Skip to main content

[Outdated] Skywind Master v_00.95

Submitted by Ice on

S K Y W I N D   M A S T E R   F I L E


 

Download current Morrowind_sk.esm


Old link [v0.95]

Also might want to check out:

 

ps. Thanks for the awesome image, Iniquity! (I believe the above image is by here, if I'm wrong, please just edit me).

Karma: 0 (0 votes)
Last edited by thermador on 25 Mar 2013 - 15:41.

Clint, this looks stupendous!

Man, great work everyone!

 

(Also Clint: Congrats on being a moderator! You deserve it!) :D

Karma: 0 (0 votes)

Yeah, good work man, you and anruin have made amazing progress. In like two weeks you've gone from pretty much nothing to almost the entire external landscape and objects being fully visible. That's impressive.

 

I made a landscape LOD file for Clint's latest upload: http://www.mediafire.com/?fhy2mtv9f9e0u6n Should work right off the bat if it's extracted to your Skyrim main folder. Now you can see all of the gaping holes wonderful morrowind landscape from miles away! It also generates some kind of new world map but it's all weird and see-through. I'll have a look at that next.

Karma: 0 (0 votes)

leobloom

hm.... doesn't work for me

Karma: 0 (0 votes)

Ahh.. awkward... The "wrldmorrowind" folders should both be dropped down into a folder called "terrain" e.g -> Skyrim/Data/meshes/terrain/wrldmorrowind and Skyrim/Data/textures/terrain/wrldmorrowind

EDIT: Fixed this with a new upload

Karma: 0 (0 votes)

thanks=) now textures work fine, but I do not see any LOD meshes, only mountains withoutanything
Karma: 0 (0 votes)

Yeah, there are no object LOD's converted at the moment. It's just the landscape LOD. Still a improvement though.

Karma: 0 (0 votes)

Clint:

Great job with the master Clint!!!  The land is mostly working, and now I think we finally have something to base our efforts around.  Though, did we ever find out if door portals will be converted?  It will still be a pain to test anything without them.

Leobloom:

Nice work with the LOD, it is awsome to be able to see everything in Vvardenfell at once, especially since the LOD caused way too much lag in Oblivion for me to use.  I believe the see through map is just caused by the lack of a texture file for it.  One would need to be created, though I am not sure how.

Karma: 0 (0 votes)

Hey Shadow, thanks man :) Hopefully we finally get this land issue fully solved, but I think we're getting there. After that, we'll work on getting the land textures working and also the interior/exterior cell names too. I'll ask Anruin if the door portals can be converted. Leobloom, thanks for the LOD. Hopefully when we get land, land textures, and all the models and their textures fully working, you can generate some legit LOD :D
Karma: 0 (0 votes)

Wait, did you say we are getting land textures?  That is great news!  This converter just keeps getting better and better. :D

Also, in regards to that picture with the tanning rack, I know it is a bit too early to be thinking about, but we really have Morrowind equivalents for many of the crafting stations.  I would love to see them be used in the future so we could keep the Morrowind feel, but still use many of the Skyrim features.

[External image]

Karma: 0 (0 votes)

Hey guys im back and again due to some problems and school :) but now I have plenty of time and if you need some help with anything ill be glad to do it :)
Karma: 0 (0 votes)

Morrowind in Skyrim actually looks more like the morrowind feel than morroblivion. I'm impressed, Clint. (Clint Eastwood fan, eh? :P )
Karma: 0 (0 votes)

Great work! Looks amazing! Hopefully the converter will be able to support land textures and door links soon. 

Karma: 0 (0 votes)

It definately looks a lot more like Morrowind.  I have always loved the Morroblivion project, and haven't been able to play the original Morrowind since I found it (even though I must have had AT LEAST 1000 hours in Morrowind up until that point).  But I never enjoyed it as much as I should have, just because it began feeling like Oblivion.  Though I should point out that whatever Thermador used in those new screenshots (OBGE?) is the best that I have seen so far, Skyrim comes very close by default.

Karma: 0 (0 votes)

Ice:

Thanks man! :)

Shadow: 

I was talking to Anruin today. Land textures will be converted, but we might have to go about it a different way. Same goes for trees, and grass. As for smithing, I agree. Morrowind has some smithing objects that we could actually turn into working ones, like the tanning rack, and with some creativity, the furnace like in your picture. It's something down the road for right now, but it definitely shows you how much potential and future capabilities our project has!

Ashlander:

Welcome back! I know you did a lot of work on converting the Bloodmoon creatures, so I'm guessing you're good with models? Using Macorn's nif converter, we've converted most of the statics over (thanks to Unknownone :)), but there are a few problems with our converted models. Off the top of my head, havok for stairs is somewhat weird. But we'lldefinitely need help in converting the rest of the meshes whenwe're ready for that part.

EnvyDeveloper:

Yeah, I love Clint Eastwood movies (GB&U is my favorite). But Clint is my actual name. I chose that because I think it's easier for people to call me that and type that up rather than my long pseudo Internet name :D

Karma: 0 (0 votes)

Ahh! I wondered where Robert had gone.:)

Hope I got that right,Clint.?

 

 

Karma: 0 (0 votes)

Clint (wadda-waddah-whaaaaaa wow-wow-woooow!) How's the land conversion itself coming on. Is it a particual land feature such as a steep cliff or something that's breaking certain cells?

Also, are other people getting purple textures for certain things? I copied my morroblivion textures across but some of unknownones's meshes still appear purple. An example would be BMUICUdoorU01.nif Read the readme. Always a good start.

Karma: 0 (0 votes)

Actually, I am still getting several purple textures even after extracting the oblivion - textures.bsa, though not nearly as many.  Does Morroblivion use any textures from shivering isles, and I need to extract that .bsa as well, or is my install just acting weird?

Karma: 0 (0 votes)

Hey guys, i have a problem with my converted esp file. If I load it into the ck and save it afterwards, it gets shrinked from about 60 MB to about 22 MB. I guess that's because of the many refs to non-existing base objects that get removed by the ck. When I try to load a savegame having my esp activated, Skyrim crashes. Morrowind_sk_14062012.esm has about 47 MB and works fine, so what am I doing wrong?

Karma: 0 (0 votes)

Shadow - I would suggest extracting the shivering isles textures as well and see if they go away. I did this but haven't had time to test that out yet, but hopefully it will fix most of the problems. It should definitely take care of the mushrooms and stuff though. 

Karma: 0 (0 votes)

@Eazzy:
Here are my numbers, so you can compare it with yours, I used Chuvakin v094SB.
Morrowind_ob.ESM v0.52 77,3 MB > TES5.ESM 59,3 MB > Morrowind_sk.ESM 38,3 MB.

Karma: 0 (0 votes)

Thanks Unknown, I'll try that.

Ashlander:

If you are still up do doing creatures, I don't believe they can automatically be converted (correct me if I'm wrong), so you could try your hand at those.  Though, are we looking for all of the creatures to be converted or just the ones that need to be?  If noone minds I would like to suggest that some creatures that should be the same in Skyrim should not be converted.  So almost all of the Bloodmoon creatures would use Skyrim models, and the same for Daedra, as well as other creatures like mudcrabs.  I also wouldn't mind using a few Oblivion models such as the rat one.  Does anyone object to this, or should we just convert all of the creatures?

Karma: 0 (0 votes)

I will definitely buy Skyrim just for this mod! The pics look so far look amazing and I'm so glad that Morrowind's atmosphere is as gritty as it was in the original. :) Keep up the good work! :)
Karma: 0 (0 votes)

Guys, I've got some questions related to the game objects. Maybe somebody familiar with CK can help me in such an idea\problem. For example, we've got converted STATIC object, which has been used in more than 100 places (let it be morrowind tree converted in SKY like static object) with proper positions in the world. But it's just static, not a skyrim's tree. And here is the problem: can we in CK change our static to the skyrim's tree without deleting all our static trees and plac'em by the hands? If we just change nif , it would crash CK and Game, because tree is animated object in sky. So the main question is how to change static to tree without losng a proper positioning in the world
Karma: 0 (0 votes)

Does "replace object" not do the trick ?
That function replaces the editor ID for another ID and is keeping position data.

Karma: 0 (0 votes)

Just to let everyone know, Morroblivion does indeed use many SI textures.  After extracting the DLCShiveringIsles - Textures.bsa, mushrooms and Telvanni architecture are no longer purple.  So I recommend this to anyone who is trying out Clint's new .esm.

Karma: 0 (0 votes)

Sjors, can you please give more detailed instructions how it can be done)))
Karma: 0 (0 votes)

If I understand you correctly you want to do the following thing:

 

Static = ID => STMorrowindTreeFakeTree = Static tree

( Has static tree .NIF’s placed in game world )

 

Replace by:

 

Tree = ID => STMorrowindTreeRealTree = Animated tree

( Has NO animated tree .NIF’s placed in game world )

 

=====================

 

1. Start the Con-set.

2. Load Morrowind_sk.ESM

3. Open up the Morrowind world space

4. Select EDIT from top of Con-set UI

5. Select Search & Replace….

    Search for [ STMorrowindTreeFakeTree ]

    Replace by [ STMorrowindTreeRealTree ]

    Select in current world only

 

I think that should do it.

 

Karma: 0 (0 votes)

Thanks man! I'm going to try it now

EDIT great it works! but position in Z axis is wrong for 1000 points. =\ SB, I don't converting oblivion trees, I'm going to overwrite trees converted with master file with appropriated better examples from Skyrim whenever it's possible
Karma: 0 (0 votes)

How did you manage to get the Oblivion [ .spt ] trees converted to animated Skyrim [ .nif ] trees ?

Karma: 0 (0 votes)

Why do we want to replace the Skyrim trees with Oblivion ones? Seeing as we're using the Skyrim engine, the skyrim trees are more approprate as they are optimised, allow for users to use high-res tree packs and have flashy features like waving in the wind and LODs which are appropriate to skyrim (more stages of LOD-ness). Why don't we stick with default trees and then just retexture them if necessary?

Also, at this early stage a general philosophy of keeping extraneous edditing to a minimum will probably pay dividends later on in both reducing the overall workload to create a playable game and the chance of nasty bugs sneaking in which take ages to squash.
Just a thought.

Karma: 0 (0 votes)

Why do you think we are replacing Skyrim trees for Oblivion trees ?
There are no default Skyrim tree ID's in Morrowind to replace.

Karma: 0 (0 votes)

eeeerm leobloom, I cannot catch the idea of your post))) I'm doing it right now just for test However, guys, we can even use Skyrim big Mushrooms from Blackreach area like Morrowind tree mushromms, just replace the texture.
Karma: 0 (0 votes)

ah. sorry man. I should really read all the posts rather than the last few when replying. Will do that in future. Your last post gave me the impression that you were trying to convert the oblivion trees and animate them or something. I should have realised by now you guys are too intelligent to do pointless stupid things :)

 

RammS: there are some morrowind styled-mushrooms here: http://skyrim.nexusmods.com/mods/10402 The guy says that if you use them you can't upload your mod to steam workshop, but I don't think that's a major issue for us :)

Karma: 0 (0 votes)

Ramms can you explain what you are trying to do ?

 

I know the feeling Leobloom, Ramms asked a question to which I know the answer to, but I have no idea what he is doing on that side. That’s why I asked if he got the Oblivion [ .spt ] trees converted to animated Skyrim [ .nif ] trees ?

 

All I know is that the Chuvakin converter did not transfer the tree ID’s to the tree group, so I assume Ramms got them converted as static objects to the static group and now he needs to get them back to the tree group, by reassigning them to new tree ID’s.

Karma: 0 (0 votes)

Are there any tools out yet that we could use to make Skyrim .bsa files from Oblivion textures that we extract from Oblivion-Textures.bsa files.

If so we could create a "Skyrim-Oblivion-Textures.bsa" and a " Skyrim-SI-Textures.bsa" and also a "Skyrim-Morrowind-Textures.bsa".?

That way we do not have to add textures to a Skyrim Textures Folder.?

 

Karma: 0 (0 votes)

Iron, we can do it here is a tutorial http://creationkitadventures.wordpress.com/2012/02/25/how-to-package-a-bsa-archive-for-skyrim/ SB, I want to replace, in future, all the trees with high-res sky analogs or with already converted high-res analogs of the required trees.
Karma: 0 (0 votes)

Great idea Ironman!  That was the one big problem I had with Morroblivion because it really cluttered everything up.  Then all we would need to do for updates is create an update.bsa like Bethesda does for Skyrim.  There is an Archive.exe that is downloaded when the Creation Kit is downloaded.  I believe it allows you to manipulate .bsa files, but my knowledge in that area is very limited, so you would have to ask someone else.

I wonder though, does anyone know an easy way to separate out what textures we actually need? I suppose it does not really matter too much as we are hoping to do Oblivion later, but it seems like there are a lot of textures that are simply using up disk space right now.

Karma: 0 (0 votes)

Textures do not take up a lot of space in .bsa format,as they are compressed.

Will have a go later tonight,if I can make those .bsa`s then it would save a lot of disk space in the Skyrim Data folder.

And as all textures for all of the games,Oblivion/SI`s-Morroblivion-and the Morrowind addons Tribunal/Bloodmoon could also be in .bsa format,they might not be all used but at least will be there if we did use them.:)

But as it might be risky uploading those .bsa file to mediafire,if I get them finished I will post the details of how I did here so everyone can make thier own.?

Or I quess they could be archived into .zip or .rar with the main archive named to anything.

 

 

 

Karma: 0 (0 votes)

For .bsa files, I use bsaOpt (you can find it on Nexus).  In fact, I downloaded the models from the other thread and threw them into a .bsa just to keep my Data folder from getting cluttered.  bsaOpt is easy to use, and much more reliable than the built-in CK bsa builder.

Karma: 0 (0 votes)

Cheers Mooncat,will download that later.

And deleting the textures from my Skyrim Data folder is easy as at least in my install Skyrim did not have a Textures folder untill I installed the morro files to it.

 

 

Karma: 0 (0 votes)

Anruin and I have a solution to the trees. Basically, we're going to put Skyrim trees where the Morrowind ones would be, then we can replace them with our own.
Karma: 0 (0 votes)

This is good news Clint=)

leobloom, Are you talking about this map-weirdness?

[External image]

Where is my player should be water with landscape, but on the map you can see only landscape with cutted water later.

 

EDIT: probably this causing due to the lack of the objects on the map. Because water also have a mesh. And if we generate them all will work correct. Water in the left of the screen is "ocean"-type, so it's what we can see

Karma: 0 (0 votes)

Wait, your map is semi-working.  Have a look at mine.

[External image]

All I appear to be getting is a blank map, and I believe it is just a map of Skyrim, not Vvardenfell.

Karma: 0 (0 votes)

I'm created LODs for the map using "oscape"

Karma: 0 (0 votes)

I can`t use bsaOpt as I use WinXP.

Where is the built-in CK bsa builder,I cant find it in the CK.?

 

Karma: 0 (0 votes)

Ok,I have figured it out,used the TESArchive.exe tool in the Skyrim folder.

Finished "Skyrim-Oblvion-Textures.bsa". but as a compressed bsa it is 1.13Gb.

Now trying "Skyrim-OblvionSI-Textures.bsa".

If I can collect all of the textures used in the morroblivion dirs,I should be able to make a bsa for those too.?

Just had a thought,if the morroblivion textures are all in there,including the ones used from oblivion and SI`s,then that should make the others obsolete at least for morrowind in skyrim.?

 

 

 

Karma: 0 (0 votes)

This is amazing work O.O, can't wait to try it out in the future.  Just one question, will you guys be doing the same thing for Oblivion >.<? I want to keep memories and feeling of these games alive in one.

Karma: 0 (0 votes)

NASA we have a problem,at least I have a problem.

Got the Skyrim-Morrowind-Textures.bsa made by importing the textures folder from thermador`s big file into the TESAchive.exe tool,but if I try it with just that .bsa and not use a textures folder in skyrim`s Data folder,it does not show any textures in game or in the CK.

But thats weird,because a bsa with just the textures should do the same as having textures in a texture folder.?

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.:)

 

 

 

Karma: 0 (0 votes)

ClintAnruin and I have a solution to the trees. Basically, we're going to put Skyrim trees where the Morrowind ones would be, then we can replace them with our own.


Yeah, I was thinking the same thing from the bigining. This should count for npc's aswell, but everyone kept telling me its insane to convert just 5% of .ESM data. just convert editor ID and in worldspace location data. That would save us hours of time placing the objects in the game world, we only need to fine tune the Con-set ID Data, models and textures.
Karma: 0 (0 votes)