Step by Step Install Instructions are available in the Articles section.
Make sure you read the entire Description page first and then read the article. *** Make sure you read the update posts at the bottom of the article FIRST before you install anything. I can't edit the article (or at least I don't know how to) to all update information is posted at the bottom!***
Highly recommended Scripted_lightings by HedgeHog12 http://www.nexusmods.com/morrowind/mods/44106/?
Don't hesitate to ask questions.
****WE NEED YOUR HELP!*** We urgently need help with translation. This project has been over 5 years in the making but the author Hedge Hog (HH) is Russian so translation is difficult for him and his Ruski friends have offered free vodka for all who volunteer!..
... Ok that is not true but you will get credit
We will be posting what needs to be completed shortly. Please help so we can finally finish this incredible monumental achievement in modding history. We only have about 25% left to translate.
EDIT May 4, 2016, from HH:
Well, OK!
Updated TXT files archive. - Added scripts in TXT files.
Texts in scripts is fixed, as it possible. Machine translation sometimes make a real "wonders". It`s requires at least minimal knowledge of the language, that would to fixing it.
>machine translation... Just don`t use this Website, it's really horrible translator.(( May be look on This site.
About Scripts: - Look only lines with "MESSAGEBOX" and WITHOUT comment`s symbol. It`s- ;
Like this: MessageBox "Show your strength pilgrim! *You enter in the place *and time, where Vivek has shown his mettle!"
All text after the comment; is an annotations and notes. It`s does not display in the game and therefore should not be translated.
If You known more files related with Symphony at Nexus let's me know, I'll updating this post. ************************************************************** Important information. All patches are integrated into version 1.7.6 (at mw.moddinghall.com) ************************************************************** Also a small useful recomendation for Full version of the Project: Make`s the Spell or enchant with these effects on Largest area (more than 25 ft.) 50 ft. is being better! : - Detect the Key - Detect Enchanting - Detect the Animal And use this spell in new locations of the Project. Like it, Noreren Dur, Bhetamez uncnoun Passages, Astral Chapel, Orcish Ship and etc... Many secrets items and hidden areas can be found with this spell! *********************************************** About cyrillic fonts in CS... *********************************************** It`s default trouble of this OS. By default the english version are using 1250 code page, but the cyrillic`s symbols are using 1251 code page. For normal viewing russian fonts you need to change the default code page. In more cases will be enough to change the default Code Page in registry:
Or, change the System localisation by CoPanel, for example: blooplace.eu/how-to-fix-cyrillic-text-on-windows-7/ If you have system damage with failings code page... but I hope it`s not this case) You may look here: vindavoz.ru/win_obwee/411-krakozyabry-vmesto-russkih-bukv.html but, here is on russian.
Also! This is fix only the fonts which is viewing in the programs, like TES CS! And it`s have no effect to the Game! It`s sadly((( But the support of russian fonts in Morrowind has been realised by additional .dll file and with special version of the Fonts.
TAL (theassimilationlab.com) has been dead in the autumn of the latest year. It's was a good site -_- Now the mirror moved to the: https://mw.moddinghall.com/file/32-symphony_the/ Here is a full unpacked version! No BSA, no Installer, not need a registration for download. The version there are 1.7.6 with all patches included. Meshes, esp and other are updated. Not need to install the patches from here. only one ENG esp version. - This version are include all fixes from older esp patches. - and some topics are translated. Maybe, this version could be installed at current savegame. Not need to start a a new game. But! Some unexpected troubles could be happen. Now I know about one only, the home of Bonerion Brothers was disabled. It's could be fixed easy via console using.
This page on Nexus maybe will updated later. If You for latest build of this project, please download version from Moddinghall. if You used current version from here, maybe not need to do something else.
Do I need Symphony 1.7 or is Symphony 1.8 standalone? I keep getting infinite mesh missing errors and missing animation groups, game crashes before I can enter the world.
Check registration for Bsa's archives. Or try to unpacking all bsa. 1.8 have no installer and can't registering the archives by themselves.
1.8 is a standalone. Not need to install 1.7 at all. But, If You already have 1.7 ver, 1.8 ver will replacing all same named files.
1.8 may have a critical problems with OpMw. They are not support still a some things from native engine. From this reason, 1.7 ver still here and not marked as outdated.
Also one idea was, if too much spacings between parts into mw.ini file are made this unexpected problem. All records are correct and not see else something which can made this trouble.
I'm excited to see someone continue with this project for almost 10 years but I have to be honest I've been struggling with this mod for quite some time and I'm really only interested in the armor and only some of it, I wish you could release a segmented version or something like that.
Cheers!)) I can just add a simple esp version without any other object except the Armors. But, sorry, have no power to make a separate page or extraction for this stuff only.
PS.. 1.8 version should be simple for using and installs. Just register Bsa archives and select a one from esp files.
looks very cool! sadly I have trouble installing. everything works right up until the installer is finished, then an error message pops up that says cannot find Morrowind.ini I am not sure how to get around it. any recommendations how to fix would be appreciated!
Maybe be the Installer can't find or can't take an access to MW.ini file. There are an option for auto registering BSA files into MW.ini
If all files has been unpacked completely, it' not a serious error. Just registry BSA files with any utility (MO2 or by hand) and activate esp files at the Launcher. If this can't helped will look about this issue next.
Every year i replay morrowind, i tried to install this mod 5 times now, one try per each year, i always carefully followed instructions and it never worked. Absolute rubbish, i wanted this so much to work, great disappointement.
Is it just me or are the spoiler buttons not working? I can't see the Install instructions and I have a feeling that this is going to conflict with a lot of stuff. I am guessing this is going to not work with MGSO 3.0... thoughts? Tamriel Rebuilt ok? Yes or No? Solthsteim Overhaul ok? Yes or No? Just to be clear of the language issues, it is only the books that are not translated yet but the in game language is in English? Yes or No?
I am going to create a new install to test this out. I will track for now and wait for these answers. ...and hopefully figure out why I can't open those spoiler buttons!
It should work with Tamriel Rebuilt, Solstheim Overhaul and MGSO, yet morrowind rebirth would got heavy conflicts. And you should definitely try it out
1. Perhaps the problem with the browser. However, I removed the spoilers. 2. Now should be visible all notes about installation. 3. The plugin is optimized for reducing of conflicts count. There are several versions of the master file. 4. MGSO 3.0, Tamriel Rebuilt - must be Ok. 5. Solthsteim is not changed. Only weapons was changed. But this should not to make a problems. 6. Standard books All on English of course. Only new books in Full version of the Project on Russian. This was interested You? 7. will be interesting to hear about the Test! Hope nothing is missed? Cheers!
"Scripted_lightings" is add-on for the project. Maybe these fixes should be including in the base master file, but it would take a lot of time.
"Scripted_lightings" and "Lights 300". They partly complement one other. "Scripted_lightings" makes all lamps from the project are portable, but does not change the light without meshes. This allows to use the "Lights 300" mod. Perhaps "Scripted_lightings" is more advanced than the "Lights 300". Well, I think so))
Oh isn't that very interesting. I wasn't planning on using Lights 300 but now I will. It is my favourite lighting mod. I liked this version: http://mw.modhistory.com/download-4-1163 unless you know of an updated copy?
I'll start building this game over the weekend.
And we better stop, "Cheering" or we will both end up drunk
Oh, please forgive me! Short folders name - Is my old habits
1. @_patches: All files from here are optional and not required to correct work the Project!
Some models with different settings of reflection. They are not better or worse, just different. If you want to experiment, you can try to install them.
But look at @_patches\@Rain_Enchant_Anim folder. Here is: - new meshes to journal\book menu. - new textures to enchanting. - tweaks the base animation files. - the rain. Some separate models. For detail see included readme or ask here. I think it will be good, I can to correct the description of the project!
2. SNDs = Sounds The sounds of the project here. They should be installing necessarily! Drop the Data Files folder in to MW catalog. Folder "EN" - english voice of Vivec, Ur and Yagrum. Defolt is Russian. Install this folder after installation the basic files!
Plugins have date a 12\25\2099. It`s automatically sets the load priority as to end of the list. This excludes possible conflicts with other plugins.
But just to be sure you can register them at the end of this list, like this: GameFile110=@_arrowSpeed.esp ;optional GameFile111=@_Sympfony_theTEST(EN)70%).esp ;or @_SuiteLite(EN).esp GameFile112=@_effct.esp ; highly recommended. GameFile113=@_scripted_lightings(Symphony)(EN).esp GameFile114=@_dagonFellUp(EN)(v1.5).esp ; may be it`s Symphony too. And strongly recommended to start a new game!
yes I saw that when my Wrye Mash had to change those dates. they are still loaded at the end except for lights 300 which is loaded last, I will change that with Wrye Mash...
Ah, those are all the plugins I need eh?.. Ok, I wasn't using all of those O_____O I have a @suite lite loaded and not @dagon fell. I will have to start a new game and fix everything.
I will write some English install instructions because so far it was very confusing. I was installing this in the dark so to speak.
On the bright side, I made it to Gnaar Mok and the armours and weapons are so awesome (I love the reflection on the silver helm I found), the bottles are really nice and I really like the dwemer bowls and cups! i also love what you did with the creatures. I won't say any more about that so to not spoil the fun! I'll try again this evening.
Will be better to load the lights 300 previously the @_scripted_lightings. If the lights 300 loaded after, the lamps will be used old models!
- @_dagonFell, isn`t necessarily. - @_effct, yes. It`s high recomeneded to use. - @_Sympfony_theTEST or @_SuiteLite. DO NOT LOAD THEM TOGETHER!
- @_Sympfony_theTEST have a lot of a new creatures, weapons and etc. ;_)
Oh, excuse me. Many of the points seem as simple and obvious, it can slip away from my attention. Creating the models, not the same as writing the accompanying texts for him. Some things are not possible to do at one face.
So please ask and I will try to help as I can! I hope, with time, we can make a more clear and competent the description of the installation process!
I love Beta Testing mods and helping in any way I can
I will write complete instructions for Wrye Mash tomorrow including how to change the plugin date so that the archives load last and how to use the Lock Times function so that users could still run Mlox and BSAReg.
Yes I changed the times for Lights_300 and made it an earlier time than all your stuff following the order you listed. I will include your load order in my Wrye Mash instructions
I got everything up and running and played for an hour... this is a masterpiece. A stunning visual parade of excitement. You have created a brand new game. Congratulations and thank you for sharing. *VOTED*
>I love Beta Testing mods Yes, I'll be glad for notes and comments!))
>I will write complete instructions for Wrye Mash... It will be very good!) Unfortunately, I don't use these programs and have nothing to write about them. ( If I give you access to the mod's page, for better creations of these instructions?
Use levitation and look for a "hole" under a roof of the cave. It's from right side of the main door. Yeap, it's a not clear and hidden. These locations are now have a some hidden ways(doors, walls) and other like it.
Hi, I've downloaded the latest version from moddinghall. Is it possible to get the imperial armors as a standalone replacer? They're beautiful, but I can't get over the other replacers, like the dwemer.
I'm trying to do it myself, I've finally figured out which files hold all of the various meshes, since they're scattered everywhere. But now, I can't decipher your naming scheme. What files are which? I don't know which ones to rename. I'd rather not learn as I did with the meshes by trial and error.
\Meshes\@2.0\ - all meshes of (new modded for Sympohony only) armors are here \Meshes\@2.0\imp - here is all of imperial armors. G folder is for GND mehses. \Meshes\@B_IMP_Arm - here is an old meshes from Better Armor series. All Shields is in mostly here. \Meshes\@B_TE_ARMOR - templar armors are there. \Meshes\Meshes\@2.0\te - and here.
As in almost cases first 2-3 letters from the name of armor parts are used to creating ID for nifs. @an - ancle part @br - bracer @Cr - cuirass (plated) @Cl - clavicle for pauldrons @Bt - boots @col - chainmail cuirass *it's sound as colchygha on russian @Ul - upper leg @Ua - upper arm @Sh - shield @pt - pants @Hl - helmet @sc - skirt (yeap, sc not Sk))) @tu - tunic @rb - robe @gr - groin @un - under the armor cloted parts. Used for Neck slot in CS. @nc - neck @W - some weapons @hnd - gloves, hands and etc.
Also, as a way, You can try to use TESAME or other like this software to delete all unwanted records from ESP file. Save only all imperial armors ID and all of body parts to prevent some problems. It's will not make a problem for game but save a time to debugging.
so how do i remove the insane sun glow from the flame atronach and how do i get rid of the dremora death because they are very large and blind the hell out of me
Symphony was made on hardware and software at 2010-14 level. And has been tested for stable work on a big modded (graphical) build of MW. But Yes, Symphony can affect on fps via scripts and HQ of textures. It's affected on the RAM usage.
Or try to do this for increasing performance as a whole: - set more low resolution. - disable all unwanted OS's services. Like all telemetry and auto Updates. - disable all "antiviruses" these things have a big power for FPS down. - check Your (hdd\sdd) drive. Look for defragmentation as a way. - use Lite version without any scripts. The scripts can have down of stability. - try to look on OpMw side. Also try to make MWSE version of Symphony (almost all scripts can be rebuilded on LUA) it's may make a some profit for perfomance too. Sorry, I can't work with this task from some reasons. -_-
400 comments
Make sure you read the entire Description page first and then read the article. *** Make sure you read the update posts at the bottom of the article FIRST before you install anything. I can't edit the article (or at least I don't know how to) to all update information is posted at the bottom!***
Highly recommended Scripted_lightings by HedgeHog12
http://www.nexusmods.com/morrowind/mods/44106/?
Don't hesitate to ask questions.
****WE NEED YOUR HELP!***
We urgently need help with translation. This project has been over 5 years in the making but the author Hedge Hog (HH) is Russian so translation is difficult for him and his Ruski friends have offered free vodka for all who volunteer!..
... Ok that is not true but you will get credit
We will be posting what needs to be completed shortly. Please help so we can finally finish this incredible monumental achievement in modding history. We only have about 25% left to translate.
EDIT May 4, 2016, from HH:
Well, OK!
Updated TXT files archive.
- Added scripts in TXT files.
Texts in scripts is fixed, as it possible.
Machine translation sometimes make a real "wonders".
It`s requires at least minimal knowledge of the language, that would to fixing it.
>machine translation...
Just don`t use this Website, it's really horrible translator.((
May be look on This site.
About Scripts:
- Look only lines with "MESSAGEBOX" and WITHOUT comment`s symbol. It`s- ;
Like this:
MessageBox "Show your strength pilgrim! *You enter in the place *and time, where Vivek has shown his mettle!"
All text after the comment; is an annotations and notes.
It`s does not display in the game and therefore should not be translated.
nexusmods.com/morrowind/mods/44824 - some modules for Symphony.
nexusmods.com/morrowind/mods/44523 - few animations extracted from Symphony. For AnimKit some stuff also too.
nexusmods.com/morrowind/mods/44223 - shaders collection. Just good use with Symphony
nexusmods.com/morrowind/mods/43613 - else some separate stuff from Symphony.
nexusmods.com/morrowind/mods/43609 - outside of battle to wear the shield at the back Uses shields resource from Symphony.
nexusmods.com/morrowind/mods/44859 - One handed idle animation replacer for Animkit. Extacted from Symphony's base_anim file.
nexusmods.com/morrowind/mods/48888 - Symphony Telvanni Guard armor Patch.
If You known more files related with Symphony at Nexus let's me know, I'll updating this post.
**************************************************************
Important information.
All patches are integrated into version 1.7.6 (at mw.moddinghall.com)
**************************************************************
Also a small useful recomendation for Full version of the Project:
Make`s the Spell or enchant with these effects on Largest area (more than 25 ft.) 50 ft. is being better! :
- Detect the Key
- Detect Enchanting
- Detect the Animal
And use this spell in new locations of the Project.
Like it, Noreren Dur, Bhetamez uncnoun Passages, Astral Chapel, Orcish Ship and etc...
Many secrets items and hidden areas can be found with this spell!
***********************************************
About cyrillic fonts in CS...
***********************************************
It`s default trouble of this OS.
By default the english version are using 1250 code page, but the cyrillic`s symbols are using 1251 code page.
For normal viewing russian fonts you need to change the default code page.
In more cases will be enough to change the default Code Page in registry:
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Nls\CodePage]
"1250"="c_1251.nls"
"1251"="c_1251.nls"
"1252"="c_1251.nls"
"1253"="c_1251.nls"
"1254"="c_1251.nls"
"1255"="c_1251.nls"
1250.nls->1251.nls->and REBOOT SYSTEM after that!
Or, change the System localisation by CoPanel, for example:
blooplace.eu/how-to-fix-cyrillic-text-on-windows-7/
If you have system damage with failings code page... but I hope it`s not this case)
You may look here:
vindavoz.ru/win_obwee/411-krakozyabry-vmesto-russkih-bukv.html
but, here is on russian.
Also!
This is fix only the fonts which is viewing in the programs, like TES CS!
And it`s have no effect to the Game!
It`s sadly(((
But the support of russian fonts in Morrowind has been realised by additional .dll file and with special version of the Fonts.
TAL (theassimilationlab.com) has been dead in the autumn of the latest year. It's was a good site -_-
Now the mirror moved to the:
https://mw.moddinghall.com/file/32-symphony_the/
Here is a full unpacked version!
No BSA, no Installer, not need a registration for download.
The version there are 1.7.6 with all patches included.
Meshes, esp and other are updated. Not need to install the patches from here.
only one ENG esp version.
- This version are include all fixes from older esp patches.
- and some topics are translated.
Maybe, this version could be installed at current savegame. Not need to start a a new game. But! Some unexpected troubles could be happen.
Now I know about one only, the home of Bonerion Brothers was disabled. It's could be fixed easy via console using.
This page on Nexus maybe will updated later.
If You for latest build of this project, please download version from Moddinghall.
if You used current version from here, maybe not need to do something else.
1.8 have no installer and can't registering the archives by themselves.
1.8 is a standalone. Not need to install 1.7 at all.
But, If You already have 1.7 ver, 1.8 ver will replacing all same named files.
1.8 may have a critical problems with OpMw. They are not support still a some things from native engine.
From this reason, 1.7 ver still here and not marked as outdated.
I'm not using OpenMW, maybe I should unpack just in case
PS..
Is TryArchiveFirst=0 by a chance?
Also one idea was, if too much spacings between parts into mw.ini file are made this unexpected problem.
All records are correct and not see else something which can made this trouble.
nice mod btw
I can just add a simple esp version without any other object except the Armors. But, sorry, have no power to make a separate page or extraction for this stuff only.
PS..
1.8 version should be simple for using and installs. Just register Bsa archives and select a one from esp files.
If all files has been unpacked completely, it' not a serious error.
Just registry BSA files with any utility (MO2 or by hand) and activate esp files at the Launcher.
If this can't helped will look about this issue next.
This looks good but, I have so many selective retexture overhauls and I'm really concerned about this conflicting with some, most or all of them :(
I can't see the Install instructions and I have a feeling that this is going to conflict with a lot of stuff.
I am guessing this is going to not work with MGSO 3.0... thoughts?
Tamriel Rebuilt ok? Yes or No?
Solthsteim Overhaul ok? Yes or No?
Just to be clear of the language issues, it is only the books that are not translated yet but the in game language is in English? Yes or No?
I am going to create a new install to test this out. I will track for now and wait for these answers.
...and hopefully figure out why I can't open those spoiler buttons!
Thanks for sharing!
And you should definitely try it out
2. Now should be visible all notes about installation.
3. The plugin is optimized for reducing of conflicts count. There are several versions of the master file.
4. MGSO 3.0, Tamriel Rebuilt - must be Ok.
5. Solthsteim is not changed. Only weapons was changed. But this should not to make a problems.
6. Standard books All on English of course. Only new books in Full version of the Project on Russian. This was interested You?
7. will be interesting to hear about the Test!
Hope nothing is missed?
Cheers!
I am building a new install just to try this out. *EXCITED*
MGSO: The reason I brought this up is because of your other mod ,"Scripted_lightings" and I was just concerned about a conflict here. Thoughts?
Lights 300 was a personal favourite of mine so I am eager to see how that influenced your vision with, "Scripted_lightings"
Cheers
@Stavroguin; yes rebirth seems to conflict with almost everything.
I hope it be nice to You
"Scripted_lightings" is add-on for the project.
Maybe these fixes should be including in the base master file, but it would take a lot of time.
"Scripted_lightings" and "Lights 300".
They partly complement one other.
"Scripted_lightings" makes all lamps from the project are portable, but does not change the light without meshes.
This allows to use the "Lights 300" mod.
Perhaps "Scripted_lightings" is more advanced than the "Lights 300". Well, I think so))
http://mw.modhistory.com/download-4-1163
unless you know of an updated copy?
I'll start building this game over the weekend.
And we better stop, "Cheering" or we will both end up drunk
Good game and a good build! )
Why not? It`s Hedgehogs feast. Plugin was release, we should to celebrate it!
1) what is @_patches? What do I need here?
2)SNDs? What is this? It is a little confusing, what do I need in here?
1. @_patches:
All files from here are optional and not required to correct work the Project!
Some models with different settings of reflection.
They are not better or worse, just different.
If you want to experiment, you can try to install them.
But look at @_patches\@Rain_Enchant_Anim folder.
Here is:
- new meshes to journal\book menu.
- new textures to enchanting.
- tweaks the base animation files.
- the rain. Some separate models.
For detail see included readme or ask here.
I think it will be good, I can to correct the description of the project!
2. SNDs = Sounds
The sounds of the project here. They should be installing necessarily!
Drop the Data Files folder in to MW catalog.
Folder "EN" - english voice of Vivec, Ur and Yagrum. Defolt is Russian.
Install this folder after installation the basic files!
[Game Files]
GameFile0=Bloodmoon.esm
GameFile1=Morrowind Patch v1.6.6_beta.esm
GameFile2=Morrowind.esm
GameFile3=Poorly Placed Object Fix 1.2.esm
GameFile4=TR_Data.esm
GameFile5=TR_Mainland.esm
GameFile6=Texture Fix 2.0.esm
GameFile7=Tribunal.esm
GameFile8=abotWaterLife.esm
GameFile9=wl_SolstheimOverhaul_v1.esm
GameFile10=Adj_Magicka Regen (1.00%).esp
GameFile11=Animated_Morrowind - merged.esp
GameFile12=AtmosphericSoundEffects-3.0-Tribunal.esp
GameFile13=Barabus' fireplaces 2.esp
GameFile14=Better Bodies.esp
GameFile15=Better Clothes_v1.1.esp
GameFile16=Better Skulls.ESP
GameFile17=Better Weapons and Armors.esp
GameFile18=BetterClothesForTB.esp
GameFile19=Better_Sounds.esp
GameFile20=Bloated Caves.esp
GameFile21=Book Jackets - Bloodmoon.esp
GameFile22=Book Jackets - Morrowind.esp
GameFile23=Book Jackets - Tribunal.esp
GameFile24=Clean MCFC_1.0.esp
GameFile25=DBAttack Tweaked 2.0a.esp
GameFile26=DNO_Hairstyles.ESP
GameFile27=DNO_RandomNoblesAddon_TR.ESP
GameFile28=DNO_Robes&Scarves.ESP
GameFile29=Distant Thunder.ESP
GameFile30=DunmerNoblesOverhaul_TR.ESP
GameFile31=ExcellentMagicSounds.esp
GameFile32=Female Armor - Complete.esp
GameFile33=Golden Gold.esp
GameFile34=Graphic Herbalism TotSP.esp
GameFile35=Graphic Herbalism.esp
GameFile36=JEB_muffin_fix.esp
GameFile37=KDSpectacles.ESP
GameFile38=Key Replacer Trib & BM.esp
GameFile39=LeftGloves_Addon_v2.esp
GameFile40=Lights 300 v5.esp
GameFile41=MA_snowprincetomb_v3.esp
GameFile42=MK_Maormer.ESP
GameFile43=MW Containers Animated.esp
GameFile44=MabrigashArmoredRobes.ESP
GameFile45=MacKom_Hairs.ESP
GameFile46=Meteor.esp
GameFile47=More Better Clothes.ESP
GameFile48=Murderous Dreams.esp
GameFile49=Neo's Unique Creatures.esp
GameFile50=New Argonian Bodies - Mature.esp
GameFile51=New Bodies - Mature.esp
GameFile52=New Khajiit Bodies - Mature.esp
GameFile53=New Voices.esp
GameFile54=NewBlood_MwTbBm1.1.esp
GameFile55=OTR_Coast_Variety.esp
GameFile56=PSsorticon.esp
GameFile57=Pants To Pantaloons.ESP
GameFile58=Particle Arrow Replacer.esp
GameFile59=Piercing&Earrings.ESP
GameFile60=Psy_UniqueDremora_T.esp
GameFile61=Psy_VGR_Armour.esp
GameFile62=RR_Telvanni_Lighthouse_Tel Branora_Eng.ESP
GameFile63=RR_Telvanni_Lighthouse_Tel Vos_Eng.ESP
GameFile64=Racial Diversity v 1.2.ESP
GameFile65=STA_guides_replacer.esp
GameFile66=SWH v1.2.ESP
GameFile67=Shieldfx.esp
GameFile68=SirLuthor-Tools.esp
GameFile69=Sleepers, Awake!.esp
GameFile70=Sotonhorian.ESP
GameFile71=Spirit's MGSO Daedric Armor Fixes.esp
GameFile72=Spriggans and Twiggans.ESP
GameFile73=Starfires NPC Additions ver-1.11.esp
GameFile74=Statue Replacer - Normal.esp
GameFile75=TR_BadKarmaDresses_Addon.ESP
GameFile76=TR_MoragTong-Integration.ESP
GameFile77=TR_Preview.esp
GameFile78=TR_Travels.esp
GameFile79=TR_WestlyFCOT_Addon2.ESP
GameFile80=Thralls.ESP
GameFile81=True_Lights_And_Darkness_1.0-NoDaylight.esp
GameFile82=Twin Blades of Azzinoth.esp
GameFile83=UF_HortRobeF001.esp
GameFile84=Unique Banners and Signs.esp
GameFile85=Unique Jewelry and Accessories.esp
GameFile86=UniqueFinery.esp
GameFile87=VA_ElvishSabres.esp
GameFile88=Vality's Balmora Addon.esp
GameFile89=Vurt's Ashlands Overhaul.esp
GameFile90=Vurt's BC Tree Replacer II.esp
GameFile91=Vurt's Grazelands Unique Trees.esp
GameFile92=WA_Signy_Signposts(!).ESP
GameFile93=Westly_Presents_FCOT.esp
GameFile94=Wey_New_Argonians.ESP
GameFile95=Windows Glow - Bloodmoon Eng.esp
GameFile96=Windows Glow - Raven Rock Eng.esp
GameFile97=Windows Glow - Tribunal Eng.esp
GameFile98=Windows Glow.esp
GameFile99=_KDCirclets.ESP
GameFile100=abotMoveOrTakeMyPlace.esp
GameFile101=abotWaterLifeTRaddon.esp
GameFile102=abotWhereAreAllBirdsGoing.esp
GameFile103=abotWindowsGlow.esp
GameFile104=almalexia armor.esp
GameFile105=bones.esp
GameFile106=correctUV Ore Replacer 1.0.esp
GameFile107=guarskin_drum_replacer.esp
GameFile108=imperial chain fix.esp
GameFile109=jac_morte.esp
Where should I put your and also your lighting mod?
It`s automatically sets the load priority as to end of the list.
This excludes possible conflicts with other plugins.
But just to be sure you can register them at the end of this list, like this:
GameFile110=@_arrowSpeed.esp ;optional
GameFile111=@_Sympfony_theTEST(EN)70%).esp ;or @_SuiteLite(EN).esp
GameFile112=@_effct.esp ; highly recommended.
GameFile113=@_scripted_lightings(Symphony)(EN).esp
GameFile114=@_dagonFellUp(EN)(v1.5).esp ; may be it`s Symphony too.
And strongly recommended to start a new game!
Ah, those are all the plugins I need eh?.. Ok, I wasn't using all of those O_____O I have a @suite lite loaded and not @dagon fell.
I will have to start a new game and fix everything.
I will write some English install instructions because so far it was very confusing. I was installing this in the dark so to speak.
On the bright side, I made it to Gnaar Mok and the armours and weapons are so awesome (I love the reflection on the silver helm I found), the bottles are really nice and I really like the dwemer bowls and cups! i also love what you did with the creatures. I won't say any more about that so to not spoil the fun!
I'll try again this evening.
Cheers
If the lights 300 loaded after, the lamps will be used old models!
- @_dagonFell, isn`t necessarily.
- @_effct, yes. It`s high recomeneded to use.
- @_Sympfony_theTEST or @_SuiteLite.
DO NOT LOAD THEM TOGETHER!
- @_Sympfony_theTEST have a lot of a new creatures, weapons and etc. ;_)
Oh, excuse me.
Many of the points seem as simple and obvious, it can slip away from my attention.
Creating the models, not the same as writing the accompanying texts for him.
Some things are not possible to do at one face.
So please ask and I will try to help as I can!
I hope, with time, we can make a more clear and competent the description of the installation process!
Yes, any things visible in game only!)
Cheers!_)
It`s here:
http://www.nexusmods.com/morrowind/mods/43933
I will write complete instructions for Wrye Mash tomorrow including how to change the plugin date so that the archives load last and how to use the Lock Times function so that users could still run Mlox and BSAReg.
Yes I changed the times for Lights_300 and made it an earlier time than all your stuff following the order you listed. I will include your load order in my Wrye Mash instructions
Yes, I'll be glad for notes and comments!))
>I will write complete instructions for Wrye Mash...
It will be very good!)
Unfortunately, I don't use these programs and have nothing to write about them. (
If I give you access to the mod's page, for better creations of these instructions?
PS..
Thanks and Cheeringss!
For Long Life Morrowind!!(C)
This Game deserves it!
locations are now have a some hidden ways(doors, walls) and other like it.
I'm trying to do it myself, I've finally figured out which files hold all of the various meshes, since they're scattered everywhere. But now, I can't decipher your naming scheme. What files are which? I don't know which ones to rename. I'd rather not learn as I did with the meshes by trial and error.
\Meshes\@2.0\imp - here is all of imperial armors.
G folder is for GND mehses.
\Meshes\@B_IMP_Arm - here is an old meshes from Better Armor series. All Shields is in mostly here.
\Meshes\@B_TE_ARMOR - templar armors are there.
\Meshes\Meshes\@2.0\te - and here.
As in almost cases first 2-3 letters from the name of armor parts are used to creating ID for nifs.
@an - ancle part
@br - bracer
@Cr - cuirass (plated)
@Cl - clavicle for pauldrons
@Bt - boots
@col - chainmail cuirass *it's sound as colchygha on russian
@Ul - upper leg
@Ua - upper arm
@Sh - shield
@pt - pants
@Hl - helmet
@sc - skirt (yeap, sc not Sk)))
@tu - tunic
@rb - robe
@gr - groin
@un - under the armor cloted parts. Used for Neck slot in CS.
@nc - neck
@W - some weapons
@hnd - gloves, hands
and etc.
Also, as a way, You can try to use TESAME or other like this software to delete all unwanted records from ESP file.
Save only all imperial armors ID and all of body parts to prevent some problems.
It's will not make a problem for game but save a time to debugging.
And has been tested for stable work on a big modded (graphical) build of MW.
But Yes, Symphony can affect on fps via scripts and HQ of textures. It's affected on the RAM usage.
Or try to do this for increasing performance as a whole:
- set more low resolution.
- disable all unwanted OS's services. Like all telemetry and auto Updates.
- disable all "antiviruses" these things have a big power for FPS down.
- check Your (hdd\sdd) drive. Look for defragmentation as a way.
- use Lite version without any scripts. The scripts can have down of stability.
- try to look on OpMw side.
Also try to make MWSE version of Symphony (almost all scripts can be rebuilded on LUA) it's may make a some profit for perfomance too.
Sorry, I can't work with this task from some reasons. -_-