Thanks guys, nice work getting v053 out the door!
Dave B wrote:
* Hospitality Papers in Sadrith Mora now work like they are supposed to [/b]
I don't care that much about it personally, but just so you know when people start asking questions: qwerty's patch for the hospitality papers does considerably change the way they work from the original morrowind.
From UESP on Angaredhel:
Angaredhel is a Dunmer mage who is the Prefect of Hospitality at the Gateway Inn in Sadrith Mora. He is very insistent that all visitors to the city must purchase Hospitality Papers
from him in order to do business or talk with the local residents.
However, nobody but Angaredhel himself will care one way or the other
whether you have papers, so there's not much reason to waste the 25 gold
to purchase them. Several people will indicate as much if you ask them.
One person who shares this opinion may be behind a "haunting" that is causing him some troubles at the inn.
Nice work everyone!
I've got v054 of of my complete installation package uploaded as well.
Many thanks for the update! But please check a new version of "Morroblivion Additional Support Files 2" - we have "Meshes" folder in "Meshes" folder (meshes of Real lava) and don't have "lavatileanim.dds" in "Textures/Morroblivion".
Today i installed for first time the Morroblivion 0.54 and i have to say... "You guys are awsome!"
Very good work.
I noticed that guards in Seyda Neen and other villages are not defending player when he/she is fighting creatures and evil npcs.
I was running around an imperial guard and a Hlaalu guard and they didnt do anything.
Maybe they need a guard AI package.. eh?
The guards seem to attack creatures like rats etc in my install,but I have not noticed wether they actually help you in your fights though.
I have noticed that when I use my morro-more-creatures mod the quards seem to attack the creatures and creatures attack guards,but they don`t help me fight them,so it does look like the quards don`t help the player even in extra mods.
Yes, but when an enemy (creature or evil npc) enters the village, they have to attack it.
In oblivion they do this for sure, because i used to pull strong enemies to towns, so the guards attacked them too. They were something like... in alert mode. They kill everything that does belong to the "evil" side.
And mostly now that npcs will come out of the dungeons and hunt the player forever, hehehe!
(this is what i mean help)
Umm! thats wierd,because the guards in my install do attack enemy NPC and creatures,they just don`t attack the enemy that you are fighting.
So if you are being ganged up on by say six rats,then the guards are helping by attacking some of them too.?
I had Enhanced AI in Seyda Need by Oblisgr installed as an esp with V054,and I had to untick it because it was not letting me do the normal Seyda Need quests properly as the NPC`s were never where they should be during those quests.And Fargoth never visited the tree stump to stash his loot.
It worked fine if I ticked it after doing the quests because they could then just wander around with no problems to the player.?
But maybe I just got unlucky.?
I realize that they move about,maybe I should stay on top of the lighthouse longer waiting for Fargoth,but he never seems to sneak to that darn stump at the time he did before,it is only a minor quest but if starting a new game it might be better if I skip the Seyna Need quests as the NPC`s have me running around in circles and using "Wait" to get into the houses.
According to his package Fargoth should go to the stump after 20:00
Understood qwerty,I quess I was trying to do everything together to get out of town quicker.
It is a great mod though as it`s cool to see them all actually doing something in Seyna Need,it really brings it to life.:)
There ain`t anything wrong with the quest,it worked ok before I installed the Seyna Need AI mod,and it proberly still does.
This off Fargoth's..
Additional Support Files 2..
New lava files Dated 22/06/2012 are still in the wrong directory..
Data\Meshes\meshes\morro\i\InUlavaU256.nif Date22\06\2012 time 6.41am
The rest of the files are 512,1024,1024_far..
The files in..
Data\Meshes\Morro\i\InUlavaU256.nif date 14\07\2012 time 8.42 on
I know there a fix Can it be look a When some gets chance still A (Texture Directory under Meshes\textures\morroblivion\lavatileanim.dds Same file in Textures under morroblivion..
Morrowind_ob Installation v055.txt.
Have been Absorbed into v055 corrected in Morrowind_ob readme not in installation..
Sorry About this file but still going it is time to reaccess the instalation of manual install in..
Additonal Suppotr files 2..
You have files..
Install Step 11.
Install Step 17 Recommend Eloths Visual Overhall Upgrade.
Plus others are over righting the newer files since v055 came out Doing clean install just being a bit more througher.
Eloth's will Have to go on Before additional Support files 2
i found a few more for alternative downloads for Vvarfenfell imports..
Redit Nexus is not working There links to Vvardenfell Imports 1,Vvardenfell Imports 2 stillgo to nothing related The other links in the .txt work
Just Another Link for Vvanderfell Imports..
Well said thermador!,I am 75 years old and had no problems understanding and installing using your complete install instructions,and just kinda picked and mixed any addons.
It was easy!.:)
75??? not bad at all :) saw a program about lots of elderly people(80++) learning to use computers now,
and use the internet :) you have been into c64`s, and other computers from the 80s? or did you start
your computing experience after that? im 35 myself and started in the late 80s.
I started building electronic devices from the early age of about 12 and the ZX80/81 was the first real electronic computer [more like a keyboarded calulator] than a computer though,then followed the Spectrum also by Clive Sinclair.
The Commadore and Amstrads came and went,leaving the Commadore Pet [a word processor] used in offices.
Then I quess it`s PC`s and Mac`s right up till the present day.
I never buy an off the shelf PC,they are just not setup and optimized properly,and it`s fun building your own.:)
Getting off the soap box now.
I case anyone wants to know what started this off topic stuff,Dave rightfully deleted 2 earlier posts that could have sparked an argument.
Thanks Dave B allready downloaded cleaninstall comming up after sleep..
Thank you! :)
I'm downloading this now and tomorrow evening I will continue the East Empire quest line :D
Thanks huge David for a new the master file, now all next week (or more) I shall be engaged in adaptation of translation to this new the master file for a Russian-speaking society. ;)
Thanks! v056 wow. The oldest version on my computer is v013 (I think). How far things have come!
I am putting together the v056 complete installation pack right now.
Haha, I played Morroblivion for the first time, and I gotta say it's neat! Upon using boss to sort my load order I noticed this bit of dialog...Morrowind_ob.esm Version 056 Active Warning:
This needs to load directly after Oblivion.esm to avoid landscape
issues caused by a failure by the mod author to use TES4Gecko's "Move
Worldspaces" function.My my, they're quite harsh aren't they?Also, I remembered one of the things I disliked about Oblivion, the mod scene is so damn unuser friendly compared to Morrowind and Skyrim. I'm installing fcom, and want a decent Oblivion game and see this...Install
Well, maybe we should figure out how to use TES4Gecko as they describe. This would remove the load order requirement.
Also, I would like to somehow figure out how to use DDSopt on the Morroblivion complete installation, but I have been unsuccessful with it so far. This would remove the requirement for the "Large" texture size.
Also we need a better LOD generation for buildings so that people can use distant land without crashes. Supposedly the Tes4Edit LOD generation will fix the LOD issues we have, but I haven't tried it myself.
We don't get a lot of love from some members of the modding community since we aren't on Nexus or BethSoft forums. It would be great if we had some more expert modders on the team to help with the highly technical stuff.
For mod compilations, you should try the Danwood FCOM Superpack. He is about to release v7, but here is the mod list for v6.4.2. - it has 175 plugins merged together.
Well, seeing that would have saved me quite a bit of time.
Thermador i used tes4all redid the Landscape\Lod picked up frame Rate from 17 to 25-30 depending on what creatures are around have installed visible when Distant all settings for Fade,Distane are full Still running every around map
Hasnt crashes to often running around landscape..
Am still running Medium Textures..
I've been meaning to ask you about that. What is "Tes4all"? I can't find that tool. Is it the same thing as Tes4edit?
Also, I would like to somehow figure out how to use DDSopt on the Morroblivion complete installation, but I have been unsuccessful with it so far.
What exactly is the problem? I used it on my Morroblivion installation ages ago - there were some quirks, but it worked.
I've been meaning to ask you about that. What is "Tes4all"? I can't find that tool. Is it the same thing as Tes4edit?
It's Tes4ll, actually. A tool to generate LOD meshes (these big blocks of distant landscape). There's also Oscape, which is IMO a little more user friendly. Also, I'd like to remind that gruftikus (creator of tes4ll) already posted new LOD meshes on this forums.
It would be great if we had some more expert modders on the team to help with the highly technical stuff.
Technical stuff like what?
landscape LODgenerator Tes4ll v4
I have integrated TES4qLOD into tes4ll, this means, you have only one executable. By this means, I also got rid of the TESAnnwyn dependence. I did really a lot of changes. If you encounter problems with v4, please report.Overview Tes4ll creates new and individual high-resolution landscape meshes including all the additional changes added by the mods which one has installed. This done by using a bitmap containing the landscape heightmap (internally it calls tesannwyn to get the heightmap) to the landscape LOD meshes.
This copy out of readme on Tesnexus i was wrong it is not all it is tes4ll
When i redid landscape\Lod i only did landscape i did not redo Textures it uses hand painted textures, was only 185 textures in his files not enoung to do all morroblivion..
Also, I would like to somehow figure out how to use DDSopt on the Morroblivion complete installation, but I have been unsuccessful with it so far.What exactly is the problem? I used it on my Morroblivion installation ages ago - there were some quirks, but it worked.
When I create the DDSopt version of Morroblivion, there are a lot fewer files than the normal Morroblivion complete installation has, and then in-game a lot of characters are missing meshes. I gave up trying to figure that out. Maybe I should be running DDSopt on my entire Oblivion directory and not just the folder for the complete installation? Or maybe I forgot an esp/esm file and DDSopt skipped those meshes. I will try again tonight with v056.
I've been meaning to ask you about that. What is "Tes4all"? I can't find that tool. Is it the same thing as Tes4edit?It's Tes4ll, actually. A tool to generate LOD meshes (these big blocks of distant landscape). There's also Oscape, which is IMO a little more user friendly. Also, I'd like to remind that gruftikus (creator of tes4ll) already posted new LOD meshes on this forums.
OK, thank you that is super helpful. Should I be including, in the complete installation, those LOD meshes that gruftikus posted? Seems like I should.
It would be great if we had some more expert modders on the team to help with the highly technical stuff.Technical stuff like what?Oh, and technically Oblivion is far more used friendly in modding than both Morrowind and Skyrim.
Oh, and technically Oblivion is far more used friendly in modding than both Morrowind and Skyrim.
Heh, technical stuff like DDSopt, NIFscope, TESedit, TESll, etc. All these tools. I am a total n00b with that kind of stuff (meshes, textures, LOD, etc.). I wish we had like ten qwertyasdfgh's on the team instead of just one :-)
The thing about DDSopt is that it shrinks textures that are just single color to 1x1 resolution, but when it does that to normal maps Oblivion engine fails to recognize them for some reason.Morroblivion currently still have quite a lot of such "normals" which are just single color. I had to use Photoshop batch processing to redo most of them to be actual normal maps.
Another really useful tool is TES4Files (it allows you to automatically pack only needed resourses). Currently Morroblivion installation contains some stuff, which is not referenced anywhere in the master or optional addons. I presume these are leftovers from various Morroblivion versions accumulated over the years.
I've already made a bug report about this ( http://morroblivion.com/trama-plant-mesh-still-bugged-and-impassable-in-v056 ) but I'll also post it here just to make sure this is addressed by the time v057 is released. It seems as though Qwerty's mesh fix "Resource Pack" mod, found here ( http://morroblivion.com/forums/morroblivion/morroblivion-development/2981#comment-21284 ), that was meant to be merged with v056 was never actually included in the release. Therefore, the mod is also not included in Thermador's latest Complete Install file!
This mod resolves a number of mesh issues, including fixing the mesh for Trama plants, so that the space surrounding them is not considered solid!
In Qwerty's "Resource Pack" mod, the file for the Trama mesh were last altered in May 2012 and have a file size of around 70kb, as seen here:
However, in Thermador's complete install, the files are smaller and were last modified in July 2011, suggesting that Qwerty's "Resource Pack" mod was never integrated, as seen here:
Furthermore, it seems as though the "Additional Support Files 2" download contains no reference to the Trama mesh fix, included in Qwerty's "Resource Pack" mesh fix mod:
To resolve the issue with the Trama mesh, and other meshes, Qwerty's "Resource Pack" should be installed. It can be downloaded here: http://morroblivion.com/forums/morroblivion/morroblivion-development/2981#comment-21284
Hopefully this can be included in V057!
The Main Post of this Thread has been Updated March 9th 2013
This will probably be my last release.
v057 Included the next 5 East Empire Quests from EnvyDeveloper. Thank You!
* An update to guard towers from Thermador that I missed including in the last release.
* Two Miscellaneous Fix Mods from Qwertyasdfgh
* Fix for Mating Kagouti from Qwertyasdfgh
* Azura Cut-Scene Fix from Idle
* Beauty & Bandit Quest Fix from Idle
* Dialog Fix for Morag Tong from Idle
>>> A New Download of Additional Support Files 2 is Not Required for v057! <<<
Last release? I'm planning to finish all expansion quests in the future. :)
Thanks Dave B time to start again after 160 game days was starting to wander
Doesn't sound Good that it might be Your Last
Thanks for the awesome work Dave B !
Nevertheless, I had a good time with debugging at least the first few East Empire quests and I would really miss doing that. Maybe I can take charge for the installer and things like that, if this is really the final release from Dave B.
And I would be more than happy to debug the expansion quests further, even if it means making a separate mod for it. I'll stay for Bloodmoon and Tribunal - and possibly TR Map 1 as well (if I can manage TR though).
That was a Quick Change
I didn't want to come across like a "whatever, can I take his position?" sort of person.