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Daggers
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Tamriel_Data v9 - Morroblivion

(insert image)

Tamriel Data for Morroblivion

Tamriel Data for Morroblivion is a partial conversion of Tamriel_Data for Morrowind, This was separated from the Tamriel Rebuilt thread.

Link to the Official Morrowind Page!


What is Tamriel Data for Morroblivion?
Tamriel Data for Morroblivion is first and foremost an asset repository. It contains meshes, textures, books, and region data that can be used by other mods or converted mods. It originated from the works of the biggest Morrowind province mods, Project Tamriel and Tamriel Rebuilt and contains not only their assets, but a unified, logical file structure, making their assets easily accessible not only for their modders, but for other projects too. Additionally, Tamriel Data supplies both vanilla-style resources (Tamriel Rebuilt standard) and a high-resolution alternative (Project Tamriel standard), making sure the assets do not look out of place even if graphical replacers that only cover vanilla Morrowind assets are used.   

Reporting Issues?

Bug reporting can be reported directly below or on our Discord Server, reporting of bugs should be separate from the Morrowind counterpart. You can find the Morrowind bug reporting on Github, but please keep in mind this isn't a official release and is not supported by Cross-Project Coordination nor the Morroblivion Team.

Oblivion Requirements

Morrowind Requirements

Download Links

Installation

Load order and Plugin Details

Version History

Edited by: Daggers on 12/09/2022 - 20:43
Daggers
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Notice: Only the plugin

Notice: Only the plugin installer and HD Textures are available for download, The main "Tamriel Data BSA" files will arrive at a later date, once more texture paths are fixed.

Until then, I opened this thread for discussion.

Lena Wolf
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Can these things be fixed

Can these things be fixed automatically? I don't know how, so I did them manually, one by one in NifSkope. Fixed some 600 meshes today, mostly from morro\tr\x and morro\tr\f. There were a few from morro\f as well, but I am not sure whether it's from Tamriel Rebuilt or regular Morroblivion. All fixed meshes are zipped up here. Hope you can use them.

Daggers
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Lena Wolf wrote:

Lena Wolf wrote:

Can these things be fixed automatically? I don't know how, so I did them manually, one by one in NifSkope. Fixed some 600 meshes today, mostly from morro\tr\x and morro\tr\f. There were a few from morro\f as well, but I am not sure whether it's from Tamriel Rebuilt or regular Morroblivion. All fixed meshes are zipped up here. Hope you can use them.

Paths can be fixed automatically sorta, you need Sniff and use the Search and Replace asset. Here a quick tutorial, I'll fix this into something more proper but for now!
 

How to Batch fix texture paths

 

 

1. Open the construction set, find the Object with the missing textures.

2. Double click it, open it and click on the nif file path, Open the Model, nifscope should popup

3. From here, find the problematic texture path, copy it, create a text file on your desktop and paste the copied texture path.

4. Under that texture path, you'll paste the correct one, to find the correct path, you need to extract the Morroblivion texture BSA file to a folder on your desktop. Textures\

5. Now open that folder, where you just extracted the textures to, You'll use the search bar in the top left, this part can be finicky.

6. Leave the texture folder open, and go back to the text file we created earlier, copy the texture name NOT the entire path, txumetalulock.dds

7. Paste the texture name into the search box, you'll get a couple of hits usually from morro\x morro\i morro\f etc etc, depending on the texture. This is an issue, duplicated textures.

8. From this point in the search box, you want to find the correct texture file, Right click the correct texture, Copy as Path

NOTE: The correct textures are in textures\mip\ and textures\morroblivion\improved\ IF you can't find a specific texture in either of those paths, then just use something in Morro\ it'll be correct too.

9. Go back to the text file and paste it under the previous line. You will notice a pattern, First Line is What is being Replaced second line is Replaced with What.


10. When you paste it into the text file, remove the " and the beginning half, you want this line to look correct.
NOTE: I highly recommend having 25+ texture pairs for good measure.

11. Now that your text file has texture pairs, Open Sniff, click the Search and Replace assets.

12. Setup your input and output directory.
Your output will only be the files with the texture changes, you want to overwrite your input with these. Don't forget to overwrite your input every time you change a texture path.

Daggers
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The older texture list is

The older texture list is attached to the first post here, it's a good example, btw it was already ran on TR Data.

I did merge your fixed meshes! I would go crazy doing them by hand lol

 

Tamriel Data v8 is released, still many missing textures but it's much better then what it was.

Lena Wolf
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Hmm... When I was fixing the

Hmm... When I was fixing the paths in Nifskope, I found the problem being that the texture file did not have a path stored. So it would be expected to sit directly in the root of Data\Textures. Then it would also show as white in Nifskope. I simply went file after file opening them and looking if there was anything white. Then I looked up the file name in the list of files from the BSA archive - didn't need to unpack it, just generate the list of files with BSA Commander. Save the list as a text file, then open in Notepad or something and search for the file name. I figured that the ones from "mip" or "improved" would be preferred, it should be correct pretty much everywhere.

I'll have a go using your method with Sniff later. But I found that my CSE crashes on missing textures in Morroblivion for some reason, so will still have to go directly through Nifskope, I think.

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Version 9 is converted

Version 9 is converted successfully, uploading soon, once I repack the texture BSAs