Welcome Guest [Log In] [Register]
Add Reply
[RELz][ßeta] Techno Industrial Dwemer Retexture; Yeah, it's here.
Topic Started: May 3 2008, 08:14 PM (130 Views)
DJGamer
Member Avatar
Mad God
[ *  *  * ]
Code:
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|++++++++++++++++++++++/READ ME\++++++++++++++++++++++|
|/\/\/\/\/\Techno Industrial Dwemer Retexture/\/\/\/\/|
|--------------Created By DeeJay Gamer----------------|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ßßßßßßßßßßßßßßßßßßß-[BETA VERSION]-ßßßßßßßßßßßßßßßßßßßß

[-{Description}-]
This started out as a little project that I might use as a new tileset in Otherworldly Goods and/or the Biomechanical Race mods, but a couple people said it'd be cool to release it as a separate retexture pack for all Dwemer Ruins.

This retexture pack contains several meshes, for two reasons-one, there are parts of the Dwemer textures that are normally shared with other parts of the Morrowind world-in order to prevent for instance an eggmine texture being changed everywhere in the game, I created a new texture and then changed the property in the mesh to point to that new texture. The second reason is because I use a lot of glow-mapping and some pseudo bump-mapping, which requires new properties to be added to the meshes. It does mean an increased file size, but it also means everything looks more awesome and unique. Also, the Dwemer helmet has been "remeshed" with new parts in order to make it look more interesting, at some point I intend to release a separate version of this with only the new helmet-perhaps even as a separate item.

This is the beta test-although everything should probably work correctly, I want to make absolutely sure. The thread you likely found the download for this mod from has more details about the Beta-Testing process and a claim system involving inspections of all the Dwemer ruins.

[-{Installation}-]

It should be pretty simple. Just copy the Data Files folder over the Data Files folder in the Morrowind directory, which should be something like:

C:\Program Files\Bethesda Softworks\Morrowind

Say yes to any folder or file overwriting notifications.

[-{Uninstallation}-]

A bit of a trickier proposition. Since this is a retexture pack, you can't just remove it from the game be deactivating an .esp.

I recommend using Yacoby's Texture Manager Program: http://rapidshare.com/files/111247391/Texture_Manager.zip.html

That's a temporary link. I haven't personally tested the program and it is in Beta, which for a program will be much longer a process than for this mod. However, it should help with removing most of the textures that overwrite the Bethesda ones-there will be some others which will linger on your hard drive more than likely, such as the glow and bump map textures, as well as all the unique textures I mentioned before.

It's best to keep a back-up of this archive somewhere where you can find it and use it as a reference for finding the textures and meshes which this mod installs.

[-{Credits}-]

Retexturing and Remeshing by: DeeJay Gamer
Textures from:
http://hfx.planetquake.gamespy.com/textures.html
http://www.simonoc.com/pages/materials/tptechno/index.htm
& 3D Total Textures
Modified by DeeJay Gamer

Special Thanks to: Valtiy7, Midgetalien, Aukalakaus, and Sabian7.
Beta-Testers will be mentioned in the final release.

[-{Contact}-]

You can e-mail me: deejaygamer@gmail.com
Or you can find me on the BethSoft forums under the username DJGamer.

[-{Permissions}-]

Please do not use anything from this retexture pack for your mods-I will be releasing a modder's resource edition of this mod in the near future.


Download: http://modprojects.deejaygamer.com/scifi_dwemer_beta.rar

Okay, here's how the beta works. Basically, you claim a ruin and you explore every nook and cranny of it-making sure that I haven't overlooked anything, that everything is retextured and looks and works alright. Here's a complete claim list:

Aleft
Dwemer ruin remarkable only for its location - the Bitter Coast.

Arkngthand
A large ruin atop a mountain east of Balmora. Occupied by bandits.

Arkngthunch-Sturdumz
Dwemer ruin southwest of Ald Velothi.

Bamz-Amschend
Located underneath Mournhold.

Bethamez
Small ruin within the Gnisis Eggmine.

Bthanchend
Standard ruin with the usual mundane Dwemer loot and constructs.

Bthuand
Scrib-infested ruin on Vvardenfell's north coast.

Bthungthumz
Southernmost of the two ruins overlooking the Foyada Bani-Dad.

Dagoth Ur
The central Dwemer fortress, in the crater of Red Mountain.

Druscashti
Northernmost of the ruins overlooking the Foyada Bani-Dad, and Quarra vampire lair.

Endusal
Crater fortress of the ash vampire Dagoth Endus.

Galom Daeus
Dwemer observatory and Berne vampire lair.

Mudan
Submerged Dwemer checkpoint southwest of Ebonheart, accessible only through an underwater grotto.

Mzahnch
Island fortress just east of Ald Sotha.

Mzanchend
Dwemer fortress to the north-west of Uvirith's Grave, and north of Galom Daeus.

Mzuleft
This Orc and Daedra-infested fortress is on Sheogorath island, south of Dagon Fel.

Nchardahrk
Sheogorath Dwemer fortress southeast of Mzuleft.

Nchardumz
Molag Amur fortress northeast of Molag Mar.

Nchuleft
This ruin is up against the mountains on the western edge of the Grazelands.

Nchuleftingth
Another Molag Amur ruin, this time northwest of Molag Mar.

Nchurdamz
A sister fortress to nearby Nchardumz.

Odrosal
Crater fortress of the ash vampire Dagoth Odros.

Tureynulal
Crater fortress of the ash vampire Dagoth Tureynul.

Vemynal
Crater fortress of the ash vampire Dagoth Vemyn.

Be sure to look at the articles for maps, locations, and to know what all the cells are.

Also, I need to have someone look at the Greater Dwemer Ruins and figure out what compatibility issues there are, if any. I may have to contact the creator of that mod and see if I can release a "compatibility patch" that reworks some of the new meshes to match up with the retextures.

Okay, so get exploring!

:D

I'll be doing a little exploring here and there on my own as well.

Original WIPz topic w/screenshots: http://www.bethsoft.com/bgsforums/index.ph...836560&st=0

I'll be posting some new in-game screenshots here in the near future.

Oh, btw, this requires Tribunal-not technically (but legally speaking you MUST have Tribunal) but it includes retextures of stuff from Tribunal for the sake of completeness.

Yay! Screenshots (Links only because they're high resolution)

http://modprojects.deejaygamer.com/scifidw...rcreature00.jpg
http://modprojects.deejaygamer.com/scifidw...rcreature01.jpg
http://modprojects.deejaygamer.com/scifidw...rcreature02.jpg
http://modprojects.deejaygamer.com/scifidw...rcreature03.jpg
http://modprojects.deejaygamer.com/scifidw...rcreature04.jpg
http://modprojects.deejaygamer.com/scifidw...rcreature05.jpg
http://modprojects.deejaygamer.com/scifidw...rcreature06.jpg
http://modprojects.deejaygamer.com/scifidw...rcreature07.jpg
Edited by DJGamer, May 7 2008, 05:05 PM.
Offline Profile Quote Post Goto Top
 
Sabian
Operative
[ *  *  * ]
AWESOME!
Offline Profile Quote Post Goto Top
 
Irmekroache
Traveler
[ *  * ]
Sabian
May 4 2008, 01:42 AM
AWESOME!
seconded.
Offline Profile Quote Post Goto Top
 
Vanir
Member Avatar
Who are you?
[ *  * ]
Irmekroache
May 4 2008, 04:01 PM
Sabian
May 4 2008, 01:42 AM
AWESOME!
seconded.
Third-ed. Err, something like that.
Offline Profile Quote Post Goto Top
 
DJGamer
Member Avatar
Mad God
[ *  *  * ]
Vanir
May 7 2008, 04:26 PM
Irmekroache
May 4 2008, 04:01 PM
Sabian
May 4 2008, 01:42 AM
AWESOME!
seconded.
Third-ed. Err, something like that.
Thanks. Anyone who wants to help with the testing is greatly appreciated.

I fixed the op so that all the hyperlinks are clearly hyperlinks. Sabian, you STILL haven't figured out how to solve that problem?
Offline Profile Quote Post Goto Top
 
Z999z3mystorys
Member Avatar
Journeyman
[ * ]
so no one has offered to beta test this? I'll give it a go, I'll choose a few at random to check out.
Offline Profile Quote Post Goto Top
 
DJGamer
Member Avatar
Mad God
[ *  *  * ]
Z999z3mystorys
May 26 2008, 07:29 PM
so no one has offered to beta test this? I'll give it a go, I'll choose a few at random to check out.
Well, I've got a few people. It looks to be ready for release after I retexture the Dwemer Satchel and create new icons for all the Dwemer Items.
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Morrowind Mods · Next Topic »
Add Reply