Morrowind

319 comments

  1. MelchiorDahrk
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    Locked
    Sticky
  2. Seichyn
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    In case someone still needs/wants to use previous version (because of the problems with certain mods after update):
    v2.2.2 Vanilla
    v.2.2.2 HD
    1. MelchiorDahrk
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      OK, we found the issue. You'll need to redownload the main file here. The metadata file had a typo which has now been fixed. Sorry about the confusion!
    2. zsouza13
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      What's your next work?
    3. MelchiorDahrk
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      I'm hoping to participate in May Modathon this year and then get back to actively working on Lyithdonea. I wanted to push this OAAB_Data update out so all the fixes would be in for Modathon this year.
  3. vaelta44
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    With the new update I now get a lot of mods complaining that I don't have OAAB data installed when I get to the main menu screen. Are all these mods going to need to have to update their metadata files, or is there some other way of fixing this?

    Also... uh, where is this "deprecated" tool? And how does one use it? And I do have to ask the more philosophical question, of exactly why are assets deprecated? It just truly seems totally against the whole ethos of this resource to remove things in subsequent releases, given that it then breaks old mods. Including my own, which is why I would very much like to know how to UNdeprecate things.........

    Edit: Just reading the development blog. My understanding of how this all works is very poor, but do I read it correctly that if I have used, for example, AB_Furn_BoneSkelLegUpperL in my mod, it won't be removed from my mod just because it is now considered "deprecated"? I really think some little tutorial would be useful on this subject of deprecating assets for those of us who aren't intimately involved in the process and don't understand how it works...
    1. MelchiorDahrk
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      Nothing is ever truly "deprecated" from OAAB_Data to maintain full backwards compatibility. This update simply uses CSSE to hide "deprecated" IDs in the CS to discourage their use.
    2. vaelta44
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      Ok. So no need to update mods even though the asset is listed as deprecated - and opening up a mod in the CSSE with deprecated assets will allow me to still use those assets even though they wouldn't be available to use in a new mod..?

      That isn't how Tamriel Data works, is it? With that you get the ugly red cubes if an asset is deprecated? (I just can't fathom the logic behind doing that to a public asset resource - backwards compatibility being an extremely important thing IMO..)
    3. inpv
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      Same here, seems a lot of mods depend on previous OAAB_Data version.
    4. vaelta44
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      Well, in the meantime just opening up the metadata files and deleting the dependencies works.
    5. MelchiorDahrk
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      Yeah, there's something screwy going on with the metadata dependencies. We're currently looking into it. It's unclear yet if it's a formatting issue on the mod-side or a validator issue with MWSE itself.
    6. MelchiorDahrk
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      OK, we found the issue. You'll need to redownload the main file here. The metadata file had a typo which has now been fixed. Sorry about the confusion!
  4. Brujoloco
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    Wondering if you could help me with this, I upgraded to the latest version and then I get this error

    

    Been trying for a while to find out why I cant even create a new game or even load an old save. MW loads up normally and then upon trying to load a savegame or create a new char this crashes everything.

    Edit: Afte a much more thorough search with a lot of patience I discovered that the culprit was OOAB_TelMora ... Since I have been carrying the same morrowind install for the past 11+ years, and I rarely updated anything there due to it being "perfect" to my playstyle, seems I added OOAB_Telmora a while ago and had a very old version "1.8" and it seems it clashed with the much more often updated OOAB_DATA which seems to have the ingredient in a different location and the old city mod had a wrong redirection.

    All in all thanks yet again for keeping this amazing database and the plethora of amazing mods that depend on it :D
  5. opuwonee
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    I have the latest version of OAAB yet I keep getting this warning:

    One of the files that "OAAB - Tombs and Towers.ESP" is dependent on has changed since the last save.
    This may result in errors. Saving again will clear this message
    1. BeefStranger
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      same problem here with Morrowind Redux All-in-one.esp

      You can get it to stop complaining with wyremash but i have no clue if its causing actual problems or not
    2. MelchiorDahrk
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      It's a harmless error.
  6. DiggyD1994
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    Do drag this to the Morrowind data files or just the general morrowind file????
    1. MelchiorDahrk
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      The `OAAB_Data.esm` file should be in the `Data Files` folder.
  7. johanrosen
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    Any idea why this happens when activated? What am I doing wrong?

    1. MelchiorDahrk
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      Yes, those have to be scripted.
  8. Dolsebela
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    so HD... is that 1024x1024 HD or 2048x2048 HD?
    1. MelchiorDahrk
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      Not completely consistent, but in general it is 4x vanilla resolution.
    2. Dolsebela
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      okay, i'm just tryna preserve fps with 400 mods... most of them small but, you know
  9. Dolsebela
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    how compatible is this with tamriel rebuilt?
    1. MelchiorDahrk
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      This is just an asset repository. It doesn't change anything about the game world. It's completely compatible with TR.
  10. UsernameWithA9
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    Well, isn't that intriguing?
    1. MelchiorDahrk
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      Look in bugs. :P
    2. UsernameWithA9
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      Ah! That explains it then. I was racking my brain trying to remember if I'd said something that may have been deemed offensive, which I sometimes do.

      As it turns out, I didn't this time. Smooth move, Melchior.
  11. UsernameWithA9
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    I'm not sure what's going on here but whenever I opened up the new v2.2.2 OAAB_Clutter Cell, the new map models were all pink. Missing textures, right? So, I collect all the relevant meshes and head over to Nifscope and noticed that the first map had a slight oversight. The first two textures were correct but as for the third, instead of pointing to bookart\aldruhnregion_377_253.tga, it was pointing to bookart\aldruhnregion_377_253.dds. The same was true for the Balmora map. So, I corrected the error, inserted the updated meshes back into the mix and loaded up OAAB Cells again only to get the following result from the terminal:
    [17:20:16.719 E] Failed to open image: Resource 'textures/bookart/oaab/blackmarsh_377_253.dds' not found
    [17:20:16.720 E] Failed to open image: Resource 'textures/bookart/cyrodiil_377_253.dds' not found
    [17:20:16.720 E] Failed to open image: Resource 'textures/bookart/elsweyr_377_253.dds' not found
    [17:20:16.720 E] Failed to open image: Resource 'textures/bookart/hammerfell_377_253.dds' not found
    [17:20:16.720 E] Failed to open image: Resource 'textures/bookart/highrock_377_253.dds' not found
    [17:20:16.720 E] Failed to open image: Resource 'textures/bookart/morrowind_377_253.dds' not found
    [17:20:16.721 E] Failed to open image: Resource 'textures/bookart/skyrim_377_253.dds' not found
    [17:20:16.721 E] Failed to open image: Resource 'textures/bookart/theempire_377_253.dds' not found
    [17:20:16.721 E] Failed to open image: Resource 'textures/bookart/valenwood_377_253.dds' not found
    [17:20:16.721 E] Failed to open image: Resource 'textures/bookart/aldruhnregion_377_253.dds' not found
    [17:20:16.721 E] Failed to open image: Resource 'textures/bookart/redmountain_377_253.dds' not found
    [17:20:16.722 E] Failed to open image: Resource 'textures/bookart/balmoraregion_377_253.dds' not found
    [17:20:16.722 E] Failed to open image: Resource 'textures/bookart/sadrithmoraregion_377_253.dds' not found
    [17:20:16.722 E] Failed to open image: Resource 'textures/bookart/vivecregion_377_253.dds' not found


    If you'll notice, the CS is still looking for a .dds even though I've updated the meshes for Ald-ruhn and Balmora. And I don't know what the deal is with the Black Marsh map. As for the rest, I got frustrated and came here for advice.

    What's bizarre to me is the CS is looking for something in 'textures/bookart/'  when it should simply look in the 'bookart' folder. And it's not reading that way in Nifscope either. So... I don't know. A little help?

    Regardless of whatever issues the CS may be having on my end, all of the map models need to have corrected texture paths.
    1. abot
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      Talking about Morrowind,exe here, if it does not work with OpenMW that's another story.
      Textures (used by a mesh) in a subfolder of Data Files\Textures NEED the textures\ prefix to work.
      Textures in Data Files\Textures do not need the textures\ prefix (but work with it)  so e.g. both Textures\bar.dds and just bar.dds would work

      Textures\foo\bar.dds
      should load the textures fine regardless if the path in the mesh is textures\foo\bar.dds or textures\foo\bar.tga or textures\foo\bar.bmp, it will give priority to 1st found extension in this order: .dds, .tga, .bmp

      Having said that, if the texture files are not used by a mesh but linked from a book text, they probably should be in the Data Files\bookart folder, not in the data Files\Textures\bookart folder so that could be causing problems.
    2. UsernameWithA9
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      I'm using OpenMW and the meshes mentioned above are all placed correctly in the hierarchy, the Morrowind/Data Files/BookArt folder with one exception, the OAAB meshes have their own folder, Morrowind/Data Files/Mods/OAAB/Data Files/BookArt. I wouldn't put the BookArt folder in the Texture folder, that's just noobish... come on.

      Having just said all of that, I had a hunch so I copied 
      balmoraregion_377_253.tga and aldruhnregion_377_253.tga (Remember from above that I had already pointed the respective .nif models to these two .tga files as opposed to .dds files.) from the Morrowind/Data Files/BookArt folder, created a BookArt folder in Morrowind/Textures, dropped the files in and loaded up OAAB Cells. Guess what? They magically appeared! Now, isn't that counterintuitive? And noobish. Hah! What the hell is going on here?

      So, it appears this may be an OpenMW issue and I will head over and file a (Insert the censored synonym for female dog here) about it later, however... There is still the issue of incorrect texture paths within these .nif models:

      • mapAldRuhn.nif
      • mapBalmora.nif
      • mapCyrodiil.nif
      • mapElsweyr.nif
      • mapHammerfell.nif
      • mapHighRock.nif
      • mapMorrowind.nif
      • mapSadrithMora.nif
      • mapSkyrim.nif
      • mapTamriel.nif
      • mapValenSummerset.nif
      • mapVivec.nif
      • mapVvardenfell.nif
      The supporting BookArt files are .tgas and the above .nifs are all searching for a non-existent .dds BookArt variant. As for mapBlackMarsh.nif, there is a supporting .dds file but the CS can't find it because it's looking in the wrong folder-> Morrowind/Textures/BookArt/OAAB/blackmarsh_377_253.dds when it should be looking in Morrowind/Mods/OAAB/BookArt/OAAB. Again, that seems to be an OpenMW issue.

      @abot:
      Your quote from above,

      'Textures\foo\bar.dds should load the textures fine regardless if the path in the mesh is textures\foo\bar.dds or textures\foo\bar.tga or textures\foo\bar.bmp, it will give priority to 1st found extension in this order: .dds, .tga, .bmp',

      is incorrect, at least from the OpenMW perspective. OpenMW is not as forgiving as the original engine. If the texture path within the .nif says it needs a .tga then there better be a .tga file in the location specified or else you get the pink reminder that something's not right.

      Is anyone else having this issue?

      As an aside, censorship within the Nexus sucks yet it is slightly amusing. Your curse words come out looking like cartoon expletives.
    3. MelchiorDahrk
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      This isn't a bug with OAAB_Data. Please report to the OpenMW team. The vanilla engine has a hierarchy for image files `bmp->tga->dds` and it will look for any of the above regardless of what's specified in the NIF.
    4. UsernameWithA9
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      Kinda what I figured. That's unfortunate because I was really digging the idea of having some new regional map models to work with. However, I don't believe I will open a bug report because I'm assuming that's how the OpenMW dev team intended it to operate.