Morrowind
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Pherim - Stuporstar - Remiros - Reizeron

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1Mac

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22 comments

  1. rabcor
    rabcor
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    Is this compatible with vanilla textures/texture replacers?

    Edit: Most of the weapons except iron are. (only exceptions are steel knife, orcish waraxe, glass waraxe shaft and crystal shaft) they will use the textures from this mod over any texture you try to apply to them, thus need a retexture compatible with this mod (or the mod those changes were based on) specifically in order for it to do anything.
    1. 1Mac
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      Iron is compatible with texture replacers too. I guess that you spotted the new icons from Pherim’s mod, which he added so they would match his meshes. I don’t believe most texture replacers touch icons.
    2. rabcor
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      I tried using intelligent textures and everything iron just turned pink lol.
    3. 1Mac
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      That means you’re missing a texture for those pink meshes. This couldn’t possibly result from any incompatibility with IT, MET, etc. My guess is that you installed one of the patches from this mod without installing the corresponding mod it patches.
    4. rabcor
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      nope, what i did was i already had the intelligent textures mod installed, so i deleted the textures from this mod, then no textures would show up on the weapon, e.g. the iron weapon mod is not compatible with texture mods. texture mods do not break it, but it does not apply their textures to the weapons..

      I also tried loading intelligent textures after this mod but there was no change to the weapon's appearance.

      If you want to try yourself, you can try the iron battleaxe with this.

      The reason it doesn't work is because the edited meshes look for the textures in a different location, and under a different name as well. For a retexture to work for the iron weapons in this mod, it would have to be made specifically for them.

      i edited my initial comment to clarify.
    5. 1Mac
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      Well yeah, if you’re deleting non-vanilla textures from this mod, you’re of course going to get missing texture errors. That’s not an “incompatibility,” and is more akin to user error, frankly.
    6. rabcor
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      It depends on your definition of compatibility
  2. Cl3v3rP0tat0
    Cl3v3rP0tat0
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    This isn't particularly specific to this mod, I'd reckon but what's up with lowercase/uppercase filenames?
    [12:00:50.184 W] Warning: found duplicate file for '/home/cl3v3r/.local/share/openmw/mods/Improved Weapon Meshes Compilation/00 Core/meshes/w/W_Star_Glass.nif', please check your file system for two files with the same name in different cases.
    [12:00:50.186 W] Warning: found duplicate file for '/home/cl3v3r/.local/share/openmw/mods/Improved Weapon Meshes Compilation/00 Core/meshes/w/W_knife_glass.nif', please check your file system for two files with the same name in different cases.
    [12:00:50.437 I] Loading settings file: /etc/openmw/defaults.bin

    There's a few of these.
  3. Edorenel
    Edorenel
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    Oh, thank the stars for this AIO mod! You've saved us all! Ha-ha! xD Ty for your time and work put into this compilation mod. It is greatly appreciated! <3
    1. 1Mac
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      Hey, you’re welcome, and thanks for the comment!
  4. Hexrowe
    Hexrowe
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    This mod needs more endorsements - I only found it right after I had manually sorted out and installed literally all that stuff. Ffffffffff...!
    1. 1Mac
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      Lol, if it’s any consolation, I agree that this mod needs more endorsements.
  5. CoffeeBeard0
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    A recent new mod does an awesome thing, Better-Shaped Claymores
    
    I guess one is going to have to choose between the meshes used here and the ones in that mod right?
    1. 1Mac
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      Yes, but you can just let that mod overwrite this one without issue. That way you can use both mods at once.
  6. SpiderTheSpider
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    Oh man, I was just starting to combine these mods myself, but you did all the work for me :P Many thanks!  Any reason you didn't include Psymoniser's Improved Oriental Meshes?  Thinking of doing a compilation of mesh replacers for uniques (so I don't waste my time doing one myself)?
    1. 1Mac
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      Thanks, glad it’s what you were looking for. Main reason to exclude psy’s mod is permissions. They’re a little restrictive, and psy has been inactive for a while, so I’m not sure he can be contacted. I suppose I should at least try.
    2. SpiderTheSpider
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      Ah, that's fair, good on you.
  7. cane1314
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    Thank you for the mod! Wanted to add that if your using openmw, then the patches for openmw for Real Reflective Weapons - Iron
    Improved Weapon Meshes - Steel need to be installed or enchanted weapons will looks very strange.
    1. 1Mac
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      Thanks! As the PAQ says, you need to enable bump-maps in the OpenMW launcher for the mod to look as intended. The patches shouldn’t be necessary unless you’re running an older version of OpenMW.
    2. cane1314
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      It ended up being a texture limit issue. I had my shadow map count set too high, and the openmw patch semi fixes that issue because it removes some of the textures from some of the weapons. But the real lesson is to not be a dummy like me, and never set your shadow map count higher then 3. Then the issue is avoided entirely xD
  8. BioX853
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    Woah, neat. One question - what is your mod order for these meshes-related mods, including MOP and Project Atlas, and perhaps Correct Meshes and/or Properly Smoothed Meshes?
    1. 1Mac
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      Thanks! Short answer to your question is to install this mod after general mesh fixes. Long answer is that for replacer mods like this, install order is based on what meshes (or textures, sounds, etc.) you actually want to appear in the game. And if you're downloading a mod that just replaces weapon meshes, you want to see those more than what a more general fix like MOP offers. If a single mod happened to replace every mesh in the vanilla game (like MET does with textures), it would be silly to install it after a bunch of other mesh replacers, because then you'd never see those other replacers!

      Replacers that use plugins are a bit different because they often add unique assets that don't overwrite vanilla assets. If that's the case, then install order doesn't matter, but the load order of your plugins might.