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Ice
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[RELz] Skywind Meshes and Textures

Thread for discussing the conversion of Morrowind/Morroblivion meshes and textures into Skyrim.

Used Macoron's Nif Converter to convert the Morroblivion meshes over to Skyrim.

The current meshes contain:

"/clutter/morro/m

/clutter/morro/n
/Armor/morro/a

/morro/* "

For the textures to show up, you will need to copy your Morroblivion textures over as well as unpack your "Oblivion - Textures - Compressed.bsa" and "DLCShiveringIsles - Textures.bsa" into your Skyrim textures folder. You can unpack these archives with a program like BSAopt.

 

Main Download


 

 

 

 

Optional Downloads


 

  • Nif Converter [if you want to convert any Morrowind/Oblivion nif to Skyrim, with instructions. Thanks Macoron!]
  • BSAopt [for unpacking Oblivion/Skyrim .bsa's]
  • Blender [I don't believe this works with Macoron's converter, but if you want to mess around with the nifs and textures. Tutorial for Oblivion import. Thanks Ice!]
Edited by: thermador on 03/25/2013 - 15:42
unknownone
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Ok cool thanks! Another

Ok cool thanks! Another question which may have already been answered but when adding items in the Creation Kit the models will appear with a "!" instead of the actual model. I loaded the .nif in 3ds Max and then exported it for Skyrim and when the Creation Kit loads it, it is no longer a "!" it just becomes pretty much invisible and the Creation Kit also throws some sort of shader error as well. I'm not sure if im using the correct export settings for Skyrim or not. 

Clint
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Were you able to convert this

Were you able to convert the nifs using Macorn's converter? Because I need some help with that xD

Did you put the nif in the right place, according to the file path?

unknownone
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No I do not have Macorn's

No I do not have Macorn's converter I am just importing and exporting in 3ds max. I'm also pretty sure the nif is in the right place, the creation kit will take the model but nothing shows up, the object is basically invisible. I think I need to play around with some settings in NifSkope but I am very new to working with meshes so I have no idea what to do. It also seems there is pretty much no documentation for adding your own custom meshes to the creation kit or having the oblivion format and changing it so its compatible with Skyrim. 

Clint
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Meshes and Morrowind_sk.esp
Weird. When I was messing with Morrowind_sk.esp, I opened up an interior cell, and obviously there were a bunch of exclamation marks. I clicked on one of the meshes which I think was supposed to actually be a bookshelf or something, and redirected its nif file path to Helpfulperson's Ordinator helm. Sure enough, the helm appeared in the right position and scale.
unknownone
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Hmm interesting.. I still

Hmm interesting.. I still can't figure out whats going on. What I am doing is opening the Creation Kit and loading in Skyrim and Morrowind.esm and then just adding new models in. Should I be using the morrowind_sk.esp or not? 

Clint
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Yeah, for now use the
Yeah, for now use the Morrowind esp. We need to get that cleaned and made into a master sometime. So you're sure the right corresponding file is in the right place? If you want, you can send me the file and I'll try messing with it.
unknownone
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I'm starting simple for now

I'm starting simple for now so the file I'm working on is just a gold coin in morroblivion. I uploaded the file that was exported for Skyrims settings. I put this file in Skyrim/Data/meshes/Clutter/morro/m/ and the texture files for it are in the /textures folder.

Clint
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All right bro, I'll take a
All right bro, I'll take a look at it. In the meantime, Unknown, could you do me a huge favor? Could you take a look at Macorn's converter and see if you can get some of our stuff converted using it? I've been trying, but I only have a few hours experience with 3DS Max, and not much with nifs either.
unknownone
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Sure I'll take a look. Where

Sure I'll take a look. Where can I find it?

Clint
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Project Andoran Niftools
unknownone
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I have never played around

I have never played around with maxscript before so I really dont know if I'm doing it right but to me it looks like the script isn't exporting correctly? The script runs (atleast I think it does..) and then displays the first model in the folder (maybe an error so the script stopped?) and then the script file opens automatically. If you check the folder you selected no new nifs are made so somethings causing it to either crash or just not export correctly. Is this what you find as well? 

Clint
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Kinda, were the instructions
Kinda, were the instructions clear to you? Also I'm using the trial of 3DS Max 2013, not 2012 or 2009 like he recommends. I'm going to try to get a hold of him and ask him what I'm doing wrong.
unknownone
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My bad I changed some stuff

My bad I changed some stuff in the script and couldn't find out what I was doing wrong until I turned SilentMode to False. I'm using 2008. 

After conversion when you get the nif and _col nif files and stick them in the meshes folder in the ReExport folder and run NifConvert.exe I'm getting the side-by-side configuration error. 

Edit: Fixed the error for NifConvert.exe just had to download the fix from the other post. ChunkMerge crashes immediatly after running though.

Edit: Got it working! New nifs now load in the Creation Kit fine without error. I'll be adding more nifs and then testing them in Skyrim!

Clint
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Good work Unknownone! You
Good work Unknownone! You just made my day :D So maybe you can help me out with mine, what did you all do to get it fixed? Ok, so you need to install that fix Macorn posted. I follow the instructions but I'm not getting the any nifs converted in the first place. So I'm doing something wrong. So I open 3DS Max, click Maxscript on the toolbar, choose run script, browse and choose Macorn's script file. Another browse folder opens and I choose a folder containing Morroblivion nif files, then 3DS Max windows starts flashing repeatedly for a while, then will stop. Am I right up to here? I'm guessing I screwed up somewhere in this step.
unknownone
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Yea that actually sounds

Yea that actually sounds pretty good. So I made a new version of the script (see attached) and I'm not sure I did much to it, but hey it works so I'm sticking with that one. The steps you are doing for 3ds max is correct - it should flash for awhile. I'm pretty sure the original script is fine to, all I really changed was the quiet mode setting. When its done processing that folder, go to the NifUtils folder (inside ReExport) copy the meshes that 3ds max processed (including _col.nif) and then run NifConvert.exe (if it gives error install the fix from the other post) and just click convert. (ignore the file input boxes) It will begin to process the files you put in the meshes folder. The readme said to run ChunkMerge.exe as well but for me it crashes every time. I just took the processed meshes and added it in the Creation Kit and the item showed up fine so I'm not entirely sure what's up with the ChunkMerge.

After all that just make sure to copy the right meshes and textures into the data folder for skyrim and you should be good to go!

Clint
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Hmmm I don't see col.nif

Damn, I still don't see the col.nif files after I run your script and choose the morroblivion nif files? 

Edit: Again, I load up 3DS Max, click MAXScript on the toolbar, click run script, choose your script, another browser window pops up, open the folder containing the Morroblivion nif files (in this specific case, meshes\morro\m), 3DS Max windows flash for a little bit, then I return to meshes\morro\m and the same files are there, no col.nif files.

unknownone
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Strange... this could be why

Strange... this could be why he recommends 2009 or 2012? But I am using 2008 so that shouldnt be it. You don't get any errors when running the script? After the script runs there should be 2 nifs. For example test.nif and test_col.nif and those should appear in the folder you selected. If it still doesn't work try his script but at the second line where it says SetQuietMode True set that to False and if there is some sort of programming error it should show up when you run it. 

I've already converted several thousand of the meshes and now I guess its just a matter of getting them in the Creation Kit? If it still doesnt work I could convert the files and then upload them, but it definitely should be working. 

Edit: I just converted meshes/morro/m just fine over here. This is very strange. 

Clint
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Where do I check for errors

Where do I check for errors after the script has run?

Edit: Yeah, if I don't get this working, could you upload the files on mediafire?

unknownone
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If there is some sort of

If there is some sort of syntax error in the script turing the quiet mode on will have it pop up a error box when you run the script. If there is not a syntax error then it will just run the script fine, so if you turned quiet mode on and it doesn't display a error box then its not a syntax problem. 

I'm also not entirely sure if this will work but maybe try changing your max project directory (under File) to a folder and in my script at the line MaxPath=("D:\max"+FLname+".max") change the "D:\max" to whatever you changed your project directory to. 

Edit: Yea I can upload the files just tell me what folders to convert (or all) I have converted:

/clutter/morro/m
/clutter/morro/n
/Armor/morro/a
/morro/* 

Clint
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Yeah, tried both of your

Yeah, tried both of your suggestions. No error pops up, and changing the path both in Max and in the script doesn't work either. Guess I'm just going to have to find a 2012 version somehow.

Yeah, if you could upload those files, that would be great! Will armor really convert over though?

unknownone
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One more suggestion is to

One more suggestion is to make sure your max is importing and exporting nif files the way the converter wants it to. If you havent done this already. In the extracted ReExport there should be a export.jpg and import.jpg and in max just import any nif and make sure the settings match, also export it and make sure the settings match the picture.

I have no idea if the armor will work, probably not I havent added any to the Creation Kit yet because my computer has been converting for the past 2 hours. I will upload the files soon and put a link on here.

Edit: Here are the converted meshes. I don't know if having the _col.nif files are necessary or not, but I threw them in there. 

http://www.mediafire.com/download.php?113hk7g1ck3ktrw

unknownone
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I did some more converting

I did some more converting last night and now I think I have pretty much all the morroblivion meshes converted. I'm uploading a new file now.

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Great work Unkownone and

Great work Unkownone and Robertneville777!

I've moved a great deal of your posts to this topic.

 

After placing your meshes in game and adding my textures folder, here are some meshes that I found are yet to be converted. You may already know this, but I'm just trying to get thoughts organized so we know what yet to convert. (Seriously though, I can't believe how many objects you've already converted. It's gotten me really inspired!)

Meshes / folders yet to be converted:

Lights folder.  ex: Lights\light_de_candle_16.nif

 

More clutter objects. ex: Clutter\morro\m\NBpillow02.nif

Clutter\morro\m\NBsilverwareplate02.nif , NBironladle.nif etc.

 

Textures I couldn't find in my Oblivion Morro folder. (might be my own error, please confirm these or tell me if I made a mistake).

Mesh morro\f\FloraUAshUGrassUWU01.nif had no texture. It references "Textures\plants\ashleaf.dds" which I cannot find in my origional folder.

 

That's all I've found so far. Is there any point in converting these nifs?:
"Some other items are skipped now, because there is no code for their translation, but it can be done without really big problems. They are armor and clothing, ammo, weapons, maybe alchemy and ingredients, furniture (it will require new models though).

 

 

EDIT: .... You HAVE? SWEET! I can't wait to see the new files! Ignore my post if you've already done what I was writing about. :D

Great work Unkownone! 

unknownone
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Yes the meshes have been

Yes the meshes have been converted and added in the new file, as far as the texture goes I found that in the morroblivion release and also in my textures folder so maybe unzip that file again. The armor (no surprise) does not work in Skyrim, I added Indoril armor and it looks fine in containers and such but when equipping it, your body turns invisible. So getting morroblivion armor in Skyrim might take some work or a new converter even. But yes there really is no point in converting over the armor, weapons and such but I was just testing things out. Hopefully we can get all those to work though. I did get ingredients to work, I haven't tried alchemy yet.

Here is the new link to the updated meshes.

http://www.mediafire.com/download.php?9w9ybyyysdjxosn

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Hey, I'm here. Miss

Hey, I'm here. Miss something?

Clint
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I wonder if Helpfulperson
I wonder if Helpfulperson will let us use his Indoril and bonemold armor? I also know there are a LOT of converted Morrowind weapons on the Steam Workshop, and I know there's a daedric set with helms on Skyrimnexus. I'll send helpfulperson a message about the armor.
unknownone
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Sounds good, I'm not sure how

Sounds good, I'm not sure how much work would be required to get the armor that we have into Skyrim. I'm pretty sure all we have to do is import the armor and the character bones and play around with that. I have no idea how to do that though, also we would have to make a _0 and _1.nif of the same armor to match the weight thing Skyrim implements. For example indoril_cuirass_0.nif indoril_cuirass_1.nif for different body types, which would be very time consuming. 

I could be wrong, I do not know much about modeling and nif files.

unknownone
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This time I converted some

This time I converted some meshes using the default Temp.nif and actually using ChunkMerge now.

http://img11.imageshack.us/img11/7064/2012060400002.jpg

Good News: Collision is working
Bad News: That is supposed to be one of those Vivec buildings (cantons?) but strange because it shows in the game and the kit like this, but the model appears fine in NifSkope.  

ironman12345
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I noticed this at the bottom

I noticed this at the bottom of the Max plugins readme,could this help the collision problem:

 Additional Notes
    ----------------

    If your collision mesh comes out deformed, go to the utilities tab,
    choose "Reset XForm" and click "Reset Selected". This should fix it.

unknownone
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I tried this on several

I tried this on several different meshes and unfortunately it didn't fix it. I'm not Max pro though.

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Have you tried Gmax 1.2,I

Have you tried Gmax 1.2,I know it`s not the actual 3DMax program but it can use the .nif format and import and export the same file formats as 3DMax does,and it`s free.:)

I can use it ok with the ReExport 1.1 version,but am having some problems with the ini file at this time.

 

unknownone
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I downloaded Gmax 1.2 and

I downloaded Gmax 1.2 and when running the ReExport script it doesn't like it. Did you have to edit/change anything for the script to run?

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Yes I have to change the

Yes I have to change the paths to suit the Gmax locations,and I am still having trouble with the 3DMax nif plugin ini file.

But I can`t afford to buy 3DMax.

 

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Oh ok, I think the script is

Oh ok, I think the script is doing it's job ok, just somethings up with the Converter. It seems no matter what I do the nif in Skyrim is either seriously deformed or doesn't even appear. 

I can't afford 3ds Max either.. I kind of torrented mine though ;)

EDIT: The collision mesh problem is now fixed :D (I think) I tested it with a couple models I threw in Skyrim. Now all thats left is to just convert everything.. again. In the first release of the meshes, the reference file (Temp.nif) was Skyrim bonemeal. Also, I never ran ChunkMerge on the first release which was very bad because that is responsible for joining the _col.nif with the normal .nif. I changed the Temp nif to the default one (thought I wasn't supposed to change it) in the tool download and then started running ChunkMerge. This version made the collision for the file but significantly distorted the mesh and I could not figure out why. I changed the Temp.nif yet again to a Skyrim rock (to be specific: /meshes/landscape/rocks/rockl01.nif) and converted again. When loading in Skyrim the meshes appeared with collision and no distortion. Hopefully this will fix all the problems but I've only tested a few. When I get the next batch uploaded, tell me if there are any meshes that are still broken.

Here is a vivec building:

http://img194.imageshack.us/img194/5830/2012060600002.jpg

From the top of the building (to prove collision is working) Note: Distorted meshes to left have not been fixed yet, and still need to be converted, but will be fixed shortly.

http://img717.imageshack.us/img717/1328/2012060600003.jpg

I will hopefully have the new updated download available tomorrow, assuming nothing else goes wrong and MergeChunk cooperates...

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Nice work unknownone!I've

Nice work unknownone!

I've tried to use Macorn's utility, especially script for 3ds max, but nothing happened. Script runs okay. But new files do not created after that =(. I think my problem in 3ds max, I'm going to try newer version this days.

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Great work unknownone!I'm

Great work unknownone!

I'm glad you finally got that to work, I guess dedication really pays off.

Clint
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Unknown, good work bud!
Unknown, good work bud!
Ice
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Awesome work Unkownone!

Awesome work Unkownone! You're seriously getting me stoked and inspired!

A couple people have mentioned not being able to affored 3dsmax. A friend found out that you can get it for free if you're a student. I did so and now have a legal, free copy. Check out the link in the first post.

(We don't support or endorse torrented files here, so please check out this free, legal method of obtaining a copy everybody).

unknownone
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Thanks for the link! I was

Thanks for the link! I was looking for something like that. I torrented my copy, but I am pretty sure it's just a demo because it says I have 5 days left. I'm not using a keygen or anything.

I just finished converting and processing most of the statics, I will do some more clutter and testing before it's uploaded. It should hopefully be up by this evening or later tonight.

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That does my heart good to

That does my heart good to here. :D IF you have 5 days left, it's obviously legal. And that should give you time to get the student copy.

Great work, once again. It really feels magical to see someone uploading new and better nifs in such mass quantities. A week ago I thought I wouldn't see morrowind in Skyrim for a year or so, and now parts of it are rushing in. Thank you for your work!

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Thanks! I can't wait to see

Thanks! I can't wait to see Morrowind in Skyrim, it's gonna be pretty awesome. I also thought that it would take forever for something like this to get released, but I'm glad that the NifConverter exists. :) I am eager to get it done, and hopefully Anruin's new converter will get more things over.

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Great! job unknownone!.I will

Great! job unknownone!.:)

I will keep trying to get it all working in GMax,it must be possible even if I have to hack it to death.LOL.:)

No chance getting a "student" copy of 3DMax,unless they are giving it away to 75 year old [young] guys too.

 

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Unkownone: Sweet! Ironman:

Unkownone: Sweet! :D

Ironman: haha! Perhaps they'll make an exception. :D At least give it a try... ;)

unknownone
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The new meshes are

The new meshes are now available! These include most/all statics (interior and exterior) as well as Clutter objects. Effects, Armor, Clothes, and some other files fail to convert fully over. Files that crashed the convert programs were not added. I will continue to look into this, but I think a newer version or more fully supported version of the converter is needed. I got the NifConvert and ChunkMerge source code and will play around with it. I will try to see if weapons will pass through the converter tonight, but highly doubt it. Even if they make it, they will need some editing to become fully usable in Skyrim. 

Here is the link to the new meshes with collision! If some meshes are still messed up, or they do not work for you, let me know and I will fix them.

http://www.mediafire.com/?s56nx7b68ehrk9o

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Awesome job!Unknownone, you

Awesome job!

Unknownone, you are now officially my new hero. :D

I'm downloading them now and will test them tomorrow when I have time.

Edit:

Oh, and you may not need to do the weapons.  I saw (and use) several mods on the steam workshop that are conversions of morrowind weapons.  All we would need to do is gain permission from the author.

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Sweet! I have a new esm and

Sweet! I have a new esm and new meshes to play with tonight! :D

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Well I got lucky.  Somehow my

Well I got lucky.  Somehow my internet went into hyperspeed mode and downloaded the meshes at about 4 or 5 times normal speed, so I got to play around with them.

First of all I would like to say that unknownone is a genius.  I never realized that morroblivion used so many vanilla Oblivion textures.  After extracting my oblivion textures bsa most textures are now present, except for the one for the shacks (like the ones in Seyda Neen, or Hla Oad), and the mushrooms.  However given those are the only ones I have seen in my admittedly short test, they may be an isolated incident.  Though this leads to the problem of what to do in Morroskyrim.  Do we require oblivion, or either make or find equivalent textures to take their place?

The meshes work great, except the misc objects appear to have no havok (I don't know if this can be converted or not).  They (specifically bottles) also create some lag which didn't happen before the collision was added (though these same objects did tend to lag in Morroblivion, so there is probably not much we can do).

Besides that though, I am really enjoying the new meshes!!! and I hope we can find a way to convert the ones that did not like the converter.

Edit:

I appear to be getting a crash in chuvakincellduplicate010 (hopefully these names are the same for everyone, as I have no idea what the true name for the cell is) every time I load it.  This only happend after installing the new meshes, so I am wondering if one of them is corrupt, can anyone else confirm?

unknownone
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I'm glad to hear that they

I'm glad to hear that they work for the most part. The bottles lagging is interesting, I never noticed it playing on morroblivion but I will take a look. Unfortunately, my laptop just died and Windows will not boot at all. If I get windows working again I will take a look at that cell, but yes it is probably a corrupted mesh. The converting software is pretty sketchy and crashes all the time and I wouldn't be surprised that it corrupted a few. To fix your texture problem with the shacks, if you have NifSkope just load in those particular meshes and find the texture path. If you don't know how here is a short guide which probably isn't that accurate but on the left side there should be a tree list containing the properties. Click expand on pretty much everything until you get inside the NiTriData (or something like that) and click that. Then on the bottom half in the huge list, there should be a textures entry and expand that and it will show what textures that model requires. If there is more than one NiTriData entry then click on the others as well because those may use different textures to. I would do this but my laptop is dead, and I am away from my desktop currently. If you find some more corrupt meshes/issues let me know. It would be pretty awesome if we fixed all the mesh problems so we are just waiting on Anruin's land converter! 

Shadow
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Thanks unknownone, and sorry

Thanks unknownone, and sorry about your laptop :(

I don't have NifSkope, but I will see if I can find a copy, and fix those textures.

 

unknownone
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No problem, I hope there

No problem, I hope there arn't that many more corrupted meshes. I haven't had time to test them out myself yet. 

Edit: Ice, it would be awesome when you have time to change the download link on the first post to the new ones. Thanks!

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