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      Orphan Attachments   07/31/2018

      I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!

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Found 2 results

  1. [RELz] Glow in the Dahrk

     by Melchior Dahrk & NullCascade Download This is a modern, pluginless replacement of the old Windows Glow mods. Windows Glow (WG) suffered from every mod needing a patch to work with it. Glow in the Dahrk (GITD) handles this automatically through the meshes themselves with a powerful Lua code by NullCascade which can switch the visible portion of meshes (NIFs) on the fly. With this feature, any mod using the vanilla window NIFs will automatically switch to a glowing version at night. In addition, WG forced players to use the textures it provided which didn't always match their texture replacer of choice. Glow in the Dahrk accomplishes a subtle glow on the windows without needing to replace the vanilla textures; so players can use vanilla or a texture replacer of their choice! [youtube]1nAqUPxbQ2M[/youtube]  Vanilla windows transition to glowing versions at night Automatic compatibility with any mods using the meshes included with this mod (no patches required!) Hlaalu, Telvanni, Redoran, Velothi, Mournhold, Skaal, Imperial Fort, and Imperial Common sets all now have a nighttime glow for windows. Supports vanilla textures and texture replacers for windows (choose your own look!) A more natural, muted glow at night rather than the bright, garish design of the old Windows Glow Smooth pulsing light effect for all windows Transition to nighttime/daytime models is staggered for a more natural experience Includes daylight glow on interior windows Support for any static objects to be made to transition to nighttime versions Pluginless and patch-free alternative to "Windows Glow"  This mod uses the alpha and thus experimental and not necessarily stable 2.1-branch of MWSE, currently in development. By using this mod, you're basically asking to be a tester! If you encounter any issues please post a report, ideally on the MWSE bug tracker. You can download the latest nightly build from the link below. This this mod requires Morrowind Graphic Extender (MGE-XE) version 0.10.1. Older versions will not work with MWSE 2.0+! Additionally, it will require the latest nightly build of MWSE 2.1. MGE XE version 0.10.1 fixes a bug where meshes containing NiSwitchNode will cause the Distant Land generator to crash. Lastly, be sure to deactivate/uninstall all Windows Glow mods/patches. They may overwrite the meshes used by this mod. Plugin patches for every single mod are a thing of the past with Glow in the Dahrk! Now all that is required is for a mesh (window or otherwise) to be updated into the GITD format and it will automatically update at night and in the morning while the code from this mod is installed. It is a relatively simple process for modders with experience with Nifskope to make non-vanilla meshes compatible with this mod. This script can make any static model in the game switch to a nighttime version - not just windows. The optional download: "Mesh Converter Scripts and Instructions" can be used to patch other meshes to work with this (such as new windows from Province mods or Unique City mods).  NullCascade again for not only making the code used by this mod, but also for continuing to develop MWSE into the Lua-based powerhouse it has become Greatness7 for the code used to accelerate the mesh creation Hrnchamd for quickly releasing a fix to MGE XE to let this mod work properly Siberian Crab for the basic glow texture from which I designed the others Morrowind Modding Discord for extensive playtesting and feedback as this mod was developed
  2. Morrowind Script Extender

    Thread for MWSE discussion and support. I'm also on Discord occasionally as Merzasphor#8299 in the Morrowind Modding Community server. Mention me if you need a response, as I can't keep up with all of the discussions happening there. What is MWSE? The Morrowind Script Extender makes additional functions available for use in Morrowind scripts, beyond those provided by the game's construction set. These extra functions allow modders to add features and behavior to scripts that would otherwise be impractical or impossible. See the readme and changelog for more information. History: I started working on MWSE in late 2014, in order to add functionality to support a leveling mod I wanted to make. I posted a thread in the old official forums to share the results of the experiment, which generated some interest. Prior to that, the last release of MWSE was v0.9.4a, in 2007. Previous MWSE developers include: Charles Cooley (cdcooley), Cody Erekson (Fliggerty), Tim Peters, Grant McDorman, Anthony Garcia, FreshFish, and Timeslip. Latest Release: v0.9.5-alpha.20171114 Useful links: GitHub Repo GitHub Releases MWSE at Morrowind Modding Wiki Old Official Forums Thread #1 Old Official Forums Thread #2
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