File information

Last updated

Original upload

Created by

rot

Uploaded by

rotat

Virus scan

Safe to use

Tags for this mod

54 comments

  1. TheRoadie99
    TheRoadie99
    • member
    • 5 kudos
    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.
    1. Dorfklaus
      Dorfklaus
      • member
      • 4 kudos
      Cutting Room Floor?
  2. Reno77
    Reno77
    • member
    • 1 kudos
    Hello,

    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
    1. rotat
      rotat
      • member
      • 50 kudos
      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
    2. tiebrakre
      tiebrakre
      • member
      • 0 kudos
      Greetings rotat!

      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
  3. deleted222425667
    deleted222425667
    • account closed
    • 1 kudos
    I'm guessing this mod ins't compatible with Divine Dagoths at Morrowind Nexus - mods and community (nexusmods.com)?
  4. Dario1980
    Dario1980
    • member
    • 2 kudos
    You can see here an install order for this mod: https://imgbb.com/tXVCwjC
    1. cpassuel
      cpassuel
      • member
      • 2 kudos
      I post it in a more readable way for myself and for who's interested

      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
  5. DETHTWUKTAUR
    DETHTWUKTAUR
    • member
    • 1 kudos
    Legit ... only mod of its kind!
  6. PoodleSandwich2
    PoodleSandwich2
    • supporter
    • 127 kudos
    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!
    1. rotat
      rotat
      • member
      • 50 kudos
      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.
    2. Pherim
      Pherim
      • premium
      • 274 kudos
      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.
    3. rotat
      rotat
      • member
      • 50 kudos
      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
  7. cane1314
    cane1314
    • premium
    • 8 kudos
    I didn't even know bonewalkers came back to life.... thank you for this!
    can confirm this is still needed in openmw .47
    1. Mongrelman5
      Mongrelman5
      • member
      • 0 kudos
      Does this work in OpenMW for you?
    2. cane1314
      cane1314
      • premium
      • 8 kudos
      Late reply, but yea work fine.
  8. Araenion
    Araenion
    • supporter
    • 1 kudos
    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.
  9. KarasuRen
    KarasuRen
    • member
    • 3 kudos
    Does it compatible with darknut creatures ?
  10. IlanSmolders
    IlanSmolders
    • member
    • 5 kudos
    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?
    1. Strix2206
      Strix2206
      • member
      • 43 kudos
      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.