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Tribunal: Body Mesh for Dark Brotherhood Cuirass has no arms

Submitted by JetpackAngel on

Got a bit of a shock when I confronted the head of the Dark Brotherhood in Old Mournhold: he had no arms! And only one hand! So I did some digging in the Construction Set until I located the armor pieces in question and followed them to their meshes, and opened those in NifSkope (meshes\armor\morro\a\AUDarkBrotherhoodUskin1.nif and Uskin7.nif) because I thought it might be a texture issue and I can easily fix those myself. Unfortunately it is a mesh issue which is outside my realm of expertise: the Cuirass mesh (skin1.nif) has no upper arms, just the torso, and the Right gauntlet (skin7.nif) only has the one hand, so when both are equipped, it's just a torso with one flying hand. (And I assume the armors haven't been balanced yet because all of the boss's Dark Brotherhood armor pieces have a rating of 30, even the single glove). And yes, I have all of your downloads installed correctly and this is the first mesh error I've encountered yet.

Also, trying not to nitpick, but setting pathgrids in the Mournhold city worldspaces would greatly cut down on the number of times players will locate the NPCs swimming underneath the bricks. I just got here and I've already found three of them doing just that in Godsreach, two of them quest-related.

But all in all, I'd say your Tribunal conversion is coming along quite nicely and I look forward to the finished product. Thanks so much for this entire project, I'm so happy to take my character "back" to Morrowind on Oblivion's graphics and combat system. The nostalgia keeps hitting me so hard it almost hurts and I just want to say thank you, thank you, thank you!

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Last edited by morroblivion-admin on 27 Jan 2014 - 18:08.

(meshes\armor\morro\a\AUDarkBrotherhoodUskin1.nif and Uskin7.nif)

These are probably original Morrowind meshes, that's why cuirass has no arms.

There is Dark Brotherhood armor in Vvardenfell Imports, but it's a single piece instead of cuirass\gloves\greaves\boots.

setting pathgrids in the Mournhold city worldspaces would greatly cut down on the number of times players will locate the NPCs swimming underneath the bricks.

Yes, it will. Wanna do it?

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qwertyasdfgh

Yes, it will. Wanna do it?

Sure, why the heck not. I can't do it right now since I'm supposed to be getting ready for work, but when I get home, if the next master of the Black Marsh mod isn't ready for me to playtest then I guess I can give you guys a hand for a little while. My specialty is building interiors, but since you guys already have that covered then my other specialty is playtesting while OCD and noticing everything. Sadly I can't help you very much with the people or quests, though: my NPCs do weird things when they don't magically break the game (and this is not an exaggeration), my questing knowledge extends to how to find which quest I'm currently on so I can find the numbers I need to manually update it, and I have never used the dialogue window before in my life.

Where/to whom do I submit my plugins once I've cleaned them?

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Excellent, thank you!

You can just PM me the files, when you're done.

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Oh, right, I knew there was something I've been meaning to do...

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Thank you!

I will merge this in the next update.

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JetpackAngel's fix was merged into v059 master.

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