I'll leave a note that some enchanted steel claymores (IDs: "steel flameslayer", "steel shardslayer", "steel sparkslayer", "steel viperslayer") from the base game use `w\w_n_claymore.nif` mesh instead of `w\w_claymore.nif`. You may want to duplicate `w\w_claymore.nif` to `w\w_n_claymore.nif` because of that.
Pfp changes all of the mentioned claymores to use the same mesh as the unenchanted version so Pfp users of this mod won't find this an issue.
Ah, yes, you are right. Pfp fixes this, so I probably never noticed (the older patch I was using before Pfp probably did, too). w_n_claymore.nif is a duplicate of the Nordic claymore mesh, but of course, the name and stats show that it is supposed to be the steel version.
Sorry if this is a silly question but I didnt find it to be clear if I needed the mainfiles and esps then the openmw file to overwrite the main file ones?
The OpenMW file will work on its own as a pluginless replacer, so you can use it without the main file. The plugin is optional, but recommended if you don't use a mod that corrects the steel throwing knife model, like Morrowind Patch Project or Patch for Purists.
My steel, and only my steel weapons are appearing extremely shiny when indoors in places like caverns.. like, the default game enchantment shiny times 2, it looks really ugly and I don't know if its this mod causing it.. the only other mod I have that affects steel weapons are the DNWeapons textures.
Edit: confirmed uninstalling these files fixes the issue. Its odd though, your ebony mesh mod doesn't have this issue and works just fine
Are you using the Morrowind Code Patch? Without the "Bump/Reflect Map Local Lighting" fix the reflection map appears very bright in interiors. I added it to all the weapons although only a few of them have it in the vanilla game. As I wasn't using any bump maps with it I didn't think about adding the Code Patch as a requirement. Sorry about that. And I even realized just now that the vanilla meshes that do have the reflection map in them are configured in a way that they are not affected by it... In fact, most vanilla meshes with a NiTextureEffect are actually not affected by it in the game.
Anyway, for now you could use the Morrowind Code Patch fix, but I will address this issue, soon. If you have NifSkope and know a bit about it you could also remove the NiTextureEffect nodes from the meshes yourself. Thanks for bringing it to my attention!
Sadly using the Code Patch is out of the question as I use OpenMW, unless theres some way to get it to apply to OpenMW as well (though from what I've read the scripting is incompatible).
Yes, that's true, which is also why the "fake" bump mapping some texture mods use don't work with OpenMW. I don't know if they ever intend to make the reflection maps react to local lighting, but for now that seems out of the question. In any case, I will upload a version without the reflection maps, soon, if you don't know how to remove them yourself.
One is for the German version of the game, the other for the English one. Both do the same: Giving the throwing knife the correct mesh. It is not needed if you are using the Morrowind Patch Project (MPP).
Oh my! Silly me! I did not know it is not needed. Checked in Wrye and it does say that... I am so bad at Wrye, already forgot how to install modded Morrowind, won't touch it in like ever! Just play! Hehe... What will I do if I'll get a new PC... But I always do read all readme's so just maybe it was not written there? Maybe, don't remember... not modding Morrowind, only playing since last year.
There are two readmes, one in English and one in German, and each refers to the respective .esp, but doesn't mention the other, so yes, there may be some confusion because of that. But it does mention that you don't need it with the MPP.
Anyway, what you will do if you get a new PC: It is very likely that you can just make a backup of your entire Morrowind installation and just copy it on your new PC. You'll probably have to start it with administrator rights once but then it should work without even installing it on the new PC. I've done that in the past and never had any problems. If you have the steam version, it is also possible to backup and restore games, but I'm not sure how it works with modded Morrowind. Although last time I re-installed windows I just kept Steam with all games on the second HDD and everything just worked.
Also, thank you for all the nice comments on the various mod pages!
39 comments
Pfp changes all of the mentioned claymores to use the same mesh as the unenchanted version so Pfp users of this mod won't find this an issue.
10/10
Or do I only need the optional file for openmw?
:) thanks
Edit: confirmed uninstalling these files fixes the issue. Its odd though, your ebony mesh mod doesn't have this issue and works just fine
Anyway, for now you could use the Morrowind Code Patch fix, but I will address this issue, soon. If you have NifSkope and know a bit about it you could also remove the NiTextureEffect nodes from the meshes yourself. Thanks for bringing it to my attention!
Came here to... Say thank you for a great mod!
Anyway, what you will do if you get a new PC: It is very likely that you can just make a backup of your entire Morrowind installation and just copy it on your new PC. You'll probably have to start it with administrator rights once but then it should work without even installing it on the new PC. I've done that in the past and never had any problems. If you have the steam version, it is also possible to backup and restore games, but I'm not sure how it works with modded Morrowind. Although last time I re-installed windows I just kept Steam with all games on the second HDD and everything just worked.
Also, thank you for all the nice comments on the various mod pages!