod active

    OpenMW 0.49 report
    1. abot
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      abotWindowsGlow.esp does not change any Mournhold cell
      abotWindowsGlowTR1912.esp only changes "Mournhold, Velas Manor" cell
      so no, probably this mod is not the reason of your problems.

      1st thing 1st, to be sure it is not a problem with your save instead that with a mod, you should check if the mod works from a test fresh new game/main character.
      If it works from a fresh new game, it is a problem with your save. it could be some corrupted reference in the save pointing to the wrong thing to delete (e.g. the mesh reference in Mournhold cell).

      This happens usually with the Morrowind original engine adding/removing/changing mods to loading order without using Mash updaters procedure. No idea if OpenMW completely solves this/has some tool like Mash to solve these saves problem.

      Having said that, If the problem is still there with a fresh new start and you installed/have some .esp loaded coming from  original Windows Glow by Max a.k.a. ~NOOBDY~ it uses
      meshes\_wgt\ex_mh_palace_cyard_00.nif
      as Mournhold palace courtyard mesh replacement, so maybe check you have installed it correctly and the mesh is there.
      If the mesh is there and it does not work for some OpenMW reason, try copying the original vanilla mesh over it.
      e.g.(extract from the Tribunal.bsa if needed) and copy meshes\x\ex_mh_palace_cyard.nif over meshes\_wgt\ex_mh_palace_cyard_00.nif

      No other idea. As alternative I think you should be able to use Glow in the Dahrk with OpenMW
    2. byzod
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      sry comment on the wrong mod, it's the original window glow cause this problem
      Thanks for the details but I already uninstalled it :)
  3. nineleggeddog
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    Hi abot. I use OpenMW and this mod has been great for my setup. I have caused one problem for myself, and was wondering if you have any pointers (apologies in advance because I can see you get a lot of requests for help with this):

    I'm seeing some kind of z-fighting issue with exterior Mournhold windows in my game where different states of the same window are flickering over each other. I am able to fix it in Mournhold proper by disabling the mod "Immersive Mournhold," but this does not fix the mournhold-style windows in Tamriel Rebuilt areas like Akamora, etc., where they continue to do the same z-fighting thing (this alone I do not understand).

    I have everything ordered in the way you say to in the readme's Usage notes, and I have registered the BSA that comes with the Windows Glow - Tribunal mod. I tried cleaning the Immersive Mournhold mod and disabling anything I could think of that might be related. I've reinstalled and moved things around my load order. Nothing has any effect, and I'm kind of baffled.

    I know that I can select ex_mh_window_0.nif on any given window using the console and disable it, which fixes the problem (day and night) for that window. So, my last idea was to track down ex_mh_window_0.nif and replace it with a blank/transparent nif file. However, I can't find ex_mh_window_0.nif anywhere in my game files, in the mod files, nor anywhere on my system at all.

    Do you have any idea where this is or how I might fix or delete it?
    1. nineleggeddog
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      Nevermind, actually. Deleting the old windows manually from my template save is going faster than trying to figure it out. I'll leave this post up in case anyone else is experiencing this.
    2. abot
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      > this does not fix the mournhold-style windows in Tamriel Rebuilt areas like Akamora, etc., where they continue to do the same z-fighting thing (this alone I do not understand).
      Just to be sure, note that abotWindowsGlowTR1912.esp should be compatible with Tamriel Rebuilt release 1912. Newer versions of Tamriel Rebuilt are not.
  4. Prymerion
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    I installed Windows Glow TB Merged. The windows glow at night from the outside in Ebonheart (imperial buildings) and in Balmor (dunmer houses).

    Unfortunately, not all houses have glowing windows - there are none in Sydea Nen, for example. Also, NEVER do the sun's rays appear inside the houses.
    1. abot
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      Didi you do what described in the USAGE section in the readme?
  5. alteid
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    I get a lot of yelow exclamation mark, max_hlaallu_win_01a_e30, e36, e37, ... In Warnings. txt are this errors:

    Model Load Error: Meshes\WGlow\36.NIF cannot load file in Meshes\WGlow\36.NIF.
    Model Load Error: Meshes\WGlow\ex_hlaalu_win_01.nif cannot load file in Meshes\WGlow\ex_hlaalu_win_01.nif.

    Both of this two errors have multiple appearence in Warnings.txt

    Where can i get missing meshes?

    EDIT: I copyed ex_hlaalu_win_01.nif from Glow in the Dahrk to WGlow folder. That did not help.
    EDIT 2: Starting new game helps only with ex_hlaalu_win_01.nif error. exclamation mark remain.
    1. abot
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      If you are trying to use the Windows Glow TB merged you need the resources from the original Windows Glow mod. 
      As Fliggerty put the MMH/Fliggerty sites down I have updated the link to a version of Windows Glow salvaged to the Web Archive for now, downloading it from there should work
    2. alteid
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      That solve the problem. Tnx
  6. deleted158654323
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    I have 2 questions :

    1. Does this works on OpenMW?
    2. How much performance hit it will cause?

    Thanks in advance!
    1. abot
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      I don't use/support OpenMW. So no real idea.
      Having said that, this mod may work/work in part in theory, it depends on how 100% compatible is OpenMW with the vanilla Morrowind scripting functions used by the mod.
      They say it works here.
      Performance varies with how many real lights you display, as explained in the readme the general suggested setting is
      set ab01wgLightsOff to 1
      to randomly skip 75% of spawned lights
  7. Eirinjas
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    Love your work, abot.  I just wanted to point out that the bottom left window mesh on the Six Fishes tavern in Ebonheart is misaligned and when viewed from the corner of the building you can see thru the back of it.  And the Animated Morrowind - merged has an issue where the character Hassel who plays in Six Fishes at night is silent, whereas other musicians added by the mod emit music.
    1. abot
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      > the bottom left window mesh on the Six Fishes tavern in Ebonheart is misaligned and when viewed from the corner of the building you can see thru the back of it
      That is a glitch in the original WindowsGlow .esp. Anyway I have added to the optional files a merged version of Windows Glow + Tribunal version that should fix that
      Note: as most likely if you not restart from a new game the window data will be already in the save, you probably will want to fix the window position from the in game console too anyway.
      You can open the console, click the window, type:
      setpos x 15070

      About the Animated Morrowind bard, are you using my version or RandomPal's one?
    2. Eirinjas
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      I'm using your Animated Morrowind - merged, downloaded from your website.  I've also noted that Nibar in Ald Skar Inn is silent.  And Hannah (bard) in Arrille's was completely frozen, no animation.   There is also a crash that occurs frequently in the South Wall Cornerclub if you go downstairs where the dude is sitting at the table (removing the esp from launch removes this crash). 

      The window is fixed in-game.  That's awesome, abot!  I'm curious about something regarding your nordic windows though:  at night the windows will sometimes get really bright on the outside, completely lighting up the window frame and the surrounding area.  Sometimes it's one or two windows and sometimes it's all of them in a given area.  Is this intended behavior?  Below are observations of windows in-game.

      House lit normal:  https://i.imgur.com/W6LH1mp.jpg
      House lit up brightly:  https://i.imgur.com/Pkq1R7u.jpg
      House normal:  https://i.imgur.com/HPgPX7Q.jpg
      House bright:  https://i.imgur.com/1cuKmB5.jpg
      Nordic style compared to the inn windows:  https://i.imgur.com/CYYeVRI.jpg
      This one window is always dark:  https://i.imgur.com/UfaVOyB.jpg
      Most of the fort windows everywhere are dark like this:  https://i.imgur.com/iUzyYqI.jpg

      Anyway, you make excellent mods.  I couldn't play at all without your fish and bird mods installed.
    3. abot
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      Try redownloading my Animated Morrowind merged mod, I think I've fixed the script for the bard in Six Fishes, and as it is the same script, probably also in Raven Rock," "Suran, Desele's House of Earthly Delights", "Mournhold, The Winged Guar", "Ald-ruhn, Ald Skar Inn". 
      Dunno about bard in Arrille's Tradehouse as it is not from my Animated Morrowind merged mod (if you open the in game console, click the NPC, type ORI it should often tell you from what mod it is coming)

      abotWindowsGlow changes only Nord-Style windows exterior light. The difference with normal Windows Glow is that a % of windows can be illuminated by a real in game light. Performance/results can vary a lot depending on Morrowind configuration (e.g. hardware specs, per-pixel lighting...) so it should be possible/it is suggested to tweak it using some global variables to control it as explained in the readme Tech info / tweaks: section

      Probably unrelated to abotWindowsGlow:
      The one window always dark is part of the inn mesh from Windows Glow/Glow in the Dahrk or other mesh replacers, all those second floor windows should have the same glowing effect in theory as part of the same mesh, maybe check Meshes\x\ex_common_tavern_01.nif glowing effect is working as expected from NifSkope and/or reinstall it from the mod package
      Same for fort windows (arrow slits), they are usually managed by mods replacing the Meshes\x\ex_imp_arrowslit_01.nif
    4. Eirinjas
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      Thanks for the quick response and helpful information, abot.  So, I checked and there is no ex_imp_arrowslit_01.nif file in the Data Files/Meshes/X/ directory.  Deleting ex_common_tavern_01.nif has no bearing on the windows lighting - that one window is still dark, while all the others are lit.  I tried alternative meshes with no luck.

      You were correct. Hannah is not part of Animated Morrowind, she is a part of The Regulars mod.  There is music from the bard now in your updated AM mod, so long as the music volume is up.  Thanks! 

      I'm not using MGE XE or MWSE-based mods, partly because I'm on Linux.  So, I don't have any GITD or any other such mods running that affect windows.  I have a mostly vanilla install, no overhaul mods and nothing that does landscape or building changes.  I do have the MCP and Patch for Purists installed.  I tried removing all mods except the Windows Glow and the issues remain.  I tried reinstalling the files, but no change.  I tried redating the ESPs and the issues remain.  The arrow-slit windows in the courtyard of Fort Frostmoth work fine, but the 2 arrow-slit windows outside facing the docks don't work, nor do any of the arrow-slit windows on Vvardenfell. 
    5. abot
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      for the non Glow in the Dahrk tavern mesh, try this fix
      https://mw.modhistory.com/download-13-6563

      for the arrow slits, the Bloodmoon ones you see could be coming from Solstheim Overhaul, I think a replacer for generic  Meshes\x\ex_imp_arrowslit_01.nif may be in Glow in the Dahrk but it may require MWSE-Lua/MGE-XE, at the moment I don't recall other mods adding a generic arrow slit replacer
    6. Eirinjas
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      Thanks for your help, it's very much appreciated.  I tried the tavern mesh fix and that didn't help.  GITD uses MWSE, so I can't use it.  I tried to see if the meshes & textures from it might work, but no change.  I deleted the entire Meshes/X/ directory and tried again with the same result - tavern windows work, except that one top right back window, and the arrow slits don't work at all.  It's weird that some of Fort Frostmoth arrow slits work and some don't.  I don't know what else I can try that I haven't already. :/
    7. Eirinjas
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      In case anyone else encounters the same problem:  I found a Russian mod called Windoors Glow that does work - lights up all windows, cracks beneath doors, arrow slits, thatched shack mesh, and yurt doors.  I am currently using it w/ Windows Glow Tribunal, Bloodmoon, and Raven Rock.  It also fixed that pesky tavern window that would never light for me:  

      Windoors Glow - English
      Mesh fix

  8. Kolodets
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    Mod not working
    1. abot
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      very useful comment, the mod works for a lot of people, probably you have some problem with your installation but with such a message you are frankly not worth of my time trying to help you
    2. Mikeforall
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      It seems brain.exe has stopped working alongside the mod. 
  9. Brujoloco
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    Hi Guys, just a question, I am using Dahrk Windows GLow, what is the benefit of using this expansion?

    It just says in the description you get bigger sunrays that move in interior cells if you mix them, which Dahrk already has? Anything else besides that? :)
    1. abot
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      you can have real lights (e.g. illuminating player) instead of glow for the Ex_nord_win_01, Ex_nord_win_02 style windows, depending on how you set the ab01wgIntLightsOff, ab01wgLightsOff global short variables (more details in the readme/docs panel)
    2. Brujoloco
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      Hey abot! Thanks for the quick reply! You are the best :)

      Many many thanks for the information! That seems an extremely nice addition! Thanks for your mods man! Been using them for ages!

      Super big hug from the Isthmus!
  10. MysticJohnson2
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    Absolutely nice! Works great for me, no problems here.

    Light rays can in fact block characters or also objects, however in my case it´s not major and the ray needs to be directly in front of the character to block it out.

    I do wished however that light rays where not limited to small windows, and even in smaller windows I noticed that not all windows have light rays yet. Hope Abot will release a version where all windows let in sunrays at daytime, makes the game so much more immersive it´s great!