File information

Last updated

Original upload

Created by

TES3 Community

Uploaded by

Greatness7

Virus scan

Safe to use

533 comments

  1. buttlord666
    buttlord666
    • member
    • 0 kudos
    Can this be installed using MO2? It's giving me an error saying "The content of <data files> does not look valid" but I don't see any way to make it "look valid."
    1. fahedali98
      fahedali98
      • member
      • 0 kudos
      bump
    2. nopluu
      nopluu
      • premium
      • 1 kudos
      MO2 just looks for the way the folder is structured. In Morrowind's case it tries to assume that the root folder of the archive is structured the same way as the Data folder of the game files. To fix this one you can try these steps:

      • Unpack the archive.
      • Move the contents of the Data Files folder to the root folder (WeaponSheathing, the one you just unpacked).
      • If you want anything from the Extras folder, find the Mesh folder within your desired draw animations and move it to the root, replacing any files that conflict.
      • Delete extraneous folders (like the empty Data Files folder and the Extras folder).
      • Your root folder should now have an Animations folder and a Meshes folder.
      • Repack the archive and try installing with MO2 again.

      Hope this helps. Some variation of this process should help you to install most if not all mods with MO2. I also usually hit the manual button when I install a new mod so I can uncheck anything I'm not using.
    3. MoonlightShroud
      MoonlightShroud
      • member
      • 0 kudos
      Exactly a year later (two hours less but hey) and this comment helped greatly, thank you so much!
    4. bmbillma
      bmbillma
      • member
      • 0 kudos
      Thank you!
  2. Matrimelee
    Matrimelee
    • member
    • 7 kudos
    What might be the cause of this problem (weird blue texture)?  Respectively, which texture files do I need to validate?
  3. Euparkeria
    Euparkeria
    • premium
    • 0 kudos
    "Latest MWSE Nightly Build" - link is dead
    1. aWakemon
      aWakemon
      • supporter
      • 28 kudos
      Scroll down on this site and click on "Download the latest nightly build here!".
      If you already have it installed, just run MWSE-Update.exe in the Morrowind root folder.
    2. luckypokes
      luckypokes
      • member
      • 0 kudos
      Great this s#*! fucked up my openmw. thanks
    3. Hexamael
      Hexamael
      • supporter
      • 0 kudos
      @luckypokes   That's probably because the link you clicked on literally says "MWSE".  Maybe look for the one that's actually for "OpenMW".  
    4. Moonwhalerr
      Moonwhalerr
      • supporter
      • 3 kudos
      I'm cackling.
  4. edis999
    edis999
    • member
    • 0 kudos
    Can i make this work on OMW on adroid?
    1. Moonwhalerr
      Moonwhalerr
      • supporter
      • 3 kudos
      Yes most mods should work on android with openmw. as long as it is an openmw mod.
  5. Elgehoozer
    Elgehoozer
    • member
    • 0 kudos
    the mod isnt working, im pretty sure i isntalled it right, dropped the two folders into data files for MW, and enabled weapon sheathing in the OpenMW launcher, but weapons still disappear in the pocket. not sure what im doing wrong
    1. Moonwhalerr
      Moonwhalerr
      • supporter
      • 3 kudos
      In openmw launcher settings go to visual then animation and make sure you have "Use additional animation resources" and "Weapon sheathing" boxes checked. But also i would recommend creating a new folder to house all your mods or even seperating your mods into labeled folders and adding them as additional directories through openmw launcher.
  6. falloutboy12345789
    falloutboy12345789
    • member
    • 0 kudos
    i think ive added the mod correctly, using mwse but for some reason mod still isnt working not sure what i did wrong, i did add the pieces to the data files manually. any help please
    1. Xenobibliographer
      Xenobibliographer
      • member
      • 0 kudos
      make sure to update MWSE, there should be a file called MWSE-Update that does it automatically in your data files. That may be the issue.
    2. mgzmdgn
      mgzmdgn
      • member
      • 0 kudos
      i have the same issue rn and i updated the MWSE but it still doesnt show the weapon   nwm i did it and i dont know how to delete the comment 
  7. Marcelx2x2
    Marcelx2x2
    • supporter
    • 0 kudos
    Is there a possibility of this mod allow multiple weapon sheathing through the quickuse/favorites menu?
    1. 6thClub
      6thClub
      • member
      • 1 kudos
      +1
    2. JoshuaGra
      JoshuaGra
      • member
      • 2 kudos
      this would be nutty. and I think it could possibly be done considering this mod. 
  8. Koheletmon
    Koheletmon
    • member
    • 0 kudos
    Does this work with Open MW yet?
    1. 6thClub
      6thClub
      • member
      • 1 kudos
      Yes.
  9. Hitty23man
    Hitty23man
    • member
    • 0 kudos
    So, small issue, the 2 handes weapons seem to be drawing from the hip in first person instead of the back. Any fix? the extras folder confused me and idk if i did it right everythig else works good
  10. Locolijo
    Locolijo
    • member
    • 0 kudos
    Heya I see you mentioned that could could add your own custom weapons to be included in by adding your own .nifs, could this work for shields too? 'Welcome to the Arena!' has this great offhand sword acting as a shield, and so it appears on the back at an awkward angle. I love the idea of an offsword sword even if it is for 'blocking'.
    1. LeavingUndad
      LeavingUndad
      • member
      • 21 kudos
      Here is an instruction how you can exclude any custom weapon (or any offhand weapon/shield) from sheathing changes of this mod in OpenMW:
      Spoiler:  
      Show
      1) Open the plugin of the mod (that contains the custom weapon you wish to exclude) in the Construction Set and find the name of the mesh that is used by the mod for that weapon.
      2) Find that mesh file (*.nif) in the [Meshes] folder (or its subfolder(s)) inside the mod's folder where you have installed the mod (with that weapon).
      3) Copy and insert it into the same folder, then rename the mesh file copy into "[original mesh name here]_sh.nif", i.e. just add "_sh" to its original name.
      That's it! Load the game and verify that the excluded weapon now has the vanilla Morrowind sheath position and behavior.

      I've tested it with a Parrying Wakizashi from the Real Katana Lite mod and it worked: the Parrying Wakizashi is no longer weirdly sheathed on back (but is wielded in left hand instead, as it is in vanilla Morrowind).
    2. Juliuuliuli
      Juliuuliuli
      • member
      • 0 kudos
      Is there also a way to exclude a custom weapons from the sheathing animations of this mod. You know like the other way round.
      I wanna keep my current custom made sheathing position, while being unaffected by the mod for the player character only.
      Ideally, the weapon sheathing animations of this mod here will be seen on NPCs exclusively.
      Any ideas?
    3. LeavingUndad
      LeavingUndad
      • member
      • 21 kudos
      @Juliuuliuli
      Hello! Sorry for the late reply, but I wasn't informed about your post at all.
      If I understand you correctly you'd wish to exclude a custom, not vanilla MAIN HAND weapon from the sheathing animations of this mod, right? Sorry, but I have no idea how to achieve that if my instruction didn't work for your custom main hand weapon. Moreover, I haven't played or modded Morrowind almost a year, to my shame.
    4. Stazen56
      Stazen56
      • member
      • 0 kudos
      Thank you for that fix! I didn't think it would work but it did. Your advice fixed the walking cane issue I had sticking on an NPCs back. cheers!