Has anybody had some of the enchanted versions of these weapons be invisible after updating from OpenMW 0.46 to 0.48? I'm not sure what the problem is, because, for example, the Daedric Dai-Katana is visible while the Gravedigger is not, and a similar thing with the Blessed Spear not being visible versus the unenchanted Ebony Spear. What I have noticed is all the invisible weapons are enchanted, but not all enchanted weapons, because while Daedric Crescent is invisible the Ice Blade of the Monarch remains visible.
I'm looking for some tips to help troubleshoot since I love this mod's meshes, especially for the spears and halberds, but it's a problem when some of them (but not all--Greed, for example, is visible as well as Silver Spear) enchanted variants are invisible.
It's more for Openmw team question. But, please say this: - name of archive with these weapons here. I'll look about special things into the meshes or if the problem with alpha properties. - was about any errors at warning files?
For the most part, the weapons appearing invisible when enchanted are from this mod, specifically, so they aren't in .bsa archives. They're unpacked in "Vol. 1 - Regular (Modular)."
However, I have noticed the version of the Ebony Spear in the "Better Weapons Suit" (https://www.nexusmods.com/morrowind/mods/34278) also appears invisible when enchanted. The meshes/textures are packed in "@_weaponSuit.bsa"
When using OpenMW 0.48, I was not notified of any errors or warnings at any point. The issue I'm reporting didn't exist in version 0.46, so I can deduce its an issue caused by some change to OpenMW between versions 0.46 and 0.48.
If it helps, I have been using "Pluginless NoGlow" (https://www.nexusmods.com/morrowind/mods/20872) during this. Disabling it did not fix the issue.
I haven't tried questioning/reporting to OpenMW's team because, when I looked up information about another issue that was Mac-specific regarding the player character being near-invisible in inventory screen/character creation, they were contemptuous, so I doubt they'd care. Ultimately, it was another user that found an effective solution I was able to implement.
Anyway it's a problem of Openmw team and they are can't ignore it by definition.
Well, now I can only see these (tests) for looking solution. Here is: https://www.nexusmods.com/newvegas/mods/67829 With this tool You can easy to update a lot of meshes at once. Just remove all texture effect (NiTextureEffect+NiAlphaProperty+NiSpecularProperty) and see what will happened in game. If it's complex, I can upload here a few updated meshes.
As a way try to change enchanted textures to .dds->.tga version.
Also try to look on nightly builds (0.49) there are have a lot of the fixed.
Sorry, nothing much right now. I've re-checked Meshes and have found nothing very extreme settings on it. Only if OpMw have a problems with few types of texture effects.
No, I was referring to another case (nothing to do with your mod or this version of your mod) that the OpenMW team did nothing to solve due to apathy towards Mac users. It was the OpenMW user base that figured out a solution. Having said this, perhaps the unrelated issue I've mentioned be fixed in the 0.49 version.
I've never modified meshes before, so I'm uncertain about my ability to do it properly. If the tool you're sharing is sufficient then perhaps I can figure it out. --EDIT 2: Well, I can't even use SNIFF since its a Windows executable. I have no idea how to use it in the frist place, but I can't even figure it out the hard way because I'm using a Mac.--
I'd appreciate an alternate version of this mod, if you're willing.
I cannot. Their nightly builds are for Windows only, and I am a Mac user.
I'll try renaming textures from .dds to .tga first, since that's simple enough for me to do with little room for error. EDIT: I underestimated how many .dds files there are in the Textures... might the purple ones be the enchanted weapon textures? I'll try it with them. EDIT 2: Renaming the .dds to .tga did nothing, but I'm not sure which ones are the enchanted wepaon textures so I may have renamed the wrong ones.
Ok. I'll upload "updated" nif files and .tga textures.
Textures for enchant effect are there:
not need to do something with other textures! But at first, You can try delete (copy at other place) "magicitem" folder. The game will start with original versions of it from .bsa archive. And yeap, simple renaming can't help in this case.
Are You not tried to install VINE? As I know version for MAC is existed. Also... as a "radical" way will install VMware with W7 machine. Well it's so-so thing ofc.
There's no magicitem folder in this mod, so it's loosely hanging in the Textues folder if it's even there. With OpenMW, I can "link" to the location of my mod folders through the .cfg folder so I haven't been dropping them into Morrowind's own Data Files.
Although, as a test, I actually tried to see what happens if I hid all the Textures for Daedric weapons (of this mod) in a storage folder and, something odd, the Daedric Dai-Katana (I was using as a test alongside Gravedigger) appeared normally without any noticeable issues. As in, it looks the way it should from this mod, while Gravedigger remains invisible. This confuses me because it implies I'm still drawing the Textures from elsewhere, yet I know from disabling the /01 Daedric Weapons folder (by renaming it slightly) that the sword goes back to its vanilla mesh + textures so I'm not sure what's up. Only thing I can think of would be having the same texture folder lying around somewhere else, but I don't believe I'd ever copy it, leave it somewhere, but not also copy the meshes (etc.) with it for testing purposes.
I was concerned about that, since I recall trying to make new Birthsign images and needing to borrow a .tga converer off of the Internet for the purpose.
The magicitem folder's contents should be overriden with Pluginless NoGlow replacer, and I "delete" them to see if they were messing with this mod, but they weren't (nothing changed).
I did on my old computer but, when moving my files to my new one, I'm not sure I have WINE configured properly because it's not able to run the Windows executables anymore. I guess I'll have to reinstall it in the future if I want to operate .exe files. It certainly has come in handy now and then.
Look to changing magick glow textures first. Vanilla magic item textures (.tga) + from Symphony (.dds) try to check one or another. After it, try to replace a few weapons and see. Daedric Daikatana+ Ebony Spear without any texture effects. If this can help to avoid the issue with hiding.
In most case will more simple to Install VMware player and run native Win's application under this. VmWare have a good 3d performance and can work with OpMW builds.
The link says "content is no longer available" when I try to go to it.
I'm not sure what you're instructing me to do. Are you telling me, after using the link, to check a box? There are no magicitem folders in HQ Arsenal, so if it's not using Pluginless NoGlow it's using vanilla magic item textures, and in both cases some enchanted weapons (maybe shields as well, but I haven't checked all of them) are invisible. I'm not willing to purchase a software to solve this issue--beyond a certain point, it's not worth it.
When I linked to Symphony Magic Item folder, the Daedric Dai-katana remained invisible when enchanted (tested with Gravedigger). However, for the Ebony Spear, the Blessed Spear was visible but the butt of the spear and the bit around the head were pink (untextured). When I likened to the vanilla magic item folder (which was empty), the results were the same.
is weapon's meshes was replaced? Have a Gravedigger and Daedric Dai-Katana same models, correct? Also just for, is a Weapons not visible at all or in some cases only. Like visible on ground and not visible on back of Player?
Invisible when sheathed; when drawn; when attacking; and when on the ground. Completely invisible. However, it's possible to cursor over the invisible weapon and see the info pop up showing its name, icon, stats, etc. like normal.
No change. The enchanted Daedric Dai-katana (Gravedigger) is invisible whether held, sheathed, or placed on the ground while the unenchanted one is normal/visible. With vanilla magic item or Symphony magic item, the results are the same.
Can You make a screenshot of this weapons from Tes CS? Just put to world Dai-Katana and Gravedigger. If maybe I've updated a wrong mesh. It's just for sure, please.
I could, but I'd have to upload it to a site in order to to post a screenshot here and I'm unwilling to do that.
I apologize for putting you through the ringer with this issue, but I'm guessing it can't be solved because it's a problem specific to OpenMW 0.48 (or the Mac version of it) since I know for a fact this mod worked perfectly fine in OpenMW 0.46 (on an older Mac). It's a problem with OpenMW, I have no doubt, and it's just a matter of if/when they'll get around to it in subsequent releases.
I appreciate the trouble you've gone to help me trouble-shoot the issue, but I'm willing to leave it behind since it's more trouble than its worth at this point.
You can use any of picture's hosts for it ))) Or discord))
Yeap, it's just weird. ( This problem could be connected only with 2-3 things. - incorrect textures of enchants (problem with alpha channel for example) - unsupported texture effect slot into nif files (it's here, OpMw still have a few problems with it) - problem with Bump Map (effect of enchanting have connection with this map) - or we are updating a not correct models :D These are an expected problems. Also an expected problem may arise from GPU side with very Modern drivers and not very modern Engine (Openmw) but it will a latest place for a looking. But, we need to be sure that problems are not connected with meshes or textures at first.
If common debugging procedures have no results at all we are need "informing^_^ Asking"(c) OpenMw team with more diligence... -_-
PS. Not need to apologies it's just an "else one" issue with OpmW and we can tried to solve it somehow. Anyway, it's should be useful for OpmW team. To know about rare issues I mean. Cheers!
Thank you for taking the time to help me trouble shoot this issue. I greatly appreciate your dedication and helpfulness! :-)
My guess is what you said here:
There were no problems with 0.46, so it's probable OpenMW lost some compatibility with its newer versions. Or, a bug specific to 0.48 (or Mac version of 0.48).
What an amazing work, breathtaking. The modular mods are a great idea ! There is only one reason why I don't use these mods after testing them : they remove the glow effect on magic weapons (I use Optional Magic Glow). It would be awesome otherwise ! I've given you my kudo anyway. Mod endorsed.
Tyvm! Can I ask aswell, for some reason all your weapons work, but the Cleaver of stfelms has a giant yellow exclamation mark(!) with a square surrounding the player When loading in. Any ideas? Its the only weapon that doesnt seem to work with the modular or main artifacts. Thanks again. For the record its returning NIFFile Error: Unknown record type NilightColourController Oh i should mention after testing every file same error is returned with the Molag Bal Mace.
Latest patch for this weapon has been adds a some texture and lighting effects. This problem should be connected with OpenMW only. Vanilla engine can work with controller easy but OpMW may still can't.
I can try to look on more oldest mesh without this effect and upload it here. Or use Nifskope and remove all Ligths effects from the mesh.
Thanks alot Hedgehog12. I found some related bug reports on github & thought as much. I also stumbled on this https://github.com/OpenMW/openmw/blob/master/components/nif/controller.cpp so maybe future dev builds might include a fix. I also love zeresters shaders & the lighting effects seem to cause a few ink like artifacts to appear in specs on very bright patches(the white spots) on some of the textures(specifically _dt.dds placed file textures im guessing daytime?) Ive edited some of the dds files for personal use which has worked pretty well for the most part. A big part has been replacing super bright textures with darker ones specifically for the _dt.dds textures. It has been well worth it though as even in vanilla style these weapons look amazing, no other weapon replacer really compares.
Yeap, it's a known issue with a chance to watch the fix of it into next builds. Right now we can downgrade the mesh just only.
About: It's a Detail map. All objects (from Symphony) is using this map's slot: Yes, if we can made this maps a bit more gray it's will make the brightness effect more softly.
Just ran into another wierd effect im guessing openmw related. Certain parts of the stalhrim weapon set transparent or invisible. The mace has good clarity the others have transparent barley visible blade effects. Might be to do with it ignoreing the _nm file referenced by the mesh.
Maybe it's with FOG mode of texture effect. This mode can work on full transparency surface. But, will be good to see the screenshot for better understanding on it.
Id love to be able to link a screenshot here, but is it possible to just upload an image directly? To clarify more though the sword blade appears as if its made from vapour, The crystal part in the screenshot seems lacking.
You can try to upload the screen to images part of this page. But maybe I've understood about the problem. The edge of blades have a full transpernt surface only with texture effect. If we talking about it, than we can use Nifskope to applying another texture at effect's slot. Well, I'll try to upload a simple mesh (broadsword) with different texture for example. Check the Files page.
Ill try to add an Image tommorow, unfortunately Im not near a windows pc atm. I downloaded the broadsword mesh though. Ill try view it with nifscope over the weekend. Ive fixed 80% of the dds files to work with openmw+zeresters shaders, but using a program to edit the textures. Thanks again.
Been looking to try and replicate with Nifscope the original appearance in openmw for stahlrim 👍, still no luck though. Furthermore if it would be possible to have an older archive of the Mace of Molag/St Felms for openmw would be amazing aswell if they still exist.
As a way for Stalhrim as->try to remove all nialphaProperties. It will remove transparency at all. But texture effects would be working and next. Or change (remove) alpha channel into texture files. It's should be easy. All Stalhrim weapons are use a single .dds file.
Yes, You can found old versions at Better Weapon Project page. https://www.nexusmods.com/morrowind/mods/34278 "Modern" version of the Mace have only a new effects with animations but the shell meshes are same.
@Hedgehog12 Thankyou so much, been incredibly helpful. Im a bit of a rookie with nifscope but Ill figure it out. The program i used to get rid of the artifacts produced by zerester shaders was a simple .dds editing tool. Most of it came down to lowering the brightness/temperature in the detail map files then lowering the colour saturation. Thanks again, absolute legend.
Cheers! https://www.nexusmods.com/morrowind/mods/44218 Here You can found a some stuff about nifskope and nif files. Some video tutorials are there too.
Hey bud thanks so much for everything, I managed to collapse the Ninode and block remove all the Nialpha properties, I also tried removing the alpha channel from main main stahlrim .dds file. The results appearred slightly different but both appeared solid. I also managed to remove the Nilight colour controller properties in case im missing anything with the latest updates to molags/st felms. I think a few benefits are there as the mace handle and Axehead look very luminous. Ill try & upload a few screenshots of how stahlrim appears. My only real issue now is Trueflame. Hopesfire looks spectacular, with blue lighting effects & all. Sorry for yet another question, but does trueflame require an esp for burning effects? Do you know which textures are responsible or if it depends on mwse? Thanks so much for all the help.
Cheers! Nice to hear about good solutions about stalhrim.
Trueflame have a simple script by default in game which add a hidden lamp to the player. When You equipped it. Hopesfire - have no script in Vanilla. It's will require to make a esp or LUA's mod.
Models are not requre MWSE to working themselves effects. The particles and other effects are turn Off by anim controllers, not by MWSE. When meshes are put at world. Or about else other?
That is good to know, thankyou! Do you know if it is possible to replace the Trueflame fire effect with something from Apels fire retexture mod? I do get some fire effects in Openmw but possibly due to zeresters shaders the fire appears washed out, like in vanilla morrowind. Just to clarify ill do all this myself, Ive never gone that far in the CK & wondering how easy it will be 👍. At the moment fire just above handle is working, the bottom of the sword and the holes going up does not.
EDIT:Yeah funilly enough hopesfire works, but the script that adds the Sword effect I think doesnt work in Open morrowind, I just tried in normal morrowind & the blue fire effect works on Trueflame, Im not sure I am advanced enough in the CK to make it work either, im guessing Id need to modify the script. Thankyou so much for everything Ill live without the one items effects.
It's possible with Nifskope editing of mesh. Find particle look at textures properties and replace the texture there.
not all of fire spots works? Well not sure now, I'll try to look on the mesh.
Try to ask at OpenMw channel about it too. If the hidden lamp adds not working fine in Op-engine. Maybe it's a still non solved "bugs" and not script problem. Sorry, I not using Op-Mw and can't say something more concrete. -_-
could you specify what weapons are whips? I know scourge is one. what are the others. Also may I use these models to make my own custom whips? I won't be altering the models, but may be making new textures. Wanted to know if this was alright with you. Kinda have been wanting a mod with actually working whips for a while now that aren't just replacers.
Scourge is not a whip in the regular replacer. It is only a whip if you download the additional artifacts file with the .esp plugin. It is also the only whip.
Apologies but is the Steel throwing knife missing a mesh? The screenshot suggests its appearance would be different to the dagger but the model appears the same.
Try to check the ID of these weapons at W folder. Or maybe it'll need an additional esp file if (as it seems for me) the thrown and regular knifes are used a same mesh by default. In Symphony, yes, these meshes are different but it's controlled by esp file.
I think ill need the esp from symphony, Ive checked the meshes in both the modular & regular downloads. I think they are there. I think their were ones named dragon_dagger & steel_knife. In regular morrowind the dagger & throwing knife use the same mesh which I didnt ever realise until now. Because of this possibly the only way to seperate them might be an esp. Thankyou 👍👍.
Yep, it's here. Beth's not made an unique models for a lot items and for thrown knifes too. You can make a new esp file simple. Just check Symphony esp to find a good mesh for this item and make a new one esp for it.
Ok idk what is up with these and zeresters shaders, but these dont work with them. Looks like the weapons just have black ink sprayed all over them. It is a shame because A) openmw shits on morrowind in both performance(fps) & general smoothness + lack of bugs. B) Zeresters realistic shaders is probably the only staple sunlight shaders mod for morrowind. If anyone finds a solution please fill me in. This weapon mod looks amazing, its a real shame its incompatible with both the best way to play morrowind & the best way to bring it to life. For the record aswell to those posting textures are missing, its not they are missing, but same of the names are absurd & dont find the correct texture. The ebony staff which is like qulon_2.dds… if renamed to w_staff_ebony.dds actually loads the correct textures. So many dont work properly on openmw or with zeresters shaders, but the staff thankfully looks dope.
Hi dude, first of all thanks for the mod :D some great looking textures and meshes here :p
Is it possible to know which textures belong to which weapons ? I've basically downloaded your mod for a few of them but I don't want the whole pack, and with thoses weird textures names I can't seems to find how I could use only 1 or 2 textures replacer ?
These are lovely. Is there any chance you could port them to Oblivion? I'm playing Morroblivion, and I forgot how much the big bulge on the Nordic Silver sword bothered me.
192 comments
I'm looking for some tips to help troubleshoot since I love this mod's meshes, especially for the spears and halberds, but it's a problem when some of them (but not all--Greed, for example, is visible as well as Silver Spear) enchanted variants are invisible.
But, please say this:
- name of archive with these weapons here.
I'll look about special things into the meshes or if the problem with alpha properties.
- was about any errors at warning files?
However, I have noticed the version of the Ebony Spear in the "Better Weapons Suit" (https://www.nexusmods.com/morrowind/mods/34278) also appears invisible when enchanted. The meshes/textures are packed in "@_weaponSuit.bsa"
When using OpenMW 0.48, I was not notified of any errors or warnings at any point. The issue I'm reporting didn't exist in version 0.46, so I can deduce its an issue caused by some change to OpenMW between versions 0.46 and 0.48.
If it helps, I have been using "Pluginless NoGlow" (https://www.nexusmods.com/morrowind/mods/20872) during this. Disabling it did not fix the issue.
I haven't tried questioning/reporting to OpenMW's team because, when I looked up information about another issue that was Mac-specific regarding the player character being near-invisible in inventory screen/character creation, they were contemptuous, so I doubt they'd care. Ultimately, it was another user that found an effective solution I was able to implement.
Anyway it's a problem of Openmw team and they are can't ignore it by definition.
Well, now I can only see these (tests) for looking solution.
Here is:
https://www.nexusmods.com/newvegas/mods/67829
With this tool You can easy to update a lot of meshes at once.
Just remove all texture effect (NiTextureEffect+NiAlphaProperty+NiSpecularProperty) and see what will happened in game.
If it's complex, I can upload here a few updated meshes.
As a way try to change enchanted textures to .dds->.tga version.
Also try to look on nightly builds (0.49) there are have a lot of the fixed.
Sorry, nothing much right now. I've re-checked Meshes and have found nothing very extreme settings on it.
Only if OpMw have a problems with few types of texture effects.
I've never modified meshes before, so I'm uncertain about my ability to do it properly. If the tool you're sharing is sufficient then perhaps I can figure it out.
--EDIT 2: Well, I can't even use SNIFF since its a Windows executable. I have no idea how to use it in the frist place, but I can't even figure it out the hard way because I'm using a Mac.--
I'd appreciate an alternate version of this mod, if you're willing.
I cannot. Their nightly builds are for Windows only, and I am a Mac user.
I'll try renaming textures from .dds to .tga first, since that's simple enough for me to do with little room for error.
EDIT: I underestimated how many .dds files there are in the Textures... might the purple ones be the enchanted weapon textures? I'll try it with them. EDIT 2: Renaming the .dds to .tga did nothing, but I'm not sure which ones are the enchanted wepaon textures so I may have renamed the wrong ones.
I'll upload "updated" nif files and .tga textures.
Textures for enchant effect are there:
not need to do something with other textures!
But at first, You can try delete (copy at other place) "magicitem" folder. The game will start with original versions of it from .bsa archive.
And yeap, simple renaming can't help in this case.
Are You not tried to install VINE? As I know version for MAC is existed.
Also... as a "radical" way will install VMware with W7 machine. Well it's so-so thing ofc.
There's no magicitem folder in this mod, so it's loosely hanging in the Textues folder if it's even there. With OpenMW, I can "link" to the location of my mod folders through the .cfg folder so I haven't been dropping them into Morrowind's own Data Files.
Although, as a test, I actually tried to see what happens if I hid all the Textures for Daedric weapons (of this mod) in a storage folder and, something odd, the Daedric Dai-Katana (I was using as a test alongside Gravedigger) appeared normally without any noticeable issues. As in, it looks the way it should from this mod, while Gravedigger remains invisible. This confuses me because it implies I'm still drawing the Textures from elsewhere, yet I know from disabling the /01 Daedric Weapons folder (by renaming it slightly) that the sword goes back to its vanilla mesh + textures so I'm not sure what's up. Only thing I can think of would be having the same texture folder lying around somewhere else, but I don't believe I'd ever copy it, leave it somewhere, but not also copy the meshes (etc.) with it for testing purposes.
I was concerned about that, since I recall trying to make new Birthsign images and needing to borrow a .tga converer off of the Internet for the purpose.
The magicitem folder's contents should be overriden with Pluginless NoGlow replacer, and I "delete" them to see if they were messing with this mod, but they weren't (nothing changed).
I did on my old computer but, when moving my files to my new one, I'm not sure I have WINE configured properly because it's not able to run the Windows executables anymore. I guess I'll have to reinstall it in the future if I want to operate .exe files. It certainly has come in handy now and then.
Vanilla magic item textures (.tga) + from Symphony (.dds) try to check one or another.
After it, try to replace a few weapons and see.
Daedric Daikatana+ Ebony Spear without any texture effects. If this can help to avoid the issue with hiding.
In most case will more simple to Install VMware player and run native Win's application under this.
VmWare have a good 3d performance and can work with OpMW builds.
I'm not sure what you're instructing me to do. Are you telling me, after using the link, to check a box? There are no magicitem folders in HQ Arsenal, so if it's not using Pluginless NoGlow it's using vanilla magic item textures, and in both cases some enchanted weapons (maybe shields as well, but I haven't checked all of them) are invisible.
I'm not willing to purchase a software to solve this issue--beyond a certain point, it's not worth it.
Have a Gravedigger and Daedric Dai-Katana same models, correct?
Also just for, is a Weapons not visible at all or in some cases only. Like visible on ground and not visible on back of Player?
Invisible when sheathed; when drawn; when attacking; and when on the ground. Completely invisible. However, it's possible to cursor over the invisible weapon and see the info pop up showing its name, icon, stats, etc. like normal.
Same result. The enchanted version is invisible in both vanilla and Symphony magic item whether held as a weapon or left on the ground as an object.Just put to world Dai-Katana and Gravedigger.
If maybe I've updated a wrong mesh. It's just for sure, please.
I apologize for putting you through the ringer with this issue, but I'm guessing it can't be solved because it's a problem specific to OpenMW 0.48 (or the Mac version of it) since I know for a fact this mod worked perfectly fine in OpenMW 0.46 (on an older Mac). It's a problem with OpenMW, I have no doubt, and it's just a matter of if/when they'll get around to it in subsequent releases.
I appreciate the trouble you've gone to help me trouble-shoot the issue, but I'm willing to leave it behind since it's more trouble than its worth at this point.
Yeap, it's just weird. (
This problem could be connected only with 2-3 things.
- incorrect textures of enchants (problem with alpha channel for example)
- unsupported texture effect slot into nif files (it's here, OpMw still have a few problems with it)
- problem with Bump Map (effect of enchanting have connection with this map)
- or we are updating a not correct models :D
These are an expected problems.
Also an expected problem may arise from GPU side with very Modern drivers and not very modern Engine (Openmw) but it will a latest place for a looking.
But, we need to be sure that problems are not connected with meshes or textures at first.
If common debugging procedures have no results at all we are need "informing^_^ Asking"(c) OpenMw team with more diligence... -_-
PS.
Not need to apologies it's just an "else one" issue with OpmW and we can tried to solve it somehow. Anyway, it's should be useful for OpmW team. To know about rare issues I mean.
Cheers!
My guess is what you said here:
There were no problems with 0.46, so it's probable OpenMW lost some compatibility with its newer versions. Or, a bug specific to 0.48 (or Mac version of 0.48).
Cheers!
Anyway will hope on 0.50 fork which provide support for all best and stable! ))))))))))))
Any ideas? Its the only weapon that doesnt seem to work with the modular or main artifacts. Thanks again.
For the record its returning
NIFFile Error: Unknown record type NilightColourController
Oh i should mention after testing every file same error is returned with the Molag Bal Mace.
Latest patch for this weapon has been adds a some texture and lighting effects.
This problem should be connected with OpenMW only.
Vanilla engine can work with controller easy but OpMW may still can't.
I can try to look on more oldest mesh without this effect and upload it here.
Or use Nifskope and remove all Ligths effects from the mesh.
so maybe future dev builds might include a fix.
I also love zeresters shaders & the lighting effects seem to cause a few ink like artifacts to appear in specs on very bright patches(the white spots) on some of the textures(specifically _dt.dds placed file textures im guessing daytime?) Ive edited some of the dds files for personal use which has worked pretty well for the most part. A big part has been replacing super bright textures with darker ones specifically for the _dt.dds textures.
It has been well worth it though as even in vanilla style these weapons look amazing, no other weapon replacer really compares.
About:
It's a Detail map.
All objects (from Symphony) is using this map's slot:
Yes, if we can made this maps a bit more gray it's will make the brightness effect more softly.
Might be to do with it ignoreing the _nm file referenced by the mesh.
This mode can work on full transparency surface.
But, will be good to see the screenshot for better understanding on it.
To clarify more though the sword blade appears as if its made from vapour, The crystal part in the screenshot seems lacking.
The edge of blades have a full transpernt surface only with texture effect.
If we talking about it, than we can use Nifskope to applying another texture at effect's slot.
Well, I'll try to upload a simple mesh (broadsword) with different texture for example.
Check the Files page.
Ive fixed 80% of the dds files to work with openmw+zeresters shaders, but using a program to edit the textures.
Thanks again.
Furthermore if it would be possible to have an older archive of the Mace of Molag/St Felms for openmw would be amazing aswell if they still exist.
It will remove transparency at all.
But texture effects would be working and next.
Or change (remove) alpha channel into texture files. It's should be easy. All Stalhrim weapons are use a single .dds file.
Yes, You can found old versions at Better Weapon Project page.
https://www.nexusmods.com/morrowind/mods/34278
"Modern" version of the Mace have only a new effects with animations but the shell meshes are same.
The program i used to get rid of the artifacts produced by zerester shaders was a simple .dds editing tool. Most of it came down to lowering the brightness/temperature in the detail map files then lowering the colour saturation. Thanks again, absolute legend.
https://www.nexusmods.com/morrowind/mods/44218
Here You can found a some stuff about nifskope and nif files. Some video tutorials are there too.
The results appearred slightly different but both appeared solid. I also managed to remove the Nilight colour controller properties in case im missing anything with the latest updates to molags/st felms.
I think a few benefits are there as the mace handle and Axehead look very luminous.
Ill try & upload a few screenshots of how stahlrim appears.
My only real issue now is Trueflame. Hopesfire looks spectacular, with blue lighting effects & all.
Sorry for yet another question, but does trueflame require an esp for burning effects? Do you know which textures are responsible or if it depends on mwse? Thanks so much for all the help.
Nice to hear about good solutions about stalhrim.
Trueflame have a simple script by default in game which add a hidden lamp to the player. When You equipped it.
Hopesfire - have no script in Vanilla. It's will require to make a esp or LUA's mod.
Models are not requre MWSE to working themselves effects.
The particles and other effects are turn Off by anim controllers, not by MWSE. When meshes are put at world.
Or about else other?
Just to clarify ill do all this myself, Ive never gone that far in the CK & wondering how easy it will be 👍.
At the moment fire just above handle is working, the bottom of the sword and the holes going up does not.
EDIT:Yeah funilly enough hopesfire works, but the script that adds the Sword effect I think doesnt work in Open morrowind, I just tried in normal morrowind & the blue fire effect works on Trueflame, Im not sure I am advanced enough in the CK to make it work either, im guessing Id need to modify the script. Thankyou so much for everything Ill live without the one items effects.
It's possible with Nifskope editing of mesh.
Find particle look at textures properties and replace the texture there.
not all of fire spots works? Well not sure now, I'll try to look on the mesh.
Try to ask at OpenMw channel about it too.
If the hidden lamp adds not working fine in Op-engine.
Maybe it's a still non solved "bugs" and not script problem.
Sorry, I not using Op-Mw and can't say something more concrete. -_-
Or maybe it'll need an additional esp file if (as it seems for me) the thrown and regular knifes are used a same mesh by default.
In Symphony, yes, these meshes are different but it's controlled by esp file.
I think they are there. I think their were ones named dragon_dagger & steel_knife.
In regular morrowind the dagger & throwing knife use the same mesh which I didnt ever realise until now.
Because of this possibly the only way to seperate them might be an esp. Thankyou 👍👍.
You can make a new esp file simple.
Just check Symphony esp to find a good mesh for this item and make a new one esp for it.
It is a shame because A) openmw shits on morrowind in both performance(fps) & general smoothness + lack of bugs.
B) Zeresters realistic shaders is probably the only staple sunlight shaders mod for morrowind.
If anyone finds a solution please fill me in. This weapon mod looks amazing, its a real shame its incompatible with both the best way to play morrowind & the best way to bring it to life.
For the record aswell to those posting textures are missing, its not they are missing, but same of the names are absurd & dont find the correct texture.
The ebony staff which is like qulon_2.dds…
if renamed to w_staff_ebony.dds actually loads the correct textures. So many dont work properly on openmw or with zeresters shaders, but the staff thankfully looks dope.
Is it possible to know which textures belong to which weapons ? I've basically downloaded your mod for a few of them but I don't want the whole pack, and with thoses weird textures names I can't seems to find how I could use only 1 or 2 textures replacer ?
If you could help me that would be great :)