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Skywind Project Release [Updated 4 November 2013]

Submitted by Shadow on

Skywind v0.9 Released!

Skywind is a remake of Morrowind in the Skyrim game. It is a large mod that really plays like an entirely new game. As such it is a very large download at about 3.5GB. It has several plugins (a master file and patch) and all the graphics and sounds to make up the world of Morrowind. Skywind is in an Alpha state, meaning you can move around the world, interact with a few things, but the full content of questing, gameplay and many other various elements are not part of the game yet. These Alpha releases are more for getting people interested, inspired and up-to-date with development so they can help with the project. This is truly one of the most open public forums for developing an Elder Scrolls mod and we rely on the the continuous addition of contributors for the success of a playable game. When you can finish the main quest line with much of the game elements in use, we will update the status of Skywind to Beta. Please consider how you can contribute in any small way when you see the potential of one of the best games being developed for 2013/2014.

Because we are introducing expanding content and code, bugs will occur between releases. You are as much our testers as anyone, so please report anything but be specific, otherwise your posts will be ignored.

We are also going to reduce the number of public releases we do. If you are interested in joining our development team, we have development releases to make sure that everybody has the latest version. These releases are regular.

If you are interested in helping with the project please read this thread.

 


Important Notes

  • REQUIRED: Skyrim and Morrowind Game of the Year (GOTY), or Morrowind plus the Tribunal and Bloodmoon expansions. These can be installed in any location of your choice, but they must be installed on your computer.
     
  • Originally, Morrowind had almost no voice acting, however if you wish to experience Skywind with voices, head on over to the Voice Acting Thread where you can download (or help create) some quality voices!
     
  • The changelog for all versions can be found on the Skywind Project History Thread.

 


Installation Steps

1: Download the latest Skywind Installer and run the contained SkywindInstaller.exe, then follow the onscreen instructions.

You may have to run the program as an administrator. This copies the required plugins to your Skyrim folder that you want to install Skywind to. They are separate from the Complete Skywind Installation Pack, because you are required to have Morrowind already installed on your PC.

The current file is dated 4 November 2013. (Fixed Windows 8 bug in installer)

1a: Download the Skywind Installer ( 0.9.0.1 )

 

1b: Download the Skywind Assets Pack ( 0.9.0.1 )

Extract the content ("textures", "meshes" etc...) of the both the complete installation and any update packs directly to your Skyrim/data folder.  All files should be placed in the same directory structure as the downloaded file, so look for the "Data" folder in the download and copy/merge to your Skyrim Data subfolders.

If you have "free-falling" issues its because you have not put the files in the correct place. You must have "...\data\meshes\morrowind\..." and "...\data\textures\morrowind\..." in your Skyrim folder.

Upgrading: The complete installation is now at v0.9.0.1. If you have previously installed an earlier complete install, please download the latest version and just let it overwrite your current install.

2: Enable Skywind.esm and Skywind - Patch.esp in your launcher or mod manager, and please make sure the Skywind - Patch.esp is at the bottom of your load order.

You can either start a new game where you will be given the option of beginning in Skyrim or Morrowind, or you can Download This Mod, which will place a Dragonborn style mapmarkers to allow you to travel back and forth between Morrowind and Skyrim.

And last but not least, check out the Official Skywind mods list

 


Notes on Future Updates

As updates happen over the course of the project we will have patches that you can download and install in sequence as they become available. Our complete package will be updated to include these updates, but for most users because it is such a large download, the patches will be more desirable. These patches will be based lined from Skywind 0.8.0 onwards. They will include the change log of what has been added or changed.

Keep in mind that this is an extreme alpha, and many things do not work at all. Right now what we can do is limited, so if you are good with anything in the CK, please let us know, and start working on something.  And once again, if you have a bug and wish to report it, please be as specific as possible, or your posts will be ignored.

That’s it!  Have fun.

Installation video tutorial: https://www.youtube.com/watch?v=fZyukMSzwf0

 


Working with Skywind in Creation Kit

Due to a large size of Skywind.esm, the Creation Kit can't load all of its records together with Skyrim.esm. This leads to "out of array handle" errors and random objects being removed from cells.

You need to download a stripped down version of Skyrim.esm which was originally from SureAI.de Resources.  It is from the authors of Nehrim conversion for Oblivion, and they most likely have the same problems with CK and large mods.

Before running CK replace skyrim.esm with this version, when starting the game restore the original back. If you are trying to load a saved game but it drops to desktop, you most likely forgot to restore the original master.

Also, here is small program to do the master switching automatically. It is basic, but it gets the job done: Download Skywind Exchanger.

Click here for a full tutorial on getting set up to work with Skywind in the Creation Kit.

 

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Interiors aren't as crash happy as they were before. Also try to not stare at any bottles or anything, or you may lag and ctd!

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In the latest master file download the meshes in the pic have no textures that is why I have purple trees with them installed.

If I delete those nifs from the install the purple is gone.

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Eloth posted about that earlier, I'm not sure if you seen his post.
http://morroblivion.com/forums/skyrim/skywind-mod-releases/3106?page=4#comment-23676

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Eloth,

here is the link to the first "A" interior navmesh file,could you check it out and let me know if I am doing to right.?

http://www.mediafire.com/?q18zy1a13yddmts

 

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Mehh,

I have download and installed the link posted by eloth,but only deleting the nifs in my pic cure the purple.

Overwriting the textures with those in the file in the link does not work for me.

 

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I have made this thread sticky so that it does not slide down the threads list.

 

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Hm, those trees work fine for me.  Also, do you think someone could make a navmesh thread that tells current progress, and perhaps has assignments for interiors.  That would be helpful, and prevent this one from getting cluttered at the same time.

Thanks Ironman, Is it also possible for you to redirect the download link on the left side of the forum?

Edit:  And perhaps un-sticky the other master threads so people don't get confused?

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NP about the trees,I will  use some of the skyrim swampland bushes or trees in my game anyway,unless I get the other trees sorted first.

Not sure about getting the link unto the left side of the site,but yes I can unstick the other master threads.

 

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Ok,Shadow have unstuck the other master threads and edited your installation thread to point the master download to this thread.

Will look at tying to get the link onto the left side later.

 

 

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The link to this thread is now in the Skywind Links/Download menu on the left side of the site page.

Hope it works ok.

 

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Awesome, thanks Ironman.  Now I just need to get around to writing a real download page.

Also, I just remembered a few more things that were added to the new master that should be mentioned in the OP, so I'll add those now.

So, should we go with Skywind V .4, V 4, or V 12?  I'm inclined to not go with 12, as this is an entirely new method of conversion.  I'd go with just V 4, but what does everyone else think?

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It is your call but I would use V12.

 

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Okay, I'll wait for everyone else's opinions though before I make a decision.

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Btw,I will start a thread just for navmesh updates later.

 

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Since we will be editting this new master so often at first, I say go with software versioning as started by zilav. 

Maybe start with 0.4

Smaller updates can be 0.4.x?

 

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  • New Trees for Ascadian Isles
  • Dust storms for the Ashlands\Mist in Bitter Coast

I'm excited for dust storms and new trees!!!

Maybe stick with the 0.4, its easier for new comers to know that it is WIP, alpha, beta...whatever stage it is at.

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I would like to request a re-conversion of the original 187 clutter Misc items. I'am in the understanding that those files cause allot of the CTD’s. The files are to high poly and the collision meshes are to high poly as well.

Due to the fact that I can not re-convert .NIF meshes , I need someone ells to do it.
( 3DsMax has no Skyrim colision support and NifUtils are not working at all )

All files with a name starting with the following two letters [ NB.. ] need to be re-converted. These items need to be replaced in the .ESM master file as well. All [ NB.. ] files need to be replaced with the original named clutter Misc items.

The original clutter Misc items can be found in.

Original first v0.98b Morroblivion Conversion:
Meshes\Clutter\Morro\M\Misc………  .nif
Textures\Clutter\Morro\M\Misc………  .dds

or

Original TES3 game Morrowind:
Meshes\M\Misc………  .nif
Textures\M\Misc………  .dds

These files need to get fixed as fast as possible so the project will not suffer from it.

 

Edit:
I know throwing away the [ NB.. ] clutter items and textures is a waste of resources, and that replacing them with the original files is allot of work, but it is needed to clean up these bad files. I am still clueless on how or why these files where merged into the Morroblivion project to start with.

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The misc item meshes will be fixed by me soon, main problem is the bottles, they will be changed with something else. It is no option to use morrowind meeshes as they look like crap
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Well; at least there shape can be used for the collision meshes on the current [ NB.. ] meshes. The 3DsMax re-export script used with the NifUtils took there full model shape, and that’s bad!

Edit:
[ NB.. ] meshes are default Morrowind models with 3DsMax MeshOptimizer applied to them, making them all higher poly models. Together with model mesh = collision mesh is bad combo. The unnecessary name, model / texture path change is making it even stranger.

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Can we use these?

Morrowind Style Clutter and More by The_Funktasm

Currently I have in ascending value, rusted iron, ceramic and redware, glass(green, blue, peach, yellow), iron, brass, bronze, tarnished silver, silver, gold, and limeware. Each variety has varying pieces, for example, the candelabra and dinner candlestick are not available in glass as they seem somewhat hard to make on that pattern. When I pick up modelling I'll make simpler variants to make up for this.

As this is a work in progress there are some bits I haven't gotten to yet, like those nice "decorative bowls", aka bug design pottery. There are also certain messed up maps on pieces that I'm going to wait to either make custom skins for or remap somehow.

I'm downloading now and it seems to be just textures. I guess its using skyrim meshes but could be the trick for those that can be matched up. I'm going to match them up now.

About the renaming, I have a handle on naming conventions. Use the file below for naming please :) If you use the original name that is fine, I will convert them after you have finished.

https://docs.google.com/open?id=0B1vwmz6hbHGPaUhXTmtVYWI4a28

 

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I actually posted that a long time ago, but was told it was just a bunch of re-textures and wouldn't do.

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I can't wait until our PCs are powerful enough to run maxed out high-polys. I just finished watching Avatar on HD and I couldn't help but think of all the glorious meshes and textures used to produce the film. Anyway thanks eloth for looking at those. I was worried about some of the bottles, they have corks that have 800-tri alone!

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How did the bottles get so screwed up anyway, was it the converters fault?

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They were always ridiculously high poly. Then the converter went and gave them high poly collision too I think.

Hey Happychappy, when do you think the new meshes, textures and master will be available?  Also, are you planning on renaming the Oblivion textures we are using as well?  Because I'm downloading Qarl's Oblivion texture pack right now (And I'm using a good connection so it won't fail this time), and I want to see if I can reupload just the textures we need to use right now, so the Oblivion requirement will be almost completely gone. Except for a few scattered meshes that is.

Okay, just updated the OP to look a lot better and be more permanent.  If you have any suggestions, be sure to let me know.

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It looks great! Shadow! and very easy to read and get to the required links.:)

 

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Umm, probably in about a week. I could get it done sooner but I've got the break over xmas  and won't get much time on it. But I am spending all my spare time on it. I've been using Qarl's Oblivion texture pack as well. Yes I'm moving the Oblivion textures as well. The reason being that I think for the Morrowind look that these will be altered over time. A stonewall in Cyrodiil doesn't look quite the same as in Morrowind. I've already done this for some of the buildings myself.

For future proofing I have a spreadsheet that has all the old names compared with the news ones. This will be made public so that anybody can reference it quickly.

This is good when people release resources and we can check them to see if the would make a good alternative. I guess people are still doing Oblivion texture overhauls? Not sure?

The Skywind exchanger is pretty sweet btw :)

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Oh yeah the other thing is that somebody has already applied some of Qarls textures as the default morro ones. So check out the "textures\morro\x\stonewall01.dds" and Qarls "textures\architecture\stonewall\stonewall01.dds".

I don't really know the extent of what has been changed from default Oblivion and Morrowind textures, but after I have finished the conversion, I'm going to start getting a handle on where textures have come from. The naming of the files are usually a give away.

For the reasons for being able to make the whole project as legit as possible and also knowing where easy improvements can be made.

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Thanks Iniquity.  There are probably a few useless textures in my archives, so those would be nice to get rid of as well.  I agree with you about the trees and scrolls, in fact, I had forgotten about those.  Should be easy to do now too.  Since we have a script to mass replace forms.

Yeah, that's actually great that you are changing the Oblivion textures.  I just wanted to get my replacer uploaded first, so we could get that changed over as well, and maybe integrated if we could find Qarl and ask permission.  Maybe we already have permission anyway if we are already using at least one of his textures. 

Thanks about that program though.  I'm a novice at programming, and I had to look up how to do about 70% of the code, but I think it turned out pretty well.

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Trying not too discuss texture stuff in here, but quickly about useless textures, as part of the restructure there is a clean up of unused textures and also duplicates. Can't give numbers right now, but its significant.

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Iv never dealt with this problem before but i cant download the files from Google. It say no preview available, I click download and it says Sorry, we are unable to scan this file for viruses. Than there a link below that i click it and it say on the tab Google docs i don't know what the problem is.

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LEGIT APP SHADOW, thank you man! It makes things a lot more convenient.

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Hey thanks.  I'm glad it's being used.

I don't know much programming though, so don't try to get me to write any other programs unless they are very simple :)

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Sorry about the delay guys.  It looks like we weren't able to upload the new textures in time for a Friday release.  Hopefully that will be done tomorrow.

Edit:  Okay everyone, just preparing the master thread now. :)

That might take a little while though.  We have to remember a HUGE changelog.  Plus we have one final plugin that should be merged.

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Main post updated, now just waiting for a finished master.  That will be another 4-5 hours though.  So start downloading the meshes and textures now!

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Thanks! Shadow! ,cool work on the first post,and that big texture file [1.3GB] downloaded for me in 1 minute from google.:)

 

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Skywind v0.5 has been released

Edit:  Just added the sound, music and a texture update archive to the OP.  That should be everything now :)

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In the future we'll probably have the installer copy your Morrowind sound folder to your Skyrim data folder and make any names changes required. We actually had a near 2 hour discussion on whether or not we should post the sound file. We don't wanna piss off a certain company now =p Just for the record, I still think posting it is not a good idea.

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Congrats on the release, it scared the hell out of me when something named slaughterfish on the radar ran out of the water and bit me :)

Ps. Can't figure out how to see an ashstorm >< Someone knows it's ID?

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So can we safely delete the previous skywind meshes/textures?

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well I would rather wait a bit, there are some missing textures. I found the same as in this post http://morroblivion.com/forums/skywind/skywind-mod-releases/3086#comment-24913 + in seyda neen houses miss some wood textures

+ people sit like one meter higher then the furniture is, music played only when I discovered something (I don't know how it's supposed to work so it's maybe ok)and rock in seyda neen where is high watch (that wooden structure with chair and one guy sitting on it), you can go through that rock and you cant go up to the people

this is no criticism, you are doing great job, I'm just trying to report bugs.

Also there is a lot of skeevers around nowsmiley

there is the rock + missing wood textures

 

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its good wish the npc were done and the mobs but the land looks good i mising a wood structuur on the boot u start whit  doors wont open in the dungeuns  and saw endless droping candels

frozen skeevers are just mobs that need to be replaced 

also on that u should chek the monster mod that got a few monsters u need ore can use 

ceep up the good work 

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I know that about skeevers that was just joke smiley

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Mehh, the music files could be named out in a readme file, there aren't that many files to rename. That way users would simply copy them from their installation to skywind. that or a seperate .bat file that renames them, grabs them from the morrowind directory and puts them into the skywind directory.

Your team is going to have to do something similar or just have them point to the locations inside the esm file anyway for when skyblivion releases. I don't think anyone would want the beloved lucien lachance to be unvoiced in skyblivion.

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Well for one thing, Skyrim doesn't read .mp3s, so they would have to convert them to .wma. Also we weren't just talking about the songs, we were talking about the voice overs and sound effects, some of the sound effects in your Morrowind sound effect folder has spaces and underscores, which need to be changed in order to work with Skywind. Plus this is about future proofing in a way, so we gotta figure out how to handle the Skyblivion voice overs, because I just don't think it's a good idea to host Oblivion's voice over bsa.

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Frozen

well I would rather wait a bit, there are some missing textures. I found the same as in this post http://morroblivion.com/forums/skywind/skywind-mod-releases/3086#comment-24913 + in seyda neen houses miss some wood textures

+ people sit like one meter higher then the furniture is, music played only when I discovered something (I don't know how it's supposed to work so it's maybe ok)and rock in seyda neen where is high watch (that wooden structure with chair and one guy sitting on it), you can go through that rock and you cant go up to the people

this is no criticism, you are doing great job, I'm just trying to report bugs.

Also there is a lot of skeevers around nowsmiley

there is the rock + missing wood textures

 


Music should play fine, but when you discover something, the music is going to lower. The music lowers because Machine and Digital are trying to figure out a correct script to allow the morrowind explore/battle/level up music to only play in Morrowind, and not in Skyrim. My suggestion is to just open the console and hit tmm 1, that should allow you to discover every town and dungeon. As for the rock, it's mission collision, I'm quite sure Eloth knows about that. The Skeevers named Slaughterfish will be fixed soon, I'm sure.
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no1

its good wish the npc were done and the mobs but the land looks good i mising a wood structuur on the boot u start whit  doors wont open in the dungeuns  and saw endless droping candels

frozen skeevers are just mobs that need to be replaced 

also on that u should chek the monster mod that got a few monsters u need ore can use 

ceep up the good work 


Well we have a thread where you can volunteer to help make the npcs. As for them being naked, well we're still waiting on Alex to make the placeholder clothing. The doors will have to be looked at, and the endless dropping candles will probably be fixed with a TES5edit script, they drop because they're upside down.
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No Ashstorms yet.  We have to wait for Dragonborn.  :)

Sorry the OP was a bit misleading, but it seemed such a perfect thing to say.

Sorry, but I can't seem to find any missing wood textures?

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that black planks which are part of roof frame are missing textures (they are black, I know normally it look different when missing texture, but even CK shows some missing plank wood textures, and these houses look strange with that black roof parts and I think they were ok before.

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