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[RELz] Compiled Skywind Meshes [Updated Jan. 20, 2013]

Submitted by Iniquity on

This archive contains all meshes used in Skywind.esm. 

Download main archive. (160 MB)  Jan. 19, 2013

(Archives marked in bold have not been merged with the main archive and need to be downloaded separately.)

This archive is compatible with v0.5

 

This version of the archive includes:

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

Does this include the fixed meshes created by Gothryd here?  Because they really should be the standard.

Also, you should download the new and awesome Skywind overhaul here, because I'm pretty sure that it has a lot of fixed meshes in it, plus new ones that were missing from the conversion.

This is a great idea though, to have them all in one easily accessible download location.

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Not yet) I will it later. Only old meshes)

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Iniquity,v_10b is the current version,and that will change again soon,we are working on getting a stable master that allows editing and re-call of both morrowind and skyrim assets in the CK.

I don`t think that will affect the meshes though as long as nif names stay the same in any improvements made.

 

 

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Impact on the meshes will depend on the esp)

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Understood Iniquity,I realized my mistake just after posting.

 

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Updated.

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now i see that i forgot to include some of those meshes in the missing list. will upload asap.

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eloth

now i see that i forgot to include some of those meshes in the missing list. will upload asap.

we are working for you))

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Does this new archive include the necessary fixed meshes from Oblivion by Gothryd as well?  Also, I'm not sure if the Skywind Beautification meshes are necessary, because I think the overhaul fixes those problems, but I could be wrong on this point.

Anyway, thanks for working on this Iniquity!

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Fixed meshes from Oblivion by Gothryd? Idk, where i can find they?

If overhaul will better than Beautificatio that i will change meshes)

Main post updated.

Edit: I've been wanting to do this) Tomorrow another intresting archive will be)

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Right HERE

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Shadow

Right HERE

Hmm, i will check it. But I want to say that skywind dont use SI meshes)

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Ah beat me to it Shadow :)

Iniquity any idea if the Skywind Beautification V2 mod will work with Eloth's new land textures? It said in the thread to disable beautifcation if you want to see the new textures. 

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Thank you evrybody, I am downloading. From those archives, we need only about 10 meshes :)

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Suade

Iniquity any idea if the Skywind Beautification V2 mod will work with Eloth's new land textures? It said in the thread to disable beautifcation if you want to see the new textures. 

From skywind beautification i used only transparent archive. They dont work together (Eloth, Alex, Sorrow) and because of that we have problem with compatibility. In the furure the same problems will not be. But now, idk )

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I think Alex said he planned to remove Skywind Beautification because it wasn't needed anymore or because he wanted to update it, I forgot which.

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My business was to pick out clear meshes :))

Before I start to assemble more, we need to check the assembly.

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Ah I see. So basically I can download this archive, put it in the meshes folder, then Skywind Overhaul, then copy over Gothryd's Oblivion and Shivering Isles Meshes v0.1a and overwrite all, and then that is all I need?

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Dont download Gothryd's Oblivion and Shivering Isles Meshes v0.1a. Skywind use only 2% of this meshes. Tomorrow I will  create a archive with a sample of the used meshes.

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Main post updated.

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Updated. Add some skipped meshes.

Lost meshes list updated.

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Updated. Added books, doors, keys, flora.

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Lost meshes list was updated. There are currently no 46 meshes.

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Updated. Archive 5. Lostlist was updated.

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I reconverted FURN group recently, and CK shows me those errors

http://pastebin.com/vKnw4AvY

There are some missing models, can you please add them?

Also can someone please fix texture errors for furniture? I'm zero at modeling/texturing, and would be grateful to get rid of those messages from CK. This will help me in reconvertion of morroblivion.

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zilav, thanks! lost meshes list updated.

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So I've had this question for awhile.  Some of our models are good, and probably reaching the final version.  However one major problem is the lack of havoc.  Somehow this got added to some bed models?  But it is really lacking on all of the misc items, ingredients, etc.  Does anyone here know how to do this, and would be willing to work on it.

Hey Zilav, I know that you have mentioned working on a re-conversion using scripts a few times, and I have a few questions.  Do you really think this is a viable alternative, and that you will be able to pull of a complete conversion?  Would your method work on any mod/master, or only Morroblivion?  And lastly, when do you think that this would be finished?

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Yep I'm doing template-based reconversion of morroblivion.

So far so good, converted majority of record groups, will do npcs, creatures and leveled lists today.

Template based means that when converting a group of records, I chose a template records from Skyrim.esm to be used as a base records. In TES4Edit script dumps all the values that can be applied to Skyrim to a text file (formid, edid, name, model, weight, value, etc). In TES5Edit base record is copied into Skywind.esp and values applied back.

That way I have a perfectly fine mod reusing original vanilla records, that depends on Skyrim.esm from the start and already has quite a lot of it's references. Zero errors in CK.

People must admit that morrowind_sk.esm is a dead horse and should let it go finally. It has fundamental problems with corrupted records, invalid form versions, out of order subrecords and other nasty stuff. CK crashed, crashes and will crash in future when working with it.

Those problems can't be fixed with TES5Edit since it operates only on valid records.

TESVSnip might help but it has its own problems and, besides, who wants to manually fix 50000+ records by hand?

The only people who can fix it are guys from Andoran since it is their converter. The current converter is buggy and unfinished. I don't know how they are using it for Andoran, maybe they have a newer version or know the way how to fix converted plugins.

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Iniquity,Any idea what is causing this,?,I never had those trees before installing the files in the first post.

Where did I go wrong.?

 

Attachments

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Oh I had that issue last week, I downloaded this and it solved it.
http://www.mediafire.com/?isv2w6d0v8c9wgk

@zilav
Would all our current plugins and such be incompadable with your new master file if you're able to finish it?

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@Mehh

Records in new conversion will have the same formids as in morroblivion.

Morrowind_sk also has the same formids but not for everything. I think WRLD, CELL and all references have a different formids.

So plugins that modify npcs, armors, weapons. etc. should work. Plugins that modify cells won't.

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Thanks Mehh,I hope it works for me too.:)

I think zilav has a point,our current master is indeed a mess,and is only holding on by sheer luck,and a lot of what should be not needed work.

 

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I hope nobody else has your issue, or Iniquity might have to re-check his texture list. And yeah, the master is indeed a mess. Would this mean the map markers, doors, weather, grass patch will have to be re-made?

@Shadow
Didn't notice your post before. I think Eloth is working on havok for items. He gave me a neat Ash Statue with havok on sunday to test. =)
http://www.mediafire.com/?wii8phat0xn6n13
Test it out for him!

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I don't know until reconversion will be finished.

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Sounds like an interesting approach to conversion, Zilav. Any rough ETA you think that'll take to rough completion?

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When I say a mess,I did not mean that it was useless,infact if we can get all of the NPC`s in and the navmeshing and quests completed,it will actually work because we can run around the whole of morrowind at this time and it looks great imo.

Ok it will be problem for editing by modders later,even when it`s finished but as a game [mod] it will [should be fine].

A new convertion is fine,but it will need a lot of time and work to be anywhere near what we have now,at least in Skywind.

 

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@Clint

Depends on how things will go. I'm not converting classes, factions and spells since those records differ way to much from Skyrim. Those should be recreated by hand and assigned manually.

I'm also not touching dialogs and quests, morrowind_sk.esm already has them in a correct form version format, so probably better to rip them out of there and merge with new conversion. Can be done later.

The biggest offenders are WRLD and CELL groups. Since they have almost identical binary format with Skyrim, my plan is to write a script that will remove incompatible subrecords, dump valuable info to text file, and then just load plugin in TES5Edit without any conversion and apply fixup script.

If it'll work, then ETA probably 3-5 days. If not... well, there are 2 other ways:

1) manual export/import of all records in those groups through text files using scripts, will take a lot of time. There are hundreds of thousands records there.

2) again reuse those groups from morrowind_sk.esm and write fixup script to correct current issues with them, will take less time.

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@zilav:

good work ! we need a working master desperately :)

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About textures. I have slow upload speed, and because of that 1.2 gb texture pack uploads to slow:(

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Ok guys I need your advice and probably help.

Here is the list of forms from Oblivion.esm used by Morroblivion in containers, leveled lists and references.

https://docs.google.com/open?id=0B4rR0C-Bcx_JYU45X2lUVEdvamc

There are 3 ways to handle them while converting:

1) The best way - find a similar form in Skyrim.esm and replace.

2) The bad way - replace all of them with some placeholder item, for example a cup.

3) The worst way - don't convert them and remove any references.

Apparently route 3 is not an option, objects will be missing in the world.

I myself can only go route 2 so expect to see a lot of cups everywhere.

Or someone volantures to help to find similar replacement forms from skyrim.esm. There are 627 of them, but you don't need to lookup every single one. Some STAT markers records are the same, all arrows can be replaced with a single arrow, potions with a single potion of healing, trees with a single tree, etc. If you want to help, have some free time and know your way in CK and TES5Edit, add semicolon at the end of every line and put 8-digit hex formid from Skyrim.esm (copy-paste from TES5Edit). Then upload file somewhere, I'll use it as a lookup table for reconversion.

If noone will be willing to help in the next 12 hours, I'll go a "cup" route.

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ok, i`ll do this one, could take some hours though

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zilav,and all,

It seems that our current master is now obsolete,and will only be used to progress this new master,so I guess there is no point in adding anything more to the current installer,in fact as I see it there is really no point keeping the current installer or master.

I will leave it on my skydrive for a few days so that it can be downloaded and backed up by zilav or anyone else,but as I see it now,there is really no point leaving a now [or soon will be] obsolete master on the main skywind download page.

I have done my best to get the badly converted master working for a long time and to a point it works,but now it is time to step down and let zilav produce host and package the new baby.

Just finish what you have started though,because if the new baby does not work,it is back to square one.

 I will continue working on making the current master work,on my own system by totally stripping out the WRLD,CELL and all offending groups and FORMS etc,but will not re-host it untill it is finished,and works.

 

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Wow, good work!  3-5 days?  I can hardly believe we could have this mess sorted out in such a small amount of time.  Would we even need some of the plugins that would no longer work with the new master with your new conversion?  Like, would the doors and map markers work correctly, or would we have to fix those by hand again?

Since you are not going to convert over quests and dialogue, and are instead going to use the manual conversions that we have made, do Machine and Digitalparanoid have the green light to begin on quest conversion once again?

Also, after you are done do you think you could do the same to Oblivion and its DLC, since it undoubtedly has many of the same issues?

Oh, and one more thing.  Could someone move this discussion to a new forum topic.  It doesn't seem like we should be using the mesh forum for discussion of the master...

 

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To explain what I have posted in more detail:

I have no problem with zilav`s idea,in fact it is cool!.....but

It puts the project back by nearly a year because all of the work and time and problem solving put into the main skywind current master is now worth nothing,because everything now merged into our current master will need re-working.

But are all of the guys that did all of that work and put in many hours all going to do it all again from scratch.?

 

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What I'm getting is that much of the work wouldn't need to be done again, except for the plugins that alter cells.  So all of our changes to meshes and textures would still be good, the NPC plugins would still work perfectly fine.  Actually the only plugins that I know of that actually alter cells are the map marker and door plugins.  We would just need some re-merging and we would be right back where we are now, plus we would have a working master!  Who knows, this new conversion may even be MORE complete than our current one, which would mean that it would actually require less work in the long run.

Edit: And the navmesh and music plugins of course, but the navmesh can be autogenerated again.

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Ummm, I'm currently half done sound effects for doors. Since the sound only affect the door nifs, ummm should I stop or continue?

http://i.imgur.com/9kI1A.png

@shadow
The navmesh was shit anyway, and the music I added to cells was with a mouse macro while I slept, so that's fine.

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I'd say you are good but it is probably best to wait for Zilav's reply.  Who knows, maybe door sound effects will be converted this time around.  Actually I'm betting they will.  How hard could it be to copy a filepath from one .esm to another?

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Oh kewl! Less work for me. The only esps I can think of that will break is the weather, doors, map markers, grass mod, music and navmesh.

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I'm actually not even sure if it would break the grass mod.  Isn't that added as a property of ground textures and would not be affected by the change of cell form ids?  Speaking of grass, did you know the Dragonborn.bsa contains grass models for Ashlands?  They could definitely prove to be useful when it gets released in a month.

That reminds me.  Should we just go ahead and create the Dawnguard dependency right now?  We are going to have to add crossbows (and maybe lava) eventually so we might as well.  (Plus I finally purchased Dawnguard last week so I'm okay with that now)  :)  Or were we going to stick with the separate plugin idea?

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Here is the current version

https://docs.google.com/open?id=0B4rR0C-Bcx_JcmRjcVlUTFRyLTA

You can check it with TES5Edit or CK, loading it in game is pointless because there are no cells and worldspaces yet. Load TES4Edit with morrowind_ob.esm and compare side by side, formids are the same. You'll quickly notice that some records like potions have the same effect, thats what I mean under "template-based" conversion, they are all just a copy of potion from skyrim with several changed values. I can convert in theory more values including effects, but it will gradualy take more time because conversion script becomes more complex. Right now I'm doing conversion as fast as I can.

You should understand that the reconversion I'm doing now is a concept, I don't know how it will end up, what quirks can occure, what errors CK might show, etc.

Also I don't think this will put you back a lot. Frankly speaking, morrowind_ck.esm is empty. The only values it has for most records (which are corrupted by the way) are editorid, name, model path. Thats all. The valid records like dialogs and quests will be ripped from there.

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