- 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.
That's HiRez Imperial Architecture by Saint_Jiub. As far as I know, they have never been released on Nexusmods, only in the old Bethesda Forums which have been offline for years. However, the dropbox links from that release post (which is available on the Internet Archive) still work:
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.
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.
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.
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?
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.
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.
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.
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.
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.
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
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.
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.
45 comments
- 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.
Would you be good enough to put it up here?
https://www.dropbox.com/s/sz6thvcvrchigdl/HiRez%20Imperial%20Architecture.zip
https://www.dropbox.com/s/lyb36rgxah9caq9/HiRez%20Imperial%20Architecture-%20Dark%20Interiors.zip
https://www.nexusmods.com/morrowind/mods/46232
https://imgur.com/maSxP4e
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.
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.
Sorry mate, but i'm actually using your meshes now at least lol