When I use mod manager download it doesn't change the graphics (I use MO2) when I download it manually and then bring it into MO2 it doesn't work either, the mod page says to unzip in the directory and I unzip and then move it to programfiles<steamapps<common<MorrowindAnd I place it there and then launch via MO2 and it doesn't work. I then unzip and place it inprogramfiles<steamapps<common<Morrowind<data files and it also doesn't work.
Make sure you use Morrowind Code Patch and redate the original BSAs (Morrowind, Tribunal and Bloodmoon) to their original dates (2002 and 2003). If they have the current date this textures won't work as the BSA will overwrite the loose textures cause the game sees them as "older" than the ones inside the BSAs.
One of the most difficult mods ive come across. comes with Clean VIBRANT TREES 1.0.esp, Vibrant lights 1.0.esp and vibrant trees 2.0.esp. reading the description, the readme and watching videos all I know is only install one BUT NOT BOTH to your preference. What the difference is, I'll never know without at least an hour of testing. would be nice if there was images showing differences. big skip from me.
1.0 has more trees than 2.0, as stated in the readme but it can be easily missed. Since this is an very old replacer, I have no plans to include screenshots indicating the visual impact.
To be honest, I don't know of any replacers that are similar as ours was sort of known for being unique, but we released this about fifteen years ago so there certainly may be something out there like it now! :) If your concern is the tree options, they really are optional and in no way necessary for the replacer to work. They're simply included for those who wanted to use them. There are many great tree mods out there that should work well with the base replacer. Whatever you decide to use, happy gaming!
I honestly couldn't say with confidence either way as I haven't used it. I recommend just manually dropping the files into their respective locations in the directory to be on the safe side.
If MWE is just a texture replacer, there should be no compatibility issues. Just know that the textures you install last will overwrite anything already installed.
By far the prettiest and most unique texture replacer I've ever seen in a mod, seriously! Can't believe it looks so good and isn't more popular! It really spices up the game with some eye-candy and provides an excellent base to build off of with other textures if you want! Especially the interiors. It's so colorful and really adds to the alien feel of the world. I find that ALL other texture mods simply retexture the green, gray and tan textures of the game instead of improving on the old, outdated color scheme or creating anything new and different pattern-wise. This one goes above and beyond anything I've come across, and it's older even!
I also recommend using this with all the cozy mods by Ardalin. Combined they actually make the world perfect and gorgeous.
Absolutely phenomenally underrated mod. Probably my favorite mod of all time! The only thing it needs is a 2k texture update to bring it from a 10/10 to an 11/10, but tbh 2k is just slightly sharper and barely noticeable 9 times out of 10. These textures look more like 1.5k at least with all the detail!
These landscapes i love in 4.0 looks like this will actually replace my landscapes then nevermind on a seperate interior mod however i think it would be favorable by many nonetheless as a standalone.
For me there is the weird behavior that I only see the vibrant textures in the distant. (I used the distant land generation). As soon as I come closer the special trees vanish and the buildings switch back to their original color. Do you have an idea what this could be?
EDIT: I forgot to turn on the vibrant trees esp, so the trees now stay where they are when I come closer. But still the textures of the buildings vanish.
EDIT: Solved it. I think there was maybe a problem in combination with the landscape retexture mod.
I could not agree more! In fact I would wish all the big replacers out there would just be available as Mod Organizer 2 profiles so maintenance can be done by the original authors of the mods used, or by lack of mainteance the options to do it yourself or by guides would be more realistic. Not sure if the authors care to widen permissions, but looking at the current permissions I think its not a stretch to say you could create new archives of unaltered files and upload them as separate packages into a new mod page. It kinda depends on what the author calls files but in my opinion an archive is not an artistic work while the files themselves are. On the other hand, I think many mods required to create a new vibrant morrowind are available, just hard to find, so its probably wiser to create a special guide. Both options take allot of time though, a project in itself.
While it would be nice to widen permissions, it's not feasible considering that we have run into situations where people have received permission to use the files in their mods but did not give credit to the proper authors whose work is included in VM. Because we were given permission to use others' work as a base, or even to use their meshes in VM, it's important to us that they are given credit for their contributions when we give permission for anything included in VM to be used by third parties. Unfortunately, a few rotten apples spoiled the bunch, so to speak. Now, if you wanted to repack the resources for certain areas to be used solely for your own install, that would be no problem. We simply can't, in good conscience, give permission for the newly created archive to be distributed (uploaded or otherwise) in any way. Thanks for your understanding!
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Can I ask if you have any recommendations for a similar mod? Or what would you do to get a similar looking game?
I also recommend using this with all the cozy mods by Ardalin. Combined they actually make the world perfect and gorgeous.
Absolutely phenomenally underrated mod. Probably my favorite mod of all time! The only thing it needs is a 2k texture update to bring it from a 10/10 to an 11/10, but tbh 2k is just slightly sharper and barely noticeable 9 times out of 10. These textures look more like 1.5k at least with all the detail!
EDIT: I forgot to turn on the vibrant trees esp, so the trees now stay where they are when I come closer. But still the textures of the buildings vanish.
EDIT: Solved it. I think there was maybe a problem in combination with the landscape retexture mod.
Not sure if the authors care to widen permissions, but looking at the current permissions I think its not a stretch to say you could create new archives of unaltered files and upload them as separate packages into a new mod page. It kinda depends on what the author calls files but in my opinion an archive is not an artistic work while the files themselves are.
On the other hand, I think many mods required to create a new vibrant morrowind are available, just hard to find, so its probably wiser to create a special guide.
Both options take allot of time though, a project in itself.