Putting this here as well, in case someone misses it from the main page:
Update (W.I.P.)
The feedback so far has been so overwhelmingly constructive and insightful that I decided to keep working on this, in the form of an alternative Vanilla Plus Version. It will lean towards a light overhaul, providing some identity to each entrance/exit, making them more varied. Thank you all for the awesome response in such a short span of time, I'm truly humbled by it.
I noticed the underground caves entrance in Ebonheart where you get the lords mail artifact still has the old underwater door entrance. Would you be interested in replacing all underwater entrances that use a door (where appropriate) and not just for the grottos?
Hey, bobbyp456. Sure thing, I can expand it to cover those entrances as well. The next couple of months will be really hectic for me, however, with precious little time for MW. Producing the MMI with darkelfguy is eating up what little time I have for now, but count me in to implement this as soon as I can, after things get back to normal.
I'll do a full pass on Vanilla before releasing this update, so I can check every underwater entrance. If memory serves, there are places like Ashinabi as another example along the lines of Ebonheart Caves.
Hi Demanufacturer87, I'm very glad you're enjoying it! As for the patch, absolutely my pleasure to try.
I did some preliminary testing and the main issue seems to be that SVNR's work is a mesh & texture replacement that relies on higher poly meshes. The mesh formats are changed slightly around the edges, so it doesn't fit with vanilla pieces or custom pieces made using vanilla standards (like the one Vegetto88 made for IGE). If it was just a texture issue, I could try and get their ok to use mudwall_albedo.dds (I think it's an original texture they used for their mod).
Let me reach out to them and see what can be done. Either they'll be willing to adapt Vegetto88's piece and make it compatible with their replacement set, or if I get their ok I can see if Vegeto88 is willing to try and make a compatible piece.
EDIT: Not only SVNR was willing to make a patch, but they did it in less than 10 minutes! I love this community. Major props and thanks to SVNR. The patch is already uploaded, test it out and let me know if it works well for you, Demanufacturer87.
Yes. If only accounting what the mod alters, absolutely. It just removes and adds a few meshes, so it doesn't really store anything important in your savegame (like a Journal entry, a mesh with a script that changes a Global, etc.). So installation/removal with mods like these (Texture alterations as well, as another example) is a safe procedure.
Hi stuff1234567890, as per the Description section, it only alters the eleven Vanilla grottos. During development I did speak with some PTR Devs, and the general consensus was that altering them would be possible, but too prone to changes since many are in areas still going through updates.
Hi Hurdrax! Since installing Version 1.1 (Vanilla), I've found that the new dark passage mesh "floats" above the surface of the water (I've uploaded a pic in the images tab.) Since there's been no similar report from any other user, I can only assume this is unique to my setup; perhaps it's because I use an older version of OpenMW? (0.47)
Hi, Rhypon. From the picture, I think it's probably an issue of how meshes with alpha channels behave underwater (unfortunately a recurring issue that, as far as I've researched, it's not that easy to circumvent), and in that particular case the outline of the door bleeding to the surface could be a 0.47 issue. I used a mesh from PTR, which already comes with a good vertex color done on it (essentially "built-in" shadows on the piece) that mitigates the problem of alpha channels being "nuked" underwater, but that is as far as I was able to go. If you can test on it on 0.48 or 0.49 it'd be good. I'm not at my main station right now, so I can't fire up a 0.47 environment to see if I can reproduce what you're getting.
Thanks very much for your reply and feedback. Unfortunately, I can't test it on 0.48 as my geriatric PC can't handle it (hence my continued use of 0.47.) It's no problem for me to revert to v.1.0; at least I now know that this issue isn't caused by me messing up water shaders or something!
My pleasure. Since you mentioned water shaders, they could indeed be the culprit depending on the tweak made. If you can test it without them we can further troubleshoot this.
As soon as I can I'll try to reproduce on it on a 0.47 environment. I'll also reach out to my OpenMW contacts and see if there's something that can be done about it.
Wow! I appreciate all your assistance, but it's really not a huge problem as v.1.0 works perfectly. Besides, this is just a weird, isolated issue that hasn't affected any of the hundreds of other downloaders; and one that occurred on an outdated engine, so perhaps there's no need to trouble the OpenMW team with this! lol!
Thank you kindly, Hurdrax, you've been very patient!
Thank you my friend! In no small part thanks to you and Glittergear: I'll never forget making my debut as a Daedric Prince, no less! ;) Also, you're a natural teacher; it has been a privilege hanging out with you and learning so much.
Thank you, brother! The fact that the reigning King of abundance can appreciate the value in something simple like this reinforces not only your broad vision, but also what we talked about in your workshop: being coherent to a certain style and maintaining consistency matters a lot. Whether it's for a particular project, like in this case, or as one develops a general modding style. And consistency aligned with quality is something you have to spare, so it means a lot that you like this. I picked up a lot from you and intend to keep walking in your footsteps. Let us mod our way into the future! lol
60 comments
Update (W.I.P.)
I'll do a full pass on Vanilla before releasing this update, so I can check every underwater entrance. If memory serves, there are places like Ashinabi as another example along the lines of Ebonheart Caves.
I did some preliminary testing and the main issue seems to be that SVNR's work is a mesh & texture replacement that relies on higher poly meshes. The mesh formats are changed slightly around the edges, so it doesn't fit with vanilla pieces or custom pieces made using vanilla standards (like the one Vegetto88 made for IGE). If it was just a texture issue, I could try and get their ok to use mudwall_albedo.dds (I think it's an original texture they used for their mod).
Let me reach out to them and see what can be done. Either they'll be willing to adapt Vegetto88's piece and make it compatible with their replacement set, or if I get their ok I can see if Vegeto88 is willing to try and make a compatible piece.
EDIT: Not only SVNR was willing to make a patch, but they did it in less than 10 minutes! I love this community. Major props and thanks to SVNR. The patch is already uploaded, test it out and let me know if it works well for you, Demanufacturer87.
Thank you kindly, Hurdrax, you've been very patient!
Permanent fixture into the load order, you are going to make many more great things for Morrowind, of this I feel sure!