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Morroblivion Weapon Mesh Project: Download and Discussion

Submitted by Chris McCallum on
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Morroblivion Weapon Mesh Project 681.66 KB

Hi folks,

This is the Official Download and Discussion Forum for my new Morroblivion Weapon Mesh Project.

I've taken just about every One Handed Blade and Two Handed Blade in Morroblivion and changed the Mesh so that the clipping of the crossbar is completely eliminated or as eliminated as it can get.

I made this because I play as a Swordsman and I want my Blades to look right in my hands when I have them out and ready for battle and almost all of the Morroblivion Blades had the issue of my character's hand clipping in the crossbar of the Blade.

So I took the project on myself and with a little help from some very kind folks I was able to complete the project in less than a day. When I say complete I mean as it stands right now. If you run across any Blades in your travels that just don't look right in your character's hands report them here and I will address them if I can. Some of the Blades couldn't be adjusted because the handle length was too short and some of them had structures in the middle of the handles that no matter what I do is going to clip but you can't see those unless you go out to 3rd person point of view.

The point of this project was to fix those Blades so we can enjoy using Morroblivion style Blades. I was actually going to Cyrodiil to get my weapon of choice and now with this mod I don't have to.

This mod is in loose file format. All it is is Meshes. You Download it and extract the contents to your Oblivion directory. The file structure has been done right.

Anyways this page is for the Download and general Discussion about the mod and any updates to the mod will be posted here as well and that my friends pretty much sums it up. I hope you like it. Enjoy!


UPDATE: Version 2 Download is now posted. I have redone the whole mod using NifSkope only to do the editing. You will find things a little tighter and more polished than before. The mod is smaller in size as well. Now and issue and that is when you drop a Claymore or Dai-Katana depending on how they hit the ground you will get some bouncing and it could send your weapon flying LOL! so lets refrain from doing that if we can. This is a problem I can't fix. I believe it has something to do with the collisions and the very long handles of these Blades. I even tried the originals and got the same results. So dropping Claymores - Not Good! In Skyrim if you drop a weapon on the ground the Guards will bust you for it if they catch you. I've always thought that was kind of funny. Anyways the download you now see is Version 2. To install it you simply download it, unpack it and copy the Data file into your Oblivion directory replacing the old with the new. With NifSkope I got the job done in about 4 hours vs. nearly a day using Max as the middle man. I checked all the basic Morroblivion Blades and they all look good in my character's hands but if you come across one you would like to see adjusted just let me know and I will see what I can do.

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Last edited by Chris McCallum on 1 Oct 2014 - 21:26.

Right on! You finished it pretty fast, I can't wait to try this out.

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You were a big help with that list and I thank you for that very much. It would have taken a lot longer without it. I use a mod I created for Oblivion a long time ago that adds a custom class to the character generation process called Swordsman. This mod works with Morroblivion and I always play Swordsman. I created 5 custom classes with that mod basing their major skills on how I like to play the game and I started each playable race with 50 in each stat for both male and female characters. I've got mods out there for Skyrim that a lot of people are using. Been modding for a pretty long time but still consider myself a novice. I have the tool to manipulate Nif files but actually creating a Nif is above my knowledge and I have no desire to take my skill that far. I just don't have time for it. It can litterally take a modder a month or so to mold out a Cuirass perfectly on a body model. My mods are different. Got one that reduces the size of every texture in Skyrim by half. This allows a player to set their game settings higher and still get great performance out of their PC. I used an automated DDS file optimizer program to do the work on that one. Well anyways that is just a little information. Yes, the mod is ready. I think I got them all. If you find one in your travels that isn't right just post it here and if can fix it I will. Thanks again for all your help. :D

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Very nice work but I have one minor complaint: You moved the mesh itself but almost all of the collision objects are still where they used to be for the old placement. This will cause weird clipping ingame when the weapons are dropped or placed on a shelf.

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That could be a problem. I don't know how to move the collisions in 3DS Max. I tried it by having 3DS Max load the collisions but when I exported the Nif the collisions grew enormously in size. Go figure. Then I found some information on how to move a Nif in NifSkope and I tried that. I move a Nif up 2 units in NifSkope and everything move and I thought man this is going to be really easy. I saved the Nif and went in the game and tested it and bam I got a sword clipping around the hand. I don't think the old Nifs of Morroblivion are completely compatible with the newest version of NifSkope but I could always be wrong about that. Anyways using Max as a middle man I was able to get good working Nifs. Let me know if you have any ideas on how to solve this. I don't know but 3DS Max 2012 is the last version of Max that will work with Nifs and Blender won't do it at all unless you have a very old version and Blender is to complicated for me. Tried it. Didn't like it. Anyways this mod may be as good as it can get with my limited knowledge and tools I have to use but thank you for pointing out a potential problem. I appreciate that.

EDIT: Ok I just tried importing a Nif and the collisions in 3DS Max. Everything imports just fine but when I move the whole thing up 2 units the collisions move way down the Y Axis a bunch of units while the weapon itself does what it is supposed to do. I have not idea why this happens. Its not logical but that was the result I got. Anyways moving collisions to their correct place may be beyond my knowledge.

EDIT: Ok I figured out how to move the collisions in Max and was able to make a successful Daedric Claymore Nif file with everything in its right place. I get in game and it looks good. I drop the Claymore on the ground and well lets just say not good. It bounced off the ground about 50ft. in the air and landed several paces to my right. So I am like Ok that doesn't work. I put the Nif from this mod back and went into the game and dropped the item and it simply fell to the ground right in front of me. I used the Z button to move it around. No clipping as far as I could see. So I think I am going to leave well enough alone but I did learn how to move the collisions in Max to their correct spot. It just doesn't work.

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Is there any explanation why NifSkope doesn't want to co-operate with moving the item's collision?

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Ok I found that moving the entire root node doesn't somehow move the object when equipped ingame. You have to move the subnodes individually. For the iron dagger that would be the ones named Tri W_iron_dagger 0 to 3 . Of course the collision object(s) won't be moved that way either. But you can move those by expanding  the bhkCollisionObject node, clicking on bhkRigidBodyT and in Block Details change the Y value under Translation. Be careful though not to use the same values as with the other nodes. Moving those by 2 only required the collision to be moved by 0.25. I have tested the iron dagger ingame with this and  it was held lower and the collision works and looks great, too.

I think nifskope is the better tool for this kind of thing because it doesn't mess with textures, collision settings, etc.

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Brainslasher, thanks so much for this explanation. I will definitely give this solution a try and if it works out I will post a new version of the mod. This is what I needed a detailed explanation and solution. You are the best and I am always willing to learn new stuff to make my mods better and doing this in NifSkope is by far the easiest way. I just needed to know how to do it because moving the entire NiNode up 2 units doesn't work. I've created a character a vendor who works in Cyrodiil that sells all the Morroblivion weapons and armors so this would be a good time to try this out as I am in Cyrodiil right now. I can make the changes and simply buy the item from this character and test it instead of having to type in console commands. Cool deal and thanks again.

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You can also obtain all Morroblivion weapons by entering the Morrowind Testinghall by typing into the console "coc mwToddTest"

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Cool and I just made the Daedric Claymore following the instructions you made and it works and it is better than using Max as the middle man. With the Daedric Claymore a small point of the tip of the crossbar still clipped into my character's hands when I was wearing a gauntlets. Making the Nif this way got that little point out of my gauntlet. I moved each node up by 2 individually then I move each collision up by 0.25 and that is where the tricky part comes in. The orginals had numbers up to 4 decimal places so I had to whip out my calculator for that but that is what calculators are for.

Anyways I am going to remake this. I started a big Skyblivion Project that I may hold off on on going any further with until I see how folks are going to respond to it. It is called Skyblivion Actor Warehouse Project and it is a mod for modders. A visual aid if you will but I may be wasting my time with it but this mod I am going to redo. It shouldn't take long and it will be better than it was before. Thanks again for finding that info for me and for all the help. :D

EDIT: The Nordic Claymore is giving me lots of trouble in this redo and I've found that in the original mod it bounces around when you toss it to the ground. I am about to toss it out of the mod because I don't think this issue with this blade can be fixed. Why? The handle. It is too long. It's a good blade don't get me wrong but the model's handle needs to be shortened up and I don't know how to do that kind of work at all. I've spent way to much time trying different collision numbers to get it right and no results so I must know when to say when and that is now. That blade is being removed from the list and I am going to keep an eye on all the other Claymores as they seem to be the ones that are giving me the most trouble. I haven't had any bouncing when dropped with any other type of Blade just Claymores.

EDIT: He He Hah even the original Nordic Claymore bounces around when you toss it to the ground. It that handle. Too long. I can't fix that so I am leaving this weapon out and moving on and to be honest my character's hands barely clip the crossbar. So the original looks pretty good in my hands.

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The jumping collision are caused by bad collision settings. Easy to fix in Blender, not sure about Max though. Here's what I did with the Nordic Claymore, you can check it out if you want to.

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claymore.nif 28.5 KB
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Brainslasher - This looks good. Ok I pulled up the Original Nif in NifSkope and checked the Collision's position against the one in this download and they are both the same.

You used Blender to edit it. First what version of Blender did you use and second what did you edit about the collisions. Finally how did you edit them in Blender.

Nif files are a very old 3D model file and from what I understand Video Game Companies are using newer technology now days. 3DS Max 2012 is the final version of Max that will work with Nifs and the newest versions of Blender won't do it at all as far as I know.

To make 3DS Max 2012 compatible with Nifs you have to download another program. A Nif Importer/Exporter from the Skyrim Nexus. Well at least that is the easiest way to find the program but with the new Blender I couldn't find anything to allow it to work with Nifs.

Anyways I am asking these questions because I want to correct the bouncing Claymores and your Nif works.

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I'm using Blender 2.49b, not sure if there are newer versions, this one works for me and the NifTools for it work fine too.  I fixed the bouncing by importing the sword mesh, selecting the collision box, going into the Logic Panel and deleting every property except for HavokMaterial. They don't even work. That one was even badly named, so I renamed it to HAV_MAT_METAL. Then select everything and export it as a nif file. I can send you screenshots of the specific settings I used for importing/exporting.

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2.49b is not the latest version of Blender, but the latest which has NifScripts support. Also, these properties you mentioned don't really matter - what matters is export settings.

On topic - if you're going to make more changes, no need to include the file "meshes\morroblivion\weapons\ebony\shortsword.nif" - this weapon is getting replaced in the next Morroblivion version.

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Hey guys and thanks for all the help on this mod. I've decided to leave it as it is. I know my limits and I don't fully understand the concept of collision and where it is supposed to go on a Nif model. I don't even know how to create a collision. So I am stopping work on the mod and let it stand as it is. I and folks will just have deal with bouncing Claymores. When the new version of Morroblivion comes out I will remove the Ebony Shortsword from the mod and then make a post. I am moving on to my new project which is called Skyblivion Actor Warehouses Project. Basically with that I am creating a test Warehouse of each Race in Skyblivion with the characters from Oblivion. This set of mods is meant as a help resource for Skyblivion modders who are working on character faces, armor, clothing and weapons. Having all the characters in a Test Cell will make it easier on a modder to find a particular character they are working on to actually see it in game and see their changes. Even if it only helps one modder the effort will be well worth it and besides that I am having fun doing it. I can't actually play Skyblivion because a full version is not available and I am not going to hunt the internet for a hijacked copy either. I did however find the Skyblivion.esm file right here on this site and that is what I am using to create my project. Anyways hopefully some folks will find these projects useful in their work. That's all for now. Thanks again for all the help. :D

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So what's wrong with this exactly? The collision doesn't line up properly with the mesh of the sword?

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Yeah that is right and I don't know how to do it. I can place the model but I know nothing about the collision, what it does or even how to create and original collision. Every mod I've made that involved this kind of work I just took another object collision and used it a got good results that is why I am wondering about the collision for these items. When I pull the items up in NifSkope the collision is a rectangular box. I've never seen one like this before. With Skyrim they are little nodes and with Oblivion they are rounded and shaped just like the model. Anyways I am moving on this project is as complete as it is going to get. Folk will just have to deal with bouncing Claymores. That is the only weapon affected and besides all that most people don't drop stuff unless they become over encumbered.

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Well if it's just affecting claymores, that's a small price to pay for the weapons to sit in your hands properly. Well done on this mod! Perhaps someone with the ability could tweak the collision (I would try but I think I'd break more than I'd fix). Funny, I always thought Oblivion used separate NIF files for the first person weapon model and the world model, I don't understand why the collision would spaz out like that. But it's a minor problem anyways.

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I always thought Oblivion used separate NIF files for the first person weapon model and the world model

No, that started with Fallout 3.

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