Morrowind

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ZWolol

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ZWolol

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78 comments

  1. drewbertt
    drewbertt
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    Installing the latest release gives the following error upon starting a new game with no other mods installed (vanilla engine):
    NiAnimation Error: Object "R2_Claw03" not found in NiAnimation.
    Unable to LayerActivate for AnimGroup "Idle" for "CLONE a_siltstrider".
    1. ZWolol
      ZWolol
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      Thanks, I put the old file in, fixed it.
    2. deleted201247193
      deleted201247193
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      I have this error now. It was not happening until I installed Project Atlas. I will revert to your previous version for now.

      Funny, I find if you install Correct Meshes 4.6a AFTER Project Atlas the bug is resolved.
    3. ZWolol
      ZWolol
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      The models with animations have three files.
      You can't change the animation in one without changing the others.
      Atlas changes only one file so the error occurs.
      Need to install my mod after Atlas or don't change files for Siltstrider.
    4. deleted201247193
      deleted201247193
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      Ah, I see! 
    5. glassloom
      glassloom
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      Also getting the same error. Uninstalled all animation mods and redownloaded vanilla kf files animations because one of "readme"s said that it might be incompatible. Other ways to fix this issue?
    6. ZWolol
      ZWolol
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      You need to install this mod last or delete the files: xsiltstrider.nif & xsiltstrider.kf
    7. glassloom
      glassloom
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      This one worked. Thanks for the quick reply, mate! Was already dreading making a fresh install...
  2. zsouza13
    zsouza13
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    What's in the latest update? Ty
    1. ZWolol
      ZWolol
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      The description states:
      Ver 4.6
      - Fixed models: in_velothismall_4way_01, Ex_RedWall_Post_01, slitstrider (,x,kf)
      - Corrected model in_velothismall_hall_03
      - Corrected models: in_c_plain_r_cwin_rec_02,03 (noticed by Sarcoma)
  3. Galfinbul
    Galfinbul
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    Hi.  Is it possible to install your mod on top of Project atlas?  And won't one harm the other?  Thank you in advance.
    1. ZWolol
      ZWolol
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      The purpose of my mod is to fix errors in the models.
      The purpose of the Atlas mod is to reduce the number of texture files to increase speed.
      Whichever mod you put last, that mod will replace the models.
      If you have a problem with the speed of the game, then put Atlas last, otherwise - put my mod.
  4. BioX853
    BioX853
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    For clarification, if I use Mesh Fix https://mw.modhistory.com/download-15-6088, your mod, RR Better Meshes file, Properly Smoothed Meshes, MOP and Project Atlas, what is the correct and optimal mod priority order I or anyone should place them in?
    1. ZWolol
      ZWolol
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      Nexus has become involved in dirty politics and is blocking anyone who disagrees with them.
      I'm answering your question on the mod page because the administration has blocked all my posts for 3 months.

      I collected models from different mods and combined their fixes.
      I recommend to install my mod after the others.
      If you play on your phone, the last mods you need to put MOP and Atlas.
    2. BioX853
      BioX853
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      thanks!
    3. Debatemaster1
      Debatemaster1
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      @ZWolol

      Agreed. I've been noticing quite a bit of partisan-pettiness on the part of the ''moderators'' here for a few years now. I'm glad sites like AFK mods and Based mods exist. Nexus needs its monopoly on mod hosting challenged.
    4. ZWolol
      ZWolol
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      I don't agree with you.

      For example, I was removed from one Discord for asking the owner not to advertise nationalistic Ukrainian mods, but on Nexus I was only blocked for 3 months for that.

      Moderators on Nexus have a tolerant attitude towards me.
      For example: Arthmoor (admin AFK mods) not once suggested to Nexus administration to block me for not liking me.
  5. TheGhostHybrid
    TheGhostHybrid
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    Great work, been using this for years. Quick request: can you update the mod version at the top of the page? It still says 4.4 instead of 4.5. :)
    1. ZWolol
      ZWolol
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      Thanks
  6. outcastl
    outcastl
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    Where is a good place to see if I need this mod? Is there any place in the starting area or near it where there is a mesh that gets corrected so I can view the difference?
    1. ZWolol
      ZWolol
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      The 'Images' folder contains the corrected places in the models.
  7. mainque
    mainque
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    Could you fix In_V_S_int_wall_01.NIF too?  
    1. ZWolol
      ZWolol
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      This UV texture distortion is not present in the original models.
  8. korootz
    korootz
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    Correct Meshes have 33 file conflicts with Patch for Purists, which one of these two should I use? In most cases those files have the same size and difference is not noticable, with some exceptions:
    Spoiler:  
    Show
    MagicStoneMap4.dds - smaller size than in Patch for Purists
    Chimney_Smoke*.nif - smaller than PfP
    xBase_Anim_Female.kf - smaller than PfP
    A_TenpaceBoot.nif - much bigger than PfP
    Tx_C_Ring_*.nif - much bigger than PfP

    btw. it's kind of weird that this mod is called "meshes" but includes some textures (.dds) as well.
    1. ZWolol
      ZWolol
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      The game's bug fixes should not affect model and texture files for compatibility with other mods.
      I have been trying to explain this to the author of PfP for several years, but it is useless.

      For example:
      Chimney_Smoke*.nif are corrected models (in PfP they are corrupted).
      xBase_Anim_Female.kf - this fixes the NPC offset (not a complete fix in PfP).
      A_TenpaceBoot.nif is an improved BB-compatible model.
      Tx_C_Ring_*.dds are very small textures, I enlarged them a bit and smoothed them out.

      I don't know where the files in PfP came from. You can replace them from my mod.

      P.S.
      New textures are used for some models, so you can't do without textures anyway.
    2. IlanSmolders
      IlanSmolders
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      What is the issue exactly
    3. ZWolol
      ZWolol
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      half11 recommends changing models with files from other mods.
    4. IlanSmolders
      IlanSmolders
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      and what is the issue exactly? I know nothing about anything so please if you would take the time to explain simply, I would be grateful
  9. Danjb
    Danjb
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    Just to clarify, does this mod supersede any of these?

    - Mesh Fix by Slartibartfast (description indicates YES but comments make me unsure)
    - Improved Imperial Fort UVs by SGMonkey (not sure if this is needed if using Mesh Fix)
    - Telvanni Exterior UV Fix by Plangkye
    - Correct UV Mudcrabs by tronvillain
    - Correct UV Trees by Nich
    - Hackle-Lo Fixed by Pherim
    - Cleaned Weapons by Greg Schick
    1. ZWolol
      ZWolol
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      I did not combine my mod with others. I was pointing out the use of individual models.
      You can install other mods, and then replace mine.
  10. jonado1
    jonado1
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    I have a problem that I quite frequently fall through the floors in the cantons, so I suspect bad collision meshes in the models ex_vivec_c_0*.nif. Is this something you could have a look at?
    1. ZWolol
      ZWolol
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      If you have good acrobatics and you jump in the cantons, you may fall through the floors. This is the engine bugs.