Morrowind

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Lord Berandas

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LordBerandas

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69 comments

  1. BannedProfileWorkaround
    BannedProfileWorkaround
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    Is this Openmw compatible?
    1. LordBerandas
      LordBerandas
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      Yes, there should be no issues using it with OpenMW.
  2. kitty2021
    kitty2021
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    When you get off the boat at the very start of the game and cross the bridge to get to the office with the soldier there is one large tree and a simple small shrub as decoration next to the doorway. Each time I've installed a new patch or mod I have used that particular location as my stopping point for looking around and ensuring everything is still looking good or improving (depending on what I'm checking I mean). After installing this mod I walked up and actually WALKED THROUGH the shrub! I actually exclaimed out loudly in front of my computer, that's how shocked I was by this tiny feature. I'm beyond happy with it... thank you.
  3. Jim06
    Jim06
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    This mod cause npc stuck in the door when try pass
    1. SAJNM
      SAJNM
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      This mod cause npc stuck in the door when running for me

      Your issue is with another mod.
      MOAR Mesh Replacers only changes meshes.
    2. Jim06
      Jim06
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      i deactivated all mods leaving only MOAR, and the problem continues, it seems that the .nif of the doors let the npc (and player) through a bit when the door is opening, the npc tries to pass through when it is still opening and it gets stuck , even for the player it is the same.
      If i hide .nif of door problem solved
    3. LordBerandas
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      Thanks for the heads up, it might be the result of the collision mesh being more fitting to the visible geo mesh compared to vanilla, do you happen to know the exact type of door that is causing this issue?
    4. SAJNM
      SAJNM
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      ?i deactivated all mods leaving only MOAR....
      Please don't see me as being argumentative,  I only want to help.
      When you say you deactivated all mods do you mean "deselecting" those mods from within the game or actually uninstalling those mods using something like wrye mash?
      If you did the latter then you will have narrowed down the problem to probably something with the .nif that MOAR provides.
      But if you did the former AND some other mod which has the same .nif as MOAR was installed after MOAR, merely deactivating your mods will not solve the issue nor help with identifying the problem.

      Would you be kind enough to do a reinstall of the MOAR meshes, which will overwrite any possible .nif's from other mods with identical names, then test to see if the problem still exists. If it exists then it's MOAR, if not then it's another mesh replacer.
  4. deleted78356788
    deleted78356788
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    Hello.
    No matter where I put your mod in load order or which textures I use (Vanilla or Enhanced or Atlas with or without Intelligent Textures) I can't see pier textures. Everything is rather fine, I see poles, ropes and cavern doors but no piers. Well they have those poles with algaes on them what looks cool but slats are unchanged. I even recreated distand land but it makes no difference. I'll be grateful for help 'cause those tiers look really nice.
    1. deleted78356788
      deleted78356788
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      Well, I was mistaken. That were some other replacers. Actually your mod doesn't change anything because there are no Textures folder.

      EDIT: My fault. I've returned to Morrowind after like 15 years in the last december. I needed to learn a little bit about mods, meshes, textures. load order and all that staff. Your mod actually works well and makes things look smooth, so if somebody wants more round objects then grab it. My apologizes to the author.
    2. LordBerandas
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      Hello. I'm glad you found the solution and everything is okay. Enjoy! ;-)
  5. MosAnted
    MosAnted
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    Hey, i was poking around in nifskope with your models and found a small issue on flora_bc_podplant_03, uploaded a picture about it.

    Edit: it also shows up in flora_bc_podplant_04 slightly, but not as noticeable.
    1. LordBerandas
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      Nice catch, it will be fixed in the next version as well as some other minor flaws and some new meshes.
    2. aurum42
      aurum42
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      Would love to see an update that fixes these plus the newer issues identified by nightstrike2, and adds abot's NCO/RootCollision.
    3. LordBerandas
      LordBerandas
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      Hey, there is a completely new version in production at the moment. Just please be patient. ;-)
    4. aurum42
      aurum42
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      Glad to hear it, will do
  6. lovefalso
    lovefalso
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    Is not working for me :(, manual neither NMM, i unistalled both: Landscape Retexture and darknuts world mod, aparently this mod cannot even overwrite those 2 imentioned before.
    i think MSGO is required....?
  7. _El
    _El
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    Hi, there's a mesh in your pack that causes Distant Land to crash, which is furn_basket_01.nif
    There's even a guide online somewhere on how to fix this mesh of yours, but it still causes my MGE XE 0.10.0 to crash. Could you please fix it yourself sometime?
    1. Tkohr
      Tkohr
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      Thank you for info, i use this mod and your info saves lot of work :)
    2. Zobator
      Zobator
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      The guide is under miscelaneous items on this page: https://www.nexusmods.com/morrowind/mods/45022?tab=files
  8. viper8l
    viper8l
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    Hey, Just installed these meshes. really nice btw. I had to redo my distant land with MGE XE because of adding Vurts Ashland Overhaul mod (also an amazing mod, a must have) and I kept getting a C++ 2008 runtime error. It would crash when the distance land was running the meshes for static items. After a lot of deleting meshes i narrowed it down to your mod. Not sure what one mesh it was but after deleting all your meshes i was able to run distant land. Once i ran distant land i then reinstalled your meshes because there good and everything was good in the world. Not sure if this was just my case? i do have the 4GB patch on my MGE XE.exe just to be able to run the distant land I have so much stuff installed. Just wanted to give you a heads up as i see you're doing a update which i look forward to.

    P.S. i got this mod for the rope lol.

    keep up the deadly work.

  9. nightstrike2
    nightstrike2
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    For ingred_bc_coda_flower.nif, The base of the mesh is using the wrong texture compared to the original. It's bluish instead of brown. (Compare to the bottom of ingred_bc_ampoule_pod.nif) Also, it's not clear that the subdivision of the main husk of the flower was supposed to be a sawtooth pattern instead of just smoothed. Finally, the transparency of the center cone doesn't work right. As you tilt the image, it appears and disappears where it shouldn't. On the full plant (flora_bc_podplant_04.nif), it never appears.

    ingred_stoneflower_01.nif is a significantly different color than the original.

    What texture are you using for barnacles in your preview image?
  10. DrTrygga
    DrTrygga
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    There might be something wrong with furn_basket_01.nif . It got an error in my distant land generator "can't process". I think it did not show in the game too, although I do not know exactly which item it is.



    I also am receiving the error with furn_basket_01.nif while generating distant land. I am using the following guide and receive this error after the step where I install MOAR Mesh Replacers.