Morrowind

File information

Last updated

Original upload

Created by

Pherim

Uploaded by

Pherim

Virus scan

Safe to use

40 comments

  1. Pherim
    Pherim
    • premium
    • 245 kudos
    Locked
    Sticky
    Update 14 April 2024:

    - Fixed an issue in a couple of rock meshes which had their RootCollisionNode not attached to the root NiNode, which makes the game use the full geometry (visible and hidden/collision) for collision detection. This wasn't really a problem because the collision geometry quite closely matches the visible objects, but OpenMW writes an error message into its log, which is how this was discovered by warhammerempire.

    There are also a number of other fixes and additions, mainly more accurate collision for rock formations and improved cave entrances.
  2. Atanvarn
    Atanvarn
    • member
    • 3 kudos
    Should Some Improved Animated Containers be used with OpenMW Containers Animated? Thanks.
    https://www.nexusmods.com/morrowind/mods/46232
    1. Pherim
      Pherim
      • premium
      • 245 kudos
      It uses different file paths and names than Morrowind Containers Animated, so you'd have to rename them and put them in the correct folders. But it looks like the structure of the files themselves is the same, so the animations should work, but I haven't tried it myself.
    2. zsouza13
      zsouza13
      • premium
      • 9 kudos
      You wouldn't happen to know which files need to be renamed? Tyvm
    3. Pherim
      Pherim
      • premium
      • 245 kudos
      In most cases it might be enough to replace "xAnim" with "xcontain", and put them into meshes\o. For the kollops, they have to be renamed to "xfurn_shellXX" (with XX being the number, but instead of 01-03 they need to be 00, 10, 20), and put into meshes\f. I think the barrels are also numbered like this, but better check for yourself.
    4. zsouza13
      zsouza13
      • premium
      • 9 kudos
      Ty my friend
  3. borok
    borok
    • premium
    • 23 kudos
    I'm using your detailed rock mod for the long time - it looks great but seems like one of the rocks (terrain_rock_bc_18) has problem with collision.

    https://imgur.com/maSxP4e
    1. Pherim
      Pherim
      • premium
      • 245 kudos
      Hey, thank you!

      This collision issue is because as the detailed rocks (obviously) have considerably more triangles than the vanilla ones, I gave them simpler collision meshes, in most cases these were simply the vanilla meshes, so the collision calculations (and dimensions) would be the same. However, smoothing the meshes changed the surface in some places more than in others, so not every rock still fits their collision mesh perfectly. Most of the time, this would cause floating (but the vanilla models do that as well), but sometimes something like this happens.

      Try this one: terrain_rock_bc_18.nif

      It has a somewhat more complex collision mesh that follows the visual shape more closely.
    2. borok
      borok
      • premium
      • 23 kudos
      Thanks, with this new mesh collision issue is fixed.
  4. Dellmizzle
    Dellmizzle
    • supporter
    • 3 kudos
    Any idea if the improved hammock mesh file would be compatible with animated hammocks https://www.nexusmods.com/morrowind/mods/49767?tab=files
    1. Pherim
      Pherim
      • premium
      • 245 kudos
      Hi, it doesn't say so in the description or anywhere else, but apparently the mod already uses these meshes.
  5. C3pa
    C3pa
    • premium
    • 17 kudos
    I must say that I enjoyed your New Guar Cart model. As I see it now, it would make sense to atlas those textures, because they are used only by that one object, right?
    1. Pherim
      Pherim
      • premium
      • 245 kudos
      Yes, you are right, that would work. However, the four textures (not counting the ropes) are of vastly different sizes, so it probably wouldn't be very practical.
    2. C3pa
      C3pa
      • premium
      • 17 kudos
      I believe they might fit (in mod's default resolution) in 2048x4096 rectangle. Here is a quick paint sketch
    3. Pherim
      Pherim
      • premium
      • 245 kudos
      You can't split the long one without splitting the uv map as well. Anyway, I doubt that there would be any real benefit in doing it, as the only place in the entire game where there is more than one of them is on the bridge leading to Arkngthand.
  6. C3pa
    C3pa
    • premium
    • 17 kudos
    Could you add your fixes to Vurt's tree meshes here?
    1. Pherim
      Pherim
      • premium
      • 245 kudos
      Which ones?
    2. C3pa
      C3pa
      • premium
      • 17 kudos
      I need a fix for Vurts Grazeland Trees II
    3. Pherim
      Pherim
      • premium
      • 245 kudos
      Ah, yes. Some of them don't have collision nodes, so the entire geometry, including leaves, is used for collision. I think I fixed them for myself last time I used them (many years ago), but I think I never released these. I should still have them, though, let me check.
  7. unseentelvanni
    unseentelvanni
    • premium
    • 0 kudos
    Just a little PSA to anyone who grabs the UV rocks,

    The new meshes are slightly larger than the vanilla rock meshes, which for the most part isn't a problem, but this doesn't always line up with other nearby objects in game properly. Meaning multiple cave entrances end up being partially blocked, (or completely, in at least one case i found, could be more) and any items that were placed on top of rocks will now be inside the mesh, (specifically in the Urshilaku burial caverns) so you can very easily miss some items if you're not aware of this.

    Otherwise they look fantastic.
    1. Pherim
      Pherim
      • premium
      • 245 kudos
      Thank you for your comment! This should not be happening, but I admit I haven't tested them very thoroughly. I will definitely look into the urshilaku burial cavern issue (after all I used to have the same problem with a different mod that changed the same rocks), but I'd be happy if you told me which cave entrances were blocked for you.
    2. unseentelvanni
      unseentelvanni
      • premium
      • 0 kudos
      Welp, I'm feeling dumb right now but it turns out it wasn't your meshes that was the problem. Did a quick uninstall of the meshes to double check it wasn't something else causing issues, but when I installed your meshes the issues weren't there anymore. Turns out the specific meshes that were the issue were actually from Apel's azura's coast and sheogorad retex. I assumed that just changed textures...

      Sorry mate, but i'm actually using your meshes now at least lol
    3. Pherim
      Pherim
      • premium
      • 245 kudos
      Yes, those are exactly the same meshes I used to have problems with. No problem, glad you could solve the problems! Still, I may revisit the mod at some point, and possibly make a non-WIP version.
  8. OffworldDevil
    OffworldDevil
    • premium
    • 118 kudos
    Suggestion: since PB's mod is the go-to for regular Nix-Hounds, I think yours would make for excellent Blighted versions -- particularly with Connary's textures. Although I'm able to do it myself, it would be a nice option to put the NIF file in a Meshes > CAB > RC folder directory and rename it XNixHoundB so it can be used with the Blighted Animals mod.
  9. ThermalSausage
    ThermalSausage
    • member
    • 0 kudos
    Hey there, the download button isn't working for this mod specifically. Haven't had any troubles with other mods.
    1. Pherim
      Pherim
      • premium
      • 245 kudos
      Which one? There are six separate files to download, each one a different small mod or patch.
  10. Reizeron
    Reizeron
    • premium
    • 139 kudos
    >Now all exterior rocks from the vanilla game are covered! Hurray!

    Hurray indeed! Great work.
    1. Pherim
      Pherim
      • premium
      • 245 kudos
      Thank you! Took me long enough, though.
  11. Arethien
    Arethien
    • member
    • 0 kudos
    Downloaded this and that, and some more... Thank you.