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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.

So what fixed everything anyway? Just a few days ago we were in near panic mode lol

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That`s a hard one to answer Mehh,but basically it is about which masters are loaded into the CK when doing the editing.

If I load just morrowind_sk then it lets me edit morrowind objects and save the esp.

But if I load Skywind.esm then it only lets me edit skyrim objects and save another esp.

But when we are in the game and tick Skywind.esm and the esps it just loads them into the game,don`t ask me how.LOL.

OK we still have a problem with the CK not showing some things when skywind.esm is loaded but it still lets me add skyrim objects like the cow in my pic,so np.

 Here is another picture,I add the NPC from skyrim with skywind.esm loaded in the CK and saved a test esp.

 

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This pic shows some morrowind gold which I placed on the ground in Balmora with only the morrowind_sk.esm loaded [no skyrim objects this time].

It loaded back in woth no problems,the pic is in the game with just skywind.esm and the esps ticked.

So I quess as long as we remember to load only morrowind_sk.esm to work on morrowind assets and skywind.esm for skyrim assets it works.

I can`t do a test with a morrwind NPC yet as I have not merged them yet.

 

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So what happens when Dragonborn comes out? Is that going to change anything? Because there is a huge chance that Dragonborn is going to contain stuff that we'll wanna use. Also Dawnguard has some really good lava that we should use.

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That is not a big problem Mehh,at least I hope not as all that will need doing is to add dawnguard and/or dragonborn to the skywind.esm dependency list.

And we will get the meshes and textures loaded into the CK that way.

 

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Info needed please,where do the facegen [facetint] files go,there are 2 folders "Character" & "Characters" in the textures folder,which one do they go into.?

I know they all end up in the morrowind_sk.esm folder but not sure about the full path.

 

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I posted this before, but I think it's the correct directory.

As for the facegen stuff the .nif files go into your your Skyrim folder and then Data\meshes\Actors\Character\FaceGenData\FaceGeom\Morrowind_sk.esm

The .dds and .tga files go into your Skyrim folder Data\textures\Actors\Character\FaceGenData\FaceTint\Morrowind_sk.esm

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Thanks! Mehh! that characters with an s folder got me fooled.:)

 

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We still need Navmesh to have the characters do things ingame though right? So even after merging, we still have some work before there is something in Morrowind to fight.  :(

Oh, and when you finish the merging, may I suggest that you just upload the face geometry and textures in a separate archive.  That could help keep the size of the installer down.  :)

On another note, I just found this Cliffracer that we could use.

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Yes,navmeshing has to be done I guess [not really sure about how to do that but will look into it later].

I think I can just include the character face geometry and textures in the installer as it is compressed quite a lot.But if not I will just put a note on the first post and in the installer that they need to be downloaded.

That cliffracer mod might be very handy,thanks!,but if not we already have cliffracers in the creatures section in the CK along with the NPC`s at this time I think.?

 

 

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Ummm I made some auto genarated navmesh quite a while ago, I don't remember if I finished it or not. It's not the best, but it's better than nothing.
http://morroblivion.com/forums/skywind/skywind-development/2807

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Mehh,I don`t have an Actors folder in my Data folder only Data\textures\Character\FaceGenData\FaceTint\Morrowind_sk.esm

Is the Actors folder needed,if so do I just create it.?

Same with the meshes folder.

 

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I think a lot of people lack that folder, only people who work on Skywind npcs would have that folder. It's created when you work on a Skywind npc and export the facegen stuff with ctrl +F4.

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Thanks Mehh,but do I add it to my Data Textures and Meshes folder when putting in the already exported stuff in the files.?

 

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Cool Mehh, do you think those are ready for merging then?

If so, you'll have to reupload them though.  The links are dead.

Yeah Ironman, they are in there, we just need to assign them models and some other properties I think.

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Heh, typical the links are dead. I'll re-up them. As for merging, well, they're pretty crappy navmesh and only work outdoors, but better than nothing. I found all of my navmeshes except for Ascadian isles. I'm not sure what happened to it, I guess I deleted it by mistake, it's pretty easy to remake it anyway.

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Before you re-upload Mehh,are they really crappy,?,I mean is there any way that they might mess up the master file if merged.?Being a bit paraniod about that file I guess.

 

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They aren't corrupted, they're just crappy as in how the enemies respond, like they give up chasing you easy. I just remember I hated how the enemies responded to the navmesh. But eh, I guess it's better than them standing around. Test it out for your self! =p

http://www.mediafire.com/?72qk81peeetnbn9

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Sorry Mehh,I never worded that very well,you are right,we can always change the enemy response data later anyway.:)

 

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Well most navmesh is best when it's done by hand, but making it by hand is not fun at all for some people. Autogenarated navmesh can be good or bad. When I tested it a while back, I was quite displeased with it. Just enable an esp, and have an enemy chase you. I remember using Skeevers, and they got stuck into plants with collision. Maybe thanks to Eloth removing the collision with the plants, the enemies might respond a bit better.

Also keep in mind, this navmesh isn't for the indoors, just outdoors. Someone is going to have to make a navmesh for each interior.

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CU later got a lot of work to do tonight I guess.LOL.

 Thanks for doing those navmesh files earlier,they will save us a lot of time and headaches.

 

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Mehh where was the original post of your navmesh files? I guess I could give a crack at them too but I wanted to read your original post if it had more info.

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http://morroblivion.com/forums/skywind/skywind-development/2807

Here

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We have another problem,I am using TES5Edit to merge the NPC FaceGen and GeoMetric data into morrowind_sk.esm it seems to merge ok,but when I try to check it out in the CK,the CK gives out messages about un-unigue Race NPC`s and just freezes up at about 3% into loading the master.

Tried merging to Skywind.esm instead but the CK gives the same errors and freezes at 20%.

That is wierd because TES5Edit did not give me any errors.?

 If I just let it merge all of the data [GRUPS] into the master it will give a lot of duplicates of races and NPC`s,maybe I should just ignore the duplicates and try that.?

 

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Tes5Edit cant check links between MF :/

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If that is the case Iniquity,how am I going to merge the NPC esp`s into the master,if I use VC it will go back to not letting me use skyrim assets,and adding skyrim.esm to morrowind_sk.esm is fatal.

 I could try merging all of the NPC esps together into one big esp,and just leave it loose.?

 

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Ummm, I forgot what I was doing but, when I messed around in the tesvedit, I remember the custom hair colors giving me issues. I'm not sure if it's related to your issue, but it prevented me from doing something with the Nord females, I don't remember what it was sadly. Also adding Skyrim as a master isn't that fatal =| my esm I made came out pretty okay if you ignore it destroying Seyda Neen and Balmora.

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Try to use: TES5View is an advanced graphical esp viewer and conflict detector. (Rename TES5Edit to TES5View)

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Thanks Iniquity,will give it a try.

Mehh,But we don`t really want to destroy balmora and seyna neen and maybe other citys,even though I will admit they need nuking sometimes.

 

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Maybe Bethesda forsaw this....  Why else would they just go and blow half of Vvardenfell off of the map?

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ROTFLMAO [Rolling On the Floor Laughing My Ass Off].:)

 

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Nevermind, I was wrong.

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I need some help or info on getting the NPC`s to appear in the CK and game,I have ticked all of the NPC esps,but none appear in the game.

If they don`t appear when using the esp`s merging those esp`s would be a waste of time.?

I know that the navmeshing needs doing to make them move,but surely they should be in the game in thier place marker positions.?

If I could get them to appear in the game then merging them into one big esp would be better imo,as the Andoran team uses esp`s.?

 

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Sorry for the delay all,I am sortimg out the NPC`s,they are appearing in the game now,but some of them are crashing my skyrim install,but getting there.

 

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Some of the npcs with custom hair colors might be crashing you. I'm not sure if the custom hair color trasfers over with the npc's esp file. It should though.

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Cheers! Mehh,will check on the hair,btw I did not need the Actors folder in textures and meshes,when I transfered them all into textures/character and meshes/character they appeared.

I think that if the esp files sre just made ito one big esp and named something like "NPC_FaceGen_Data.esp" it would be better than trying to merge them into the master.?

 

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Will we still be able to change the npcs? If so, will it be hard to re-merge them? Because I know I wanna correct some of the npcs I made when I can see them with clothes and in-game.

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Yes you should be able to do work on the completed NPC`s,a new updted esp for that NPC or group of NPC`s could just replace the content in the big esp,when I have made it,that is why imo a standalone big esp beats merging into the master.

Btw,are all of the completed NPC`s in the mega.rar file,or do I need to download more at this time.?

 

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Ok,thanks Mehh!.

 

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http://www.4shared.com/rar/PLSPppLf/Dark_Elf_U.html

Try this.

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I have all of the NPC esp`s ticked ingame and it loads into the morrowind world using my last save with no problems,but thier seems to be a lot of NPC`s missing.

In Balmora the orcs and some traders in stores are not there and other NPC`s that usually appear in Balmora are also missing,or am I imagining that.?

Also this is not related but I have a lot of big trees that have purple blocks where the leaves should be,not in towns but there are a lot in other places.?

I would like to get the NPC`s [ those that are completed that is] merged into one esp and realease V_11 this weekend,but I need to be sure that I have them all installed before then.

The darkelves at least on my system have the correct body color in the game,but the faces are not a blue-ish color like the bodys.?

 

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Did you try warping to the npc with the console? As for the color issue, that sounds like a face gen issue.

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Nope,never tried the console,to be honest don`t use it much,but will check that I have all of the facegen files in the correct place.Thanks.

do I need the Actors folder in textures and meshes folders,I am just using Data\textures\character\facegendata\facetint\morrowind_sk.esm at this time.?

And in the meshes folder I am using meshes\character\facegendata\geometric\morrowind_sk.esm.

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http://morroblivion.com/forums/conversion-to-skyrim/conversion-to-skyrim/2691?page=9#comment-22655

I suppose you can merge this into Skywind. It fixes up the music a bit, and adds music to interiors.

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First post updated 7th Dec 2012,see note under the link.

 

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So... whenever the newest version is completed, we will see the link in the first post, right?

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Yep.  It shouldn't be too long though so don't worry.  Probably a maximum of 1 week before we have a link to a master back on the front page.

If the new version isn't completed by then, we should probably put back up the link to the old master though.

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I would like to donate $5000

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