Just thought I'd mention that because this mod includes female-adapted male meshes for armors that already got female variants in the game, the latter will be overwritten.
One can solve this by deleting the following records from the plugin with TESAME:
Aye, dunno how I've still missed it. I swear I went through all the armors in-game at this point but somehow I keep missing that one. lol Give me a bit. I'll get to it soon enough.
honestly respect the dedication to still be modding this game after all this time. it's nice to see there's still an active community. morrowind has a charm to it that oblivion and skyrim could never capture. idk if that's just my rose goggles from my first elder scroll game being morrowind when I was like 10 years old but it is what it is. game sure as hell has less limits to it, was super funny how they "banned" levitation in the lore to not have to balance around the mechanic.
Shame cuz the skyrim armor modding community could use more people who make more than bikinis and corsets lmao. I mean I was down with it when I was 15 but now I've become such a stickler for lore friendly and immersiveness.
I just noticed the steel armor is concave in the chest. it's only possible to notice if you're looking from the side as opposed to straight ahead, the only way to notice it in the game is with that 360 viewer mode and to look at the character at an angle from the side. it looks like the sternum is caved in as if it got hit by a mace and it left a huge dent. not sure how it ended up that way just that it's a meme. I don't remember if it was that way in the vanilla armor. could be an issue on my end conflicting mods who knows. it reminds me of those old commercials for the car dent removers where some sort of magnet mechanism pulls the dent out like magic lmao. idk if you're still doing anything with this mod or planning on doing anything, just wanted to point it out for my ocd.
EDIT: nvm it's part of the base armor and shows on the male too. a bethesda oversight. go figure having played the game for so long on and off and having just noticed it now after all this time. then again steel armor isn't a set I often used on my characters.usually went from brotherhood to royal guard and that was that. either way hope you're doing well.
Hey thanks for the kind towards the end. I didn't even notice. lol I only did fit the armors more around the chest and waist. I didn't really "fix" anything. Other issue being that these armors are separate pieces and adjusting them too much breaks them.
I figure since it's the chest it wouldn't interfere with the other pieces to pull out the caved in areas. I feel like I played around with the programs for editing meshes for a bit and stopped because of the tedium involved in playing with the connect a dots for the dimensions, but there were a couple very obvious ones that stuck out like a sore thumb and all it took was pulling it out right at the sternum area so the armor could take its natural round shape. None of that probably made sense cuz I can't have spent more than 4 hours playing with a program I had no clue how to properly utilize. Waiting for the ai technology that you can plug some thing in your head and turn your ideas into mods. Honestly huge props to the people who meticulously work on these things because it's definitely not for me, more of a numbers and aesthetics guy.
Do you have plans for more updates? I noticed a recent update since I last visited not sure how finished it is. Been thinking about loading up the morrowind.
Hello, good to see you back. I don't think I'll update this any further until I get in-game again myself and then see something missing. Or someone reports another missing mesh. Of course mesh fixes are one thing. I'm merely working with the vanilla assets and adjusting their shape. The thing is once you start fixing geometry, you will get issues with the UVs (textures) and things won't line up anymore. The main goal of this was that you can use it with whatever vanilla texture replacer. UVs are basically the mesh cut and laid on a flat plane and UVs should never adapt to textures. Textures should adapt to the UVs and since we don't have any of their source material, you know?
Overall, 3D is a pain but I've been sitting in Unreal Engine for a long time now so this isn't an issue making mods like this. Should you get into this sort of thing: My workflow for this was to import a female upper body and then adjust the armor with shapekeys. When satisfied, remove the base shapekey and then the changed shapekey last. This basically is a non-destructive workflow. Well, until you "apply" it. Then again you could just reimport if you mess it up.
Dunno what to tell you overall except have fun if you boot the game back up. lol The funny thing is the thing I wanted to make since day 1 was 3D model mods for these games but knowing 3D alone isn't even enough. Their format and setups needed for 3D models is something I still haven't figured out and lost all interest. Should you have the same issue, something I saw you can do is you can get the specific Morrowind blender NIF plugin and then simply import something and tweak it and re-export it. Normally for things like Unreal that simply support FBX files among many other, you'd make your thing, rig it and just import it. This isn't the case for this.
One tiny complaint though - in-game vanilla magical armors using base models (like "unique" Dreugh Cuirass obtained during Koal Cave pilgrimage, or Hearth Wall using Gah-Julan bonemold cuirass) are not affected and still use the regular male models. If you could correct that, it would be grand.
Hello, thanks for the note. I'll look at it. Thing is the entries in the CS aren't exactly the best to find what I need to edit. If I find the blender plugin again to make these, I'll update this. I'm away right now. Haha
Edit: Nevermind. Turns out I didn't need to open blender. I'll upload a patch in a second. Let me know if it works.
Thanks for your reply! I gave it a try and it seems that the generic vanilla magic armors are still making reference to regular meshes - I had tested it only with the beforementioned Koal dreugh cuirass vs the regular one.
I did preview your new ESP with tesame and it seems that the dreugh cuirass remains unaltered. Are you sure you've uploaded the right file? :)
Small update: I gave it a try with couple of other cuirass from Generic Magic Armor and they all behave exactly the same as the one above. Full list is as follows: Chest of Fire Heart Wall Merisan Cuirass The Chiding Cuirass
Would be a shame not to include also those other "unique" cuirasses sharing the generic meshes: Daedric Cuirass [daedric_cuirass_htab] - the one from Therana with constant effect feather. Dreugh Cuirass [dreugh_cuirass_ttrm] - reward from Koal cave, already mentioned Erur-Dan's Cuirass Mountain Spirit
With the listed above, you've got everything covered :)
Hello, thank you for the nice list. I think something might have gone wrong when I saved the plugin. I've checked now and it does look like it did not save what I edited last time. Might be that I uploaded the wrong version as you've said.
I've now updated the mod. Check again. Should work now. Also added each of the ones you've mentioned. Thanks for the nice list. I wish more people would always provide such good details.
Edit: Fun fact is that some of these armors had 0 references so I did skip them initially. Thought they're pretty much cut content but no. lol
No problem at all - ultimately, it's in my best interest to be as descriptive as possible :) I've just give it a test and it works like a charm - all generic magic cuirasses use your new meshes now. And here we are with the best vanilla friendly female armor mesh replacer.
You're one amongst many reasons why Morrowind modding community is so much alive. Much appreciated!
PS. I've come accross one more piece that might appreciate your treatment: Ebony Mail.
So, if I want to use both this and https://www.nexusmods.com/morrowind/mods/52987?tab=description What order would I do them, and what would it take to make them compatible? I am going to ask the other guy too, and maybe my first mod will be a compatibility layer? I can live without either or both, but it would be nice to have both working together. And thank you for making a nice feminine armor set without being degenerate like 90% of the other female-centric mods here.
lmao Hello. Unfortunetely I can't really tell. It seems that mod you've linked also adds meshes. There's an incompatibility at a base level. What you could probably do (the least painful way) is to check what was done in the other mod. Then edit the meshes in my mod. This means you won't have to open blender or whatever 3D software.
The painful alternative is to edit the meshes in the glass mod and make your own shapes for female bodies.
I may have found a solution by using a similar mod. Though it does not edit armor. I don't frequently see armor anyway, so it should be fine. But, I do have Blender, so maybe I will also try to see what was done for the other one too.
Heyo. Basically in mine, all I did was alter the base shape.
The glass mod one you linked earlier only changed some shader flags most likely. I don't remember how NifSkope works but maybe you can just edit those .nif files to point to my models? Should work in theory. Assuming it's only shaderflags.
I love these! Are they based off the Morrowind Optimization Patch meshes or off vanilla meshes? I'm cutting back on the nice weapon and armour mesh replacers I've been using for performance's sake sadly :(
Hey, these are entirely vanilla meshes. They've only had their geometry moved a bit here and there. Not a single vertex less or more. Original UV maps are also still in tact and untouched.
Nice mod. It can be used with Better Morrowind Armor instead of defemm patches - it gives better shape and removes boobplates introduced by BMA. Noticed problem with imperial chain armor skirt - character's legs clips through it. Maybe it's Better Bodies specific issue. https://imgur.com/a/c1xnjIV
how did you get the mod to work together with better morrowind armor? seems like the latter messes with file names and folder locations. do I have to manually rename every file?
When I get to the DLC armors, I'll re-check the list for missing armors. Easy to make an update for this and patch stuff in without breaking it, thank god.
While my mod is hardly known, I am happy to link your mod from mine (Armor & Weapon Rebalance). It is well possible to have both mods effects just putting your mod first, mine second, and merge with delta-plugin.
Your mod (see the female body id): Record: ARMO "glass_cuirass" Flags:0x0000 () NAME: ID:glass_cuirass MODL: Model:a\A_Glass_cuirass_GND.nif FNAM: Name:Glass Cuirass AODT: Type:(Cuirass) Weight:18.00 (Light) Value:28000 Health:1500 Enchantment:120 AR:50 ITEX: Icon:a\TX_Glass_cuirass.tga *INDX: Part_Index:(Cuirass) BNAM: Male_Body_ID:a_glass_cuirass CNAM: Female_Body_ID:alexm_glass_cuir_f
My mod (see the different value and enchantment): Record: ARMO "glass_cuirass" Flags:0x0000 () NAME: ID:glass_cuirass MODL: Model:a\A_Glass_cuirass_GND.nif FNAM: Name:Glass Cuirass AODT: Type:(Cuirass) Weight:18.00 (Light) Value:6000 Health:1500 Enchantment:180 AR:50 ITEX: Icon:a\TX_Glass_cuirass.tga *INDX: Part_Index:(Cuirass) BNAM: Male_Body_ID:a_glass_cuirass
If you want, you can link it on your mod page and also the tool to merge it for anyone who wants to use both. I'd say "Make a patch and upload it, if you want." BUT this is still W.I.P. We should look further into it when I'm done with the DLC armors as well. Then I'd call this thing complete. No point in fiddling around with it after changes have been made because it's easy to miss stuff then and it's more of a pain to work with, if you ask me. lol
Of course, I just wanted to tell you because I saw you put the note
X mod above mine: Keeps the mod working but you don't get the female version of the armor working (unaltered vanilla) - OR - My mod below X mod: Get the appearance but no stats/item changes.
It is well possible to have both using delta-plugin, so I think it is worth a note. The delta-plugin process is automated, so it is not a big deal to keep going with a WIP mod.
Aye, no problem. Never heard of the tool before but I found something on Google and it mentioned OpenMW? I've only ever played Vanilla and I'm not going to be using OpenMW. Does the tool work for vanilla as well? If so, I'll just make a pin about the tool in the posts section on here. Couldn't find any info on that, unfortunately. Thanks as well!
TES3Merge is able to handle conflicts between this mod and Armor & Weapon Rebalance, provided you load this mod later, and is made to work with vanilla-engine Morrowind.
Just for clarification: All my mods I've made are for whatever game it's for. Always the original. I don't really personally want to play anything other than originals, with Daggerfall's Unity version being the one exception. So, fear not, reader.
would tes3merge fix the issues with better morrowind armor and other armor mods? that thing is a total fiesta with all the armors being renamed and given special snowflake locations too
The thing is that if it only changes the location, it's fine. That's Cell editing. Editing names and such in the engine would create a conflict with my mod because it's done in one of the same tabs I've edited to link the F armor. I may have years of experience and all that but I've never used TESMerge (funny enough, which I don't plan to, either) and did my own things and patched it all together manually. This was with the Plugin Info tab and comparing, etc. Tedious but it works.
From what I can see, TESMerge is supposed to do it, so might as well try. I'll update the description if you can confirm it works. One thing I don't have the energy for is making compatibility patches myself. Thus the description idea for anyone willing to run X mod.
Been waiting for something like this for a long long time. I'm glad to see the Iron Cuirass was just the beginning (admittedly, in my last playthrough it was the one mesh right off the bat in Seyda Neen that made me think "someone needs to do something about this").
66 comments
Also, if you encounter any issues, leave a post.
Have fun!
One can solve this by deleting the following records from the plugin with TESAME:
Oh Yes... before I forget, AngryKarakuri thanks for the mod.
Give me a bit. I'll get to it soon enough.
Only took me 10 years, but hey. lol
EDIT: nvm it's part of the base armor and shows on the male too. a bethesda oversight. go figure having played the game for so long on and off and having just noticed it now after all this time. then again steel armor isn't a set I often used on my characters.usually went from brotherhood to royal guard and that was that. either way hope you're doing well.
I didn't even notice. lol
I only did fit the armors more around the chest and waist. I didn't really "fix" anything.
Other issue being that these armors are separate pieces and adjusting them too much breaks them.
Do you have plans for more updates? I noticed a recent update since I last visited not sure how finished it is. Been thinking about loading up the morrowind.
Of course mesh fixes are one thing. I'm merely working with the vanilla assets and adjusting their shape. The thing is once you start fixing geometry, you will get issues with the UVs (textures) and things won't line up anymore. The main goal of this was that you can use it with whatever vanilla texture replacer.
UVs are basically the mesh cut and laid on a flat plane and UVs should never adapt to textures. Textures should adapt to the UVs and since we don't have any of their source material, you know?
Overall, 3D is a pain but I've been sitting in Unreal Engine for a long time now so this isn't an issue making mods like this. Should you get into this sort of thing:
My workflow for this was to import a female upper body and then adjust the armor with shapekeys. When satisfied, remove the base shapekey and then the changed shapekey last. This basically is a non-destructive workflow. Well, until you "apply" it.
Then again you could just reimport if you mess it up.
Dunno what to tell you overall except have fun if you boot the game back up. lol
The funny thing is the thing I wanted to make since day 1 was 3D model mods for these games but knowing 3D alone isn't even enough. Their format and setups needed for 3D models is something I still haven't figured out and lost all interest.
Should you have the same issue, something I saw you can do is you can get the specific Morrowind blender NIF plugin and then simply import something and tweak it and re-export it. Normally for things like Unreal that simply support FBX files among many other, you'd make your thing, rig it and just import it. This isn't the case for this.
One tiny complaint though - in-game vanilla magical armors using base models (like "unique" Dreugh Cuirass obtained during Koal Cave pilgrimage, or Hearth Wall using Gah-Julan bonemold cuirass) are not affected and still use the regular male models. If you could correct that, it would be grand.
All the best!
If I find the blender plugin again to make these, I'll update this. I'm away right now. Haha
Edit: Nevermind. Turns out I didn't need to open blender.
I'll upload a patch in a second. Let me know if it works.
I gave it a try and it seems that the generic vanilla magic armors are still making reference to regular meshes - I had tested it only with the beforementioned Koal dreugh cuirass vs the regular one.
I did preview your new ESP with tesame and it seems that the dreugh cuirass remains unaltered. Are you sure you've uploaded the right file? :)
Small update: I gave it a try with couple of other cuirass from Generic Magic Armor and they all behave exactly the same as the one above. Full list is as follows:
Chest of Fire
Heart Wall
Merisan Cuirass
The Chiding Cuirass
Would be a shame not to include also those other "unique" cuirasses sharing the generic meshes:
Daedric Cuirass [daedric_cuirass_htab] - the one from Therana with constant effect feather.
Dreugh Cuirass [dreugh_cuirass_ttrm] - reward from Koal cave, already mentioned
Erur-Dan's Cuirass
Mountain Spirit
With the listed above, you've got everything covered :)
All the best!
I think something might have gone wrong when I saved the plugin. I've checked now and it does look like it did not save what I edited last time.
Might be that I uploaded the wrong version as you've said.
I've now updated the mod. Check again. Should work now. Also added each of the ones you've mentioned. Thanks for the nice list. I wish more people would always provide such good details.
Edit: Fun fact is that some of these armors had 0 references so I did skip them initially. Thought they're pretty much cut content but no. lol
I've just give it a test and it works like a charm - all generic magic cuirasses use your new meshes now. And here we are with the best vanilla friendly female armor mesh replacer.
You're one amongst many reasons why Morrowind modding community is so much alive. Much appreciated!
PS. I've come accross one more piece that might appreciate your treatment: Ebony Mail.
What order would I do them, and what would it take to make them compatible? I am going to ask the other guy too, and maybe my first mod will be a compatibility layer? I can live without either or both, but it would be nice to have both working together. And thank you for making a nice feminine armor set without being degenerate like 90% of the other female-centric mods here.
Hello. Unfortunetely I can't really tell. It seems that mod you've linked also adds meshes. There's an incompatibility at a base level.
What you could probably do (the least painful way) is to check what was done in the other mod. Then edit the meshes in my mod.
This means you won't have to open blender or whatever 3D software.
The painful alternative is to edit the meshes in the glass mod and make your own shapes for female bodies.
Basically in mine, all I did was alter the base shape.
The glass mod one you linked earlier only changed some shader flags most likely. I don't remember how NifSkope works but maybe you can just edit those .nif files to point to my models? Should work in theory. Assuming it's only shaderflags.
Noticed problem with imperial chain armor skirt - character's legs clips through it. Maybe it's Better Bodies specific issue.
https://imgur.com/a/c1xnjIV
Your mod (see the female body id):
Record: ARMO "glass_cuirass" Flags:0x0000 ()
NAME: ID:glass_cuirass
MODL: Model:a\A_Glass_cuirass_GND.nif
FNAM: Name:Glass Cuirass
AODT: Type:(Cuirass) Weight:18.00 (Light) Value:28000 Health:1500 Enchantment:120 AR:50
ITEX: Icon:a\TX_Glass_cuirass.tga
*INDX: Part_Index:(Cuirass)
BNAM: Male_Body_ID:a_glass_cuirass
CNAM: Female_Body_ID:alexm_glass_cuir_f
My mod (see the different value and enchantment):
Record: ARMO "glass_cuirass" Flags:0x0000 ()
NAME: ID:glass_cuirass
MODL: Model:a\A_Glass_cuirass_GND.nif
FNAM: Name:Glass Cuirass
AODT: Type:(Cuirass) Weight:18.00 (Light) Value:6000 Health:1500 Enchantment:180 AR:50
ITEX: Icon:a\TX_Glass_cuirass.tga
*INDX: Part_Index:(Cuirass)
BNAM: Male_Body_ID:a_glass_cuirass
delta-plugin result (both changes!):
Record: ARMO "glass_cuirass" Flags:0x0000 ()
NAME: ID:glass_cuirass
FNAM: Name:Glass Cuirass
MODL: Model:a\A_Glass_cuirass_GND.nif
ITEX: Icon:a\TX_Glass_cuirass.tga
AODT: Type:(Cuirass) Weight:18.00 (Light) Value:6000 Health:1500 Enchantment:180 AR:50
*INDX: Part_Index:(Cuirass)
BNAM: Male_Body_ID:a_glass_cuirass
CNAM: Female_Body_ID:alexm_glass_cuir_f
X mod above mine: Keeps the mod working but you don't get the female version of the armor working (unaltered vanilla)
- OR -
My mod below X mod: Get the appearance but no stats/item changes.
It is well possible to have both using delta-plugin, so I think it is worth a note. The delta-plugin process is automated, so it is not a big deal to keep going with a WIP mod.
Anyhow, thanks for the good work!
Never heard of the tool before but I found something on Google and it mentioned OpenMW? I've only ever played Vanilla and I'm not going to be using OpenMW. Does the tool work for vanilla as well? If so, I'll just make a pin about the tool in the posts section on here. Couldn't find any info on that, unfortunately. Thanks as well!
Editing names and such in the engine would create a conflict with my mod because it's done in one of the same tabs I've edited to link the F armor. I may have years of experience and all that but I've never used TESMerge (funny enough, which I don't plan to, either) and did my own things and patched it all together manually. This was with the Plugin Info tab and comparing, etc. Tedious but it works.
From what I can see, TESMerge is supposed to do it, so might as well try.
I'll update the description if you can confirm it works. One thing I don't have the energy for is making compatibility patches myself. Thus the description idea for anyone willing to run X mod.
Alex's Better Fitted Female Armors - Tribunal (release Aug 2022)
Alex's Better Fitted Female Armors - Bloodmoon (release Aug 2023 ?)
Alex's Better Fitted Female Armors - Tamriel Rebuilt (release Aug 2102 ?) "Centenary Edition"
But seriously, great work and thanks for coming back and releasing updates.
If I played the game more, I'd probably have gotten to it sooner but nope. lol
Been waiting for something like this for a long long time. I'm glad to see the Iron Cuirass was just the beginning (admittedly, in my last playthrough it was the one mesh right off the bat in Seyda Neen that made me think "someone needs to do something about this").