Morrowind
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Aoimevelho

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ivolga

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58 comments

  1. Vornalph99
    Vornalph99
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    Like with 'Dagoth creatures replacer', this one keeps giving me error messages about missing voice files and things for the ash vampires. 
  2. MelancholicKnight
    MelancholicKnight
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    Great mod, it's awesome to have them each have a unique look!
  3. xundeadbrittx
    xundeadbrittx
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    Does this mod work in OpenMW? I installed through MO2 and loaded it last (I have Concept Art Sixth House mod as well, but this is loaded before) and the Ash Vampires, like Araynys for example, is not changing.

    Edit: As i was spawning each Ash Vampire to check them, the first being Araynys, specifically HIS model was not changed, the others did change. I am using Mamaea Awakened but loading the Ash Vampires Replacer after. Not sure if theres a conflict or what.
  4. ronyalan
    ronyalan
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    A must have mod

    10/10
  5. Daelyn
    Daelyn
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    I am not aware of any mod that I have that could cause an error when booting the game. I only have Westly's Pluginless Head and Hair Replacer, and Robert's bodies, and that was installed before trying your mod. When I start Morrowind with your mod, I get the error - One or more of your plugins could not find the master file that they depend on. Errors might occur.

    In my Wyre Mash, it shows that it is dependent only on Morrowind.esm. So I am confused as to what the problem is. You have this on the readme:

    CONFLICTS /
    KNOWN ERRORS
    ============================
    Any mod that changes Ash Vampires will conflict with this replacer.

    So I am at a loss to explain what the issue is. If I play with your textures but no .esp would it work alright? If it's just for textures, why do we need an .esp? I selected the one without any other mod reference by the way.

    EDIT: SpaceDevo - you are awesome! I did your little tutorial and it fixed the problem. Thanks very much!

    1. OffworldDevil
      OffworldDevil
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      Glad it helped. =)

      To answer your other question: the mod also includes new models, and the plugin's required because the vanilla game uses only one model for all seven Ash Vampires, making it necessary to use a plugin to change each creature's filepath. The one exception is the optional Dagoth Nerevar file, which replaces the vanilla xashvampire.nif, so you don't need a plugin for that. If you favor another model and want to keep everything pluginless, then you can rename one of the (X-prefixed) NIF files "xashvampire.nif" and move it out of the AshVamps subfolder and into the R folder. Then all seven Ash Vampires will take on the appearance of that NIF model.

      As for the texture files, they won't do anything on their own without this mod's meshes, since the NIF files don't use vanilla texture paths.
    2. Daelyn
      Daelyn
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      Thanks again. I don't know what the Morrowind modding post forum would be without you!
  6. toopy10
    toopy10
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    One of the files that "AshVampiresReplacer.ESP" is dependent on has changed since the last save.
    This may result in errors. Saving again will clear this message
    but not necessarily fix any errors.
    One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or gameplay. Check the "Warnings.txt" file for more information.

    Any idea? what kind of save does he talk about !?
    1. OffworldDevil
      OffworldDevil
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      It's harmless, but if you want to get rid of it, just follow this tutorial.
  7. Andrewson
    Andrewson
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    Awesome mod! If only they were as though as they look ;D
  8. Luvide
    Luvide
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    Do they use vanilla textures? I'm playing with vanilla graphics, so I don't want them to look out of place...
    btw: Looks amazing, from what I've seen from the screenshots!
    1. OffworldDevil
      OffworldDevil
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      Definitely not vanilla.
    2. Luvide
      Luvide
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      Sooo... I just tested how they look ingame. First of all: AMAZING mod! They are not super high res so I decided to use this mod to get a bit of variety. But I still have one question: I am using the mod "The Rise of the Tribe Unmourned". In this mods' Archives are files for "The Tribe Unmourned". Will I Need those?
    3. OffworldDevil
      OffworldDevil
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      The Rise of the Tribe Unmourned seems to be completely unrelated to The Tribe Unmourned, aside from their names. So no, you don't need the TTU patch if you're only using Rise.
    4. Luvide
      Luvide
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      Thanks man!
  9. OffworldDevil
    OffworldDevil
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    Policy on clothing usage? I wanted to do some mixing and matching with the Ash Vampire Rework mod. :)
    1. ivolga
      ivolga
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      Everything I did for MW (except for some special cases mentioned in readmes) can be used as a resource if proper credits are given. So feel free to borrow from this mod whatever you like!
    2. OffworldDevil
      OffworldDevil
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      Many thanks! Your mod helped a bunch with this project of mine: https://www.nexusmods.com/morrowind/mods/45536

      Out of all the references I used, I think yours I learned the most from -- particularly with using alpha channels to get rid of unwanted polygons, and Stencil Properties to texture both sides of a polygon face. The textures and meshes you made were also quite useful. :)
  10. iwthih
    iwthih
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    whata re the install instructions because I'm using GHD but I can't getthe Dagoth Nerevar to install correctly, it won't show in game the noly thing that shows up for my character is the Vanilla ash Vampire
    1. ivolga
      ivolga
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      You should copy /Textures and /Meshes folders from the mod archive into your /Data Files folder and override when asked: the new Dagoth Nerevar model overwrites the default Ash Vampire model.
    2. iwthih
      iwthih
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      So I just did that, manually installed it and I'm still the default ash vampire model, while the others are their unique selves(also sorry for my grammar in the previous comment)
    3. iwthih
      iwthih
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      so do I copy and paste everything into my data folders, I use the steam version of Morrowind btw
    4. ivolga
      ivolga
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      The problem is that your MW BSA archives are dated by a more recent date that the model in this mod. This is the usual issue with the Steam installation. The game checks dates of all its's resources - both in BSA archives and in ./Data Files, - and picks the one with the latest date, in your case - the dafault model from BSA.

      You have to use Morrowind Code Patch to fix this - it has "redate BSA" option (and also includes 4GB patch and many other useful fixes and enhancements). Otherwise you'll encounter this problem every time you try to use any model or texture replacer.
    5. iwthih
      iwthih
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      thank you