Morrowind

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Psijonica

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Psijonica

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About this mod

The mod replaces the old tree models in Tamriel Rebuilt with beautiful tall Mallorn trees by Melchior Dahrk.
This requires users to open the Tamriel Rebuilt BSA file and manually replace the textures and meshes folders.
Step by Step instructions are included. Easy Peasy <(O_~)>

Requirements
Permissions and credits
UPDATE TO 3.5 A big thanks to reaps!

There is now no need to use any BSA programs. (WH-) Reaper re-dated the folders so they load after the BSAs. I know how to change the time stamps through Wrye Mash but not this way. THANKS REAPS!!!

For the past few years I have admired Melchior Dahrk's Mallorn Trees in Morrowinds (http://www.nexusmods.com/morrowind/mods/43221/?) and have wondered why no one has used them. Maybe it is because they are categorized in Models and Textures instead of Resource but nonetheless they tree are beautiful. Recently I returned to Morrowind and installed the latest Tamriel Rebuilt (http://www.nexusmods.com/morrowind/mods/42145/?) release. The mainland is fascinating but the further south I went the tree models just got uglier and uglier. They just don't look good at all and that is when it hit me...

Old instructions pre-reap. These are not necessary any more.
Spoiler:  
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Unfortunately it is not as easy as just manually installing or using nexus mod manager or Wrye Mash because Tamriel Rebuilt packs all their Meshes and Textures in a BSA file format. So we have to extract \ unpack all the files from the BSA and then manually use these new Mallorn tree meshes and textures, allow them top overwrite the old ones and then re-package everything as a new BSA.


Easy Peasy. I will walk you through it with Step by Step instructions. It will take less than 10 mins and your Tamriel Rebuilt will have Mallorn trees.

***This doesn't replace all the trees in Tamriel Rebuilt. You will still have other types of trees. For example if you use Vurt's Ascadian Isles then they will be in TR as well or like in  my case I have Vurt's African Trees, Vurts Ascadian Isles trees and MD's Mallorn trees. You can also use MD's Ascadian Isles tree replacer so there are lots of choices. This mod will replace 12 types of trees with Mallorn trees. The 12 models all look the same and even though the TR Team recently changed these same trees it didn't changed the appearance for me. These Mallorn trees are stunningly beautiful and you can see them (if your mgeXE draw distance is at 28 or higher) from across The Inner Sea. The leaves are yellow with some green but I may make some recolours adding green and orange... ***

You need
BSA Unpacker MW v1.0  by Timeslip
http://mw.modhistory.com/download-55-14730

I would do all this on your desktop or a working folder on your desktop and name it FLOOSY, TR BSA

So start the BSA Unpacker and and click ont he OPEN button bottom left. Then lead it to you Morrowind\data files\ and scroll down to TR Data.bsa
Left click on it and then click on OPEN

So now your in BABY!!!!
BUT... we have to extract all the files so we can replace some of them soooo... click on EXTRACT ALL
...and dump the files in your new TR BSA folder on your desktop


Now Icons, Textures and Meshes folders will magically appear. YaY!

You are now going to take the contents of this mod and put them in your TR BSA folder and overwrite when prompt.

Wooohooo we are almost there! You have now replaced all the old trees with Mallorn trees.

Now all we have to do is repack everything into a BSA file format so close the BSA Unpacker.

Now we need another program Bsa Browser v1.0by Argent
http://mw.modhistory.com/download-57-5496

Open it up and inside the folder you will see a black square with a "J" and called BSA Browser.exe
Click on it...


***Now before we use this program make sure your TR BSA folder only has the 3 folders in it. If you see the BSA Unpacker exe (the first program you used) in there then just delete it. When you use this program it makes a copy of itself to the folder you are working in.***

Ok so now in the Bsa Browser click on the 3rd button down on the right side. When you hover your mouse cursor over it, it is caled Pack BSA file.
Click it and lead it to your TR BSA folder and click PACK.


Inside the folder you will see a new BSA file but you need to rename it TR Data. Close the Bsa Browser.

Cut it and paste the new TR Data bsa back to your Morrowind\Data Files and Overwrite when prompt.


You now have Mallorn trees in the Mainland of Tamriel Rebuilt. I recommend going into your mgeXE.exe and open it, click the tab Distant Land and make the Draw Distance 28 or 30 so you will see the them across the Inner Sea.

***EDIT***

  Sry i forgot to mention that you also should re-run your Distant Land Generator Wizard in mgeXE too so you can see them in the distance. I am assuming we all know how to do that but just in case...

Very Important--> If you use any GROUND COVER MODS like Vurts or even Vurts Corals you MUST open the Morrowind Launcher and click on DATA FILES and when you scroll down all the archives you must click the box next to any ground cover mod you are using. If you use MGSO 3.0 then you still need to do this step.

So foe me I use Vurts Ashland Groundcover, Vurts Reeds, Vurts BC, AI, WG, GL groundcovers too so I make sure that the box has an "X" in the box next to it. If you don't do this then the grass and other groundcover stuff will not be generated! So once this is done then CLOSE the launcher.

Go back to the MGE XE.exe and click the big button, "
Distant Land Generator Wizard"

On the right side click the button, "USE CURRENT LOAD ORDER" and then, "CONTINUE"

Then click the bottun, "RE-RUN DISTANT LAND CONFIGURATION SET-UP"
Let it do it's thing... and then clcik "CREATE LAND TEXTURES"
Let it do it's thing and then click "CREATE LAND MESHES" *You may want to change the World Mesh Detail First*
So let it do it's thing... and then click, "CREATE STATICS"
A warning pop-up will appear and just accept it and click, "OK" Let it run, This will take a while... go make a coffee, grab a beer, hug your significant other or walk your dog.


When it is finished you should see 14 warnings! Ignore them. If you have more than that or less than that then you are screwed. Otherwise 14 is the magic number. Close mgeXE.

Now the final step is the most important. Open the Morrowind Launcher again and click on, "DATA FILES"
Go to all the GROUNCOVER mods you checked before and UN_CHECK them now.
What you are doing is turning off the collision. If you skip this step then you won't be able to walk through the grass and plants and corals. Get it? So at first you checked them so that they would appear in game and now that mgeXE generated them in game we are un-checking them so we can walk through them. Make sense?


GET IT- GOT IT- GOOD! Close the launcher.

YOU HAVE DONE WELL FOR YOURSELF!

Please give Melchior Dahrk a KUDO.
http://www.nexusmods.com/morrowind/users/962116/?


Did I make a mistake? Is there an easier way? Please tell me and you will be credited. Thank you.

Always thank you: Nessa, Kate the Bionic Uterus, Ryan Geiss, TheAfterKing, WeyardReturns, Melchior Dahrk, WH-Reaper