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.
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.
Mehh,morrowind beautification adds water so maybe I should try merging it into the master.?
I've been checking the master and comparing ingame, and noticed -1 -11 is very different, and 0 -11 you cannot even warp to. You'll just instantly ctd when warping to and_wrldmorrowind 0 -11.
As for the npcs, I guess you could always run a test and make the remaining npcs the first choice,(argonians I guess) save it, and see how it goes.
I never knew Skywind beautification added water, when I open Morrowind and Skywind beautification I still see the scary white void.
uum! maybe I got it wrong about the water then.LOL
http://i.imgur.com/CMWAY.jpg
Underwater at 46 -20
What happened there? lol
As for the npcs, tomorrow I'll go through the remaining npcs, and make them Argonians(don't ask, it's the first letter) and check unique for all of them(this tends to uncheck by it self and annoys npc makers anyway). I hope this will fix some array errors.
To be honest Mehh,I am getting real near giving up trying,it will let me put skyrim NPC`s into the CK but no morrowind NPC`s,with skyrim.esm ticked,but it will not load then back in.
Then with only morrowind_sk.esm ticked it will not even let me put anything into place.
It has me beaten,have just run out ideas and to be honest it just looks like the CK changes everything we do unless we just make normal skyrim mods with skyrim assets,but I guess thats how they made it.
Beth proberly knows that the CK acts like that and so does VC.
I have put hours and hours into trying to get this to work,but it has beaten me.:(
strange, i have absolutely no problems with landscape ingame, and its very stable, few random ctd`s now and then after COW to many different cells in a row, but thats also a problem i have in skyrim :)
http://i.imgur.com/CMWAY.jpg
Underwater at 46 -20
What happened there? lol
About ESM. One idea)
Is it possible to megre Morrowind_sk.esm with empty NEW.esm which have parent - skyrim.esm?
Yeah, that has been tried before. It's what Skywindmain was. It actually fixed Interior editing, but some cells on the outside couldn't be edited due to array errors. Also Balmora vanished in CK/in-game, it was found and re-added, but editing was completely removed if it was re-added.
http://www.mediafire.com/?3v5824qex9cx4ux
Morrowind_sk.esm is corrupted and must be recreated from scratch. Until someone finds a way to fix it. Or converter is updated.
It has no valuable information, only a lot of empty records with invalid form versions. Some errors there are just ridiculous, I mean OBND (objects bounds) subrecords in FACT records (factions). Seriously?
If I have a time in near future, I'll start a new conversion using scripts in TES4Edit/TES5Edit to export/import applicable data between games using some external text files. Will be doing it one group at a time, with checking in CK after every import.
zilav,
You are correct,morrowind_sk.esm is a total mess,but we have tried everything in the book to make it work.
And most importantly having skyrim.esm is needed because we need skyrim assets.
Actually nothing in morrowind_sk.esm is important except the wrld and cells and objects as everything in future could be merged to skywind.esm [that works],but being able to edit things in the CK is very important.
The point is even if morrowind_sk.esm was perfect,if it did not let use use skyrim.esm and be able to edit/make esp`s and reload them without losing the work it would still be useless.
If in fact it is the CK that is causing this then we are lost,but don`t forget that modern tools have security built in to stop guys like us doing what we do,so don`t expect much help from the nexus type modder etc.
We are on our own with this and the possibilty of failure is very real.
I still think Skywindmain should be looked at once more, because it actually allows editing and the changes were saved when you closed the CK. Just the array errors were killing us, but you could edit interiors 100% from what I seen. It may have had issues with Balmora, but it can probably be fixed in time. Plus it had Skyrim as a master.
Ok,Mehh,you make a good point there,I will check it out again tonight,you are correct because Skywindmain was the nearest I got to getting this to work.
And Skywind.esm could be re-named to Skywindresources and used for some merging if it had Skywindmain as a master.
Will report back later,Thanks!
Thanks for pointing me in the direction of Skywindmain Mehh,after some shuffling of the masters I have now got this back almost to the point we were at when my system went down.
I have managed to lose 50% of the handle array errors and they do not show up while loading into the CK,but some remain due to the Balmora and other errors.
Also the reason for the Texture problems given in error messages is according to the CK ,normal maps and diffuse maps missing,so it looks like a lot of sceneRoot Block textures do in fact need work done on the normal maps.
Editing is ok in interiors and also in most places in exteriors.
Before updating the main post and version I will do a lot more work on this as it looks like we are getting there again.:)
I have some re-merging to do due to going back in time [sounds like Dr Who,LOL].
That darn CK has let me down again,Skywindmain loads like I stated with not many errors,but as soon as I try to add doors by merging the esp into the master,it starts it`s old routine again of changing every cell and id in the master,fatal,:(
Same if I tick mapmarkers.
And Balmora is still a mess if I just run Skywindmain,if I use the patch for Balmora it messes it up more.
If the CK did not keep changing whatever we do it would be fine,but as soon as skyrim.esm is used as a master in the main master,it just messes it all up.
What we have in the current v_10b is our main master and skywind.esm to load skyrim.esm and put the working doors in,and mapmarkers as an esp works too.
But we can`t edit and save in that darn CK yet,so the only thing that must be done imo is to just concentrate on getting it to edit properly,the rest obviously can`t be cured.
If we can get it to edit and save and reload with our current version we can use skywind.esm for merging,if not it`s back to square one.
@ironman:
What master do you work on, the one i posted many months ago? Because it seems i am able to do much more stuff with my setup than anyone else???
This is probably going to sound extremely noobish, and so I apologize. Please bear with this semi-true story.
Recently I was working on a mod where modquest.esp was dependant on modassets.esp. I used wrye bash to esmify modassets.esp and then worked on modquest.esp. Everything went as normal. Then one day I forgot that I had espified modassets.esp and made some changes to modquest.esp. Everything acted as normal, but when I re-esmified modassets.esp and tried to edit modquest.esp, it started acting very weird.
Even though the masters are .esm, have you guys messed with esmifing / espifying the plugins you're working with? If an esp is paranted to another esp, you can have really weird results if the independent esp/esm isn't esmified. I'd imagine it can work the same for esms. The CK could be treating your new esm as an esp when it becomes dependant on Skyrim.esm, or something.
This is something that is probably obvious to you programmer types, but perhaps something simple like that may have been overlooked? I apologize if this was entirely irrelovent.
I think the reason why everything screws up when merging the the door.esp is because it moves everything.
Here is cow_andwrldmorrowind -5 -5 with just morrowind_sk loaded up
http://i.imgur.com/z1yGF.jpg
Here is the same spot but with morrowind_sk and the door file(also happens with just morrowind_sk and Skywind because Skywind has has the door file merged if I recall) loaded up
http://i.imgur.com/lFeqn.jpg
I figured maybe when Sorrow made the door file, he made a few edits by mistake. also when I opened the door file in tesedit, tesedit says the file is quite dirty. So I cleaned it up, I still warp in the same spot, the doors seem fine, and the file size shrunk. It went from 10.7mb to 2.11mb.
I am not sure which master you are refering to eloth,?.do you mean the original master [the one that was used before I made the installer] and before any merging was done.?
Guys, I've talked with the Andoran guys. They don't have these issues we're dealing with. They're using Andoran.esp as their main file. The team is split into separate departments in which each department creates an esp file dependant on Andoran.esp and just keeps working with that one. So one esp for landscape, one for interiors, one for quests, one for NPCs, etc.
I think this is our problem because we don't hear Eloth having too many problems. This also ties right in with what Ice said as well.
Eloth, you were the only one I know of to successfully convert over Morroblivion.esm. Using Andoran's converter, you can convert it to .esp I'm pretty sure, right?
I see your point Mehh,the doors esp contains the same WRLD info that is already in the master,so does the map markers esp,when I merged the doors.esp to Skywind.esm I had to make adjustments to stop the duplicate world data.
So the original doors and mapmarkers esps are both using the same world detail and cause duplicates,the doors that are part of Skywind.esm work ok.?
Map markers ticked as a lone esp works uk though I think.?
If I open map markers and morrowind_sk, I don't move like I do when I open doors and Morrowind_sk.
@Clint
Is their master and files dependent on Skyrim? If not, how do they plan to use Skyrim's assets? Are they stealing it from Skyrim.esm? lol
Clint,
If eloth is not having any problems with the master and can edit properly in the CK etc using it then I am puzzled,because we have had reams of problems with the master right back to when it was converted using the converter.
eloth,what version of the master morrowind_sk.esm are you using,?If it is the current one in the installer.I think we need your help badly over here as we are or seem to be totally lost.
Personally I am not skilled in any particular part of modding,just a jack of all trades and master of none I guess.
@Mehh --> Yes, Andoran.esp is dependant on Skyrim.esm.
I guess the way Andoran goes about this does make sense, because loading seperate npc esps works just fine. The npcs are set to their correct location and such. Once you try to merge them to the master, it just blows up in your face.
The Andoran team are not using morroblivion_ob in thier convertion though,but we are and when we converted that over we had WRLD,BOOK,NPC_ in fact loads of Groups that would not get converted over etc.
Imho,that is the problem,we just tried to reconvert an already converted master over to a totally new engine,but that master had already been converted from TES3 to TES4,and contained lots of data that the skyrim engine just see`s as errors.?
We are lucky that we had got this far imo,but still think it is worth it.
Mehh,So the master should only contain WRLD and CELL data.?,everything else should stay as esp files.?
If that is the case then we have Skywind.esm,that could be the new master and is skyrim.esm dependent.
Esp`s could just be dependent on that one master [WRLD,CELL,LTEX] only.?
I haven't gotten a clue. I just figured since they used the same converter as us, and there files are working just fine, we may as well mimic them. It's their converter afterall, so they must have designed the project to be worked on in a certain way and designed the converter in that way. I guess we're trying to work in a way that they converter wasn't designed to be worked in.
Yep! I agree,if we still have all of the esp`s that have been merged it could done,but first I will have to rename Skywind.esm to Morrowind_sk.esm because all of the work already done used that master as a dependent.
Will give it a try over the weekend,we have nothing to lose I guess.:)
So, the converter doesn't work with morrowind files, right? Because I wonder if it'd be worth just using the morrowind esp. But I believe we can't convert morrowind straight to Skyrim.
Man, Godspeed Ironman.
If it worked with Morrowind files, we'd probably have a Tamriel Rebuilt section right now. =p
Ice,
I know this ain`t making much sense,but I just used TES5Edit [the lastest one] and using a totally empty new ESM,I loaded just the WRLD,CELL.LTEX and the top end TEXT groups into it.
No errors at all,just a new master and gave it a dependent master of Skyrim.esm,saved it out.
But as soon as I try to load it into the darn CK,it loads skyrim.esm with no problems,but then the errors start again,the CK says that those GRUP entrys are wrong and goes ahead and tries to change them,Why?.
If the darn thing would just go ahead and load the new master there would be no problems,but it compares everthing we do to random ID`s and FORMS that it just picks at random.
No problem with normal skyrim mods as it just uses skyrim.esm as a REF I guess,but if I can`t change anything and use skyrim.esm then,it`s a pain.
But even with a near empty master it throws a fit,maybe Beth built it that way to ensure that only skyrim mods can be edited in the CK and VC.
If Andoran are using the CK and made thier own master I would really like to know how.
Will keep at it but nothing I do seems to work,have got it working in V_10b but no editing in the CK unless we use all skyrim stuff,but that is what Beth wants us to do.:(
I think that CK has way more protection built in than the CS`s.
I am probably way out on this but the way I see it we can still do it but we have to use all skyrim assets,then I think that if they were merged into Skywind.esm [the one that works] we could progress.
Textures are fine as we can just put then into our texture folder,skyrim NPC`s are cool as they could go into Skywind.esm,in fact as I see it now,we can do anything we want,but we can`t add anything to morrowind_sk.esm inside the CK for some reason,unless it is a Skyrim object.?
Yeah, we should probably just work with our esp's the same way Andoran is. +1 what Mehh said.
We need to keep in closer contact with those guys. These guys are professionals. They really know what they're doing.
Np with that Clint because as long as all esps are made with Skywind.esm at the least as a dependent in future I can just leave them as esps or merge then together into bigger esps that contain the same data.
But I they should all be tested in the CK to see if thier content shows up and is capable of being edited.
I don`t see any reason to go backwards now though as version 10b works at this time.?
Hello i was trying to download skywind but when i clicked the download link it brought me to a page called skydrive and i couldnt do anything.I played morrowind alot when i was a kid *even though i didnt get that far* and i was happy to see this.Any ideas on why nothings happening when i click download?
Why are we trying to make a master that is dependant on a master that is dependant on Skyrim.esm again?
Ironman, could you try replicating the problem, but use new master files that you create in the Skyrim CK instead of masters you convert over? Perhaps that would eliminate some questions / narrow the problem as you'd see what problems are caused by recursive master files and what problems are caused by conversion?
What happens if you espify the Morroblivion master and then convert it over as an espified plugin? Does the esm status change conversion results?
I really don't fully understand the problem, so I'm just throwing questions out there. Sorry about that.
Could someone send me a quick rundown on what links I need to download to experiment myself with this stuff? It's been forever since I've looked at any of the threads.
If someone could point me to the current converter, I already have Tes5Edit and the current morroblivion / Skyrim masters.
Thanks all, and cheers.
Ice
http://skyrim.nexusmods.com/mods/19135 Converter
http://newvegas.nexusmods.com/mods/36901 FONV MM
If you don't have FONV just point the program to your Skyrim directory and make a file called FalloutNV.exe in your Skyrim directory.
As for the converter, maybe someone can figure out how to bypass this evil error.
http://i.imgur.com/t1dEN.png
I've tried opening the MainConfig.txt, and changed convert_type=2 to convert_type=0 but then it converts almost everything but CELL and WRLD. I even tried using an older version of the converter, but then I get a different error
http://i.imgur.com/8UYY9.png
I set it to ignore all the form types, and I still got the error. Why does evey program hate me? =|
Thanks Mehh!
I'm setting things up now, and will also poke around to see what tutorials I can find, I'm sure we had a converter thread around here somewhere.
I'll see if I get those errors.
I'm still curious as to why we have two masters dependant on Skyrim.esm. Could someone explain that logic to me?
Thanks!
EDIT: yeah Mehh, I get the same erros you do. I think it's fair to say that russian programing is over my head. :D
I tried messing around with the MainConfig line 12, different convert types, but still got the error.
From reading comments, I really think the problem has to do with master file association more than with conversion. I wish I understood this stuff better so I could be a better help.
I got those same errors too. How the heck did Eloth get past those?
And yes Ice, I'm almost certain, that after you run anything through the converter, they actually come out as esp's if I'm not mistaken. The only reason we got an esm (I think) was because there's also a program in there to change an esp to esm.
Yeah, there is a program that does it. I don't know why it was even used, wrye bash has the same feature, and I sort of trust it more than the converter's esp to esm converter.
Also out of sheer boredome, I used the converter, and converted everything except wrld and cell, then I used tesnif to move the wrld and cell from Morrowind_sk to my newly created file. The outcome was pretty funny, but not one bit playable. It looked like Morrowind was hit by a huge earthquake or something. On the plus side, I could add things to my world with Skyrim enabled, on the negative side, well if you seen the CK cell view window, you'd know. =p
On an unrelated note, I like how everytime I visit the forums, the layout is changed completely. It's pretty funny!
argh this forum layout has to die!
@mehh:
So that confirms my suspicion that we need to repaint the broken land cells, i dont think its every cell, but its alot :(
Ice,
Mehh has got it correct in his post,the converter never converted everything,in fact we had to SKIP a lot of Groups to even get it to finsh.
The morrowind_sk.esm that we use now is not really just the original convertion,as it has a lot of work done on it over time to get what we have now.
There are not 2 masters both dependent on skyrim.esm,Skywind.esm calls morrowind_sk.esm [which has no master] and also loads skyrim.esm [for skyrim assets].
It all works,but the only problem that needs fixing is that we can`t for some reason edit and save properly in the CK.
Errors in morrowind_sk.esm look bad but that is why I made Skywind.esm as stuff merged to that allow morrowind and Skyrim assets to be used,if we can beat the editing bug.
Well I'd be willing to help paint some cells up. Also I'm guessing line 626 is the wrld or cell form?
Killmaster851,Try double clicking on the file.or right click and pick Save As,my skydrive sometimes does not respond to just download,don`t know why.
Also tonight I am thinking of making the rest of the unfinished npcs unique and giving them their correct race/class.
Cool! Mehh! that will get the project moving forward again.
The race and classes needed are already merged,Iniquity`s esp added classes.
I just hope it'll kill some of the array errors, and it'll make things easier for future npc makers. I'm also sure like 70% of the npc makers at the moment have probably abandoned their npcs.
Yep! you are proberly right,array errors can be caused by anything being out of place I guess.
I know this is proberly a crazy idea,but the CK lets you generate new Worlds and Land data from excisting land masses,?,or it should,if so could we just let it do that for every region and cell.?
That way we should lose all of the bad blocks as it will be a new world,then could we just move all the stuff that we have produced into that new world,it would have a new name,but what`s in a name that matters.?
Kewl you can name it Morrowind.

I have been checking in the
I have been checking in the latest TES5Edit and all of the OUT OF HANDLE array errors are being given for the things that we have not actually added to the esm yet,NPC`s,Lights [textures missing] etc,so those out of order errors should go away when we get the the NPC`s in there.
But skyrim.esm seems to be causing the editing problem,just don`t know how yet.