[Outdated] Skywind Master v_00.95

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Mooncat
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ironman12345 wrote:But my bsa

ironman12345 wrote:

But my bsa archive used a Textures folder as it`s base,so maybe I need to try again using a Data folder as a base and include the textures folder.The game and CK might find the textures then,,,thinking out loud.LOL.

I'm thinking this is your problem.

That said, I haven't tried putting together a .bsa with textures yet, so maybe there's another issue that I'm not aware of.

leobloom
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S.B. converting the NPC's

S.B. converting the NPC's does seem like a good idea. Creating 2.5k npc's in the creation kit is going to be extemely tedious. If they are converted, work on quest scripting could begin much sooner, and then the NPC's could be "fleshed out" with the correct looks at will. The placeholder NPC they are all converted so should have some distinguishing feature, such as pink hair to make it obvious which one still need tobe edited.

What the converter would need to do would be to tick the "unique" and probably essential" boxes and then the minimum combat/agro boxes.

ramms: I used oscape to create the LOD. I thought I had created it correctly and I only chose the medium res (1024) resolutions. Did you map start looking like vvardenfell? Shadow, my map looks like that too. It's not skyrim I think.

Clint
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My bad bro

I apologize if I came across like that SB. I'll ask Anruin what he thinks and if we can put that into the converter. Maybe that's what Eazzy is working on?

Sjors Boomschors
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Don't apologize even Anruin

Don't apologize even Anruin does not understand me from time to time.
http://morroblivion.com/forums/morroblivion-to-skyrim/general/2329?page=7

Eazzy
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Clint wrote:I apologize if I

Clint wrote:
I apologize if I came across like that SB. I'll ask Anruin what he thinks and if we can put that into the converter. Maybe that's what Eazzy is working on?

That's exactly what I'm working on. So far I have added support for the following forms:

  • CLAS (Class): EDID (Editor ID), FULL (Full name), DESC (Description)
  • FACT (Faction): EDID, FULL
  • SPEL (Spell): EDID, OBND (ObjectBounds), FULL, ETYP (Equip Type)
  • INGR (Ingredient): EDID, OBND, FULL, MODL (Model path), YNAM (Pickup sound), ZNAM (Drop sound), DATA (Value and weight)
  • PACK (AI package): EDID
  • ALCH (Potion): EDID, OBND, FULL, MODL, YNAM, ZNAM, DATA (Weight)
  • NPC_ (Actor): EDID, OBND, FULL, RNAM (Race), SNAM (Factions), PKID (AI Packages)

Regarding actors, I will try to add flags, spells, items, stats/skills and aiData

As you can see in the list, none of the forms gets converted completely, but at least they get created automatically with some of the various subrecs prefilled to save manual editing effort.

Edit: And of course I will try to convert Actor references (ACHR), as these would be a pain to place by hand

leobloom
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Redid the LOD with a newer

Redid the LOD with a newer version of oscape, redid the LOD file allowing for slightly more cells (I was cutting of the - 64 cells before), and voilà... 

Eazzy
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One question related to NPC

One question related to NPC races: Shall we replace Morrowind races by Skrim races wherever applicable or should we create our own customized races? These would include Argonians, Bretons, Dark Elves, High Elves, Wood Elved, Imperials, Khajiit, Nords, Orcs, Redguards and Dremora.

Eazzy
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leobloom, great work!

leobloom, great work!

Sjors Boomschors
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@Leobloom:Atleast it’s all

@Leobloom:

Atleast it’s all showing up now, so that’s a good thing, but it is missing allot of detail. I think it looks a bit out of place due to missing detail on the land.

 

@Eazzy:

I am not sure on that. If we create our own race groups then all Morrowind NPC’s will be totally independent from the default Skyrim races. Skyrim mods will in that case not mess with the Morrowind NPC’s. That can be a good thing to have.

 

 

 

 

leobloom
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Eazzy: I reckon what we want

Eazzy: I reckon what we want to do is make a copy of all of the races we want to use from skyrim and rename thm as something like MWArgonian or whatever, then check the race as unplayable so that it does not clutter up the player's race selection menu. This then allows up to morrowind-ise the races at a later date if we should so wish.

S.B: Yeah I know it's not very detailed, but I'm not about to start editing the land types when the converter isn't finished yet Also I tried that search and replace thing with skyrim trees and it worked, but all the trees appeared slighlty above the ground. Is there a way to batch move all of one object in a worldspace down a bit?

Sjors Boomschors
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Did you replace the models of

Did you replace the models of the trees or the tree ID's ?

leobloom
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The ID's.

The ID's.

LOD with functional map

http://www.mediafire.com/?791qkbed6ovfcu3

Sjors Boomschors
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I think its best to keep all

I think its best to keep all Morrowind ID's unique to the Morrowind worldspace. Otherwise you end up with a dependancy on Skyrim, and all Skyrim mods that alter Skyrim will also alter Morrowind. I do not think that is a good thing to have. Best to make unique Morrowind tree ID's that use the Skyrim content stored in seperate Morrowind content folders.

I do not think the Skyrim Con-set has a option to move ID locations around on masive scale. If you replaced the model, then you could eddit the .NIF file to lower the tree.

leobloom
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If you think it's better to

If you think it's better to seperate morrowind/skyrim ID's then I'll trust your judgement. Using the same ID's is good in that a high-res texture pack from the nexus will also improve morrowind. 

Editing nif's eh? I get the fear every time I open up nifscope. Guess I'll have to overcome it for the greater good. Would you reccomend blender or 3DSmax? I have blender and an use it but apparently 3DSMax is better supported for nifs...

 

Sjors Boomschors
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Think its best for you to

Think its best for you to wait until the converter is finished before you do too much work for nothing. Before you know it tree conversion will be a reality. They could even include a line stating lower the tree ID’s in the entire world space. If the problem is the same on all trees, you never know. You could even request a modification like that.

 

You can use Nifscope to make trees go up or down if you really want to change it. Maybe a Skyrim Editor exists that has a option to move Editor ID's around, I have no idea if they exist, never seen one.

leobloom
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No, I don't think such a

No, I don't think such a thing does exist. I'll wait for a bit while the converter guys do their magic. Maybe I could have a look at making some vvardenfell-esqe tree retextures.

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Eazzy this is really

Eazzy this is really great!

 

leobloom nice map!

ps hm, as I can see, here some problems with clouds on the map, they are using skyrim's landscape such as high mmountains (center of the image) which don't  exist in morr, any suggestions?

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Ramms: I believe you can turn

Ramms: I believe you can turn clouds off in the ini, but I'm not sure which line.

If everyone thinks creating new races is best I don't have any problem with it as long as it won't cause any problems (multiple playable races).  Though I don't see much reason to at all.  It isn't really much of a dependency, and many mods would not work on those NPCs (a lot of people want those mods to work).

Eazzy:  THAT IS AWESOME!!!!  I can't believe you pulled that off so quickly, and I wish you the best of luck in any remaining things you want to try to convert.

Also, did anyone see my post regarding creatures on the last page.  I really want to know everyone's thoughts on the matter.

eloth
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this latest esm still has

this latest esm still has thousands of missing statics all around, especially along the coast, like islands northeast of the ashlander camp, some of the statics include ex_t_menhir_01, and ex_t_menhir_l_01, they are coastal rocks, the meshes is in the folder meshes/morro/x/ folder but still many of them dont show up ingame

leobloom
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The cloud are not my fault-

The clouds are not my fault- Skyrim applies a layer of cloud to any map you give it, and this includes a layer around the throat of the world. Putting:

[MapMenu]
sMapCloudNIF=0
fMapWorldMaxPitch=400.0000
fMapWorldYawRange=400.0000
uLockedObjectMapLOD=8
uLockedTerrainLOD=8

in you skyrim.ini will remove the clouds and fix this issue, but then you'll be missing the clouds on your main skyrim map too. I'll try to find a fix.


Shadow
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Leobloom:  I just tried out

Leobloom: 

I just tried out the map and new LOD, and I just have to say it is really awesome! 

Somehow the game feels much more complete with just this small addition.  The LOD you uploaded before had some problems, but now I can see Morrowind in its full glory.  I also can't believe how much the map feels like Morrowind.  Nothing against the map we had in Morroblivion, but this one gets way closer to the original.

ironman12345
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There are map mods on the

There are map mods on the Nexus,that show road detail etc in high detail and one of them is also a 3D map.

Not sure if they can be applied to wrldmorrowind though.

 

Clint
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Eazzy - Good work bud! I

Eazzy - Good work bud! I can't wait to see those converted! This is REALLY going to help us out.

Leobloom - That map looks fan-freakin-tastic! I thought nothing would be better than Morrowind's default map, but things might change

Eloth - Damn man, it's good to see you! Yeah, we still have quite a bit of missing meshes. I know a lot of them are the models for lights (like lanterns hanging from houses). And yeah, we're also missing the Ald-ruhh Emperor Crab and I don't think any of the temples made it over. Unknown, is this something you could check out? I still haven't figured out 3DS Max, and I got 2012! Maybe you can help me with that?

Shadow - Yeah, I agree we would use creatures that from Skyrim and Oblivion when appropriate, for right now. Later down the road, we can port over the Morrowind creatures. Honestly, I would like to see updated versions of the original Morrowind creatures though eventually make it in, to distinguish it from Oblivion and Skyrim.

But if someone starts porting the Morroblivion creatures over to Skyrim, I am by no means going to complain, and would definitely rather support that. We really don't want to lose that Morrowind feel, and I think we will if we use too many Skyrim equivalents.

Still working on the land. Made a little bit of progress (some more holes disappeared) but there are still some there.

 

 

Shadow
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Clint:Really?  While I

Clint:

Really?  While I personally believe strongly in keeping the Morrowind feel, to me many of those creatures just have very outdated models that break immersion.  I feel that using the newer models would not change Morrowind in any way, but just update the graphics a lot.  Besides, I'd say more than half of the creatures have no equivalents, so we could still convert and use all of those.  However, you have been a member a lot longer than me, so what you and the other well established members say should be what we do, and I am just here to give my opinion.

If you don't go the "replace as many Morrowind creatures with Skyrim and Oblivion equivalents as possible" route, then I guess I am just going to have to learn how to mod them in after the project is further in.  That would probably be good for me to learn anyways.

Ironman:

I believe those maps had hand drawn roads on the textures.  We could do the same, but the existing mods would be of no help.

Edit: Here is a random screenshot showing off Leoblooms awesome LOD (and a big hole) looking down at Balmora,

     

plus another one showing off a small portion of his extremely epic map.

Eazzy
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What shall we do with AI

What shall we do with AI packages? Morroblivion NPCs are using about 800 AI packages defined in morrowind_ob.esm and hundreds more from oblivion.esm. Unfortunately AI packages can (most likely) not be converted to Skyrim because the AI package architecture is too different from Oblivion.

Most of the packages are used to let NPCs follow a daily routine like having breakfast in the morning, lunch at noon, dinner in the evening, going to sleep at night and wandering around or interacting with with other objects for the rest of the day. Skyrim provides much better game mechanics to achieve such behavior by means of the sandbox procedure, which does exactly the same but with more flexibility and diversity.

To avoid endless work on ai packages and to benefit from Skyrim's AI mechanics, I would suggest that we define a masterpackage (similar to Skyrim's DefaultMasterPackage) which includes (among others) the sandbox procedure and assign it to every npc as the default package. Then we pick only key NPCs and manually assign customized packages to them as needed (e.g. quest related packages for quest NPCs or patrol packages for guards).

I can make the converter do the assignment of the masterpackage, so we don't have to go through all 3000 NPCs and assign it by hand. We could even define some special masterpackages for certain classes and have the converter do the correct assignment. What do you think?

Shadow
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Eazzy:  That sounds great!  

Eazzy:  That sounds great!    Perhaps you could assign some to shopkeepers specifically so that they don't move around too much?  To be honest, I am just glad that we will be getting AI at all.

Clint
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I agree

Eazzy, I agree, that sounds like the best course of action.

Eazzy
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OK, one special masterpackage

OK, one special masterpackage for trader classes. What else?

Edit: btw: We could also use factions as a key for package assignment.

leobloom
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The silt-strider people -

The silt-strider people - maybe they could have a form of the cart-driver AI?

This sounds really awesome eazzy!

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I really don't know much

I really don't know much about AI and what is possible with it, so I leave the rest up to your judgement.

Eazzy
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yes, good idea. one special

leobloom, good idea. one special package for the caravaner class.

edit: this package would be used for the gondolier and shipmaster class as well.

leobloom
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And perhaps ash creatures

And perhaps ash creatures want a more agressive AI.

Eazzy
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Aggression is not controlled

Aggression is not controlled by AI packages but by dedicated NPC AI data values. The converter creates them for all NPCs based on their original values in Morroblivion.

Shadow
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We could do something special

We could do something special for the dreamers and sleepers.  Maybe just make them do odd things, but I'm not sure exactly what those odd things would be....

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This is awesome!Sandbox

This is awesome!

Sandbox master packages sound definitely the way to go.

Guards would probably have their own packages, right?

Eazzy
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Maybe it's a good idea to

Maybe it's a good idea to push 2 or even 3 packages on each NPC's AI stack.

1. A MorrowindDefaultMasterPackage that is common to all NPCs. This is mainly a Sandbox package which is active while the NPC is idling at home (or wherever his refmarker is located). This package lets him eat, sleep and relax.

2. A class/faction specific MorrowindDefaultClassPackage that is active in the daytime and lets the NPC exercise his profession. A Hunter for instance would go hunting, a member of the fighters guild would train his fighting skills, a smith would go forging and so on.

3. Maybe we should put a third package on top of the stack that lets the NPC have a break at noon and allows him to sandbox for an hour.

 

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Eazzy wrote:2. A

Eazzy wrote:

2. A class/faction specific MorrowindDefaultClassPackage that is active in the daytime and lets the NPC exercise his profession. A Hunter for instance would go hunting, a member of the fighters guild would train his fighting skills, a smith would go forging and so on.

This sounds fine, but, what would they hunt, there are no deer, no wolves and no bears except for in Soltsheim. They would have to hunt for Kagouti or Kwama foragers and Guars for it to make some sense, and maybe they could hunt some cliff-racers as well.

Eazzy
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yes, you're right..of course.

yes, you're right..of course. This was meant as an example. We would need to add prey animals for hunting or we could really make him hunt cliffracers

eloth
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shoudnt we first figure out

shoudnt we first figure out the basics of the converter first? why is it dropping nearly half of the placeholders for statics and

other stuff while converting?

Clint
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Updated Converter

I agree Eloth, we need the placeholders in order to put stuff there in the first place, whether or not we put Skyrim equivalents there. I've been talking to Anruin. We should be getting a new version of the converter soon, in the next few days I'm hoping.

Eazzy
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I've added a few lines of

I've added a few lines of code to Chuvakin to get the Visible Distant Cell Children converted. Now I got Vivec almost complete, but Balmora is completely gone. Will further investigate...

Clint
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Nice!

Looking good Eazzy!

oratorus
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That looks great!

That looks great!

Shadow
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That looks great Eazzy, and

That looks great Eazzy, and thanks for the picture.  So if I understand correctly, then that will allow us to see the distant objects that we could see in Morroblivion in Morroskyrim?

EnvyDeveloper
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I love it! Can we stick with

I love it! Can we stick with those textures or do we need retextures? The ones in Vivec City I mean.

Eazzy
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Shadow wrote:So if I

Shadow wrote:

So if I understand correctly, then that will allow us to see the distant objects that we could see in Morroblivion in Morroskyrim?

There is a branch in the WRLD data structure that is referred to as the "Visible Distant Children Group". This branch as well as the "Persistent Children Group" contains Statics, NPCs and creatures. The converter did not convert this branch, because it is actually obsolete (?), but Morroblivion has lots of forms in groups of that kind. Now these forms get converted, but this as i mentioned poses other problems.

Shadow
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Okay, I think that I

Okay, I think that I understand now (hopefully).  Good luck getting everything  to work.

alexanderb
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Leo's LOD file

Leo when i downloaded your LOD file i recieved a message from my virus defender that the site was unsafe and gave me a few viruses.

Screenshot14311.png Screenshot14532.png Screenshot14712.png Screenshot20514.png
leobloom
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Hmm. I really don't think

Hmm. I really don't think that mediafire itself would have viruses - it's one of the most used file sharing sites on the web. As for my upload itself, I did scan it before I uploaded it. Maybe it's a problem at your end? Nice screenies btw

alexanderb
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I reran my defender this

I reran my defender this morning.. no viruses, hmmm... but thanks for the LOD stuff.

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