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Saint_Jiub - fixed and optimized by Pherim

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Pherim

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67 comments

  1. Pherim
    Pherim
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    Important: Absence from Nexusmods

    Hello fellow modders and players,

    I won't be active on nexusmods in the forseeable future, so I won't read any comments on my mods. Please do not contact me directly unless it is absolutely necessary, i. e. if there is a critical issue with one of my mods that you are unable to fix yourself (incompatibilities are not critical). If it is not explicitly stated in the mod's permissions that I used assets from other modders that are not free to use, you can use everything from all my mods in any way you want. You do not have to ask for my permission. I only ask that you do not upload my mods directly onto other sites without asking me first. If you edit them in whatever way to want, you may upload your version wherever you like, but I'd appreciate it if you could link to the original mod.

    That's it for now, see you around and have fun!
  2. Spammer21
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    Hey !
    Thanks for the hard work !

    I don't know if I'm doing something wrong, but whenever I try to put on a glass armor, the game crashes. Which does not happen with this mod turned off, so... :/
    1. Pherim
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      That's definitely not supposed to happen. Which armor piece causes it? Is the Morrowind Code Patch installed correctly?
    2. Spammer21
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      I tried the right pauldron and the grieves, both made it crash. and yup, I have the MCP 2.4 installed, with all the bug fixes
    3. Pherim
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      That's strange, I just checked every piece and they all worked fine for me. Which mod manager do you have? Have you tried it with all other mods disabled? Is anything overwriting files from this mod?
    4. Spammer21
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      I use Mod Organizer 2
      And yeah, some files were overwritten by the morrowind optimization patch!
      I moved your mod lower and now everything works fine, thank you very much :D
    5. Pherim
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      Glad to hear it. But that sounds like there is some issue with Morrowind Optimization Patch. I might check that some time, though I'm not actively playing or modding Morrowind currently.
  3. ThatOneGuy1811
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    Is there some way to remove the shininess of the indoril armor? particularly off the helmet and pauldrons. I love the mod, but I much prefer the matte look of vanilla textures.
    1. Pherim
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      Three ways I can think of at the moment:

      - Replace the reflection map (indoril_GM.dds) with a completely black texture
      - Remove the NiTextureEffects from all indoril meshes (with NifSkope, if you know how to do it it's easy)
      - Use this mod: Remodeling of Indoril Armor. It has even better meshes and works together with HiRez Armors, except for the helmet texture, unfortunately. You'd have to use a different one.

      If you don't know how to do one of the first two and don't want to use the other mod, I can help you, of course.
    2. ThatOneGuy1811
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      Thanks!
  4. IllusiveMan196
    IllusiveMan196
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    Would this be compatible with Better Bodies? Not that it'd really change anything as I've already installed this mod (yeah, yeah, should've asked first) but won't hurt to ask.
    1. Pherim
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      I think I've only used Robert's Bodies, but I don't see why it shouldn't work with BB.
    2. IllusiveMan196
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      After playing quite a bit here are the results: everything works except for pants, as they clip through character legs like crazy (at least on player character). Can't test boots (ok, I'll do that later) as I'm Khajiit. Elves think Kats don't need boots, elves are wrong.
    3. Poeskind
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      This mod does not change pants meshes.
    4. Pherim
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      Which body mod are you using?
  5. udedenkz
    udedenkz
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    Is the unoptimized and unfixed version over 100MB? Because, if so, that's impressive.
    1. Pherim
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      Yes, because uncompressed textures are at least four times as big as compressed ones.
  6. Giantjay
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    such a shame there are so many files that need re-naming for open mw I kinda want to try it it but its so much work and i'm just not comfortable at renaming things yet..... Do people release versions of mods such as these already renamed? trying out morrowind is a great learning curve
    1. Pherim
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      There is this version which comes with correctly named normal maps: HiRez Armors Native Styles V2 for OpenMW

      It does not come with any of the fixes I made to Saint_Jiub's original version of this mod, but some of them are not needed for OpenMW, anyway. Installing my version first and overwriting with the OpenMW mod should still work. If you encounter any problems, come back here and I'll try to help.
  7. AreaFive
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    Would anyone happen to know which Dwemer armor mod Pherim is recommending in the read me? The link no longer works and I'd love to know which it is.
    1. Pherim
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      That's St_Jiub's original readme. The link doesn't work because morrowind.nexusmods.com is now nexusmods.com/morrowind, but the mod is still there: https://www.nexusmods.com/morrowind/mods/41799
      Here is a version which also covers the dwemer "creatures": https://www.nexusmods.com/morrowind/mods/41789

      I also recommend this mesh replacer: https://www.nexusmods.com/morrowind/mods/43335
    2. AreaFive
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      Thank you very much, Pherim. Much appreciated.
  8. C3pa
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    Is there a possibility you could make this compatible with Remodeling of Indoril Armor by CemKey?
    1. Pherim
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      If you install that mod after this one, you obviously don't get the bump and reflection maps on the armor. Adding those to the remodeled meshes would not be a problem, but the helmet texture from this mod is different from vanilla in size and layout, and doesn't fit the remodeled version. Either the texture or the uv map would have to be edited (cutting the texture in half would probably be the easiest way).

      Is there anything else that doesn't work?
    2. C3pa
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      No, just the helmet texture is bugging me. Bump and reflection maps are all right
    3. Pherim
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    4. C3pa
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      Works like a charm! Thanks :-0
    5. akh
      akh
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      Thx for sharing the helmet texture patch. Maybe put it as an optional file so it's not lost?
  9. Chokaro
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    You've got a typo in your meshes unless this is intentional for some reason (but I cant think of a reason it would)

    Your cephalopod helmet is spelt "cephalapod", thus not properly overwriting the vanilla/MOP one ;)
    1. Pherim
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      Certainly not intentional, but like the Bonemold Amun-An helm typo (which I fixed in the last version), this error comes from Saint_Jiub's original version, and I didn't even touch this file.

      Thanks for your comment, I'll upload a fix, soon.
    2. Chokaro
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      No problem. Im highly enjoying your mods, keep up the good work!
  10. C3pa
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    In nifskope you can combine 11 properties on glass cuirass (a_glass_cuirass.nif)
    1. Pherim
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      Thank you - these are duplicate reflection maps that for some reason are attached to the NiNode "skeleton" that the armor is skinned to. They are not displayed in the game and I doubt they cause any problems or affect the performance in any way.
    2. C3pa
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      Good to know, thanks :-)
  11. Necrolesian
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    This is great, so much more convenient than it was before. You had to install v1 first because of that texture that a v2 mesh expects, delete one or two borked meshes from v1, then install v2, then the two separate fixes for it from Papill6n and Greatness7 linked from that forum thread. Ugh.

    Stupid question, but just making sure, those fixes (Papill6n and G7) aren't needed anymore right?
    1. Necrolesian
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      To answer my own question, no, it looks like those old fixes aren't needed at all, but that one mesh for the bonemold armun-an helm needs to be renamed as described below (at least until an updated version is uploaded).
    2. C3pa
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      Also v1 contains Dwemer armor textures, while v2 doesn't include them.
    3. Pherim
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      Yes, Saint_Jiub left them out on purpose because he preferred these: https://www.nexusmods.com/morrowind/mods/41799

      You can still use the textures from V1 if you like, though.