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taitechnic

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taitechnic

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About this mod

Makes Ebonheart render as a single object in the Distant Land view, so that it no longer has missing building pieces when far away. Requires a mostly Vanilla Mod list for compatibility. Currently experimental.

Requirements
Permissions and credits
This Mod is designed for a Mostly Vanilla mod setup.


Takes the separate tileset models that make up Castle Ebonheart, and combines them together into a single large mega-mesh file. An ESP file is used to delete the existing separate static objects that currently make up the castle, so that they can be replaced by this combined mega-mesh static in their place.


By turning Ebonheart into a single large static object, it allows the castle to appear and disappear as a whole object in the Distant Land view, instead of it's normal behaviour of appearing in the distance in partial chunks with missing building pieces.


Installation

Unzip the zip file contents into an OpenMW data folder, or into the Morrowind Data Files folder.

Enable Distant Ebonheart.esp in the game launcher.



Requirements and Compatibilty


I've used the Imperial tileset models from Project Atlas to build the mega-mesh, so you will either need to install that mod, or be using a re-Texture pack mod that includes Project Atlas compatible Imperial Atlas textures.

Tested on OpenMW 0.49 development version. I think it should also be able to work properly on OpenMW 0.48.


This mod was intended as an experiment to solve an issue in OpenMW, but it should also be able to work in the standard Morrowind.exe engine / MGE-MWSE platforms. Though I'm not sure if the mod gives any game benefits when run under those platforms.


Since the entire existing structure of Ebonheart is deleted in order for this mod to work, any other mod that makes major alterations to Ebonheart (e.g. BCOM) will be incompatible. Changing load order position is unlikely to be of much help in solving such problems. As mentioned at the start, this is intended for Mostly Vanilla mod lists, that don't massively overhaul the building layouts in-game.

I've installed this mod successfully with an already existing save file, but the general recommendation for any mod that makes major cell alterations like this one, is that they are best used with a new game start.


For testing purposes, I've separated the collision meshes into separate files from the visible object meshes. You can use console commands to disable the Castle Ebonheart static object, which will disable the rendering of the entire castle without affecting the cells' collision mesh or navmesh. You can use this to test the FPS impact of rendering the Ebonheart mega-mesh models.

Open the in-game console and enter:

ex_ebonheart_castle -> disable
ex_ebonheart_grandhall -> disable

To make Ebonheart visible again, enter the same commands, but replacing "disable" with "enable".


I've marked this mod as experimental, since I'm not sure how well OpenMW handles mesh files that are a giant compilation of other smaller mesh files.