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30 comments

  1. Morthrug
    Morthrug
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    Amazing.
  2. kamilfranke
    kamilfranke
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    The .esp with "higher" version are not working for some reason, got the same problem as @megaequs, when I'm at the temple there's two meteorites, vanilla one and the higher one. Distant land generated with .esp active, and it's still in the load list for normal game. Morrowind clean instal after STEP guide, load order sorted out and cleaned.
    1. Zobator
      Zobator
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      Hmm. Maybe there's another .esp which has a (dirty) ref on the prison moon? Try disabling/enabling esp's until you've found the culprit or use tes3cmd to find out if another esp causes the doubling. I'm currently away from my Morrowind-computer so I can't really test stuff myself atm...
  3. Hammerfall123
    Hammerfall123
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    After uninstalling it, I now have two moons ministry of truth moons, one with little meteors coming from every direction and is very high up and another one that is lower and also has meteors for some reason.

    Please, I just want to go back to the base version.
    1. Zobator
      Zobator
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      Looks like you either have to regenerate your distant land, or clean your savegame with Wrye Mash.
    2. megaequs
      megaequs
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      How to clean a savegame with wrye mash? I also would like to get rid of tamriel map data, because I already unistalled the tamriel mod, only the map still shows the main land....
    3. Zobator
      Zobator
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      http://bfy.tw/HxYg
    4. megaequs
      megaequs
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      http://bfy.tw/HxYg .... really amusing, but I already did that and tried to repair my savegame with wrye mash, but the tamriel map is still there....
    5. Zobator
      Zobator
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      Well, if cleaning it with WM didn't work, I'm not sure what will do the trick...
  4. megaequs
    megaequs
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    One of the best and useful mods ever. But I have a little problem. When I choose the higher version of the asteroid, it is there, but there is an other one (on the vanilla location), too. And I can't enter the door in the new, higher asteroid.
  5. littlebluecaboose
    littlebluecaboose
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    This is such a simple mod that adds so much visual interest to this game! Love it.
  6. wesleyrichmond
    wesleyrichmond
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    that looks fantastic
  7. Macbone
    Macbone
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    I’d love to see a version with a shorter tail area, like this version from ESO concept art: https://vignette.wikia.nocookie.net/elderscrolls/images/0/07/Baar_Dau_2E.png/revision/latest?cb=20170708151805
    1. Zobator
      Zobator
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      Yeah, I kind of based this mod on that concept art, though I figured that most of the tail was hidden from view behind clouds?
    2. astrob0y
      astrob0y
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      The tail is good :)
      Love this idea. Simple and excellent mod.
    3. Fruckert
      Fruckert
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      In ESO it's made up of several really large shards along with one large meteor/asteroid in the center of them. I think there's a point where it falls a bit more in the sky due to vivec losing power or something but I've yet to get to that point. Took a bunch of screenies from the same vantage point as in the mod's photo album if you want to do a comparison.
  8. yzerman19
    yzerman19
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    Nice mod
  9. shivatheo
    shivatheo
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    What about leaning the Ministry to be in line with your rocks ?
    Edit : something like that, looks more epic I think but it's necessary to rework the platforms/doors https://gyazo.com/46d22db501df87ad25aa7373c152b8ab
    (Also maybe there are to many rocks)
    1. Zobator
      Zobator
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      Indeed a logical step. I'm going to take this one step at a time though. This rotation would require adaptation of the prison moon mesh itself, and I'd need to experiment a bit if this is even within my limited modeling capabilities
  10. Reizeron
    Reizeron
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    Nice idea, but there are a couple problems with optimization again:
    1. All the rock shapes can be safely sombined into a single one, reducing draw call amount and thus fps hit.
    2. The mesh is pretty high poly, but doesn't have simplified collision shape! Please create one, Vivec is already pretty laggy as it is.

    Oh, also: the smaller rocks seem to be just scaled down versions of bigger ones, so it would be better if you scaled their UV down too, just so the way the texture appears would be more consistent too.
    1. Zobator
      Zobator
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      1. Rocks were intended to be merged into one nitrishape indeed, but apparently I packed a WIP-mesh instead. Checked and double-checked for next update I included the right one.
      2. Will a simplified collision shape for a mesh you're not going to touch 99% of the time still give a FPS boost? Correct me if I'm wrong but I thought it doesn't?
    2. MelchiorDahrk
      MelchiorDahrk
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      Make sure the collision is split into multiple shapes (best would be an individual NiTriShape for each rock). If you make a single collision shape for the entire formation of rocks, then it will calculate collision for your trail for any actors within a radius of the entire mesh!

      This is more important even than making a simplified mesh (which is also important). Keep in mind that a mod like Abot's Where Are All Bird's Going may add sky creatures which could be within that radius or colliding with the rocks themselves (making a simplified mesh more important).
    3. Reizeron
      Reizeron
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      >Will a simplified collision shape for a mesh you're not going to touch 99% of the time still give a FPS boost?
      The collision is calculated once an actor is in a mesh Radius (you can find it in NiTriShapeData in NifSkope). I guess this rock trail it a bit out there so there won't be many actors to calculate collision with, but still, I'd very much recommend to create a collision mesh just in case. It's a good habit too.
    4. Zobator
      Zobator
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      Ah right. Abot's birds are going to fly around in lots of builds. Will add collisions by tomorrow.
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