Another heads up as there has been a lot of confusion regarding OpenMW. OpenMW by itself doesn't have anything to do with this mod and doesn't replace its functionality in any way. This mod only replaces meshes and works absolutely fine with it. In theory the improvement should actually be even more noticable with OpenMW.
Any new updates soon? There have been some issues since 2023 here in the comments which makes me worried of using the mod. Also, the mod changes the looks of the foliage of trees, which can be seen a lot in the area of seyda neen / bitter coast, they look a bit worse. If you guys are doubting, just test the game with and without the mod in that area.
From the description page: "This mod is packaged as a BAIN archive for ease of use with mod managers. Each module can be installed seperately from within your mod manager of choice, preferably Wrye Mash or Mod Organizer 2."
Unless you want to learn how to use Wyre Mash (not really for beginners), your best bet is to use Mod Organizer 2.
For manual installation, unzip the mod and copy the meshes into your Data/meshes folder, the textures into your Data/textures folder, and the esp into your Data folder. Warning: this will overwrite the meshes and textures that were originally installed by the game. A Mod manager lets you UNDO the overwrites, that's why a you should use a mod manager. Without a mod manager to undo mistakes, I would at least make a copy of the Data folder before you start. (Or you can always use Steam to verify/restore cache to start over again.)
Manual installation doesn't recommended by author lol. why? Because you don't want people mess up and come here crying about it. just f*#@ing tell them back up files and write how to install instead of recommending third party programs.
"just f*#@ing tell them back up files and write how to install instead of recommending third party programs."
Dude, modding Morrowind requires multiple 3rd party programs. mge xe, mcp and whichever mod manager you prefer are mandatory at this point and learning how to use them is part of learning how to mod this game. Backing up files is rarely needed if you learn how to follow instructions and use basic functions of a mod manager.
Can you please clarify further on this? I'm on linux with no access to a mod manager. Morrowind by default doesn't have a meshes folder and the core doesn't have any esp files. So how is the game supposed to use these files I'm just dropping in? These files aren't overwriting any existing files so I'm not sure how the game is supposed to be using them.
This mesh isn't covered by your mod, but would it be possible for you to take a look at "in_mudcave2_s_05.nif" ? It has very poor collision in a couple places and causes you to get stuck in spots you should be able to walk over. Thanks!
For those interested, there's a patch for the problematic Snowy Holly bushes (see the Bug tracker) Project Atlas users: that mod doesn't touch the Holly bushes (yet?), so the patch is still necessary.
So, I dont know if it is this mod, but only with bonemold armor, i have tons of issues, the helmets have no gnd mesh, so they revert to base, but then for some reason they have no bound textures, so they just populate as big exclamations, same problem with right bracers for some reason, which is weirder because they should just use the same one as the left, but it isnt happening for some reason, and then wearing the cuirass my arm from shoulder to elbow disappears, and the greaves both get word on my left leg, one at the hip, one at the knee, while my right leg disappears, similar problem happens with the pauldrons when worn, they both appear doubled on each arm, I can send pics, or dig around trying to figure it out, but the meshes being used are from here, and so I figured I would start here hoping for a little guidance
Edit to add, the left armun-an pauldron, is a giant exclamation point when worn, but is fine on the ground, I just figured that one out, it was what got me investigating as I went to balmora, and all the guards were visible, but also covered with an exclamation point
MOP doesn't even touch some of the meshes you mentioned and it's definitely not caused by this mod either way. Could be a mod conflict or some other faulty mod.
I am sorry, I found the issue, I had used 'ori' on the items to see where the meshes and textures were coming from, and they were all either base game, or from this mod, making me think that was a likely root cause, but I have over 400 mods, so I had missed the bonemold armor mod that had an esp, but was installed incorrectly missing meshes and textures, I fixed that and the issue is fixed, I am sorry for the confusion.
Excellent mod. I do feel a difference, especially after pairing with Project Atlas.
It would be nice to have the option of meshes with alpha blending (for those who would prioritize aesthetics) -- I imagine there are more fixes in those meshes than just alpha-blending->alpha-testing (correct me if I am wrong, of course.) edit: turns out I somehow installed the mod without the "Better Vanilla Textures" module, which does improve a lot the "ugly foliage" problem. Definitely recommend!
And the "Lake Fjalding Anti-Suck" makes me wish for something like a "Vivec Canton Anti-Suck" </3
i recently re downloaded morrowind to mod it and ive installed this mod before but for the life of me i cant figure out why NOW mgexe is tanking my fps any solutions would help thanks
Hey I tore my hair out today trying to identify this lol, first, turn off Vsync in the "MGEXEgui" menu, then access your graphics options for your GPU (I use Nvidia control panel), manage 3D settings, choose Morrowind in program settings, and then turn on Vertical Sync there instead. Also while you're there, you can peruse the options and double check that the game is actually using your graphics card, some people on laptop were saying it defaulted to their integrated graphics. Hope this helps! I went from like 15 fps to buttery smooth!
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Also, the mod changes the looks of the foliage of trees, which can be seen a lot in the area of seyda neen / bitter coast, they look a bit worse. If you guys are doubting, just test the game with and without the mod in that area.
Unless you want to learn how to use Wyre Mash (not really for beginners), your best bet is to use Mod Organizer 2.
Warning: this will overwrite the meshes and textures that were originally installed by the game.
A Mod manager lets you UNDO the overwrites, that's why a you should use a mod manager.
Without a mod manager to undo mistakes, I would at least make a copy of the Data folder before you start.
(Or you can always use Steam to verify/restore cache to start over again.)
Dude, modding Morrowind requires multiple 3rd party programs. mge xe, mcp and whichever mod manager you prefer are mandatory at this point and learning how to use them is part of learning how to mod this game.
Backing up files is rarely needed if you learn how to follow instructions and use basic functions of a mod manager.
Chill.
https://imgur.com/a/WrDl9ND
Downloading and adding Graphic Herbalism - MWSE and OpenMW Edition fixed it
Incase anyone gets this problem leaving it here
Project Atlas users: that mod doesn't touch the Holly bushes (yet?), so the patch is still necessary.
Edit to add, the left armun-an pauldron, is a giant exclamation point when worn, but is fine on the ground, I just figured that one out, it was what got me investigating as I went to balmora, and all the guards were visible, but also covered with an exclamation point
It would be nice to have the option of meshes with alpha blending (for those who would prioritize aesthetics) -- I imagine there are more fixes in those meshes than just alpha-blending->alpha-testing (correct me if I am wrong, of course.)
edit: turns out I somehow installed the mod without the "Better Vanilla Textures" module, which does improve a lot the "ugly foliage" problem. Definitely recommend!
And the "Lake Fjalding Anti-Suck" makes me wish for something like a "Vivec Canton Anti-Suck" </3