Morrowind
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Noiselarp7

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Noiselarp7

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6 comments

  1. 1Mac
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    For those wondering about the mismatch in Necrom: these normals seem to have been made from Tyddy's Necrom retextures, rather than textures from Tamriel Data. Fixes would be to either install Tyddy's mod, or delete the following files from this mod:

    tr_nc_road01_nh.dds
    tr_nc_sand01_nh.dds
    tr_nc_sand02_nh.dds
    tr_nec_floor_nh.dds
    tr_nec_ground_nh.dds
    tr_whitestone01_nh.dds

    ...or, if you want these normal maps but generally don't like Tyddy's Necrom textures, install Tyddy's mod, then delete all its textures except the ones corresponding to the list above (that is, delete the "arc" folder and the "tr_misc_glass_amber.dds" file, but keep the "lnd" folder).

    To the author: people would appreciate getting vanilla normal maps for the files above, but please leave these original "errors" available for the sake of compatibility with Tyddy's textures! You could even consider it an inducement to create normals for the rest of Tyddy's Necrom mod :D.
    1. 1Mac
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      Another solution: Download abot's fix for TR landscape textures. From abot's mod, delete these files: tr_at_clover.dds, tr_at_grass_b.dds, tr_at_grass.dds. From this mod, delete these files: tr_gl_rock_03_nh.dds, tr_rm_rock_01_nh.dds.

      It seems abot and Tyddy used the same textures for Necrom, so this gets us closer to compatibility. The files we delete from abot's mod have better version in TR that this mod matches. The textures we delete from this mod are better in abot's mod. I'm not sure where abot got them, or I could maybe find matching normal maps somewhere.
  2. mainque
    mainque
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    The floor tiles in necrom are missmatched. Using the latest high resolution release of tamriel_data.

  3. hokan42
    hokan42
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    I've now had time to do whole lot of running around in the TR areas including the new lands south of Old Ebonheart. As best as I can tell everything looks good.

    There are only two height maps that bother me, these are the two ground textures in Necrom:

    tr_nec_ground_nh.dds
    tr_whitestone01_nh.dds

    They seem rather exaggerated to me, especially the tr_whitestone01_nh.dds one.
    When looking down at the nearby stones, they exhibit a kind of "wave" like distortion pattern.
    I assume that some of the visual issues are due to the textures getting stretched - I'm using the higher resolution "Necrom - Arkitektora of Morrowind" textures on a 4K display, so it may be more noticeable to me.

    It would be nice to have alternate flatter heightmaps for these two textures.

    I'm adding two images to the "User Images" section to show the issue compared to the non-height map version.
  4. hokan42
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    Overall this looks like a good addition, but the recommendation of using "force shaders = true" may cause unnecessary GPU related performance issues.

    I based this on the recommendations in these docs: https://openmw.readthedocs.io/en/stable/reference/modding/settings/shaders.html
    As well as on my own testing.

    ------------
    [Shaders]

    These three settings are not necessary to make the normal maps (_n) and height maps (_nh) work.
    Using "force shaders = true" and "force per pixel lighting = true" did affect GPU performance noticeably for me when I tried it out a while back. My 4K at 60fps setup went down to 30fps, forcing me to switch to a lower resolution like 1920 x 1080 (2560 x 1440 may also work but I didn't test).

    force shaders = true
    force per pixel lighting = true
    clamp lighting = false

    auto use terrain normal maps = true
    normal height map pattern = _nh

    ------------
    My own (current) settings look like this:

    [Shaders]
    auto use object normal maps = true
    auto use object specular maps = true
    auto use terrain normal maps = true
    auto use terrain specular maps = true

    # these should not be needed as these settings use the defaults
    normal map pattern = _n
    normal height map pattern = _nh
    specular map pattern = _spec
    terrain specular map pattern = _diffusespec
    1. Noiselarp7
      Noiselarp7
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      I see I wasn't aware that OpenMW automatically swaps between Per-Pixel and Vertex Lighting per object depending on whether normal maps are assigned.