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Mod interest?

Submitted by Gregthegen on

Is anyone interested in seeing an external skywind mod that changes around some of the caves and non-dark elf specific models between morrowind and skyrim? (aka some skyrim dungeons use pieces of morrowinds internal cave system and vice versa.)

Considering a similar mod but for Skyblivion that brings cyrodil caves, Alyid archetecture/basic SI caves and ruins to skrim whenever the new skyblivion plugin is released, would fit more than the skyrim caves and stuff if I could ever retexture it properly.

Came up with the idea after seeing the same cave layout during my replaythrough of skyrim this day. Thoughts? If there is an interest I will persue this.

 

 

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That probably would be a good idea considering that they need all the help they can get. I could actually do the textures because I figured out you can export Sculptris models to blender and make a bump map out of the models.  I don't really have the money for Zbrush so I guess that will do for now.

I'm sorta new to modding though I really want to get into all the stuff but I do have modeling experience and gimp/photoshop experience so I might be your man for textures.

I would join the Morroblivion community but I'm afraid I don't have much time to give at this point. So if you need textures all you have to do is point me in the right direction and I can get it done for ya.

 

 

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If you happen to have both skywinds cave meshes extracted and a copy of skyrims, any chance you could apply the skyrim cave textures to morrowind caves, setting the newly retextured meshes under a new file name of your choice I.E Textures/Caves/Skyrimized, and inversly apply general morrowind cave textures to several of skyrims under their own extension /morroized.

Again It is my intention to use these modified textures to create an external plugin for skyblivion that allows for more expansive modifications to existing morrowind dungeons using skyrims cave system layout and more compact and unique skyrim caves doing the oppisate.

If you have any more questions or are ready to proceed just let me know here or via pm. I will find a rapidshare or upload link for the esm for everyone here once the mod is finished.

 

A personal request that is secondary and not necessarily important would be the usage of the lost spires cave textures on the spire mesh converted to tes5 or skyrim caves so I can remake parts of that mod on skywind.

Going to upload those textures in a file myself if you wish to do those because the lost spires mod itself is waaaay to big to just rip a few textures from.

Thanks for your offer of support! I am not impatient and am willing to wait however long you need (days or months) to complete this, I am hoping to turn this into the first official mod for skywind.

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Here is the link to the lost spires cave textures (USED WITH PERMISSION btw), if you still are interested in modding the cave models I'd love to see these added as well if at all possible. Hoping to extend the dungeons as much as I can.

 

http://rapidshare.com/files/4077117168/cave03.zip

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before I download the lost spire cave texture and what not, is it a replacer because i thought that mod had multiple tile set retextures.

Also I made world space that looked pretty cool and uses skyrim and Oblivion assets. 

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I was just messing around to see how well oblivion assets merge with skyrim ones . so far :pretty good at least ayleid ruin pieces can look good next to default  skyrim rocks.

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Really liking your worldspace supreme!

And I do not think so, if i remember correctly the textures are stored in the directory data\textures\dungeons\caves\cave03 in oblivion, it isn't my desire to use these as a replacer for the default oblivion textures, but rather as textures for use in both converted morrowind/oblivion cave meshes and cloned skyrim meshes to more diversify skyrim. I am hoping that the same process can be used to make morrowind and oblivon meshes (if copied and the copies set to use a different tileset) use skyrim cave textures...

though technically if I didnt worry about wither it stretched or not I could simply replace the textures themselves. but I would want for them to look properly placed on the meshes and I'd rather have a seperate model/texture nifs to pull from in order to have 3x the dungeon tileset options. I can go through the lostspires.bsa again and see if I missed any custom tilesets there that would be useful.

Simply put, while I can mess around in the CK, modify existing dungeons and create new ones, I need meshes and textures to work with. Skywind and Skyblivion provide the converted meshes and textures, and somehow I need to have TLS's meshes converted. I am just needing a way to realize them in game. Kind of got tired of seeing labyrinthian look the same as a cave I noticed near solitude. 

What I want the most is to start putting Alyid ruins in Skyrim, mostly closer to the southern reach because it wouldn't make sense for the Alyids to simply stop building at the borders of cyrodil which I think didn't exist back when they built the structures. Morrowind would benefit from Skyrim and Oblivion cave meshes to further diversify it's existing dungeons.

Also in case anyone asks, I am not intending for this mod to be a "200 year later replacer" at least where morrowind and cyrodil are concerned. I just intend to expand existing dungeons set in that time period so that the Nerevine and the Champion of Cyrodil wont get bored in their 100th dungeon crawl and so the Dragonborn won't become the dragonbor-ed simply because he wouldn't have any awesome alyid dungeons to explore.

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Okay i see what you mean now. make more dungeon like ayleid ruins in skyrim.

just a suggestion though Because all the dungeons in oblivion look he similar( because 1 guy made 'em all) you could (after you convert the nifs from lost spires over) use the replace function to change some of the oblivion dungeons. Like caves of the great forest are more green inside while cave in other areas are default. 

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Will do supreme!

Here are the meshes for the above textures. I had thought that it used the same tileset as oblivion but I was wrong. They are in the vanella format. Each time I try using the NIF converter I run into problems. Can anyone convert these for me and post a link so I can use them?

http://rapidshare.com/files/3795040742/cave03Meshes.zip

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In vanilla oblivion all dungeons are similar, but not in modded one.

http://oblivion.nexusmods.com/mods/40392

I played with a bit, looks very different even using the same tileset.

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that mod does use some custom tile sets so in order to convert it we'll have to get permission from the author of the tile set and the author of the mod but I think it look really good. I see if I can track down the author Of the original tile set( s ).

Edit There was a glitch (s) was in my post instead of ( s )

Edit:I haven't asked anyone yet, but here are some link to there pages. we really just need the main mod converted to recreate it but it would be better if we had all there help (especially the rocks resource one that one make cave look so much better).

http://oblivion.nexusmods.com/users/112530

http://oblivion.nexusmods.com/users/262197

http://oblivion.nexusmods.com/users/1522419

http://oblivion.nexusmods.com/users/143664

http://oblivion.nexusmods.com/users/2087639

http://oblivion.nexusmods.com/users/2093667 (i don't think we need her ferns)

http://oblivion.nexusmods.com/users/1035632

http://oblivion.nexusmods.com/users/133800

http://oblivion.nexusmods.com/users/66583

http://oblivion.nexusmods.com/users/730655

http://oblivion.nexusmods.com/users/1657719

http://oblivion.nexusmods.com/users/90984 (if we do convert the better dungeon mod we should put him as a credit)

http://oblivion.nexusmods.com/users/2726623

http://oblivion.nexusmods.com/users/567666

Sjors Boomschors ( he's here on morroblivion)

http://oblivion.nexusmods.com/users/262197( I would also ask about the hammerfell mod)

http://oblivion.nexusmods.com/mods/18709(I highly doubt we would need this one)

http://oblivion.nexusmods.com/users/490889(I don't think we'll need this one as well)

 

 

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Wow a lot has happened since I was last on. I'm afraid I don't have Morrowind for the pc yet, I will eventually get it but right now i don't really have the money to do so (or oblivion for that matter but I will be getting them in the future).

I was thinking you could send me the files via media fire or some other file transferring website (or we can make a ftp which would make things allot more versatile) from the game and I would convert them and edit them. I can do this for textures and meshes. Also if there is any textures you don't like or you want a new dungeon tile set then just ask me because i can design and build tile sets if you want more diversity.

Just send me the files and tell me what to do with them and I'll send them back to you so you can integrate them.

 

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SachielMF gave me permission to convert his mod into skyrim. Found here:

http://oblivion.nexusmods.com/mods/22591/

I'm not sure how to convert it with collision. Can someone do this for me?

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what application are you using to convert the models?

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I think most people use this:

http://morroblivion.com/forums/conversion-to-skyrim/general/2437

unknownone converted the real oblivion meshes so if you want, you could ask him.

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Looks like these dungeons will get the remake they deserve after all! going to contact him and see. The program itself doesn't work right on my computer for some reason, might be a bad 3ds install. Thanks to everyone for your support and supreme for contacting the mod authors! And smerk, any chance you could convert those meshes and textures that I posted here and post the link to the converted meshes?

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Yes I should be able to but I think you have to remake the collision models I'll check though.

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Any progress on converting the meshes? I think ChunkMerge can auto create collision.

 

Edit: messaged the other mod author and I'm awaiting a response, I was unable to message mr_siika because his inbox is full(and he made most of the modder resources). I'll try to message his another way.(Cant find his on steam now but I saw him the other day there.)

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Got word from Smerk that he was beginning work on the meshes, while that is being done I am going to start working on bringing Alyid ruins to Skyrim. Going to assume that the current version of Skyblivion is not going to undergo a converter change. Should see it posted sometime next week.

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SachielMF has given us permision to use his modder resource.

Momo77 has given us permission to convert his modder resoucres

Meo3000 said he will convert his stuff eventually...

Awaiting more responses 

P.s. if you find a way to contact mr_siika, you should message him, because his modder resources are great and would be needed to make skyblivion's (& skywind's) dungeons better.

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Hey yup I'm running it through blender so I'm going to need to need to remake the collision objects. This may take me some time to get them all done but don't worry I can get them done.

SupremeEpicness I'm sorta new to this I was going to do it the old fashion way through blender because that is the only way I know how to convert stuff. but if ChunkMerge can auto create collision that would make things allot easier. I'll have to check it out.

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unknowone told me that I should run the nif in ChunkMerge to create the collision, and he converted all the Oblivion nifs so I would trust him, but I never actually used it my self.

 

Things we can convert:

http://oblivion.nexusmods.com/mods/22591/

http://oblivion.nexusmods.com/mods/40406

http://oblivion.nexusmods.com/mods/40548

http://oblivion.nexusmods.com/mods/39668 (not needed)

http://oblivion.nexusmods.com/mods/37765(will need havok but not really needed)

http://oblivion.nexusmods.com/mods/39274

http://oblivion.nexusmods.com/mods/37443 (might be more work then it's worth)

http://oblivion.nexusmods.com/mods/37434

http://oblivion.nexusmods.com/mods/37221( will need havok programing)

http://oblivion.nexusmods.com/mods/37192

http://oblivion.nexusmods.com/mods/36524(not needed)

http://oblivion.nexusmods.com/mods/37103

http://oblivion.nexusmods.com/mods/36629(might need some havok)

http://oblivion.nexusmods.com/mods/30776

http://oblivion.nexusmods.com/mods/30783 (just a retexture can be done with out convertor)

http://oblivion.nexusmods.com/mods/31684

http://oblivion.nexusmods.com/mods/33175

http://oblivion.nexusmods.com/mods/32947

 

 

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Alright I'll convert the this stuff after I'm done with what I'm working on right now. Also when I do get to this stuff I think I'll convert the stuff that's needed first. Some of these look like they could use some more polyz and retexturing. maybe after I'm done converting them I can add a little more detail to them . (I will only do it if they also give me permission to edit them.)

Are you planning to convert stuff, and if you are then just tell me and I'll do stuff other then what your doing. But it's alright if your not.

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I just got 3dmax and have no idea how to use it so... no i'm not planning to convert it. also the authors of these mods have already given us permission to convert or edit them. These are not al the things used it better dungeons these are just the ones we have permission to convert.

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Alright sounds good to me. I need to learn how to work this chunkmerger tool.

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Alright I have been converting the files and so far I'm getting a weird rotation problem. When I went into the CK the files I converted seam to look like they where not rotated right when I converted them, then the next day when I got on my computer they lined up perfectly. Does anyone have a explanation for this? Because it's going to drive me mad.

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I'm not 100% what you mean. Can you give a picture or something. What files did you convert. and did you make sure that rotating gismo in the creation kit is off (that thing is always diving me crazy).

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Ya I can upload photos. Do you know a good website to upload the photos? I know how to link a URL to a photo I just don't know where a good photo sharing area is. Also I'm sorta new to the creation kit so I don't really know all the little details. Is there a way to change the rotation within the CK?  O.o

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I use image shack to upload my photos. If i were you I would make an account that way you can keep track of all the photos you've uploaded.

http://imageshack.us/

[External image]

And yes there is a gismo that changes rotation. it is to the right of the snap to angle gismo. it looks like a red circle with the words "local trans" on it it stands for local gismo orientation. It changes how gismos and short cuts work.

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Alright maybe my problem is not fixed heres some pictures of my problem.

Alright as you can see on the first two pictures I'm getting the problem with the box not alining with the mesh edges. I could have asked what to do before but I just wanted to make sure that where both on the same page with the pictures. anyway the lasted picture is how far i have fome. All meshes with collision and i have another 4 models I'm finishing up today. I'm afraid I don't havemuch time these days. :( anyway if you can help me out on how to use the tool that would be great.
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I'm not sure but I think it's a problem with the creation kit not the conversion tool. I would: first double click the object and zero out all the rotation values, cut on snap to grid, and check the preferences and set snap to grid to 45 degrees. if that doesn't work you can always: edit the mesh in whatever program you use(I use 3ds max... sometimes) or you can rotate the mesh in the creation kit... or the easy way is just put some rocks or clutter on the gaps. 

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Smerk that is a problem all familiar to me in designing interiors.. Never seems to attach or fit together, so tedious just to increase or decrease an angle size...

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I know your dealing with some errors at the moment but I wanted to say how much I am proud of the progress you have made so far in the meshes and texturing, thanks so much for the converting. Let me and supreme know how this goes, going to go ahead and use this for the current skyblivion plugin once its finished as a placeholder until the new skyblivion master file is out.

One way Ive found around the mesh problem when I used to mod Fallout 3 and oblivion was to take a similarly textured rock and fill in some of the gaps that way. doesnt fix the mesh itself but it does provide a temporary workaround. perhaps some skyrim rocks using the new textures? Hoping someone on this forum knows how to assist you in overcoming this.

Bottom line is Ill be using these meshes myself and I can overcome problems like that if you cant get it fixed.

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@ smerk: I had a similar problem when I made the side walks for bruma in my "cyrodiil here and now" mod just zero out all rotations get to the general rotation via snap to grid rotate the rest of the way manually. 

they look very good so far I hope you upload them soon. If you plan to make new or replacement caves or dungeons I can help you if needed.

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Hey thanks guys for your help and support. Alright I'll try it out supreme. Anyway I should be finished fairly soon with the meshes but the textures are not quite finished yet, there the default textures for the meshes but not all the textures where passed over and the textures don't have bump mapping. I should be working on the textures in this week. Hopefully.

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Well I made a noob mistake :). They where not aligning originally because when I first put them in the CK I didn't have snap to angle on and when I put the models in they don't default to a angle that makes the models mesh thats why I couldn't get the angle right, and thats why when I restarted the CK and put snap rotation they all snaped into place. except that one because I tryed to edit that model to mesh when I din't have snap to rotation on. :)

Now where back in business. Hey thanks for your help SupremeEpicness your awesome. I'll let you know if I start making dungeon pieces.

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I will gladly accept help on the dungeon work once all is finalized, thanks for the offer supreme! Also i dont mind if you take my idea and use the meshes and textures that smerk modded and use them for your 4th era mod. That looks to be progressing nicely btw. Though personally I am prepping for overhaul of 3rd era oblivion dungeons, I will play your mod to death as well as skyblivion.

Smerk, glad that both you and Supreme were able to figure out what was going on, the work you've done so far is absolutly amazing!

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Hey do any of you guys know how to mass convert without having to take out the collision file? If theres a way of doing this then it will really speed up the convertion process. because I have a tone of meshes I have to convert which will take me 3 week doing it my current way. Also I'm using blender btw. Im fine with doing it the current way but if there is a way of mass converting these then life would be allot easier.

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We are looking at working on some conversion tools, but nothing has been finalized and I can't give you a estimate when it would be completed.

At the moment 3dsmax is used to convert Oblivion models and another tool called NifConverter and ChunkMerge to correct the resulting nif with collision.

As I said we don't have these finalized, so it might be that your too impatient to wait. But this could be one way of doing it.

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Actually I run the models through blender and export them in the 3ds format and using Nifskope to convert them back to nif then I use both of those tools. The time that it takes to convert really adds up. But to be honest i didn't know you guys where working on the tool. I'm glad you guys are because in the current way it takes allot of time and that time adds up. So keep up the good work happychappy because I'm sure lots of people me included would use your tool to death. :) on a side note I'm not impatient I just want to get some stuff done well you guys are working on that... and I didn't really know you guys where making the tool.

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Yeah, it's basically automatic.  You shouldn't be doing anything by hand :)

We've actually had one for the entire life of the project, we're just now fixing it up and making it better.  I actually didn't even know there was a way to convert meshes easily without it.

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With nifskope you can convert meshes with the import/export obj function. It's not that long if the meshes don't have too many nodes ( but of course an automatic converter is much better).

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Hmmm yes that would make things easier I was actually going to help you guys with skywind when I was finished converting these meshes. I wanted to make textures for meshes in skywind. Maybe help with the beautification mod. If possible. :)

 

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hey guys, ive recently come across a beautiful sand texture used in the moonpath to elsweyr mod, if recoloured it would look like a suuper hi res ash texture (or could just be used as sand). is it too late to be bringing this up as most of the world has already been retextured by eloth but i thought u guys would like to know.

[External image]

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how about a W.A.T.E.R. compatibility plugin for skywind.

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how about a W.A.T.E.R. compatibility plugin for skywind.

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sorry for double post. need a new mouse.

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Any compatibility plugin for major mods are welcome.. That is just not the focus of the core team as of now.

Anyone is welcome to pitch in :)

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Pure waters look better imo, and they look more like the original Morrowind water- more smooth than wavey. 

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Yeah dude that looks awesome! Basically bring the saturation down to like 10% and change the brightness/contrast and it could look great as ash!

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