Morrowind

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  1. Locolijo
    Locolijo
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    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. Nibenon76
      Nibenon76
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      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. Euparkeria
    Euparkeria
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    "Latest MWSE Nightly Build" - link is dead
    1. aWakemon
      aWakemon
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      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
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      Great this s#*! fucked up my openmw. thanks
  3. Dreamclipz
    Dreamclipz
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    is it a way to disable the shield in first person view? because it still shows while its on your back
  4. Fakeheyy
    Fakeheyy
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    please for the love of god explain this to me other than saying its easy and not going in depth rip me lol
    1. Fakeheyy
      Fakeheyy
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      It workssssssssss i manage to figure it out out of trial an errors lol. ive started installing this a 6 am--- dude that got a pc since 3 month 
  5. crowfood999
    crowfood999
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    New to modding Morrowind, and aside from some popular texture replacements, Familiar Faces, and Tamriel Rebuilt, this weapon sheathing mod is one of the things I've wanted for Morrowind since I played the game on release for Xbox. Unfortunately, I can't get it to work. I'm using the script extender, not OpenMW, and it is up to date. 

    I downloaded the mod from Nexus, extracted the compressed archive, and then moved the files to my Morrowind Data Files folder, and I'm not sure what my next step should be. All the other mods I've attempted installing work as intended. 
    1. aWakemon
      aWakemon
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      You should really use a mod manager like Mod Organizer 2 or Wyre Bash.
      If you're going manually, you really just need to open the zip and put the "Data Files" folder into your Morrowind root directory (where the "Data Files" folder is located) and it should work if you have MWSE installed correctly.
    2. crowfood999
      crowfood999
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      Thank you, aWakemon! This appears to be working so far! I have a scrib's brain when it comes to working PC tbh, and after hours of headaches trying to mod Skyrim even with Mod Organizer, I went for the quick-and-dirty option of manually modding when I returned to Morrowind after years of playing it vanilla. Just dumping files in the folder. 

      But again, this suggestion works. Thanks a lot
  6. nodom1172
    nodom1172
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    It did not function at all with a manual install or Mod Organizer 2. For MO2 I tried moving the Meshes and MWSE files out of the data files folder and into the root folder like I saw in other comments, repacked the folder and tried again which got rid of the error messages but the mod still didn't work.
  7. Redraeho
    Redraeho
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     I am confused about the Extras folder. The only description given is "These files replace the equip/unequip animations for two-handed weapons to draw from the characters back, rather than hip." in the WeaponSheathingExtras.txt file.
    I see two folders "vanilla" and "animation compilation". Both of these have exactly two files in mesh folders (which is confusing since shouldn't these be replacing animations?). On top of that, the files are almost identical in each folder (in "animation compilation" there's some extra capitalisation in the KnA part of the file name, whereas the vanilla one doesn't).
    I would assume you only use one of these folders, but which one? What is animation compilation? How does it differ to vanilla?

    I see some posts in this forum blindly saying just install it all. I also see some posts about a third folder? Doesn't seem right.

    I am doing manual install with OpenMW. I like the idea of having this extra animation, but what to use is really not clear.
  8. pavelciusmxms
    pavelciusmxms
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    When I use this mod either in MWSE or OpenMW, Trebonius Artorius (the arch mage) has a giant yellow exclamation mark on him, because of his staff. Anyone knows what could be causing this? So far is the only problem I've found with this amazing mod.
  9. Artin90
    Artin90
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    Does the mod work without openMW?
    1. aWakemon
      aWakemon
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      There is a MWSE version, so yes. You need to have the Morrowind Script Extender installed, which is packaged with MGE XE.
  10. Comicalis
    Comicalis
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    Works fine with OpenMW, doesn't seem to work it regular Morrowind - script extender or not. And judging by the comments, I'm not the only one.