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Latest SkyWind Master Download & Info

Submitted by ironman12345 on

http://morroblivion.com/forums/skyrim/skywind-mod-releases/3106

Please use the link above for info regarding the Skywind project and development of a new master system.

Thanks.

Ironman.

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Last edited by thermador on 25 Mar 2013 - 15:42.

We are now at V_10,SkyWind.esm is now dependent on Skyrim.esm and morrowind_sk.esm.

There is also now an extra file named SkyWind.esm [please see the install instructions in the first post].

When making any esp`s that need merging that contain Skyrim data,please make them dependent on Skyrim.esm,and SkyWind.esm only.

I have worked on this for a lot of hours,so I hope it works for you,it loads skyrim.esm and works for me ingame.

 

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Ran a few test. I noticed that adding interior objects/lights and closing and re-opening the CK the changes won't show up in the cell view, but there is a star next to the map you edited. It'll also show up in-game.

Also cow_andwrldmorrowind -5 -5 warps you to a place outside of Balmora, but if you load Doors.esp and try it, you'll warp to the normal spot outside of that person's house.

I can edit the world map also, I tested it with some mushrooms and some scary blue lights, it didn't show up in CK, but it sure showed up ingame. http://i.imgur.com/mepM1.jpg

Also the array errors are back =|

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I have edited my last post as I have made some changes,only SkyWind.esm should be ticked in the launcher now.

Also about to edit the first post.

 

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If you have downloaded the master please give me about 10 mins then download it again,it needs to be re-uploaded.

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Have now re-uploaded the master installer.

In the launcher only tick SkyWind.esm.

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I think the reason that you are not seeing any edits in the CK,might be that now all future merging must be to SkyWind.esm.

The CK VC still will not let me change the actual morrowind_sk.esm,but as SkyWind.esm is dependent on morrowind_sk.esm and skyrim.esm,all esp`s must only be dependent on Skyrim.esm & Skywind.esm.

 

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I was having a look at v10, in order to check the state of the quests, and maybe resume work but I'm afraid there is an issue :(

Using Creation Kit 1.8.151.0 (updated earlier today), and only ticking skywind.esm (which obviously brings in all the dependencies), it appears all the quests for Skywind are duplicated (look for fbwm* quests).

I could obviously remove them by hand, but I'm not sure what this problem means or what consequences this could have, so I'd rather be sure before removing anything.

I had a quick look at the esm files in tes5edit and as I suspected, the quests records are present in both masters, with different IDs, like the following examples.

CrimeMorrow
Morrowind_sk.esm 010FC7EA
Skywind.esm      020FC7EA

fbmwMTSBalanced
Morrowind_sk.esm 010FC74B
Skywind.esm      020Fc74B

fbmwBMMorale
Morrowind_sk.esm 010FC03E
Skywind.esm      020FC03E

a lot of other categories suffer from that duplication (book, weapons, cells, etc...) although probably not every type of records or every record [eg, some cells seem to have duplicates, other don't - check interiors ; maybe that explains some of the issues when editing the world], considering the difference of size between morrowind_sk.esm and skywind.esm so maybe it's just a matter of cleaning ?

Regarding quests and dialogues (dialog views, dialog branches, dialog topics, topicInfos ...), I'd rather have them in Skywind.esm because they will need a lot of things from skyrim.esm.

 

Hope this helps.

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I guess I was really tired last night and was loading Skywindmain by mistake lol

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I see your point digital,but at this time it is the only way I could do it without messing up the forms and ID`s in morrowind_sk.esm [because as you know,we can`t add skyrim.esm to that master.

So I quess we will have to decide which master to delete the duplicates from,will make backups and work on it later today.

But at least we can use skyrim assets if we can merge into skywind.esm.?

Note:

I have just updated the CK and see what you see,but if I delete anything in morrowind_sk.esm then if has to be saved out as an esp.?

But do we have a problem,as when skywind.esm is loaded [ticked] in game,the quests run ok,so any duplicated stuff in skywind.esm is ignored as it is [should] be secondary to morrowind_sk.esm,unless it is new data,in which case there would not be duplicates.?

If all new data can be written to skywind.esm only then it should work.?

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I must admit, I didn't try to play around and see if duplicates have any sort of consequences in-game.... IMHO, however having duplicate is just asking for problems... :(

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Do I still need to copy over all the textures and meshes from Morroblivion with this Masterfile, or is the installer taking care of it all? As in I install then start the game and play?

Thanks for all your work guys

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I agree digital,but if you want to use SkyWind.esm [we need it for skyrim stuff],then we can`t really delete anything from it,or can we.?

By duplicates,do you mean that data is shown in both esm`s with different ID`s,or do you mean that there are duplicates showing in each esm.?

When I load morrowind_sk.esm into the CK,I don`t see any duplicates,and when I load skywind.esm alone into the CK,still no duplicates.?

I am not really sure which way to go with this,but do not want to lose skyrim dependences again.?

 

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Pr0ph3t,

The master installer just installs 2 esm`s and the scripts,you still need to follow the rest of the instructions to copy over other needed meshes and textures etc.

You will also need to extract stuff from your Obivion bsa files,it is all in the Skywind Installation thread.

 

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So is this just a land mass and a intro quest and thats it? and two can I unistall morrowind after I have installed skywind?

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At this stage it is a landmass with all buildings,plants,grass etc and all quests are very near completion,but NPC`s are still being produced.

A lot of the content is at this time added by using esp files [most of which will be merged later].

This not a finished project yet,but we are getting there.:)

And yes you can uninstall morrowind after install,but you will need it to be installed for future master updates,so I would just leave it installed,but obviously it`s your choice.

 

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Are you using voices from the original game or will it be recruted voice actors.  

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Are you using voices from the original game or will it be recruted voice actors.  

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Total voice acting would be great,and there is a voice acting thread on these forums,and also computer genarated text to speech is also being considered,but I quess some more water must flow under the bridge before we know if either will actually become a reality,but we are working on it.

 

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Digital & All,

Good news,I have deleted the quests group from morrowind_sk.esm,and they are all now in skywind.esm,loaded skywind.esm into the CK [which also then loads morrowind_sk.esm and skyrim.esm] and no duplicates.

It looks like we may even end up with just skywind.esm as the main master if work on this goes well.

Skywind.esm will get bigger and morrowind_sk.esm smaller.

Have not tested in the game yet though.

 Note: Tested ingame and the quests are still working [thats cool],but seems to be something wrong,the water under the Balmora bridges is ok but no water elsewhere,this will take a while to fix,but moving the quests over to skywind.esm certainly did not cause water probs,at least should not have done,but making progress.

 

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Sorted it out now,it was some content in certain groups in skywind.esm that were causing the duplicates,but that is cool because at least we know that content added to skywind.esm is noted and used,even skyrim content I hope.

Have a lot of work to do in TESVEdit but should be able to post another version in a few days.

 

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Hm, when Im loading Skywind.esm in CK (of course it's going to load Skyrim and Morrowind_sk.esm) but after saving a new plugin it depends on all 3 esms =\ what am I doing wrong 

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This seems to be developing quite fast compared to morroblivion to my knowledge. What are you guys doing diffrently or whats diffrent. Im curious.  From what I understand of this project you are practically recreating the world form scratch though of course you do have a strong skeleton and some meat from the orignal game.  

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RammS,

As I see it your plugin will be dependent on all the masters that were loaded at the time the esp was saved,so it depending on those masters seems correct to me,because if you wanted to say edit it later then it would just load all of the masters again,that is cool as you might have used some assets from those master [knowingly or not].

And better still if that plugin was merged into say Skywind.esm later it would [should] merge without problems.

So as I see it,you are doing nothing wrong.

 But if you wanted your esp [plugin] to only be dependent on one master,you would have to load only that master,and that master would not have any dependent masters [like morrowind_sk.esm for example],but then your plugin would only use assets fro that master and would only merge into that master.That is why I made Skywind.esm,because that way hopfully we can then use skyrim.esm assets.

That was long winded,I hope it makes sense.

 

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Can`t truthfully answer that one protectorcrimson,maybe we are just working faster.:)

 

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After see this thread, I decided to boot up marrowind for the first time to get the story so I experince the game first. I can say this Playing skyrim as your first elder scrolls game really spoils you. But its funner then oblvions control sceme in my opinion. 

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OK guys here is the plan,that I hope will allow us to start getting alot of the Skyrim.esm dependent stuff into our master.

1)I am working on getting as much of the stuff we now have in morrowind_sk.esm copied over to skywind.esm,but making sure that I keep the same ID data,that way the duplicates stop showing up in the CK when only skywind.esm is ticked,so far it is working for the quests and they run in game and no duplicates in the CK.

2)When all or most of the data is in skywind.esm and no duplicates are showing for any groups in the CK,I might be able to actually lose the dependency on morrowind_sk.esm in effect making it not needed,but will leave that till later.

It is going to take some time to shift all that data,but hope to have a new version up for you to test over the weekend.

 

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We are now at V_10a,this is just a minor update that should have sorted out the problem of duplicated data in the CK.

I am working on merging some of the mods that have been waiting to be merged for a while,and trying to sort out the cells problems that are showing up in the CK but not ingame.

SkyWind team modders please read the important info at the bottom of the first post. 

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Doors.esp merged into SkyWind.esm [11/11/2012],MapMarkers will be merged soon.

Will update the master installer when I have merged more esps,the ones mentioned above are not in the the V_10a release.

Trying to make V_11 a major release at this time,by adding more stuff,and hopfully getting good results with skyrim assets.

 

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Update:

I am having big problems trying to merge the MapMarkers.esp as it is refusing to merge properly with the already merged Doors.esp,so MapMarkers will stay as a needed esp for a while.

Just to keep up to date I will be uploading V_10b later today,when installed you will not need to tick Doors.esp as it is in the Skywind.esm master,some missing doors will be added later.

 

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First post updated 16th Nov 2012.

We are now at V_10b.

You do not now need to tick Doors.esp in the Launcher.

 

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Great job Ironman!

 

Do you know if the music still works? I can't get the morrowind music to play by itself. It used to work.

 

Also, there are no sound effects for walking around on Morrowind yet right? Is it just not in the mod yet, or should I be able to hear my footsteps on the terrain?

 

Thanks :) 

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I've always had issues with the music sometimes playing, and sometimes not playing. As for the foot sounds, it's not just you. I asked Sorrow about it a while back, and he said he fixed all the foot step sounds.

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Suade,

About the sound,the music works for me,but sometimes if I coc/cow into the world during testing etc,it does not play because I have jumped straight into wrld_morrowind, therefore some variables [globals] might not be activated properly.

But if I fast travel or load an already saved game the music plays fine.

The footsteps [at least for me] always sound low volumed even in the skyrim actual game world,and all other sounds seem louder.

The music is merged into the game and shows as music files in the CK if skywind.esm is loaded,so I quess it should work.

 

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Nevermind

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Mehh,Don`t know what you were doing with the map markers because you said Nevermind,but at this time I am trying to merge them into the morrowind_sk.esm hoping that the doors.esp merged into skywind.esm do not clash with them this time.

 

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Oh, for some reason it stopped happening in the more up to date Skywind. It used to happen, but not anymore, so I edited my post.

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Progress report:

Good news,I have managed to transfer all of the data that was in Morrowind_sk.esm into Skywind.esm,it is throwing out the usual errors in the CK,but I am working on dealing with most of them.

So at this time we have one master [Skywind.esm ] which is dependent on Skyrim.esm,that is what we have needed from the start.Have got to do a lot of work on this before I update,but imo we can now move forward with more confidence as we will now be able to use skyrim assets,and will still have only one master.:)

 Note: If this will be pose a problem for those who have made and are making current mods I could just make another Skywind.esm [an empty one] and change the name of the one I have transfered the data to back to Morrowind_sk.esm for a while.?

 

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AWESOME work ironman! Thank you!
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Thanks Clint.

 

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Yeah, good progress!

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We have another problem,and it is due to the fact that every time Beth [Steam] update the game they change skyrim.esm.

I can load morrowind_sk.esm dependent on skyrim.esm into the CK and it loads with just the usual errors,np there but if I try to run the game with it ticked it crashes out at the menu screen.

But it gets worse because I went online in steam and tried to run our current setup and after a lot of syncing by steam it just crashed back to the steam screen,and now it does the same in offline mode.

The trouble with using skyrim.esm imo is that everytime it gets updated our current dependent masters seem to crash out.?

Oh well..back to the drawing board,steam is a real pain.

 

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Huh? Skyrim.esm gets updated? I thought only Update.esm gets updated and I thought the whole point of Update.esm was so we wouldn't have to patch a 250mb file.

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Yeah thats what I thought Mehh,but the version number for skyrim.esm changes,or something is done to it because using the same installer and files that we are all using it still crashes out for me at the game menu,it did not do that untill I went online to steam.

I will backup my current work [don`t want to lose it now],and try a fresh install using the installer.

Btw is anyone else on here getting problems at the game menu screen using the current installer download,or since skyrims latest update on steam.?

 

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How come other mods that use Skyrim as depedency doesn't get screwed up by Skyrim.esm's updates? Moonpath to Elsweyr adds a whole new workd and such, and uses Skyrim.esm as dependcy, but doesn't screw up when someone opens Skyrim via steam.

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I think that the reason is that they were not standalone masters like morrowind_sk.esm,so they already had a dependent master [skyrim.esm] when they were made.

When I moved the data form morrowind_sk.esm into skywind.esm it is dependent on skyrim.esm and loads by ticking just that file in the CK,but will not even get to the menu screen in the game...weird!.

So I guess unless morrowind_sk.esm is left without a master as dependent it crashes.

It is something in morrowind_sk.esm that is causing the problem,because by porting the data from it into skywind.esm it has messed that up too,but only when I try to run the game.

So it looks like all that progress was for nothing,but at least we can still use skywind.esm as it stands now to use skyrim assets.

To sum up morrowind_sk.esm can be used as a dependent but for some strange reason it can`t be dependent on anything,or be changed,it is ok merging to it,it appears,but moving or deleting anything from it is fatal.:(

I don`t know what that converter did but it ain`t good.:(

But I will continue working on this as there has got to be a way to crack it.

 

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Well the new version of TESedit came out, and out of morbid curiousity I made Morrowind_sk.esm have Skyrim.esm as a master. It CTDed at start(typical), but when I deleted morrowind_sk.esm's npc tab in tesedit and tried loading it up again, it loaded up just fine. I ctded in odd places, I have no idea if that has to do with the morrowind_sk.

Also what about Andoran? Isn't that a stand alone mod?

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Thanks! for that info Mehh,I think that you might have hit the nail on the head,because when we were trying to do the original convertion we had trouble with the BOOKS,NPC_ and WRLD sections refusing to covert,If I remember correctly.

So as I now have 2 files I can experiment by removing the NPC and WRLD sections,or any groups until it works with skyrim.esm in the game.

Then I can add them back with new IDs,if that works ingame then we once again have what we want.?

I think that Andoran used a dependent master and Anruin stated that we would be on our own with this,it was good of him to let us use the converter,but he never said it would be easy.

About the other CTD`s,that might be just because of things like the rock problem we were having outside of Seyna Need.

 

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Nah, I removed the collision from the rock that ctds and can walk around Seyda Neen ctd free. I tried fast travling there from Balmora with my modded morrwind_sk and ctded at the loading screen. But when I tried it with the normal morrowind_ck I travel there just fine. I also noticed that the water is kinda messed up in Balmora when loading the modded morrowind_sk, and that trying to save with f5 ctds me.

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Thanks for helping Mehh!,You had more luck that me,LOL,I crashed too but did not get the chance to fast travel,and yes the water was really weird to me too.

So I guess we stay the way we are and use Skywind.esm for future stuff,at least that works.But not being able to edit in the CK is still a pain.

To be honest I have never had as many problems from one esm file,morrowind_sk.esm is cursed.LOL.

 

 

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Well I spent a bit of time monkeying around with TESVedit and learned that even one tiny little delete will eff everything up cell wise.

Then I remembered back to Halloween when you made that giant SkyWindmain.esm, and messed around with it a bit. You can view world edits and changes after closing the CK, but everything looks messed up(balmora, some water,etc). Then I used TESVedit to merge Machine's Balmora fix, and that fixed a lot of what was wrong(Balmora, water, etc) ingame from what I could see. BUT the issue is, if you merge the Balmora fix, you can no longer edit the esm in the CK at all, it doesn't even allow you to add stuff.

So I figured why not just use the unmerged Skywindmain.esm as a sort of "Dev kit" and use the Balmora fix merged Skywindmain.esm as a playable version? Also Skywindmain.esm is already Skyrim.esm dependent with the npcs.

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