Morrowind

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Amenophis

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TaxAkla

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21 comments

  1. aegonisablackfyre
    aegonisablackfyre
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    Mod doesn't seem to work well with MO2. Is there any way to use this mod with Mod Oragnizer? 
    1. DanArcueid
      DanArcueid
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      So, i think you can use this with MO2, you just need to get the MO to OpenMW plugin.

      MO2 just exports everything into the openmw.cfg anyways and from what i can gather it means you just have to set "Almaexia" as the data folder, and tell it to install, then animations and all the blend files are sitting in that folder.
      When you hit the export button it would then look similar to this in the cfg file.
      data="(wherever you put MO2)/MO2/mods/Almalexia's Cast for Beasts (OpenMW Exclusive)"

      At least according to the openMW page and the readme you're just dumping it into a directory and pointing the data="" path in openmw.cfg to it so there shouldn't be an actual issue with it, just MO2 isn't happy due to how different this is from normal morrowind modding.
    2. HelloKUPOkinz
      HelloKUPOkinz
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      It does work just fine. You need OpenMW to MO2 tool. The mod will always remain and be displayed as an error and gray because it doesn't use the Data format, but it does work in game.
    3. deleted55368902
      deleted55368902
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      a quick tip is to create an empty textures folder which mo2 does recognize and which stops it being greyed out :)
    4. Monarch14
      Monarch14
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      Just to clarify, you dont set a data file at all? 
  2. Threelite
    Threelite
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    Haven't tested yet but in MO2 you can install, choose ignore for the data folder issue, then right click on it and choose "Ignore missing data".
  3. resears
    resears
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    Removed until I can test
  4. thisonesonthenexus
    thisonesonthenexus
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    what order should put your in the table of content so the mod cant be recognize in mo2
    1. TaxAkla
      TaxAkla
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      Sorry. I don't use MO2. I suggest you to follow the instructions e quickly set up the mod.
    2. Siphter
      Siphter
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      Quickest way (however you will not have the mod in your MO2 filetree). All of my mods are located in D:\modding\MO2\mods so after moving the unzipped files into that location I then edit the openmw.cfg and add: data="D:\Modding\MO2\mods\Almalexia's Cast for Beasts (OpenMW Only)"

      an earlier comment suggested right clicking the file tree within MO2 itself and creating a data directory, however this doesn't work, and you just end up in a loop of "create data directory" and "delete data directory".
  5. Nyameri
    Nyameri
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    I use MO2 to manage the mods I use with OpenMW.
    MO2 does not recognize this mod as proper game content.  I hope it still will load into Morrowind.
    1. TaxAkla
      TaxAkla
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      I think you should ask at their page for supporting OpenMW animation files.
    2. TaxAkla
      TaxAkla
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      At this moment I think MO2 don't support OpenMW style animation. Please take a look at the instructions and setup your OpenMW.
  6. Capostrophic
    Capostrophic
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    You probably should mention that per-group animation file support is only included with 0.45.0 nightly builds and won't appear in 0.44.0 release.
    1. TaxAkla
      TaxAkla
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      Yes. I did mention on the Readme. Thanks.
  7. kuyondo
    kuyondo
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    not only beast but creatures as well right? like dremora and golden saint.
    1. TaxAkla
      TaxAkla
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      My mod will work to every creature that uses the Beast skeleton. Golden Saints and Dremora uses their own. But with OpenMW kf animation replacer I think that will not be difficult to implement Almalexias Cast for them. Just need to extract the movements from Animation Compilation and create folders with the name of the skeletons of that creature.
    2. akortunov
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      In theory, bipedal creatures use animations from xbase_anim.kf, if they do not have custom animations with given groups in their own KF files.
      IIRC, dremoras, Golden Saints and skeletons do not have custom casting animations (Golden Saints even do not have own KF file), so they should use basic ones (from xbase_anim.kf).
      So there is no need to create a separate folder for every creature in this case.
    3. TaxAkla
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      Thank you, for clarify, akortunov. You' re doing great!
  8. waswar1
    waswar1
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    I think this is actually better than the original version, which messed up the player's legs when the spell was cast.
    1. TaxAkla
      TaxAkla
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      Thanks.