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Pherim

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Pherim

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126 comments

  1. Zanderat
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    Why are there multiple versions of the fixed DeFemm patches?  Enable all or pick one?  What are the differences.  Thanks.
    1. Pherim
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      This is explained in the Better Morrowind Armor Readme:
      If you want it, you may enable ONE of DeFemm-patches:
      Better Morrowind Armor DeFemm(a).ESP - it disables all female versions of armor, except female greaves,
      Better Morrowind Armor DeFemm(o).ESP - it is the most faithful to the original game version,
      Better Morrowind Armor DeFemm(r).ESP - only cuirasses made from stretchy material have female versions.
  2. zsouza13
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    Hey Pherim, I was wondering, how does BMA fare with the armor added by Tamriel Data? Are they any conflicts, etc. Thank you as always my old friend. 
    1. Pherim
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      Nothing I know of, BMA doesn't touch anything related to Tamriel Data. The only issue I'm aware of is the left leg of pants added by TD clipping with BMA greaves. Kadrak recently published a patch for that, as you are already aware.
    2. zsouza13
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      Thank you Pherim. I really appreciate everything you do and all the help you've given me over the years. 
  3. Kadrak
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    I'm having a problem with creating a patch for clipping the left leg/clothes. I know that this problem exists bc of the "free" slot Better Morrowind Armor created. I don't like Better Clothes bc they are changing too much of the vanilla textures, so I'm trying to make a patch, but I'm not really making it work.

    Is it possible for you to create a version with a Biped Left Leg? I think it's only a greaves/boots problem.
    1. Pherim
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      Adding these slots to the greaves and boots should not be a problem, just a bit of work. It should be enough to add the "left" slots to them in the Construction Set, but leave the "Male/Female Armor" fields empty. I don't know when I'll find the time and motivation to do this myself, but it's a good suggestion because I don't think there is a good reason these are not assigned.

      If you intend to edit the plugin yourself, be aware that it has Tribunal/Bloodmoon dependency, even though the plugin doesn't have them as Master files. This is so that it can also be used without the expansions. If the plugin is loaded in the CS without Tribunal & Bloodmoon, some scripts and enchantments will be removed from them when saving because they are not in Morrowind.esm. If you want to be safe, load Tribunal, Bloodmoon and the Better Morrowind Armor Plugin, but don't make it the active file. Then edit the greaves and boots, and save the changes as a new plugin, which must be loaded after BMA. Also be aware that if you are using any of the included optional plugins, these should be edited/loaded as well (like the Complete Armor Joints one).
    2. Kadrak
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      Thank you for such a fast response and your instructions. I already tried adding Tribunal and Bloodmon. But with making BMA an active file. I couldn't proceed further bc of the many warnings appearing.

      Unfortunately, while I'm not making it the active file, the warnings are still popping up. The first of them is:
      Following string is different for topic "someone in particular" info 2963712435680719868-"What do you mean you're looking for me? I don't know you, do I? You say you have a note from Ernil?
      (Loaded Data Files: Morrowind, Bloodmoon, Tirbunal and BMA (from your mod without any optional files, just "00Data Files"))

      Do you know how to proceed?
    3. Pherim
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      These can be ignored. If you haven't already, add the line "allowyestoall=1" (without quotes) to your Morrowind.ini under [General], then you can press "Cancel" to dismiss all these warnings.
    4. Kadrak
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      Great, now it's working. So now I just need to change Bipes, save every individual armor change, then save whole file, clean the new .esp with tes3cmd, use it as seperate .esp and I'm good to go, right?
    5. Pherim
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      Should be.
    6. Kadrak
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      All done and works perfectly. Thank you again for your help :)

      Do you mind me publishing it on my page, so others can download it too?

      Also, just to be sure, do I need to add anything to the Male and/or Female Armor parts? It's seems unnececery.
    7. Pherim
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      Great to hear! No, you don't need to add anything. And you can publish it. Maybe I'll incorporate it later, if you don't mind.
    8. Kadrak
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      I don't mind. Have a nice day Pherim!
  4. borok
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    I have suggestion regarding this mod. There is armor remodeling pack vanilla style mod with open permissions so you can utilize some of its parts for example pauldrons, shields and helmets. I personally use some of them alongside with your mod. Couple of pauldrons have very minor clipping issues with BMA but most of them look fine.
    1. Pherim
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      People can certainly use these mods together as they see fit, but I don't see the need to include files from that mod here, except maybe to complete the pauldrons. I also have my own mod for shields.
    2. borok
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      Yes, I use your shield mod because it has bigger coverage but I haven't compared your meshes and 7SKambei's meshes one by one,
      maybe there is something worth to borrow. Also finishing pauldrons would be nice that why I pointed to this mod in a first place.
  5. kotbaioun
    kotbaioun
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    Thank you for these improvements! I've modified rotation of a_netch_m_pauldron_cl.nif in NifSkope to make it less bulky. Now it has some clipping with a quirass, but i like it more.


  6. bernardsinio23
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    Ahh yes hello Pherim, which one of these must be installed for the update to better morrowind armors and does this fix "all" the issues found in the original mod?
    Thanks for this BTW.
    1. Pherim
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      It should fix most issues, at least all that I noticed. What do you mean which must be installed? "Better Morrowind Armor Fixes", of course. The other files are all compatible, though, and should be installed after it.
    2. bernardsinio23
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      Thanks champ for the info!!
  7. zsouza13
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    Pherim, I'm back again, my friend. I was hoping you could elaborate on the glass glowset patch? Is this simply just a patch for your version of better morrowwind armor provided on this page? Or is it a patch for just hi rez? If it is a patch for hi rez or better armor, or both, what would the load order be? Tyvm as always 
    1. Pherim
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      Both - The patch contains two folders:

      00 Data Files: This is if you are just using HiRez and Glass Glowset without Better Morrowind Armor. Load after both mods.

      01 Better Morrowind Armor: When using all three mods, this has to be installed in addition to the previous folder. In this case, load after all three mods (and after my own Better Morrowind Armor Fixes).
    2. zsouza13
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      So if I use your better morrowwind armor, the load order is 0. Better MorrowindnArmor 1. HiRez 2. Glass Glow. 3. 00 Data Files 4. 01 folder, correct?
    3. Pherim
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      No, load HiRez after Glass Glowset to get the textures. The patch only edits the meshes. Technically the textures should be edited as well, because glass glowset dulls the green parts so they don't get oversaturated by the glowmaps. But I think it looks fine.
    4. zsouza13
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      Thank you my friend 
  8. zsouza13
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    Would you happen to have a fix for the bonemold bracers when using Better Morrowind Armor and Cemkay's Bonemold Replacer together? Tyvm
    1. Pherim
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      What exactly do you mean?
    2. zsouza13
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      When I use your version of Better Morrowind Armor (best version), I noticed that I still have one vanilla bracer when using https://www.nexusmods.com/morrowind/mods/45946?tab=posts  -- it doesn't replace with the models from Cemkay when loaded after your Better Morrowind Armor. Thank you very much, my friend. 
    3. Pherim
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      Ah yes, I must have noticed this myself at some point, because I fixed it for my game. The problem is that Bonemold Armor Replacer changes only the left bracer record, but not the right one, which means that Better Morrowind Armor will always "win" in this case, as it changes the body part and with it the model that is used. Bonemold Armor Replacer uses pluginless replacement for the bracers, but changes the ground model for the left one.

      This means that it's not really possible to fix Better Morrowind Armor in a way that would work with both mods. Uploading a fix for Bonemold Armor Replacer is also not allowed without the author's permission, but you can fix it yourself. Editing the plugin would not be the best solution, because you'd have to save the unedited vanilla record for the right bracer in it, so that it reverts the changes from Better Morrowind Armor. But that would be a "dirty" edit that would be removed by plugin cleaning tools, and you would likely have to clean it after editing it. Fortunately, there is a much easier way, which I also used myself.

      Go to Data Files\Meshes\a, or if you are using a mod manager like Mod Organizer 2, the mod's own installation folder. Look for the file "a_bonemold_bracer_w.nif" and copy it. Then, go to Data Files\Meshes\bam - if the mod is installed in a separate folder, create a "bam" folder in "meshes". Paste the file and rename it to "a_bonemold_bracers.nif". With Mod Organizer 2 or a similar tool make sure the entire mod is loaded after Better Morrowind Armor, not just the plugin, so that it overwrites the file from Better Morrowind Armor. If all your mods are installed in "Data Files" without a mod manager, the file already exists and must be deleted or renamed, first (but you should use a mod manager). This will effectively make Better Morrowind Armor use the model from Bonemold Armor Replacer for the right bracer (technically also the left one but the plugin reverts this already).

      I hope this was helpful to you. If you have any more questions, feel free to ask.
    4. zsouza13
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      Thank you very much, my friend. I really appreciate it. This is an easy solution. And ty for updating and cleaning better morrowind armor too 😊
    5. Pherim
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      You're welcome!
    6. zsouza13
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      My friend, I was wondering if you could answer this for me. Which body replacer do you use? Does Robert's work with Better Morrowind armor/Clothes? Tyvm
    7. Pherim
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      Yes, it does. There may be some minor clipping in some cases, but that's not a big issue.
  9. SamuraiXxXJack
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    I for the life of me cannot get the complete joint meshes for the imperial chain greaves to show up, im installing mods manually and i keep installing the meshes for them last and cannot get them to activate. I was curious and thought it might be the esp, because when overwriting the esp for complete joints in the original file for better armors all of those complete joints meshes quit loading when i use the esp for complete joints in this new update. any help or advice would be appreciated.
    1. Pherim
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      You must load the Complete Armor Joints.esp last. Make sure nothing overwrites its records.
  10. ulysses
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    Save to update midgame?
    1. Pherim
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      Yes.
    2. ulysses
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      TYVM...
  11. Domovishhhe
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    I don't know for sure if this is common or not, but the vanilla pants on the left leg are clipping through the greaves and boots(or I just installed this patch incorrectly). Hope you'll notice this. 
    1. Pherim
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      This issue exists in the original Better Armors mod as well, and it happens because of the way the greaves are set up. In the vanilla game, left and right legs are treated as separate body parts , whereas in the mod, both have been combined and assigned to the right leg's slots, probably for performance reasons. Therefore, when vanilla pants are equipped, the left leg's slots are seen as "free" by the game and therefore the pants are visible.

      The easiest way to fix this is to use a clothing mod like Better Clothes, which has pants that are also set up like this, so there are no left leg parts to display.

      However, I just checked what happens if I assign the left leg slots to the greaves, but don't actually assign body parts to them. As it turns out, this also works, apparently. I assume most people are using a clothing mod together with this, but I guess I could update it in case someone doesn't.
    2. honestRope
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      It's not about performance. The reason that there are four spare leg spots in the Better Bodies bodies is because of the way Morrowind does clothes: every single piece of clothing has to *replace* at least one piece of the body itself. If you put on a shirt, it removes your chest and puts the shirt mesh there, etc. This means that if you wanted, say, a v-neck pirate shirt, or a pair of glasses, or a loincloth for all those naked Nords that would show a little buttcheek, or a scarf, etc etc - something that just sits on your body and still lets you see what's underneath, without replacing the hair or pelvis or whatever - it wouldn't be possible. So BB was designed to have the four "empty" leg slots on one side, so that any clothing that needed that feature could replace one of those invisible parts, without causing any part of the underlying body to go invisible.

      Essentially, left leg slots still being visible when BB armor is equipped is intentional, desired behavior, and if you change the armors to prevent that, you break a pretty important compatibility function between the various Better Bodies mods.