Morrowind

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Pherim

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Pherim

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47 comments

  1. DukoOsshiiKhan
    DukoOsshiiKhan
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    I really like the unique weapons, Seasplitter and the claymore look amazing. 
    What resolution are these? Looks very detailed.
    1. Pherim
      Pherim
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      Resolution is mostly up to 1K, with a couple of 2K ones.
  2. ryanmar
    ryanmar
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    Does this mod include the mod "Correct Iron Warhammer"? I'm looking at the screenshots, and they all seem to show the old, clunky warhammer model.
    1. Pherim
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      No, it doesn't, but the Unique Iron Weapons mod assigns the default model just to Banhammer and includes a different model for the standard warhammer, which you can see in the screenshot with the other unique ones. It's very similar to the "Correct Iron Warhammer", except for the spike. But I can add the Correct Iron Warhammer as an optional component.
    2. Pherim
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      Just uploaded compatible meshes.
    3. DukoOsshiiKhan
      DukoOsshiiKhan
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      So I don't need the "Correct Iron Warhammer" mod if I use your mod Pherim?
      Will "Correct Iron Warhammer" mesh use your retexture too? Or vanilla one?
    4. Pherim
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      You don't need the original mod. If you use the original mod's mesh, it will use vanilla textures.
  3. arcvoodal
    arcvoodal
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    So OP isn't active but does anyone else notice that the iron reflection is much more pronounced in third person? I put this at the bottom of my load order and tried enabling bump/reflect map local lighting in the code patch but the reflection does not show in first person. It seems there is no reflection in first-person, little reflection in third person, and most reflection when weapon is sheathed. Is that how it is for everyone?
  4. Reizeron
    Reizeron
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    ^ updated
    1. Pherim
      Pherim
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      Alright!
  5. Kriiks
    Kriiks
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    Thank you for adding sheath meshes to all your weapon mods!
    Nexus tracking feature is very useful... otherwise I would completely miss them.
    1. Pherim
      Pherim
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      You're welcome! Yes, it's easy to miss some updates... I did not change the main mods' version numbers, though. Glad you found it, anyway.
  6. NovaCat19
    NovaCat19
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    Does this conflict with other mods that ask you to replace meshes or textures such as PBR? If so, then please tell me. Thanks in advance.
    1. Pherim
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      Well, it depends. This mod replaces the vanilla meshes, but uses its own unique texture paths for most textures except the rusty metal on the axe and war hammer shafts and the wood on the war hammer. So if a mod replaces the vanilla textures of these weapons, they will not work with these meshes, but you could either simply delete the ones you want to use vanilla texture paths or replace them with the equivalent from Psymonizer's Iron Mesh Improvements mods, which this mod is based on. If a mod replaces the meshes as well, you can just replace mine with those from the mod and there should not be any problems, no matter if the mod uses vanilla texture paths or its own ones.
  7. Arethien
    Arethien
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    ... and here too... Thank you Pherim!
  8. skyrimjester
    skyrimjester
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    These look great, are you ever going to do the other weapons?
    1. Pherim
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      Hello,

      Yes, I do have plans for them, which is why I made new meshes for steel and ebony in the first place - to have them as a base for new textures. However, I am not making very much progress right now, sorry. If there are news, they will be first posted here: http://forums.bethsoft.com/topic/1527420-wipzrelzpherims-improved-meshes-and-textures2/
  9. rdor011
    rdor011
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    Yuss! No offence to Darknut, but those upscaled iron weapon textures look more like gold/ivory than iron. Gleefully awaiting your steel, silver, ebony, glass, daedric etc. weapon texture replacers.
    1. Pherim
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      Yeah, me too. ;-)
      I am actually working on the steel textures, as I have already released the meshes, but I'm afraid it will still take some time. But they will come!

      Anyway, thanks for your kind comment!
  10. YarYulme
    YarYulme
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    I'v noticed that some meshes have NiTextureEffect attached to the root node (i.e. 0 NiNode). This leads to the glitch: if you will pick up them and then drop them back to the ground, reflection will disapper from the ground model until you reload the game.

    Didn't you considered to use anothe reflection texture on hilts of the swords? This one looks pretty good on blade, but sometimes wraps strangely on hilt, when you look on it in first person mode.
    1. Pherim
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      I didn't know about this glitch, thank you. So I should do an update where I give the parts with reflection their own sub-node, even if it is the whole weapon. I believe mostly the swords are affected, the rest should be finde, but I will check.

      Also, I tried changing the reflection texture to get a different look on the hilts before, but I could not find one that really improved it. But I wanted to update the sword hilts with Bump Mapping, anyway. Maybe I'll find some time to update this, soon.
    2. Penlord
      Penlord
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      Does this glitch also affect Pherim's steel weapon set?
    3. Pherim
      Pherim
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      Yes, it does, on two or three meshes. I try to upload a corrected version in the next few days.

      At least now I know why Blender always puts NiTextureEffects within separate Nodes.

      Edit: Mods updated!