To GoddOward and Mirrror, there is nothing "missing"'. Did you install this mod with NMM? Because you can't use NMM for this mod (nor many other Morrowind mods; NMM wasn't designed for Morrowind), as things will end up in the wrong places. There are two different resolution options; you have to choose which you prefer, and manually move those textures into your "Textures" folder in the Morrowind directory.
Darknut is a proficient modder, who knows what he is doing. If you have errors in your game after installing this mod, the errors are on your end; check to see that everything is installed in its proper place. In other words, Mirrror, don't blame the mod author for your own mistakes. Funny how no one else has reported this "missing" .nif...
GoddOward, go ahead and install this mod; Mirrror has reported a non-existent error.
Darknut's Little Weapons mod is missing texture or rather load error, when you hit someone in Seyda Neen inn, these errors pops up when someone draws his weapon:
TES3Stream Warning: Model "Meshes\w\W_Broadsword_Imperial.nif" tex not found "TX_W_Imperial_Broadsword_blade01.BMP"! Texture Load Error!: TX_W_Imperial_Broadsword_blade01.BMP
I have installed many mods, probably 300-400 mods now ( and installed many times Morrowind), and extremely few have had any problems with installing NMM. A modding community needs more testing so people can use mods fluently and they work fine no matter what method you use to install them. It is mod maker's fault if it is dirty/ not going to install required files where they are supposed to be, they should write it on description or readme.txt that mod is not compatible with NMM. I am pretty sure I am not only one who mod Morrowind with NMM, installing 100+ mods by hand is a pain in you know where. And no I am not going to try test this by manually installing Darknut's Little Weapons Mod since it is so hard to uninstall it then. One might wonder, does Darknut (or you) even use this mod, since this problem can be found 10 minutes into the game
I agree that it would be nice if we had the option to install mods using any method, but this is a very old mod (before NMM existed) and has always worked as intended. NMM is not recommended for Morrowind, regardless of how many mods you have successfully installed with it prior.
If you'd like, I can help you install the mod manually, through Mod Organizer, or through Wyre Mash. The last two options act more like a NMM installer.
You've probs long forgotten about this whole issue Mirrror, but if you manually dl the file and crack it open with 7zip you'll see the textures folder is empty, hence your issues. I'm assuming at least.
That's because there are two numbered folders containing the weapon textures. You need to choose one of them to use for your game, One is 540(?) and the other is 1024.
I worked around this by deleting the 540(?) folder, and renaming the 1024 folder as "textures" and cutting it out, then plopping it on my desktop. Then I deleted the existing texture folder from the folder which contains the readme and meshes folder, replacing the deleted texture folder with my new folder reading textures.
Then it's a simple job of copy and pasting these folders directly into the Data Files folder in your Morrowind game folder, where you will be prompted to overwrite the .dds files that are copies. Do this.
Whambo-bamo, pretty swords for your stabbing pleasure.
@Dollet: Saying that NMM is 'not recommended' for Morrowind is bull. It's Morrowind mods that weren't made to work with NMM because, even after NMM was created, no-one bothered to set up the right folder structure for their mods to work with NMM.
Dollet is right about Morrowind mods, and it also applies to Oblivion mods for the same reason. The mods existed first, therefore it should be up to the mod manager to adapt to *them*. It is a bit unreasonable to expect mod authors to go back and repackage all their mods to comply with every mod manager...are they also to go and make an .omod and a Bain as well, for people who use OBMM and Wrye?
You could learn to install mods manually, which is very easy to do. That way you know where to put the archived files/folders, and it is easier to troubleshoot issues when you know where everything is supposed to go. Then you can use Wrye Mash to manage your mods to resolve conflicts, load order, etc.
But no...NMM/Vortex will very often fail when using them to install Morrowind/Oblivion mods. It is not necessary to use either one of them to install mods...a little knowledge goes a long way.
I've installed a couple of thousand mods, meanwhile, a lot of them manually at first because there was no other way. But, manually installing a mod needs a few pens and a lot of paper to make notes of what is installed and where it goes to not run into problems when wanting to uninstall that specific mod. And yes, I expect modders to adapt their mods to the most popular mod managers. It's what I would do. But hey, that's me.
I just extracted it to a folder, and rearranged the files. Then I compressed it again so that I could use it with mod organizer 2. It got rid of all the errors..
This is a .zip file. Back in the day you would open this file with a program called WinZip or 7zip not with NMM or Vortex -- in fact, NMM/Vortex are not good programs, it has corrupted games during mod installs (as in Bannerlord). Anyways, inside the zip, you'll find a file called "readme" that gives instructions on how to install. This mod has such file and I quote from it:
"512 & 1024 textures are both included just copy the ones you want to the root of the Data Files/Textures/ Directory
Mod organizer didn't come out before morrowind either did it? I thought it came out around 2013-2015, somewhere around there. Why would it work better than nmm? Just curious.
yet here i am, 3 years later to support this man's claims. i have the EXACT same error. word for word. the mod is dead simple and straight forward to install, and yet i can not avoid that specifically the imperial broadsword bugs out. as soon as either i or an NPC draws a broadsword, the game gives me errors.
it was only after i repackaged it with the correct file structure exactly as you should have it when installing meshes and textures, that it started working as it should. so no, he did not know 'everything'.
@clydemcelroy1 You can safely say it would work better with MO2 because at least MO2 warns you about the improper file structure of any mods you are trying to install. There is a night and day difference between the NMM and MO2. MO2 has much more useful features and any hardcore modding enthusiast like myself will tell you the same.
All this time whining about mod managers when you can just manually look at the files and install and job done. Kids wasting their limited lives away arguing uselessly instead of just fixing it.
Thanks for the hint. Just like its says in the readme.txt - who would have thunk! Installed it with vortex and all other weapons work fine but for some reason tx_w_imperial_broadsword_blade00.dds and _blade01 just won't cooperate. just copy paste the 512 or 1024 version to dataFiles/textures and the error massage is gone.
This is an old thread but i thought i'd make a quick suggestion to anyone who is afraid of manually deleting a new mod (that they installed manually) copy and paste your MW folder (before installing the new mod) as a backup, then after installing the new mod go and test it out to make sure it works properly. If the mod does not work properly you can now go delete your main MW folder and use the backup folder instead (MW is a small game so making a backup should be very doable for most people) Also in response to @JimmyRJump, saying nmm isn't recommended to use with MW is not bull, most mods have instructions and readme's that explain how to properly download the mod manually, if most mods were made before nmm/vortex it goes to reason that you should just install them as they were meant to be installed, its unreasonable to expect the majority of MW modders to retroactively make their old mods compatible with modern mod managers, especially since most MW mods are dead/abandoned. Thanks for coming to my ted talk.
I was wondering why I had purple textures. I had a brain fart and just dumped textures into textures folder. but textures in download is for the choice of 512 or 1024.
I'm probably late for this but I've only been modding Morrowind recently using MO2. And if anyone ever encountered problems with missing .dds files, just open the MO2 Mods folder, look for this mod's folder (Darknut's Little Weapons Mod Complete), open Textures, choose whether you want to use 512 or 1024, move all of the content of said folder out into Textures folder, and then delete the other one.
P.S. using Mod Organizer or the likes is always a good idea but you should always know that in the end there's always a folder that it refers to that you can manually organize yourself, the program is just there to help you organize, hence the name.
HOW TO FIX ERRORS WITH TEXTURES NOT LOADING IN THIS MOD:
Reinstall the mod this way: look in the textures folder. -There is a 512 folder and a 1024 folder inside. Inside those folders are the textures (the .dds files). -Pick either the 512 or the 1024 folder (512 has lower quality textures=better for performance, 1024 has higher quality textures=worse for performance, but sexy). -Then take the textures (the .dds files) out of that folder and put them into the normal "textures" folder (you know, the folder that is not "meshes"). -Then delete the other number folder (if you used 512, delete 1024. if you used 1024, delete 512). -Now that you have repackaged the mod a bit, you can install it like normal.
The mod was not loading textures correctly because there were no textures (.dds files) in the textures folder, just two folders in there (512 and 1024 folders) so Darknut could give you the choice between texture quality. What a nice person. Hope this helped!
I would think this is obvious, but then I remember that most people use mod loaders, some of which aren't designed to do that kind of thing automatically for Morrowind.
Thank you for providing instructions for everyone. This post should be stickied, if possible.
I haven't downloaded this mod yet but aparently some other mod already did it lol....at least i can confirm it with the Scimitar.... Oh wait it was because of: "Improved Weapon Meshes - Ebony", i should download again that mod.... the new smooth meshes are not working :p, only the textures are working by now. https://www.nexusmods.com/morrowind/mods/43484
The file "TX_W_Imperial_Broadsword_Blade01.BMP" is missing along with a bunch of others. The game gave me the warning that the file was missing when I entered the armory at Fort Frostmoth. There were others but I didn't bother to click through them all. Could be hundreds of missing files for all I know. Deleted your Little Weapons mod and the errors were gone.
Fort Frostmoth is part of the Bloodmoon expansion so it seems you forgot a few files for that one.
It isn't missing, JimmyRJump; there is a specific installation method that needs to be used for this to show up correctly in your game. Included in the archive are different folders that give you a choice of resolutions...you need to choose which you prefer and install those.
~~~ There is nothing wrong with this mod ~~~
Follow RadiantQuest4E's very helpful guide to installing this (three posts down) and the mod should appear just fine in your game. FYI, you can't install this with NMM/Vortex; they aren't designed for Oblivion mods, and many won't install correctly.
It simply cannot be that I am one of just a few users who received an archive of this mod that contains all the files needed for this to function with no missing textures. Even if you ordinarily use a mod manager/installer, it is a good idea to become familiar with manual installation (helps when troubleshooting).
For a mod manager for Oblivion, I vociferously suggest Wrye Bash...it is not as complicated to learn as it looks, resolves mod conflicts and has many other game-saving elements (i.e., helping to install files with optional folders like this one). Alternatively, many people would suggest OBMM; I haven't used that for quite a while, but I have heard great things about it. User preference...both Wrye Bash and OBMM will install Oblivion mods (in Bain and .omod format, respectively), and manage your mods for you.
Don't care anymore. Tired of having to jump through hoops. My loss, probably, but so be it.
I appreciate you willing to help out, but 'specific install methods' aren't needed when you have something like NMM. Got Wrye Mash installed to solve problems with older plug-ins for Morrowind. For Oblivion I've been using NMM since that was released and never had a problem. And like I said before, if a modder observes the correct folder struture for NMM then there isn't a problem at all. I used to unpack and repack mods with the right folders but I can't be bothered any longer.
This is all you have to do to install it so it all works as intended:
Open the archive and double-click on "Textures". There are two folders there; one called "512" and one called "1024". Decide if you want standard (512) or higher-resolution (1024) textures, and delete the folder containing those you don't want. Then, to ensure that the game locates the textures properly, move the files out of the "512" folder and directly into the "Texures" folder. Then delete the now-empty "512" folder. Close the archive (allow it to update if it asks). Now you can install it with NMM/Vortex if you wish.
It might sound like a lot of "hoops" Jimmy, but it really isn't; delete the folder you don't want, move the textures from the folder you kept to the "Textures" folder and you are done. I hope this helps you to install and use this mod in your game.
Hi, I installed the Textures correctly and such. But for some reason, the only thing that is going wrong is the imp_bsword.nif Mesh, it's just a yellow Warning logo. I'm not entirely sure what i've done wrong there, any suggestions anyone? Cheers :)
Foxycox96, if you follow RadiantQuest4E's excellent, step-by-step guide to installing this (two posts down) you should be able to use it with no problems.
66 comments
Darknut is a proficient modder, who knows what he is doing. If you have errors in your game after installing this mod, the errors are on your end; check to see that everything is installed in its proper place. In other words, Mirrror, don't blame the mod author for your own mistakes. Funny how no one else has reported this "missing" .nif...
GoddOward, go ahead and install this mod; Mirrror has reported a non-existent error.
TES3Stream Warning: Model "Meshes\w\W_Broadsword_Imperial.nif" tex not found "TX_W_Imperial_Broadsword_blade01.BMP"!
Texture Load Error!: TX_W_Imperial_Broadsword_blade01.BMP
I have installed many mods, probably 300-400 mods now ( and installed many times Morrowind), and extremely few have had any problems with installing NMM. A modding community needs more testing so people can use mods fluently and they work fine no matter what method you use to install them. It is mod maker's fault if it is dirty/ not going to install required files where they are supposed to be, they should write it on description or readme.txt that mod is not compatible with NMM. I am pretty sure I am not only one who mod Morrowind with NMM, installing 100+ mods by hand is a pain in you know where. And no I am not going to try test this by manually installing Darknut's Little Weapons Mod since it is so hard to uninstall it then. One might wonder, does Darknut (or you) even use this mod, since this problem can be found 10 minutes into the game
If you'd like, I can help you install the mod manually, through Mod Organizer, or through Wyre Mash. The last two options act more like a NMM installer.
You've probs long forgotten about this whole issue Mirrror, but if you manually dl the file and crack it open with 7zip you'll see the textures folder is empty, hence your issues. I'm assuming at least.
That's because there are two numbered folders containing the weapon textures. You need to choose one of them to use for your game, One is 540(?) and the other is 1024.
I worked around this by deleting the 540(?) folder, and renaming the 1024 folder as "textures" and cutting it out, then plopping it on my desktop. Then I deleted the existing texture folder from the folder which contains the readme and meshes folder, replacing the deleted texture folder with my new folder reading textures.
Then it's a simple job of copy and pasting these folders directly into the Data Files folder in your Morrowind game folder, where you will be prompted to overwrite the .dds files that are copies. Do this.
Whambo-bamo, pretty swords for your stabbing pleasure.
You could learn to install mods manually, which is very easy to do. That way you know where to put the archived files/folders, and it is easier to troubleshoot issues when you know where everything is supposed to go. Then you can use Wrye Mash to manage your mods to resolve conflicts, load order, etc.
But no...NMM/Vortex will very often fail when using them to install Morrowind/Oblivion mods. It is not necessary to use either one of them to install mods...a little knowledge goes a long way.
"512 & 1024 textures are both included just copy the ones you want to the root of the
Data Files/Textures/ Directory
The Meshes go in the Data Files/w/ Directory"
WOW THAT WAS REALLY HARD
the mod is dead simple and straight forward to install, and yet i can not avoid that specifically the imperial broadsword bugs out.
as soon as either i or an NPC draws a broadsword, the game gives me errors.
it was only after i repackaged it with the correct file structure exactly as you should have it when installing meshes and textures,
that it started working as it should. so no, he did not know 'everything'.
Just like its says in the readme.txt - who would have thunk!
Installed it with vortex and all other weapons work fine but for some reason tx_w_imperial_broadsword_blade00.dds and _blade01 just won't cooperate.
just copy paste the 512 or 1024 version to dataFiles/textures and the error massage is gone.
P.S. using Mod Organizer or the likes is always a good idea but you should always know that in the end there's always a folder that it refers to that you can manually organize yourself, the program is just there to help you organize, hence the name.
Reinstall the mod this way: look in the textures folder.
-There is a 512 folder and a 1024 folder inside. Inside those folders are the textures (the .dds files).
-Pick either the 512 or the 1024 folder (512 has lower quality textures=better for performance, 1024 has higher quality textures=worse for performance, but sexy).
-Then take the textures (the .dds files) out of that folder and put them into the normal "textures" folder (you know, the folder that is not "meshes").
-Then delete the other number folder (if you used 512, delete 1024. if you used 1024, delete 512).
-Now that you have repackaged the mod a bit, you can install it like normal.
The mod was not loading textures correctly because there were no textures (.dds files) in the textures folder, just two folders in there (512 and 1024 folders) so Darknut could give you the choice between texture quality. What a nice person.
Hope this helped!
Thank you for providing instructions for everyone. This post should be stickied, if possible.
Oh wait it was because of: "Improved Weapon Meshes - Ebony", i should download again that mod.... the new smooth meshes are not working :p, only the textures are working by now.
https://www.nexusmods.com/morrowind/mods/43484
Fort Frostmoth is part of the Bloodmoon expansion so it seems you forgot a few files for that one.
~~~ There is nothing wrong with this mod ~~~
Follow RadiantQuest4E's very helpful guide to installing this (three posts down) and the mod should appear just fine in your game. FYI, you can't install this with NMM/Vortex; they aren't designed for Oblivion mods, and many won't install correctly.
It simply cannot be that I am one of just a few users who received an archive of this mod that contains all the files needed for this to function with no missing textures. Even if you ordinarily use a mod manager/installer, it is a good idea to become familiar with manual installation (helps when troubleshooting).
For a mod manager for Oblivion, I vociferously suggest Wrye Bash...it is not as complicated to learn as it looks, resolves mod conflicts and has many other game-saving elements (i.e., helping to install files with optional folders like this one). Alternatively, many people would suggest OBMM; I haven't used that for quite a while, but I have heard great things about it. User preference...both Wrye Bash and OBMM will install Oblivion mods (in Bain and .omod format, respectively), and manage your mods for you.
I appreciate you willing to help out, but 'specific install methods' aren't needed when you have something like NMM. Got Wrye Mash installed to solve problems with older plug-ins for Morrowind. For Oblivion I've been using NMM since that was released and never had a problem. And like I said before, if a modder observes the correct folder struture for NMM then there isn't a problem at all. I used to unpack and repack mods with the right folders but I can't be bothered any longer.
Open the archive and double-click on "Textures". There are two folders there; one called "512" and one called "1024". Decide if you want standard (512) or higher-resolution (1024) textures, and delete the folder containing those you don't want. Then, to ensure that the game locates the textures properly, move the files out of the "512" folder and directly into the "Texures" folder. Then delete the now-empty "512" folder. Close the archive (allow it to update if it asks). Now you can install it with NMM/Vortex if you wish.
It might sound like a lot of "hoops" Jimmy, but it really isn't; delete the folder you don't want, move the textures from the folder you kept to the "Textures" folder and you are done. I hope this helps you to install and use this mod in your game.