It is possible that either the latest version of OpenMW incorporates this natively, or one of the OAAB or Tamrial Data packs incorporate this already; I don't have this mod but I still have all of these effects in my game already.
Thanks a lot for your mod. It is very cool. Apparently it is not compatible with other mods that replace meshes and textures of creatures ; do you think there is a way to fix it ?
Modders who make mesh replacers will need to apply the same changes to their version of the meshes or they can use the fixed files as their base file, but most of the fixes are very simple to re apply
I remember these FX when I played on the PC in 2002, when played on the Xbox and now in OpenMW, as you mention, they are there. I've never actually seen that they were absent and now I'm really curious; when did they go missing? :) Will be downloading and endorsing soon for the OpenMW fixes, nice one!
Maybe one of the game's early updates broke them? edit: updated the readme which incorrectly stated that the dwemer steam was hidden, the emitters have visibility controllers so it's normal that openMW already displayed them.
I noticed that at least for the flame atronach, the effects are missing for the regular enemy creature, but they work on the summoned version! Maybe that's what you remembered... or maybe they were removed at some point for performance reasons. Perhaps they left them on the summon because there is usually only one of a type around except when NPCs summon them, I guess.
It turned out the effects were always there in the game but some bug and optimisation combined to almost always keep them stuck at the origin point until you looked there, details are written down in the documentation I believe
This mod looks exceptionally well made and a must have for immersion and fun factor. One question though, can this be used with Morrowind Rebirth 5.8? If I just replace meshes from Rebirth with these ones, will it break anything? Thanks in advance and thank you for the awesome mod.
Question, does patch for purists make this mod obsolete or what? I noticed the kwama now spit (just not all the time) when attacking you. It seems the animations have been restored. Should I just refrain from using this mod now?
Patch for purists is not even a same type of mod as this one. Why would it make this mod redundant lol? The only conflicting mesh between this mod and PfP is bonelord.
54 comments
Thanks a lot for your mod. It is very cool. Apparently it is not compatible with other mods that replace meshes and textures of creatures ; do you think there is a way to fix it ?
See you
Sent you a detailed message WRT this very subject, & greatly anticipating your response at your earliest convenience!
Stellar mod, but have specific questions WRT application thereof...
Warmest regards,
-tiebrakre
00 Patch for Purists-45096-4-0-2-1593803721
01 RopeFenceFix 1.4-45741-1-4-1545405147
02 Morrowind Optimization Patch core
02.01 Lake Fjalding Anti-Suck
02.03 Chuzei Fix
03 Morrowind Enhanced Textures 5.2
04 Glow in the Dahrk 3-1-1 Core
04.02 Nord Glass Windows
04.07 Telvanni Tower Interior Glow MGE XE
05 Graphic Herbalism MWSE - OpenMW 1-04 Core + vanilla meshes
05.01 Optional - Smoothed Meshes
05.02 Morrowind optimization patch for Graphic Herbalism
05.04 [MWSE] GraphicHerbalismLighting-47864-1-0-1-1588305070
06.00 Project Atlas Core
06.01 GH-AshYamCollisionSwitch
06.02 Project Atlas Textures - MET
06.03 Project Atlas Glow in the Dahrk Patch
06.04 Project Atlas Graphic Herbalism Patch
07 Creature VFX restoration-46194-2-1577034545
08 Weapon Sheathing 1.6 core
08.01 Weapon Sheathing optional animations
08.02 Morrowind Optimization patch for Weapon Sheathing mod
edit: updated the readme which incorrectly stated that the dwemer steam was hidden, the emitters have visibility controllers so it's normal that openMW already displayed them.
can confirm this is still needed in openmw .47