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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.

I thought it was crazy Mehh,but if the CK lets me do it,it might just work.:) And then all it will need is navmeshing,that would take hours,but that depends on the speed of my system,and that is really fast!.

And yes Morrowind on it`s own sounds better than AND_Wrldmorrowind.

Proberly dreaming but this might just work.

 

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Auto gen navmesh really sucks, I made some before. Making navmesh can be fun for some, but annoying and tedious for others. I for one do not wanna be stuck with that task lol.

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As long as AutoGen navmesh actually works,I don`t mind doing it.:)

 

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I really hope the new land mass option works!

"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]."

So,

Skywind.esm Requires: Morrowind_sk.esm, Skyrim.esm

morrowind_sk.esm requires: Nothing

Everything should be dependant on Skyrim.esm, from what little I understand. If not, I think that could be causing the inability to save. What happens if you make Morrowind_sk.esm also dependant on Skyrim.esm? Or am I talking nonsense. If I am, feel free to ignore me. :)

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No,you are not talking nonsense Ice,I have tried making morrowind_sk.esm dependent on skyrim.esm before,but it just does not work and when loading it into the CK it gave out more errors and totally got messed up.

I do not understand why it does not work that way,that is why I made Skywind.esm instead.

I even tried moving everything from morrowind_sk.esm into skywind.esm,but that did not work either.

It might be because morrowind_sk.esm was made without a master in the first place,and that was before the CK was released.

 

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Got you, thanks. Ugg, so complicated!

I'll post if I can think of anything else to try, but at this point, I'm just hoping lightning strikes and you have a breakthrough.

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Ok guys,here is what we are going to have to do,at least the only way that we going to get any further.

1)I have just tried to make a new world the same as morrowind_sk.esm,but did not use a new world name as that would have taken me months to change all the references to the new name,it failed because it was dependent on skyrim.esm,same old story.

2)so the way I see it we have a working setup already,but eloth says that it only allows editing when only morrowind_sk is loaded alone,that is not a problem as if we are only adding morrowind biased objects we must make the esp dependent only on morrowind_sk.esm.

3)Skywind.esm cant be used to add morrowind objects even though it calls morrowind_sk,it can only be loaded when we want to add skyrim objects 2 & 3 are very important because if we keep all esps loose like the Andoran team,those esps will use data from there own dependent master.

4)If we merge any esps they must be merged into there own dependent master to work properly.

We have 2 masters but both of them are needed,otherwise we can`t use skyrim assets.

I tried adding a skyrim object with skywind.esm loaded and it showed up in the CK,But morrowind objects would not.

Loaded only morrowind_sk.esm and the reverse happened,I could then edit morrowind objects,but no skyrim objects are listed to edit,which is normal.

To sum up,if we do not stick to the above routine we will have no choice but to re-convert and we all know that does not work very well because what we have now started that way.

It is complicated but the only way I see it happening.

I could be wrong about the above,but after months of trying to get it all to work I don`t think so,?

 To sum up imo we must never mix skyrim objects and morrowind objects in the same esp,

 

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The only thing I see around that is if you wanted to use certain skyrim assets (boulders and stuff) you could duplicate the skyrim assets and paste them into an esm/esp or use their file paths. (basically twice the skyrim assets, one in the vanella skyrim esm and another duplicated in a morroblivion compatable esm/esp. Would make it harder to mod in stuff s it would basically mean 2 skyrim.esms but would allow for various skyrim effects and stuff. might want to change some of the file extensions for compatiblity with mods that modify said skyrim assets but still..

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Isn't Thalmor interior light a Skyrim object? What exactly is it for?

Also maybe with the Skywind overhaul package it might've cleaned up some of the array errors and we could maybe look towards Skywindmain once again lol? Technically we can already use Skyrim assets indoors by using Skywindmain

Oh, and maybe you should look up Oblivion_sk.esm, because keep it mind Oblivion converted over successfully. wrld and cell converted over just fine.


Gregthegen

The only thing I see around that is if you wanted to use certain skyrim assets (boulders and stuff) you could duplicate the skyrim assets and paste them into an esm/esp or use their file paths. (basically twice the skyrim assets, one in the vanella skyrim esm and another duplicated in a morroblivion compatable esm/esp. Would make it harder to mod in stuff s it would basically mean 2 skyrim.esms but would allow for various skyrim effects and stuff. might want to change some of the file extensions for compatiblity with mods that modify said skyrim assets but still..


Yeah, I suggested that before, that we should just steal/rip the Skyrim assets. We're going to probably have to do something about the Dragonborn, because we're going to for sure want Dragonborn assets.


And if all else fails, you can just open Morrowind_sk and Skyrim, add stuff, close up, save your esp. And if you wanna see your changes, rename Skywindmain.esm to Morrowind_sk, load up your esp with Skywind, and they should still all be there.

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The trouble with all the ideas is that whatver we do we still need morrowind_sk.esm to be dependent on skyrim.esm,making an esp that contains most of the skyrim stuff is easy,but how are we going to get that into the morrowind world unless we can also load morrowind_sk,esm.?

The problem is that we can`t load morrowind_sk.esm and skyrim.esm into the CK at the same time because morrowind_sk.esm conpletely messes up if we do,same with making it dependent on skyrim.esm,it just does not work.

If someone can make a morrowind_sk.esm that works with skyrim.esm,or can make an esp that loads all of the current stuff allready in the current master with skyrim support,please do that,as I have been flogging this to death for months with no success.?

We need all of the current content of morrowind_sk.esm,or we don`t have a mod,period.

Ideas are fine,but a working master with skyrim and morrowind assets that works in the CK and can be used would be better.

I can`t keep on trying the same things over and over,knowing that when trying to get it working in the CK,it just ain`t going to,so I guess we need someone to put ideas into actions and post a working master.?

I don`t usually give up,but this is beating me at every turn.

Personally I am not a modding wizard and am also a very basic user of the CK,imo we have been very lucky to have gotten this far.

 

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I hate to just jump into this discussion (especially since I don't really know quite what I'm talking about).  But it seems to me that the best (and easiest) solution, would be to go into the converter code, and tell it to add skyrim.esm as a master when it converts.  Then all of our existing mods could just be re-merged.  Would this not work?

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Yes! imo it would work Shadow,but the problem is,who is going to do it,I do not have enough C++ talent to sift through the converter code,could proberly write programs or tidy programs that I had coded myself,but have not got a clue about debugging or changing other coders code or syntax.?

If someone has the needed skills and would do it,a re-convertion would be great imo.

 

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The main major difference (and pardon me if this was fixed/adressed along time ago) between Morrowind_sk.esm and Oblivion_sk, is that morrowind default cells are smaller than oblivion cells. If the landmass was reconverted in oblivion as opposed to skyrim, with the esm changed to skyrim.esm in tes4edit before it is converted to Skyrim standards, would that work at all?

Final idea that ive come up with short of simply coping the morrowind heightmap and hand-adjusting the entire providence of morrowind to fit the then merged remaining morroblivion assets.

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When Morrowind was converted over to the Oblivion engine the hieghtmaps and cell size was adjusted to the Oblivion landmass cell structure and size,we have morroblivion running great to prove that.

The cell sizes used for Skyrim and Oblivion are the same,they are also using the same TES4 engine,but Skyrim is using a totally different file format for a lot of things.

We have not got a problem with landmasses or hieght maps because we can and do actually get into the morrowind world in the skyrim program,

The only problem we have is getting skyrim and morroblivion objects to be mixed in one master and be able to edit them in the CK,then load that esp and carry on editing.

To do that we need a master that is dependent on Skyrim.esm.

Imo we have it all already if we remember to make morroblivion biased esps dependent on morrowind_sk.esm only and skyrim biased esps can be dependent on both skyrim.esm and morrowind_sk.esm.

I have that in red at the bottom of the first post and imo it works if we stick to the plan.

 

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We can already use both anyway technically. Hell Eloth has most of the world using swaying grass from Skyrim. If you really wanna see your edits in Skywind, just download Skywindmain.esm and change the name to Morrowind_sk.esm and load up your esp and voila, there goes your changes with Skyrim and Skywind loaded up. It's pretty crappy, but hey at least it works.

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Yep I agree SkywindMain is handy for seeing edits,but it ain`t good enough imo to replace the current v_10b master imo.?

But for working in the CK it is very handy.

 Or are you saying that I should just rename SkywindMain and forget morrowind_sk.esm,if so I must have made a better job of that old master than I thought at that time.?

 Btw,just noticed that you have been promoted Mehh,Congrats! on your Moderator status.

 

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Haha thanks! Skywindmain is nice for checking edits, but once you hit a couple of array error, you lose the ability to edit in CK. It does allow you to see edits you've made with Skyrim assets and keep in mind it allows interior edits 100% from what I've seen.

Speaking of Skywindmain, if Skyrim dependency is what screwed it up, what would happen if you re-made it without Skyrim depedency, and just used Skywindmain and Skywind.esm? Would that give you the best of both worlds? Allow edits in CK(and see them after ck close) with Skyrim/Skywindmain and not eff up everything in-game?

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You might be on to something there Mehh,we have not tried skywindmain with no dependent master yet,and if it is renamed to morrowind_sk then skywind.esm would call it and load skyrim.esm.

Worth a try I guess but that is basically what we are using now with the current master except it ain`t using the older master.

Will give it a try later,thanks!

Hell! if this project ever gets finished we should get a darn medal.LOL.:)

 

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Yes indeed. I also noticed that if you open Morrowind_sk and remove the npc group, the file grows to near 100mb, what's the deal with that?

Oh, and last week when I was fiddling with tesnip, I used Skywindmain.esp, and made the Balmora patch its own group. I got a shit ton of errors in CK about a duplicate group, but Balmora actually showed up in CK in its own world, and looked normal. I doubt that means anything, but it was kinda nice to see Balmora in CK, looking actually normal.

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I have just tried using Skywindmain and it lets me edit interiors but Balmora is only showing some doors in externals and it will not let me place anything.

Tried it with skyrim and skywind esms and it was a real mess with the same editing problem.

I still think that the CK is bugged to hell.

In fact I don`t think that there is much left that we can try.:(

Even if we go the same way as Andoran and just use all loose esps the editing problem will still be a pain externally.

Btw when you got Balmora into its own group could you place objects in exterior view in Balmora.?

If so that would be a first to me.

Have you still got the  Skywindmain.esp you made,?,it might be just what we need if it can be edited and recalled.

 

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http://postimage.org/image/b43gs3zzv/full/

Umm, I used Morrowind_sk, and it bloated to hell when I did this. I also spent around 5 minutees holding down my enter key to get through the errors. I haven't tried opening it with Skyrim and Morrowind_sk.

Crashes CK when loaded with Skyrim and screws everything up in-game.

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Yep! been there,infact I think I have tried everything in the book,so I quess it`s back to square one and our current version for a while.

What we need are good finished tools,a bug free CK,and lots of luck.:(

 Hold on though,your pic has all the buildings there,was that with skyrim.esm loaded,I hope so because that is what I want, if the buildings are there then externals are working and should take editing.

 Sorry,you already stated that it crashes out if skyrim is loaded.:(,I read it too quick.

 

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Nah, Skyrim wasn't opened, CK crashes if I open it with Skyrim. Also in-game, Skyrim loaded that world first, so once I left out of Balmora, well the world isn't pretty.

Also I think skywind.esp is missing some of the doors, because I couldn't walk out of the armory in mournhold with Skywind enabled, and had to enable the Doors.esp. I also think the door file is somehow messing up the music. Because when the doors are broken in Mournhold, music actually plays, when the doors are fixed, you get no music. also if you have music in Mournhold and warp back to Morrowind(where the doors work) the music stops.

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Well, I think I know why the Andoran team split their files up into esps. It's because they keep them active when editing them, I learned that my own way.

First I used wrye bash to copy Morrowind_sk.esm to an esp then I opened up Skyrim and Morrowind.esp(I kept Morrowind.esp active) and removed the Thalmor interior lighting. This of course effed up Balmora, but at the time I figured it'd maybe allow me to load Morrowind with Skyrim as a master and not suffer a CTD.

Then I changed the Balmora patches' master to Skyrim.esm and Morrowind_sk.esp. Loaded up Skyrim and Balmora looked fine.

Then I loaded up the CK, set Morrowind_sk.esp as an active file, and noticed the water looked, well, normal. I also noticed I could place Skyrim and Morrowind(a few things didn't work, but I'm not sure). I closed CK, and re-opened and everything was still there.

One bad thing is, well it takes a long time to load up the CK, not Skyblivion long, but quite long. And well, making Morrowind_sk.esp active when editing, well I think you know why that can end up troubling, you're editing Morrowind_sk and when you save, you don't export the change as an esp, the change are directly applied to the master. So unless someone knows how to export changes while having a file active, I dunno.

http://i.imgur.com/jjh15.png
Me screwing around in my favorite place to check for array errors. and_ahemusacamp00. Oh, and this was after ck close.

http://i.imgur.com/FFBpX.jpg
In-game!

http://i.imgur.com/YTdcO.png
Here goes my attempt at editing and_abaelunSmine... I think you can see what went wrong there. I have no idea why it did that, I don't recall that happening to Morrowind_sk.esm

http://www.mediafire.com/?2v34f2nv2vx8zl6
My Morrowind_sk.esp and Balmora fix with Morrowind_sk.esp as a master.

Oh, and one time when I tried to open my master file as active, the CK crashed on me. I tried it again as active once again, and it loaded correctly.

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there is only one way to work this out:

unpack every file from skyrim.esm, then load up CK and only use morrowind_sk.esm, and manually add assets from skyrim when needed.

 

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Not really, I think I made my esp editable without having to keep it active, only problem is that you have to use the Balmora patcher with it, and the colors feel a little different. I'm uploading it now if you wanna try it.

http://www.mediafire.com/?8aqh5b78p07kww6
Here it is.
http://www.mediafire.com/?1dncbho4xracif7
Balmora patch.

Also remember to load your esp changes after the master file(I made that mistake and learned that the hard way -_-;) Also according to the error log, no more array errors, I haven't done enough testing to confirm, but hey, you can check for me!

If it confirmed to be working and such, I'll try the same thing to Oblivion_sk.

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eloth,do you mean unpack all of the bsa files in skyrim.?

If so then that sounds cool,but being a bit of a novice with the CK I don`t know how to add the assets with only morrowind_sk.esm loaded.?

 

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Cheers Mehh,I have downloaded all of your latest files,and will dabble with them tonight.

What I am aiming for is a major V_11 release with all of the current esps NPC`s and eloth`s great landscape etc in the install.

 

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So did http://www.mediafire.com/?8aqh5b78p07kww6 work? I was able to edit in the CK, save the changes as an esp, re-load the CK and still see the changes. It even showed Skyrim assests. Also, the CK says the array errors are gone.

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I have only just downloaded it Mehh,will report back later.

 

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Errr, it might ctd with the Balmora patch, I was able to get it to run with the Balmora patch earlier, and for some reason now it refuses to.

EDIT:Oh, I changed Morrowind_sk to a .esm and had Balmora patch using Morrowind_sk.esp as a master. *sigh* whoops.

Looks like the file is junk, I somehow nuked Seyda Neen. Oh well. Balmora also loads up in CK just fine with the patch enabled. You get around 40 array errors, but I broke Seyda Neen, and who knows what other towns.

I guess on the positive side, we have a dev kit that allows editing Skyrim and Morrowind objects, just need someone to test it a bit more.

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I loaded your editable rar morrowind_sk on it`s own and could add morrowind and skyrim objects to internals and skyrim objects to externals.

Morrowind objects get listed in extenals but are not visible in the CK

Save a test esp and they re-load,so that master is getting there.

I did not load the Balmora patch will try that later.

The picture shows that skrim objects can be edited in exteriors,so if after further work to night I can get a morrowing object in the same scene it would be cool!.

Skyrim being loaded is still messing it up in my game though,ignore the purple and other things,but all I am getting in Balmora is the doors,like in the pic.

But this is deffinate progress imo.

Pic:

 

Attachments

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Glad to see that things are moo'ving along :-p

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Kewl, we're making progress? I still have no idea what happened to Seyda Neen, and I worry if any other towns were wrecked.

http://i.imgur.com/zuA9x.jpg
Also I tested the CK, this was after a CK close, and everything saves just fine. Morrowind objects to the left, and Skyrim objects to the right.

http://i.imgur.com/j509V.jpg
In-game! I kinda wonder what happened to the two Morrowind lights, I guess they're still broken.

Also if you load Balmora patch, you'll get array errors, and won't be able to edit. It's around 40 to 60 array errors, which is better than umm what ever the hell the amount we had before lol. Oh, and you'll be able to see Balmora in CK.

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I think I have got this figured out.

When you want to add skyrim objects or NPC`s in the CK and edit them tick the SkyWind massive update esp and Skywind.esm but don`t activate anything.

To add and edit morrowind NPC`s and objects just tick the Skywind massive update esp and morrowind_sk.esm.

When you save the esps they should load the assets of whatever was loaded at the time you saved them.

It works for me using just the current V_10b install and all the esps listed in Shadows install thread.

In game all of the lanterns are now on the buildings in the game and most of the other things too,Balmora looks great in game.

Will be updating to version V_11 this weekend after making sure that map markers and doors are ok.

Whe we get all of the NPC`s finished I will add them to the install.

 

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Wait, so we might have it figured out? Awesome!  Though may I suggest that we just begin merging npcs as they are now?  It could take a long while yet for them to be completed, but if the ones we already have done are merged, then work on quests, outfits, and a whole lot of other things can start.

Also, I've figured out .bsa files, and now my install has a Skywind - meshes.bsa, Skywind - textures.bsa (Around 2 gigabytes in size!), and a Skywind - Oblivion textures.bsa (Using Iniquity's helpful list I was able to narrow the size of this one to under 15 megabytes, but there are still some missing textures I need to look into).

It might still be a bit early for mesh and texture .bsa files (we are constantly updating), but how about a Skywind - Misc.bsa for all of the scripts, and maybe NPC facegen data?  Or should we put the facegen data in the separate mesh and texture .bsa files.

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Well I was going to start making npc place holders, you know fill out their race/class/speed and make them unique, but I was fiddling around with the stupid Skywind master.

Also, we have a SkyWind massive update esp? Kewl, so everything is fixed now? We can use Skyrim and Morrowind assets?

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Ok Shadow I will try to merge all of the completed NPC`s into the master file,but I am not a wizard at merging so if I hit any snags I will post here.

About the bsa files,they are a good plan and we definately need them,but personally I could have a problem adding them to the installer because I don`t have enough online storage in file size to go above about 300MB per file,so if we use them at this time I hope they can be put into split achives.?

 

 

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Hopefully yes Mehh,but it will need to be fully tested over a few days to be sure,if I hit problems again,will post here.

 

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I had no idea about SkyWind massive update esp until now. =p Also will npc placeholders be needed for the remaining uncompleted npcs?

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Not sure about that Mehh,but the guys doing the NPC`s might know.

 

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Well, the textures wouldn't need an installer, and neither would the scripts.  The only things that really need to be installer protected are the .esm files. My mesh .bsa is 146 mb (compressed), and I really doubt that it would get much bigger than that, so I guess that could be included if everyone really deemed it necessary.  But I say just protect the master with an installer, and have everything else as separate downloads.

Also, Ironman, do you think some of were's mods should be merged?  They are not exactly what we want for the end product I think, but they are really nice in the meantime. And are we cleaning the mods before merging?  I just realized that could be a good idea.  :)

Mehh: I say just go ahead and do the ones noone has signed up for, and then do the rest in order of how long it has been since the person has given a progress update.

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A lot of the scripts have already been merged into the master file Shadow,and a scripts folder is in the install,what happens to them if  we use bsa files.?

 

Mehh,

I made a mistake in my post,the massive overall is just meshes and textures [no esp] but there is a landtextures.esp

 

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Well if this work, at least you'll know how to fix up the Skyblivion master when work is started on the Skyblivion.

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The Skyrim engine handles scripts differently than previous games as far as I know.  In previous games, scripts were placed directly within the .esm with no extra lose files.  In Skyrim they are put in lose files that can then be placed in .bsas.  Removing them from the installer and putting them in a .bsa, should still let them work exactly the same, with no complications.  At least that is what I understand.  :)

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Were`s  morrowind flora and added sounds for harvesting has already been merged Shadow.

 

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Ironman are you going to merge all the npc esp's and face gendata into one major file? Also do we really need placeholders for the npc's? We're almost there.

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Suade,

Hopefully the NPC`s will all merge into the main ESM master and we could then just not tick the esps.

Paceholders,or at least most of them are already in the master,because if you use the CK and bring up a location the NPC names are there and they should just appear when they have all of thier info entered.

Or something like that.

 

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Oh, then good job.  :)

Can you make note of that in the first post?

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If the merging goes to plan,I will be updating to v_11,at that time I will post a list of esps that no longer need ticking in game.

But untill the next release it can`t be done because it might just confuse the issue.

And to be honest I am really hoping that this works this time as it has been a long haul trying to get the master to act correctly in the CK,it has made me a bit nervous.:)

 

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