Morrowind

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Kaucukovnik VI

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Kaucukovnik

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About this mod

Weapon replacer. Contrary to popular belief, war axes were not crude instruments of blunt trauma. A blunt or heavily dented axe is effectively an awkward, inefficient mace. This mod intends to bring Morrowind's axes closer to reality while keeping their design or pronouncing it.

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Contrary to popular belief, war axes were not crude instruments of blunt trauma. A blunt or heavily dented axe is effectively an awkward, inefficient mace. This mod intends to bring Morrowind's axes closer to reality while keeping their design or pronouncing it.
Some of Morrowind's axes actually take extra polygons for the edge to be thick and blunt - no more of that! Axe blades are now sharper and thinner, both in shape and texture. Blade curvature is smoother without multiplying polycounts of the entire models. Meshes are cleaned up and some textures are re-created from scratch. For others I have used more or less modified textures by Darknut. The result is a mixture of Darknut's details, various texture overlays and a whole lot of hand-painting.

Finally the 3 remaining axes have been added, along with a no-glow version. Sorry about the extreme delay, I was not very happy with the final 3 axes, but giving them another look now I don't see myself improving them further any time soon.

Notes on individual weapons:
Dwemer axes - kept thick and massive, as the Dwemer apparently cared very little about their equipment being unwieldy; added glowy tech bits
Glass, Stalhrim axe - slightly transparent and glowing
Ebony war axe - glowing runes
Orcish battle axe - removed the downward facing spike, textured as if some shamanic spell was used to supernaturally temper an otherwise crude alloy
Nordic Silver axes - faint glow on the ornaments
Chitin axe - improved mesh and texture mapping, Darknut's texture without changes

Installation: Unpack the content of the Data Files directory in your Morrowind\Data Files directory. It's a replacer so no esp is needed.
If you have another weapon retexturing mod installed, you may be prompted to overwrite files. You can have any number of conflicting replacer mods on the side and always install again the one you want to take precedence, overwriting files.

Two versions available - with glow maps or without. You only need to install one. You can also overwrite one with the other, the glowy version will leave a few unused textures behind though. It's all the textures in the KCK subdirectory that end with "_glow" in the filename.

Credits:
Darknut - some textures and elements from his pack
Tyddy - a bit from his orcish cuirass texture used in orcish axe handle

Technical details:
-Wherever the layout of textures was changed to the point of incompatibility with original mapping, they are saved under new, unique filenames so that other objects sharing textures with axes are not affected.
-Sometimes the meshes are even less complex than vanilla ones, because collapsing the blunt edge and cleaning up needless duplicates more than makes up for the smoothed curvature. Some also consist of fewer NiTriShapes.
-There are duplicate vertices present to achieve sharp edges, just like the original meshes are set up.