Arukinn, I went ahead and made a standalone version of your banners : https://mega.nz/#!kt0XjJDa!mBUpVEsWZMeptucwz_Nu7oehtqVvw4YaXTCQr4ll2dg I also lowered the brightness by 30 points, since I found they stood out too much compared to vanilla .
Oh wow, I completely forgot about this. I didn't think anyone would still be interested so I removed the file, I don't have a backup :/ It should be easy to reproduce it though if you need it. Take the textures and rename them same as vanilla to make them standalone, then use Photoshop or similar to reduce brightness.
I'm using MET now instead of this mod, btw: https://www.nexusmods.com/morrowind/mods/46221
I see... Well, I chose a slightly different path and just made 3 optional ESP-files. To rename nif-files and make changes to them is too much time, especially when doing big mod assembly. As for Morrowind Enhanced Textures, I agree that it's excellent mod! I use it as a texture basis. If you want vanilla close expeiance in terms of visual perception this mod will be enough for you. Anyway, thanks for the feedback!
Thank you for this beautiful mod. It's my favourite for signs and banners!
However, the Mage's Guild sign keeps its vanilla style no matter how much priority I give your mod in the load order. It stands out so much in Balmora with those other banners and signs looking so sharp
http://imgur.com/a/fw3NS
Has anyone else experienced this?
Edit: Sorry, that's Rise of House Telvanni overwriting your texture.
Oh I have the same issue and I have Rise of House Telvanni installed. Can't play without that of course. I guess going into RHT and changing this particular texture to this mod texture will work. Or changing the banner sign mesh in RHT. Maybe.
The *.esp is needed for the signs. At the moment I haven't the possibility to change this. Sorry... -.- Note: After finishing my studies I want to create a second version of this mod (signs and banners as separated files, new textures and so on). So maybe I can create this without the use of an *.esp-file.
That would be perfect, especially to facilitate the use of your mod with other texture replacers. I'm having a hard time trying to make multiple banner replacing mods work together, because you don't use vanilla names for your textures :/. Are the meshes really needed or would it be possible to have an optional version with only vanilla-named textures ?
Maybe I should also mention that I like your textures very much . Very high quality work here !
I made a standalone of the banners retexture here : https://mega.nz/#!kt0XjJDa!mBUpVEsWZMeptucwz_Nu7oehtqVvw4YaXTCQr4ll2dg I also lowered their brightness by 30 points, so they stand out less and are closer to vanilla.
Does anyone know if this affects Solstheim and/or Mournhold? I ask because Bloodmoon and Tribunal are both listed as required masters, but there's no mention as to whether it changes the signs in those places.
my colleague PCUser has cleaned the english version of this mod at that time. He has activate Bloodmoon and Mournhold as required masters. But why? Sorry...I don't know. This mod doesn't change the banners and signs in both Addons.
maybe to avoid GMST errors when you are saving to an esp with bloodmoon and tribunal installed but not selected as masters. It's tricky to clean otherwise. You could use a tool to clean it other wise, again its easier to just set it to require GOTY. I think everyone has GOTY anyway but if you want to be more meticulous you could always learn to clean it yourself.
After finishing m studies I want to create a new version of this mod. Separated files (banner and signs), new textures and so on...and maybe I can create these mods without the need of an *.esp-file.
Wow, these are gorgeous, well done. Is there any chance you'd consider making alternate textures for the alchemy, clothing, goods and pawn banners without the smaller text, and the book banner without the smaller text to the bottom right?
45 comments
I also lowered the brightness by 30 points, since I found they stood out too much compared to vanilla
I'm using MET now instead of this mod, btw: https://www.nexusmods.com/morrowind/mods/46221
Well, I chose a slightly different path and just made 3 optional ESP-files. To rename nif-files and make changes to them is too much time, especially when doing big mod assembly.
As for Morrowind Enhanced Textures, I agree that it's excellent mod! I use it as a texture basis. If you want vanilla close expeiance in terms of visual perception this mod will be enough for you.
Anyway, thanks for the feedback!
However, the Mage's Guild sign keeps its vanilla style no matter how much priority I give your mod in the load order.
It stands out so much in Balmora with those other banners and signs looking so sharp
http://imgur.com/a/fw3NS
Has anyone else experienced this?
Edit: Sorry, that's Rise of House Telvanni overwriting your texture.
The *.esp is needed for the signs. At the moment I haven't the possibility to change this. Sorry... -.-
Note: After finishing my studies I want to create a second version of this mod (signs and banners as separated files, new textures and so on). So maybe I can create this without the use of an *.esp-file.
Maybe I should also mention that I like your textures very much
I also lowered their brightness by 30 points, so they stand out less and are closer to vanilla.
my colleague PCUser has cleaned the english version of this mod at that time. He has activate Bloodmoon and Mournhold as required masters. But why? Sorry...I don't know.
This mod doesn't change the banners and signs in both Addons.
After finishing m studies I want to create a new version of this mod. Separated files (banner and signs), new textures and so on...and maybe I can create these mods without the need of an *.esp-file.
it keep saying new version is there ?
Hmm, I haven't changed anything... o.O
I will check this.