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> Morrowind Modding, Tips Hints Clues Advice
mALX
post Oct 1 2014, 04:28 PM
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From: Cyrodiil, the Wastelands, and BFE TN





Played with retexturing yesterday, now I need to figure out how to get the new textures to load into the CS. It is taking the new meshes, but not the textures.

I am pretty sure it has to do with the naming system in the Morrowind Data file - so am knee-deep in revamping my mesh/texture file names (thank goodness I don't have that many yet).

Princess Stomper gave me some wonderful hints yesterday, and I know many on here played and modded Morrowind as well - hoped to get some advice and tips from anyone who has modded in Morrowind - will greatly appreciate even the basics!

I played in the construction set just a bit yesterday, was comfortable with the basics - but not the intricacies/quirks of the naming issues, etc.

So: "HELP!" (and) "Thank you so much!" to anyone who is willing to share some of their vast wealth of knowledge !!!



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ghastley
post Oct 1 2014, 05:02 PM
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Joined: 13-December 10



I believe the texturing node is different in each of the three - Morrowind, Oblivion and Skyrim. They added new graphic capabilities as DirectX provide them, so the nodes all have different names.

The interesting thing is that the Blender import/export uses Morrowind format for Skyrim and there are steps you do in NifSkope to adjust from one game to another. That means the conversion process is documented for Skyrim, and you can learn a lot from the tutorials.

In Oblivion, the nif file named a base texture, and the additional textures (such as normal map) were derived by a naming convention, whereas Skyrim explicitly names each one. I'd expect Morrowind to be like Oblivion. I've only just started playing Morrowind - fighting incompatibility with win 8 - so I haven't done any modding yet.



This post has been edited by ghastley: Oct 1 2014, 05:08 PM


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