You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
> |**Tutorial Files**| Any groundcover plugin you like that has not already had Lawnmower ran on it (the mod description will likely state whether this is the case) |
33
33
34
34
This tutorial covers how to use [[the-lawnmower|The Lawnmower]] tool to clean [[guides/groundcover/index|groundcover]] mods of excess grass - specifically, grass which clips through or is hidden under other objects.
@@ -53,7 +53,7 @@ By the end of this tutorial, you should be able to:
53
53
>
54
54
> See Python [BeginnersGuide / Download](https://wiki.python.org/moin/BeginnersGuide/Download) for help.
55
55
56
-
In addition to downloading The Lawnmower (tools only), the tool also requires that you have [Tes3conv](https://github.com/Greatness7/tes3conv) and [Python](https://www.python.org/) installed.
56
+
In addition to downloading The Lawnmower (tools only), the tool also requires that you have [[tes3conv|Tes3conv]] and [Python](https://www.python.org/) installed.
57
57
58
58
Copy `tes3conv.exe` to your Morrowind `Data Files` folder, or install it using a mod manager.
How to Build Fake Exteriors Using [[export-sphere|Export Sphere]]
17
17
18
18
## Prerequisites:
19
19
20
20
1. The first thing you are going to want to do is make a copy of the exterior cell you want to turn into an interior.
21
-
2. Make sure you have [G7’s Export Sphere](https://www.nexusmods.com/morrowind/mods/52245?tab=files)installed. You can find it here: You will need MWSE. After it is installed, go to MWSE/mods/exportSphere, open the script, and comment out everything except for statics. If you try exporting things like animated activators, it will cause complications down the line.
22
-
3.[Blender](https://www.blender.org/download/)
21
+
2. Make sure you have [[export-sphere|Export Sphere]]installed. You will need MWSE. After it is installed, go to `MWSE/mods/exportSphere`, open the script, and comment out everything except for statics. If you try exporting things like animated activators, it will cause complications down the line.
7. (Optional) BSA Unpacking tool, such as [BSArch](https://www.nexusmods.com/fallout4/mods/63243)
27
27
28
28
29
-
# Create the World Mesh
30
-
Now we're ready to work! Go to the cell you want to copy and hit ctrl+shift+e. This will bring up the export sphere. You can scroll up on the mouse wheel to increase the size of the sphere. Since you will want the cell you are in (along with the 8 surrounding cells), scroll all the way up to 3000 units.
29
+
##Create the World Mesh
30
+
Now we're ready to work! Go to the cell you want to copy and hit <kbd>ctrl</kbd>+<kbd>shift</kbd>+<kbd>e</kbd>. This will bring up the export sphere. You can scroll up on the mouse wheel to increase the size of the sphere. Since you will want the cell you are in (along with the 8 surrounding cells), scroll all the way up to 3000 units.
31
31
32
32
In Blender, import the nif file. You'll normally find it under `Meshes/g7`. Locate the building you are creating an exterior view for. Select everything that cannot be seen from the windows of your interior cell and delete it:
33
-
![[morrowind-cell-exported-to-nif-file.png]]
34
-
35
33
34
+
![[morrowind-cell-exported-to-nif-file.png]]
36
35
37
36
There are even more optimizations you can do, but this is a start. Next, find the exterior
38
37
portion of your interior and delete everything except the windows:
39
38
40
39
![[optimizing-cell-export-nif-in-blender.png]]
41
40
42
-
43
41
### Match It Up in the Construction Set
44
42
45
43
Since Morrowind buildings are often bigger on the inside, you will not be able to perfectly
46
-
match all of the windows most of the time. Export your nif (don’t close Blender if you can handle it), create a new static with it in the construction set, and move it into your interior. Do your best to match the windows:
44
+
match all of the windows most of the time. Export your `nif` (don’t close Blender if you can handle it), create a new static with it in the construction set, and move it into your interior. Do your best to match the windows:
Once you have roughly matched the windows, delete the windows in your nif back in Blender and re-export. Resist the urge to close and re-open the Construction Set to get the updates, as it will make replacing parts of the exterior nif with the matching statics more difficult.
51
-
48
+
Once you have roughly matched the windows, delete the windows in your `nif` back in Blender and re-export. Resist the urge to close and re-open the Construction Set to get the updates, as it will make replacing parts of the exterior `nif` with the matching statics more difficult.
52
49
53
-
# Handling Visibility From the Inside
50
+
##Handling Visibility From the Inside
54
51
55
-
## Window Textures
52
+
###Window Textures
56
53
57
54
You will need windows with transparent textures if Morrowind Interiors Project has not already created them. This is when you will need GIMP and NifSkope. You will also want to unpack your BSAs at this time so that you may access the assets. Open up the mesh in NifSkope and click the window if you don’t know what texture you need.
Since we don't want the lead between the glass pieces to be transparent, select it all and then invert the selection so that only the glass is selected:
66
63
67
64
![[inverted-selection-of-window-in-gimp.png]]
68
65
69
-
70
66
Now select the Eraser, set it to something like 50% (or however clear you want the glass to be), and erase the glass:
71
67
72
68
![[erasing-window-to-transparent-in-gimp.png]]
@@ -77,7 +73,8 @@ After you export it, go back into NifSkope and select the texture you just expor
77
73
78
74
Now you can go back into the Construction Set and replace the mesh with your new mesh.
79
75
80
-
## (Optional) Make Your Own Windows
76
+
### (Optional) Make Your Own Windows
77
+
81
78
If your mesh does not have a window built into it, there are a few extra steps. Write down the X, Y, Z location and rotation of both objects (window mesh and the mesh the window is cutting into). Import both meshes into Blender, and set their X, Y, Z position to their positions in the Construction Set divided by 100 (4416.123 to 44.16123, etc.). The Z rotation should be the same (sometimes you have to add/subtract 180 degrees), but for the Y rotation in Blender, you need to use the X rotation in the Construction Set (This is also sometimes off and needed to be mirrored). Other than the division by 100, this can be hit-or-miss.
82
79
83
80
After some fiddling, you should be able to get both objects within Blender
@@ -108,7 +105,7 @@ As can be seen, the door should be visible from the window:
108
105
109
106
![[view-of-caldera-inside-ghorak-manor.png]]
110
107
111
-
However, the exterior nif will probably conflict with the interior. Here, the door was altered so that it can be seen from the window, but also not blocking the interior door:
108
+
However, the exterior `nif` will probably conflict with the interior. Here, the door was altered so that it can be seen from the window, but also not blocking the interior door:
@@ -142,5 +139,4 @@ Now that everything has been placed, toggle collision and see what can’t be se
142
139
window. If something is covered by a mountain or building, delete it from the nif.
143
140
Lastly, check the Behave Like Exterior box for the interior cell. The water level may now be
144
141
higher than needed. What you will want to do is place an activator in the interior that will use
145
-
SetWaterLevel on cellChanged == 1 to the water level you need. You may need to experiment to get
146
-
this just right. If OpenMW does not yet support interior weather, feel free to look at how Morrowind Interiors Project fakes interior weather: https://www.nexusmods.com/morrowind/mods/52237
142
+
`SetWaterLevel on cellChanged == 1` to the water level you need. You may need to experiment to get this just right. If OpenMW does not yet support interior weather, feel free to look at [how Morrowind Interiors Project fakes interior weather](https://www.nexusmods.com/morrowind/mods/52237).
Copy file name to clipboardExpand all lines: mmw-content/guides/patches/creating-a-patch-for-an-esp.md
+26-16Lines changed: 26 additions & 16 deletions
Original file line number
Diff line number
Diff line change
@@ -9,7 +9,9 @@ aliases:
9
9
- Creating a Patch for an ESP
10
10
---
11
11
This page is a guideline on creating patches for ESP files, describing the different methods that can be used to create an ESP patch and providing links to step-by-step tutorials.
12
+
12
13
## Important Considerations: What an ESP Can and Cannot Do
14
+
13
15
Generally speaking, an ESP cannot modify instances from another ESP. There are ways to make them do so by forcing an ESP to depend on another ESP as its master, but they will only reliably work in OpenMW, and are prone to breaking if the ‘master’ ESP changes (which it will do if it is edited and saved in the Construction Set). It is important to understand these limitations when creating ESP patches.
14
16
15
17
For a thorough explanation, see the [Project Tamriel Wiki page: Content File Guidelines](https://wiki.project-tamriel.com/wiki/Content_File_Guidelines)
@@ -21,36 +23,44 @@ It is also important to note that many techniques used for creating patches for
21
23
## Types of Patches for ESPs
22
24
These can be separated into three categories:
23
25
24
-
####ESP Replacer Patch
26
+
### ESP Replacer Patch
25
27
Simple and effective, but has its own limitations.
26
28
27
-
####Additional ESP Patch
29
+
### Additional ESP Patch
28
30
These use an additional ESP to make their changes and in most cases will need to load after the mods they are patching.
29
-
* Object Record Override
30
-
* Pathgrid Reset
31
-
* Landscape Fix
32
-
* ‘Invisible Mesh’ trick
31
+
- Object Record Override
32
+
- Pathgrid Reset
33
+
- Landscape Fix
34
+
- ‘Invisible Mesh’ trick
33
35
34
-
####Other ESP Patches
35
-
* Utilizing Global Scripts - Built-in compatibility without the need for a separate patch
36
-
*Tes3cmd BAT File
36
+
### Other ESP Patches
37
+
- Utilizing Global Scripts - Built-in compatibility without the need for a separate patch
38
+
-[[tes3cmd|Tes3cmd]] BAT File
37
39
38
40
***
39
41
40
42
## ESP Replacer
43
+
41
44
Put simply, an ‘ESP replacer’ is an ESP that replaces the ESP of one mod [mod ‘A’], with changes made to it in order to make it compatible with another mod [mod ‘B’]. This is somewhat of a blunt tool to achieve compatibility, but it does the job.
***Control**: By modifying the conflicting plugin directly, you have full control over how you make it compatible with your own - however, with BCOM this method should only be used for replacing your own mod ESP, and not Beautiful Cities of Morrowind.esp or any of its modular optional ESPs.
47
-
***Easy to make**: No ‘smoke and mirrors’ here. You won’t need to write any complex scripts (though you may need to edit the mod’s scripts, e.g., if a script places NPCs in a specific location and you have modified the layout of that location)
51
+
52
+
-**Control**: By modifying the conflicting plugin directly, you have full control over how you make it compatible with your own - however, with BCOM this method should only be used for replacing your own mod ESP, and not `Beautiful Cities of Morrowind.esp` or any of its modular optional ESPs.
53
+
-**Easy to make**: No ‘smoke and mirrors’ here. You won’t need to write any complex scripts (though you may need to edit the mod’s scripts, e.g., if a script places NPCs in a specific location and you have modified the layout of that location)
54
+
48
55
### Cons:
56
+
49
57
Maintenance: how tedious will it be to update the ESP replacer?
50
-
*_If replacing the conflicting mod:_ If the conflicting mod is updated often and your mod replaces it, you’ll need to keep updating your replacer each time the original is updated
51
-
*_If replacing your own mod:_ If you make further updates to your mod, you will need to replicate these changes in your ESP replacer too, compounding your workload each time you want to add new content to your mod.
58
+
59
+
-_If replacing the conflicting mod:_ If the conflicting mod is updated often and your mod replaces it, you’ll need to keep updating your replacer each time the original is updated
60
+
-_If replacing your own mod:_ If you make further updates to your mod, you will need to replicate these changes in your ESP replacer too, compounding your workload each time you want to add new content to your mod.
52
61
53
62
### Conventions:
54
-
***Naming**: ESP replacers often take the same name as the mod they are replacing (e.g., Both the original mod and ESP replacer are called ‘UniqueModName.esp’). If installing mods directly in Data Files, users would overwrite the original ESP with the patch ESP; otherwise if using a mod manager or OpenMW’s native Data Directories, whichever mod folder/s that contain an ESP titled ‘UniqueModName.esp’ is the one that will be utilised by the virtual Data Files. However, an ESP replacer does not need to have the same name as the original mod, and in fact giving the ESP replacer a unique name (e.g., ‘UniqueModName_MyModPatch.esp’) can make it easier to create more accurate load order rules for Mlox; a simple `[conflict]` Mlox rule can warn users if they have both the original ESP and the ESP replacer. However, inexperienced mod users may be more likely to load both ESPs by mistake if they don’t use Mlox and misread the mod instructions
55
-
***Permissions**: Check the permissions and credits section on the conflicting mod’s Nexus Mods page to see if the mod author allows other users to edit their mod. They may stipulate that you need to seek their permission first, in which case you should make a reasonable effort to contact them before editing their mod. If they don’t allow others to edit their content at all, then your ESP replacer will need to be a replacer for your own mod ESP that works around the conflicting mod’s edits and you should not edit and re-package their ESP as an ESP replacer on your own mod page.
63
+
64
+
-**Naming**: ESP replacers often take the same name as the mod they are replacing (e.g., Both the original mod and ESP replacer are called `UniqueModName.esp`). If installing mods directly in Data Files, users would overwrite the original ESP with the patch ESP; otherwise if using a mod manager or OpenMW’s native Data Directories, whichever mod folder/s that contain an ESP titled `UniqueModName.esp` is the one that will be utilised by the virtual Data Files. However, an ESP replacer does not need to have the same name as the original mod, and in fact giving the ESP replacer a unique name (e.g., `UniqueModName_MyModPatch.esp`) can make it easier to create more accurate load order rules for [[modding-tools/sorting-plugin-load-order/mlox/index|Mlox]]; a simple `[conflict]` Mlox rule can warn users if they have both the original ESP and the ESP replacer. However, inexperienced mod users may be more likely to load both ESPs by mistake if they don’t use Mlox and misread the mod instructions
65
+
-**Permissions**: Check the permissions and credits section on the conflicting mod’s Nexus Mods page to see if the mod author allows other users to edit their mod. They may stipulate that you need to seek their permission first, in which case you should make a reasonable effort to contact them before editing their mod. If they don’t allow others to edit their content at all, then your ESP replacer will need to be a replacer for your own mod ESP that works around the conflicting mod’s edits and you should not edit and re-package their ESP as an ESP replacer on your own mod page.
Copy file name to clipboardExpand all lines: mmw-content/guides/quest-design/branching-dialogue-tutorial.md
+3-2Lines changed: 3 additions & 2 deletions
Original file line number
Diff line number
Diff line change
@@ -11,14 +11,15 @@ aliases:
11
11
- Branching Dialogue Tutorial
12
12
---
13
13
14
-
*This page is an intermediate-level tutorial on creating branching choices for dialogue with NPCs.*
14
+
_This page is an intermediate-level tutorial on creating branching choices for dialogue with NPCs._
15
15
16
16
See the Project Tamriel Wiki article [Writing and Diagloue Guides](https://wiki.project-tamriel.com/wiki/Writing_and_Dialogue_Guidelines#Dialogue_2) %% replace with MMW article %% for an introduction to working with dialogue in Morrowind.
>*Morrowind dialogue uses a topic-based system rather than a dialogue tree system, but with a little bit of MWScript you can create branching dialogue trees as complex as you like*
22
+
>_Morrowind dialogue uses a topic-based system rather than a dialogue tree system, but with a little bit of MWScript you can create branching dialogue trees as complex as you like*
Autodesk **3ds Max** is a professional 3D computer graphics program whose early versions were used in the development of Morrowind.[^1]
34
35
36
+
## External Links
37
+
38
+
-**Notes for Modmakers**, ["Chapter 8. 3DS MAX"](https://morrowind-nif.github.io/Notes_EN/module_2_10.htm?ms=EAAAAAAAAAAAAAAAAAAAAAAAAAAAADg%3D&st=MA%3D%3D&sct=MA%3D%3D&mw=MjU2) #Russian
39
+
35
40
[^1]: [SymphonyTeam, "3DS MAX 3", Notes for Modmakers 3.3, 2022, accessed 27 August 2024](https://morrowind-nif.github.io/Notes_EN/module_2_10_1_1.htm?ms=QgAAAAAAAAAAAAAAAAAAAAAAAAAAABAg&st=MA%3D%3D&sct=MA%3D%3D&mw=MzIw)
**Blender** is a free 3D modeling program, commonly used for Morrowind modding.
28
+
**Blender** is a free 3D modeling program, commonly used for Morrowind modding.
29
+
30
+
## External Links
31
+
32
+
- Mack Of Trades69 1982, **Nexus Mods**, ["Morrowind Race Making Tutorial"](https://www.nexusmods.com/morrowind/mods/47511), ["Morrowind Creature Making Tutorial"](https://www.nexusmods.com/morrowind/mods/47736)
33
+
- Arcimaestro Antares, **Nexus Mods**, [Morrowind Animations with Blender tutorial](https://www.nexusmods.com/morrowind/mods/44187)
0 commit comments