Morrowind
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Atrayonis

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Atrayonis

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40 comments

  1. ShulShagana
    ShulShagana
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    my favorite of all the "readable signpost replacers"; i'm coming from PeterBitt's Signposts Retextured 2.0, and long before that -- back when Planet Elder Scrolls still existed! -- from Earth Wyrm's Signy Signposts, these were the ones that were most to my taste among the various alternatives. yours tops them both, of course.

    it certainly lives up to its name; i like the vanilla resolution texture variant (the high-res variant is also really good) -- after years of being the sort who would install Connary's Textures and what-have-you "better graphics" packs etc. i've come around to loving the vanilla aesthetics in all it's low-poly low-res 2002 glory.

    so thanks for making a mod that adds some of that "quality of life" -- readable signposts even in low-res, plus keeping the little tooltip when you point the crosshair (which PeterBitt's gets rid of) -- while being true to how the game looked upon release (and with a version suitable for people doing a more "vanilla plus" install)

    thank you!
  2. Firelordzuko100
    Firelordzuko100
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    Does this work with Andromedas Fast Travel ?
  3. v2vetrov
    v2vetrov
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    As I can see from pics - this is awfully bad. Disgusting.
    1. eddie5
      eddie5
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      And yet it got 374 endorsements somehow....
  4. Dario1980
    Dario1980
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    Hello,
    it would be cool:
    1) to have an .espless replacer
    2) to have meshes already atlased

    Cheers
    1. theicedevil
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      There can never be an ESP-less version because the vanilla game uses a single stock vanilla texture and models for all the road signs.  You need the ESP to replace the road signs with the unique road signs models and textures to be seen in the game.  Also, you can't be serious about one atlased model being removed.  Honestly, you will probably not even notice any performance loss by replacing one atlased model with others that are not.  Project Atlas replaces hundreds of models in the game, so one model being replaced isn't going ruin the games performance, especially such a small model like the road signs.
  5. bobbyp456
    bobbyp456
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    The optional ald'ruhn esp results in the evil yellow triangle. Not sure what was causing it
    1. darko1nexus
      darko1nexus
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      I can confirm that the optional ald'ruhn esp does indeed result in the evil yellow triangle on signs that contain directions to ald'ruhn.
    2. spammer3211
      spammer3211
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      The nif models for the Ald'ruhn version are missing:
      f\T_SMod_SignAldRuhn2_01.nif
      f\T_SMod_SignAldRuhn2_02.nif
      f\T_SMod_SignAldRuhnB2_01.nif
      f\T_SMod_SignAldRuhnM2_01.nif

      I fixed with a workaround:
      Inside the data files/textures/f folder are textures for Ald-ruhn and for Ald'ruhn. Make a copy of the Ald'ruhn files and change the names to the Ald-ruhn ones, overwriting the others.
      The following files need to be overwritten:
      T_SMod_SignAldRuhn_L.dds
      T_SMod_SignAldRuhn_R.dds
      T_SMod_SignAldRuhnB_L.dds
      T_SMod_SignAldRuhnB_R.dds
      T_SMod_SignAldRuhnM_L.dds
      T_SMod_SignAldRuhnM_R.dds

      Next, I created a plugin with TES3CMD dumping only the Ald-ruhn activator entries from the NearVanillaRoadSignReplacer.esp.
      Then i changed the Name of these Activators from Ald-ruhn to Ald'ruhn.
      You can download the file here: https://drive.google.com/file/d/1T1zSwVWeDs-k_YI0NV91wtxIoiblZ5we/view?usp=sharing
      Contents:
      Record: TES3 "()" Flags:0x0000 ()
        HEDR:   Version:1.3  Is_Master:False  Author:"tes3cmd"
        Description:"(generated)"
        N_Records:4

      Record: ACTI "active_sign_ald-ruhn_01" Flags:0x0000 ()
        NAME: ID:active_sign_ald-ruhn_01
        MODL: Model:f\T_SMod_SignAldRuhn_01.nif
        FNAM: Name:Ald'ruhn

      Record: ACTI "active_sign_ald-ruhn_02" Flags:0x0000 ()
        NAME: ID:active_sign_ald-ruhn_02
        MODL: Model:f\T_SMod_SignAldRuhn_02.nif
        FNAM: Name:Ald'ruhn

      Record: ACTI "active_sign_ald-ruhnb_01" Flags:0x0000 ()
        NAME: ID:active_sign_ald-ruhnB_01
        MODL: Model:f\T_SMod_SignAldRuhnB_01.nif
        FNAM: Name:Ald'ruhn (back road)

      Record: ACTI "active_sign_ald-ruhnm_01" Flags:0x0000 ()
        NAME: ID:active_sign_ald-ruhnM_01
        MODL: Model:f\T_SMod_SignAldRuhnM_01.nif
        FNAM: Name:Ald'ruhn (main road)


      Im playing with vanilla textures, so you might need to modify different files, if you use the high-res version!
    3. spammer3211
      spammer3211
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      (duplicate post)
    4. nurn
      nurn
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      Very helpful post, just wanted to add that if you use Patch for Purists and then TES3Merge it will change the activator entries to Ald'Ruhn in the merged patch automatically so the extra .esp file becomes unnecessary.
    5. Atrayonis
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      Apologies for the oversight, I'm not sure when I lost them.

      Uploaded a new version with the meshes included (the ESP should now work as it ought).
  6. Wyrhta
    Wyrhta
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    Thanks for the quick update, Anonytroll.
  7. Atrayonis
    Atrayonis
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    Okay, the Tamriel_Data v9 update is out.

    It's possible I missed a city rename, please report this as bug. Also, I plan on eventually updating with a fomod installer.
  8. EthanBeMe
    EthanBeMe
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    I can't believe it took this long for vanilla upscales ???
  9. ryanmar
    ryanmar
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    Why have the Ald'ruhn change be separate, though? Pretty sure it's canonically spelled with the apostrophe, not a dash. Just seems like a waste of an esp to not merge it into main file.
    1. Atrayonis
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      Because the cell names use Ald-ruhn and thus I'm in that camp.
  10. Strix2206
    Strix2206
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    I tried installing this mod inside of System32 directory and it DOES work!!! Nice mod btw :D