Morrowind

File information

Last updated

Original upload

Created by

Project Atlas Team

Uploaded by

MelchiorDahrk

Virus scan

Safe to use

289 comments

  1. Varil92
    Varil92
    • member
    • 681 posts
    • 28 kudos
    Could you make a modular version of it with only the building meshes and textures? I feel they have the most important impact on the performance and I have a lot of texture and meshes replacers for many objects (trees, etc.) that I want to keep that way and not revert back to vanilla look.
    1. MelchiorDahrk
      MelchiorDahrk
      • premium
      • 2,098 posts
      • 300 kudos
      This mod won't revert anything back to the vanilla look if you install the other replacers after this and run the included batch files properly.
    2. Varil92
      Varil92
      • member
      • 681 posts
      • 28 kudos
      I installed it reverting things back to vanilla (except for the flora meshes, which i didn't install 'cause I have replacers), then I installed the hotfix and then I applied your version of the Morrowind Enhanced Textures. Everything seems fine, but when I go to the Old Ebonheart docks (Tamriel Rebuilt) now I have blank textures.
      The weird thing is that this problem is absent on OpenMW, I only have it on Morrowind.exe.
  2. andersap
    andersap
    • member
    • 7 posts
    • 1 kudos
    Hi thank you for the mod :)

    For the next release (current is 0.7.1) please note that the "Wood Poles - Hi-Res Texture" folder is not BAIN compatible like the rest of the folders are. It is missing a "Textures" subfolder that is needed for it to show op in Wrye Mash. The other folders work great. 
  3. Jlakshan
    Jlakshan
    • supporter
    • 30 posts
    • 0 kudos
    Is a linux alternative available?
  4. Oxusman
    Oxusman
    • premium
    • 70 posts
    • 0 kudos
    So atlAd is now merged into this?
    1. revenorror
      revenorror
      • member
      • 144 posts
      • 20 kudos
      Yep
  5. ShowdownActual
    ShowdownActual
    • member
    • 2 posts
    • 0 kudos
    Hi sorry for noob question but I am stuck with something here...

    I am following the OpenMW modding list for a total overhaul and the instructions for installing this mod on that page advise to "delete these files (or move them to some outside folder)"

    00 Core/meshes/x/ex_common_building_01.nif00 Core/meshes/x/ex_common_building_02.nif
    00 Core/meshes/x/ex_common_building_03.nif
    00 Core/meshes/x/ex_common_house_addon.nif

    The list is longer

    I have tried finding them with the file explorer in MO2, within the game directory and within the documents file but I have no luck.

    Can anyone help me with the location of these files?

    https://modding-openmw.com/lists/total-overhaul/19/

    Edit: Fount it, the bloody filepath was right there :>
  6. TaylorMarko
    TaylorMarko
    • member
    • 3 posts
    • 0 kudos
    Mop and project atlas increase the performance on android immensly. I can play the game maxed out now with smooth framerate, whereas before, I had to completely disable water shaders and lower draw distance to have good framerate. Fantastic work.
  7. tinnyfarts
    tinnyfarts
    • member
    • 65 posts
    • 0 kudos
    What do I do with the 00 BATs folder? I am using Morrowind Enhanced Textures but there is a patch for that, so is there a point in re-doing my atlases?
    1. revenorror
      revenorror
      • member
      • 144 posts
      • 20 kudos
      Those are used to make custom atlases if you use retextures. If you're only using MET or retextures for things this mod doesn't cover (like weapons, clothing, armor or creatures - although these will be covered in future updates) then you don't need them. 
  8. abot
    abot
    • premium
    • 1,263 posts
    • 223 kudos
    From very recent tests, I learned that collision meshes without predefined normals may cause actors to get stuck while trying to open non-loading doors e.g. d\in_velothismall_ndoor_01.nif, so my advice is: always give them normals (e.g. right click/face normals from NIFskope)
    1. revenorror
      revenorror
      • member
      • 144 posts
      • 20 kudos
      Thanks for the info. I might try to apply this to other meshes with non-static collision (e.g. the silt strider) to see if it helps with those too.
  9. GoatieMCgee
    GoatieMCgee
    • member
    • 8 posts
    • 0 kudos
    Thought I'd mention that attempting to use the latest version of Project Atlus with Performance friendly glass domes of Vivec, which requires
    this mod in order for the Canton textures, or when attempting to run distant land generation, both complain of a missing 'atlas_velothi.dds' file. Which is missing from the latest download, but is present in the 6.5 file version. Not sure if this texture was removed on purpose, but if anyone's getting errors of this specific texture just taking it from the 6.5 version and dragging it into Project Atlus' textures/ATL path will fix these errors.
    1. TastedPurple
      TastedPurple
      • member
      • 9 posts
      • 0 kudos
      I did what you said and the game works now!  I hope the modder realizes the update is missing that file.

      Thank you so much!
  10. TastedPurple
    TastedPurple
    • member
    • 9 posts
    • 0 kudos
    When i get close to the Red Mountain area, i get this error:

    TES3Stream Warning: Model ''Meshes/x/Ex_GG_ent_01.NIF'' tex not found ''textures/at/atlas_velothi.dds''!

    What do i do..?  I don't want to lose my saves..