So, I don't know if you still read these comments or not, it's been a while, but I'm curious. Why did you choose to make Nerevar's hair white instead of black? I'm thinking it's because it matches more with the Ash Slave hairstyle? Or was it just personal preference?
Firstly, I think I was influenced by many fanarts that make Nerevar's hair white. Secondly, to make Dagoth Nerevar stand out more from the Dagoth brothers.
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.
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!
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.
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.
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!
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?
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.
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!
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. :)
60 comments
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.
10/10
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!
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.
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 !?
btw: Looks amazing, from what I've seen from the screenshots!
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. :)