Morrowind

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Tyddy

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Tyddy

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31 comments

  1. DaggerfallTeam
    DaggerfallTeam
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    If anyone is interested in Normal Maps for this Replacer Search for, Vivec and Velothi - Arkitektora Vol.2 Normal Maps here on the Nexus
  2. Crozix
    Crozix
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    it seems project atlas split atlas_velothi.dds into atlas_velothi_01.dds and atlas_velothi_02.dds in version 0.7.1
    1. Inkdrops
      Inkdrops
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      Is that why I’m getting white cantons? 
    2. alexpublius
      alexpublius
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      It's also why I'm getting blatant seams between floor/wall/column textures in Balmora Temple. Tyddy (or anyone else) would you be willing to update the Project Atlas textures to account for that fact that atlas_velothi.dds should now be atlas_velothi_01 and atlas_velothi_02?
  3. CoffeeBeard0
    CoffeeBeard0
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    Could these dark faces of the steps be texture related issue?
    1. Tyddy
      Tyddy
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      1. Yes, this is an issue with the ATLASed version
      2. But the screenshot you showing is connected with the different mod, about Redoran.
  4. EspeciallyCommon
    EspeciallyCommon
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    Just leaving this here in case people experience the same problem using Project Atlas. I used the HQ texture atlas_velothi.dds from this mod, which gave me problems with two meshes: Ex_velothi_temple_02.nif and Ex_velothi_window_01.nif. Using the MQ texture instead solved the problem for me.

    Thanks Tiddy for the work!
    1. Inkdrops
      Inkdrops
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      Hey, I came looking for some answers to this issue myself. I know this is an old post, but it could be helpful if you specified exactly what the "MQ texture" is, because some of us are kinda stupid

      The Medium Quality that can be found in the extra files, in case anyone wants to know. Took me like 15 minutes before i figured it out lol
  5. ronyalan
    ronyalan
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    A must have mod

    10/10
  6. Fensis1993
    Fensis1993
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    Not sure if it's problem with Morrowind itself or this mod. Textures in interiors are not tiling properly. Is there any way to fix this?
    Great textures btw!
    https://i.imgur.com/4BE4wMs.jpg
    https://i.imgur.com/orS5Ccz.jpg
    1. Pherim
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      The problem is that the meshes are not aligned in a way that the textures tile in every direction. As the edges are not always facing in the same direction where two meshes meet, seams like these cannot be avoided completely. However, the problem is increased in this case because the brightness is not even around the edges, there are some darker parts and some brighter parts, and when these are next to each other, there is a visible seam.

      The only real solution would be to create different versions of every mesh for each direction, and replace the rotated ones with them. But that would be a lot of work.
    2. Fensis1993
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      Thanks for detailed answer!
    3. Pherim
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      You are welcome! It is also how lights affect adjacend meshes that makes seams visible, even with MGE XE per-pixel lighting. So, the only way to really get rid of all seams would be to combine all the meshes into one per interior cell, with the exact same layout, and then uv map them without seams. Of course, that would be even more work, unless it were possible to import entire cells into blender or a similar program. Greatness7 was actually working on something like this a few years ago, but I don't know if that's still a thing.

      But even then it would not be an easy thing to do. However, this probably illustrates why in later games tilemaps are not used quite the same way as in Morrowind, but of course, the way lighting works has also changed quite a lot.
    4. tauiin
      tauiin
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      there was a video of them importing cells into blender
  7. deleted78356788
    deleted78356788
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    Hello.
    It changes also Redoran and Hlaalu window glasses. What surprises me Arkitektora of Hlaalu and Redoran doesn't change window glasses. Is that a bug?
    Edit: Well, it's not a bug. Looks likeTemple, Hlaalu and Rdoran use same window texture and that Arkitektora changes it. But it's ok.
  8. getinthechopper
    getinthechopper
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    "[ . . . ] \Vivec and Velothi Arkitektora - MQ-46266-2-0-1546272664.rar: The archive is either in unknown format or damaged"
    WinRAR is throwing up this error when I attempt to unpack it or any of the other files provided under the Files tab here. Likewise, 7-Zip won't do it, either. I tried other unrelated files, and they unzip without a hitch.

    EDIT: Fixed. Leaving the link to the software below for anyone else who may encounter this problem.
    https://www.recoverytools.com/zip/repair/
  9. Zobator
    Zobator
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    Ditched the banners from the previous version?
  10. Pherim
    Pherim
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    Great textures, by the way! Really close to vanilla and high quality as usual!
  11. aWatcher021
    aWatcher021
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    Hey question. Am I supposed to only use the optional file marked Atlas if I am using Project Atlas? Or do I use the main file?