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Found 22 results

  1. Bloodmoon Armor Pack

    Bloodmoon Armor Pack View File Just a small patch for The Symphony to change Bloodmoon's armors and small items. With this plugin The Symphony project will change: - 100% of misc items. - 99.9% of armors. Requires both Tribunal & Bloodmoon. - BSA archive (with registration utility) - Standalone ESP files (in both English and Russian) which can be used independently of The Symphony's master files and BSA archives. - Can be used with saved games. _____________________________________________ New Material: + Wolf & Snow Wolf Armor. + Bear & Snow Bear Armor. + Skaal Armor. + All Bloodmoon ingredients. + All Bloodmoon misc items. + All Bloodmoon books (changes settings for scrolls, values, and removes some References Persists flags). + All other smaller assets in Bloodmoon, such as lights and potions. + Changes some spells and enchantments. + Snow armors now enhanced with scripting. + All helmets and greaves have special scripts for making them fit Argonians. NOTE: for this reason, you will need to equip the greaves and helmets twice, as they will unequip the first time, but this happens only once. It's a check that replaces these armor parts for beasts and humanoids. - No change for Snow Prince armor. - No change for Hircine keys. - No change for Bloodmoon creatures. _____________________________________________ About Master files. @_BM_Stuff(Full).esp - Base version of the master file. All in once! Armors and other. Not needed to activated any other version of ESP files together with it! @_BM_Stuff(armor).esp - only armors! No items and other. Install it if You not wanted to replace the misc items. @_BM_Stuff(items).esp - only items! No armors and scripts. Install it if You not wanted to replace the armors. _____________________________________________ Optional Addons: @_BM_riverGuards *May require @_BM_Stuff(Full).esp or @_BM_Stuff(armor).esp) *Can work and without it, but with some not critical errors. - Replaces the smugglers and reavers along the river on Solstheim, with hunters and guards. - You can barter with them. - They can help you against hostile creatures. - Basks-In-The-Sun finally gets a good, warm helmet and boots. NOTE! DO NOT equip his armors if you aren't Argonian, or using the mod Jammings Off, or any similar fix for base animation files. Argonian armors optimized under beast skeleton. _____________________________________________ IMPORTANT! Don`t equip any bear or wolf armors during the last Carnius quest! The scripts change the ID of helmets and greaves, which can break this quest. _____________________________________________ This plugin is highly recommended to use with the Symphony Project! Use if you have old builds (1.1 to 1.5) of The Symphony and do not want to start a new game, or if you don't use The Symphony at all. This mod is included in Version 1.7 of The Symphony. No need to use together, unless you want to. Just be sure to activate only this mod's ESP files and not the BSA archives. Else: This plug may be used with Stalhrim Armors pack. ___________________________ Known issues: - the masks on some furs helmets is very bad working with BIG heads! Orcs, females, vanilla. It's can be fixed easy, just change the type of body part slot in CS. Head instead the Hair. Or more easy - add 2x slot record ->head. Hair + Head. But, you can't to see the eyes in lenses of helmets. Submitter HedgeHog12 Submitted 02/04/2018 Category TES III: Morrowind  
  2. Version 1.0.0

    11 downloads

    Just a small patch for The Symphony to change Bloodmoon's armors and small items. With this plugin The Symphony project will change: - 100% of misc items. - 99.9% of armors. Requires both Tribunal & Bloodmoon. - BSA archive (with registration utility) - Standalone ESP files (in both English and Russian) which can be used independently of The Symphony's master files and BSA archives. - Can be used with saved games. _____________________________________________ New Material: + Wolf & Snow Wolf Armor. + Bear & Snow Bear Armor. + Skaal Armor. + All Bloodmoon ingredients. + All Bloodmoon misc items. + All Bloodmoon books (changes settings for scrolls, values, and removes some References Persists flags). + All other smaller assets in Bloodmoon, such as lights and potions. + Changes some spells and enchantments. + Snow armors now enhanced with scripting. + All helmets and greaves have special scripts for making them fit Argonians. NOTE: for this reason, you will need to equip the greaves and helmets twice, as they will unequip the first time, but this happens only once. It's a check that replaces these armor parts for beasts and humanoids. - No change for Snow Prince armor. - No change for Hircine keys. - No change for Bloodmoon creatures. _____________________________________________ About Master files. @_BM_Stuff(Full).esp - Base version of the master file. All in once! Armors and other. Not needed to activated any other version of ESP files together with it! @_BM_Stuff(armor).esp - only armors! No items and other. Install it if You not wanted to replace the misc items. @_BM_Stuff(items).esp - only items! No armors and scripts. Install it if You not wanted to replace the armors. _____________________________________________ Optional Addons: @_BM_riverGuards *May require @_BM_Stuff(Full).esp or @_BM_Stuff(armor).esp) *Can work and without it, but with some not critical errors. - Replaces the smugglers and reavers along the river on Solstheim, with hunters and guards. - You can barter with them. - They can help you against hostile creatures. - Basks-In-The-Sun finally gets a good, warm helmet and boots. NOTE! DO NOT equip his armors if you aren't Argonian, or using the mod Jammings Off, or any similar fix for base animation files. Argonian armors optimized under beast skeleton. _____________________________________________ IMPORTANT! Don`t equip any bear or wolf armors during the last Carnius quest! The scripts change the ID of helmets and greaves, which can break this quest. _____________________________________________ This plugin is highly recommended to use with the Symphony Project! Use if you have old builds (1.1 to 1.5) of The Symphony and do not want to start a new game, or if you don't use The Symphony at all. This mod is included in Version 1.7 of The Symphony. No need to use together, unless you want to. Just be sure to activate only this mod's ESP files and not the BSA archives. Else: This plug may be used with Stalhrim Armors pack. ___________________________ Known issues: - the masks on some furs helmets is very bad working with BIG heads! Orcs, females, vanilla. It's can be fixed easy, just change the type of body part slot in CS. Head instead the Hair. Or more easy - add 2x slot record ->head. Hair + Head. But, you can't to see the eyes in lenses of helmets.
  3. [RELz] Travel for Ebony

    File Name: Travel for Ebony File Submitter: HedgeHog12 File Submitted: 01 Oct 2016 File Category: Items & Resources Just a mod source! All Works was stopped! All On Russian! Here is an Old (2008-10) years plug which planned as a small additional for Better Weapons Ebony But soon it`s grew to a full-fledged plugin. And began to demand more time and effort than I had. Also the stark contrast between the old and new meshes of weapons forced to switch all works to BW Suit... afterwards began the Work with Symphony. And all jobs with Plug was stopped. Well... May it`s be to better. Or not. Now I don't think that I'll be able to continue working with this plug. For some reasons. - the model is too old for My eyes. And needs to completely rebuilding. - I had lost the General Ideas about this plug. It`s not about scenario, it`s about my Wishes to do it like it been written. - I forgot about some small ideas. Well... Mod Source is it Now. About Plug. - ALL ON RUSSIAN! Sorry. - Here is existing a Scenario about this Story. But with TOO many misprints and on russian. - this is a Story\Quest plug, not only a new meshes. - this plug is a FUN plug with a special slang and Alcohol theme. - this plug isn`t funny but with a special slang and Alcohol theme. The Plug has been completed to 40-60% - Almost all locations are completed. - Written many scripts. - some new areas and new NPC\Creatures. - and all has been prepared to writing story line with making dialogues and events. Here is all are stopped... Now You can: - to see the beginning of this story and entered to Main locations. There is a backdoor to enter to some quest`s areas. - use the CS to see all locations and create new doors to enter there. - watch a few script`s events. Like; totally destroy this area. - new creatures, armors, weapons, items. - and more it! The Plug Story. Shortly: - The Nerevar is welcomed to a new Imperial Fort in one of the plans of Oblivion. (But isn`t Oblivion plan, it`s an RELIC of the FIRST World) Here is a very strange place and You can Exploring it to solve a some mysteries. Of course You will catch a few great artefacts and .... MANY of ebony weapons and armors. Which later became as a separate plugin. Finally. Many materials from this Plugin are using by Symphony. But not All! For this reason this Plug had published. Maybe it will be interested for someone. Or will be found the people who will want to completed this plug. At that time, I had a topic on a one forum, where was invited to participate. But no one was found. And Also, the Central location have a high damage to FPS. MW not love a BIG buildings. Never mind. It`s My Old and Fun plug who was collected the dust in my HDDs too many years. Ah, Yes! Here is a small additional. Few dwemer objects in separate plug. (2012 e.) - mine - bridge - pipes - and something else that was planned as a mine shaft. Many of the objects to be was scripted for open and closed by script events. Now Only the meshes and the TEST location. Door to there in Aldruhn`s Guild of Fighters. Click here to download this file
  4. Travel for Ebony

    Version 0.8a

    52 downloads

    Just a mod source! All Works was stopped! All On Russian! Here is an Old (2008-10) years plug which planned as a small additional for Better Weapons Ebony But soon it`s grew to a full-fledged plugin. And began to demand more time and effort than I had. Also the stark contrast between the old and new meshes of weapons forced to switch all works to BW Suit... afterwards began the Work with Symphony. And all jobs with Plug was stopped. Well... May it`s be to better. Or not. Now I don't think that I'll be able to continue working with this plug. For some reasons. - the model is too old for My eyes. And needs to completely rebuilding. - I had lost the General Ideas about this plug. It`s not about scenario, it`s about my Wishes to do it like it been written. - I forgot about some small ideas. Well... Mod Source is it Now. About Plug. - ALL ON RUSSIAN! Sorry. - Here is existing a Scenario about this Story. But with TOO many misprints and on russian. - this is a Story\Quest plug, not only a new meshes. - this plug is a FUN plug with a special slang and Alcohol theme. - this plug isn`t funny but with a special slang and Alcohol theme. The Plug has been completed to 40-60% - Almost all locations are completed. - Written many scripts. - some new areas and new NPC\Creatures. - and all has been prepared to writing story line with making dialogues and events. Here is all are stopped... Now You can: - to see the beginning of this story and entered to Main locations. There is a backdoor to enter to some quest`s areas. - use the CS to see all locations and create new doors to enter there. - watch a few script`s events. Like; totally destroy this area. - new creatures, armors, weapons, items. - and more it! The Plug Story. Shortly: - The Nerevar is welcomed to a new Imperial Fort in one of the plans of Oblivion. (But isn`t Oblivion plan, it`s an RELIC of the FIRST World) Here is a very strange place and You can Exploring it to solve a some mysteries. Of course You will catch a few great artefacts and .... MANY of ebony weapons and armors. Which later became as a separate plugin. Finally. Many materials from this Plugin are using by Symphony. But not All! For this reason this Plug had published. Maybe it will be interested for someone. Or will be found the people who will want to completed this plug. At that time, I had a topic on a one forum, where was invited to participate. But no one was found. And Also, the Central location have a high damage to FPS. MW not love a BIG buildings. Never mind. It`s My Old and Fun plug who was collected the dust in my HDDs too many years. Ah, Yes! Here is a small additional. Few dwemer objects in separate plug. (2012 e.) - mine - bridge - pipes - and something else that was planned as a mine shaft. Many of the objects to be was scripted for open and closed by script events. Now Only the meshes and the TEST location. Door to there in Aldruhn`s Guild of Fighters.
  5. [RELz] Jammings off

    Jammings off View File This is an resource which using as part of Symphony project. May be it`s be useful for separate using and we create this file entry. What`s do it: It`s a patch for Base Animation files. - This files is an updated version of the BaseAnimation Files, which eliminated the jammings in narrow places to Player and NPC . Like the doorway or other. - Also, this files are fixed the Game crash if Player or NPC are using the Beast`s Races Armour or clothings. Now You can using for Human Races all armors which was created specifically for Beast Races. - Also, all .NIF files has been optimized for decrease their size. The files which was updated: - Added New bones into Human skeleton. - Decreased the size of Bounding Box. - Removed all non used shapes\properties and other. xbase_anim.nif - BASE ANIMATION. base_anim.nif xbase_anim.1st.nif base_anim.1st.nif xbase_animkna.nif - beast races animation. base_animkna.nif argonian_swimkna.nif xbase_animkna.1st.nif base_animkna.1st.nif xbase_anim_female.nif - female animation. base_anim_female.nif base_anim_female.1st.nif Xanim_dancingGirl.nif - Suran`s girls animations. Just for the complect. anim_dancingGirl.nif Installation. 1. make backup of original files. 2. paste this files into DataFiles\Meshes folder. Uninstallation: 1. delete these files. 2. restore original from becup. Note. This files may working with all other .KF files! And This Thing makes possibility to working with this files all other third-party animations plugs*. Like the original animations or full new, or some tweaked. Yes, all animations of NPC are include into KF files. The NIF and Xnif files have no the skeletons animations. *Of course, may be the unknown problems but it`s unknown to me. Note. This archive contain a small tweaked .KF file of the Base Animation. xbase_anim.kf This file is a part of Symphony, also. So, This .KF are tweak some animation groups! It`s make the animation as more Living. Added a new animation for these groups: - all melee weapons and Bow Idles. - Hand to Hand idle. - crossbow idle and shooting. Now You can`t to bowing to ground. - Torch Idle. - could be something else, but I forgot it. Installation. 1. make copy of original KF file. 2. paste this file into DataFiles\Meshes folder. Uninstallation: 1. delete this file. 2. restore original from the copy. Submitter HedgeHog12 Submitted 09/04/2016 Category Cosmetic  
  6. Jammings off

    Version 1.3

    455 downloads

    This is an resource which using as part of Symphony project. May be it`s be useful for separate using and we create this file entry. What`s do it: It`s a patch for Base Animation files. - This files is an updated version of the BaseAnimation Files, which eliminated the jammings in narrow places to Player and NPC . Like the doorway or other. - Also, this files are fixed the Game crash if Player or NPC are using the Beast`s Races Armour or clothings. Now You can using for Human Races all armors which was created specifically for Beast Races. - Also, all .NIF files has been optimized for decrease their size. The files which was updated: - Added New bones into Human skeleton. - Decreased the size of Bounding Box. - Removed all non used shapes\properties and other. xbase_anim.nif - BASE ANIMATION. base_anim.nif xbase_anim.1st.nif base_anim.1st.nif xbase_animkna.nif - beast races animation. base_animkna.nif argonian_swimkna.nif xbase_animkna.1st.nif base_animkna.1st.nif xbase_anim_female.nif - female animation. base_anim_female.nif base_anim_female.1st.nif Xanim_dancingGirl.nif - Suran`s girls animations. Just for the complect. anim_dancingGirl.nif Installation. 1. make backup of original files. 2. paste this files into DataFiles\Meshes folder. Uninstallation: 1. delete these files. 2. restore original from becup. Note. This files may working with all other .KF files! And This Thing makes possibility to working with this files all other third-party animations plugs*. Like the original animations or full new, or some tweaked. Yes, all animations of NPC are include into KF files. The NIF and Xnif files have no the skeletons animations. *Of course, may be the unknown problems but it`s unknown to me. Note. This archive contain a small tweaked .KF file of the Base Animation. xbase_anim.kf This file is a part of Symphony, also. So, This .KF are tweak some animation groups! It`s make the animation as more Living. Added a new animation for these groups: - all melee weapons and Bow Idles. - Hand to Hand idle. - crossbow idle and shooting. Now You can`t to bowing to ground. - Torch Idle. - could be something else, but I forgot it. Installation. 1. make copy of original KF file. 2. paste this file into DataFiles\Meshes folder. Uninstallation: 1. delete this file. 2. restore original from the copy.
  7. Way for Symphony

    Well, it`s a small overview about history of the modding by the example of one modmaker. 2003-2015. Just for history information. And for better viewing the Way to Symphony. 1. For Name Clif Racer. (12 25 2005 relesed) 2006 year 2007 year 2008 year 2009 year 2010 year 2011 year 2012-2015 2016
  8. [RELz] Symphony patches

    Symphony patches View File Small Patch for a Fabricants. (28 05 2017) Version 1.0b (maybe I lost some textures or something else wrong). _____________________________________________ REQUIRES: _____________________________________________ - resource files of SYMPHONY! - it's a BSA archive! - Separate .ESP files (en\ru) You can use this without Symphony's Master Files! But with .BSA files! - Morrowind + Tribunal. ____________________________________________ Hulking and Verminous. Now it's will: - A Hound and a Beater. Creatures from Mythology Epoch (First World in the Nirn) which was summoned from a Ancient Times by Almalexia. It's not a creation of Sotha Sil now! Creatures made more strongest and from scratch. + 6 types of Hounds. With some types of a Weapons. + 3 types of a Beaters. Of course with heavy weapons. __________________________________________________ Additional patch for few weapons. (05 2017) - Update for some meshes. No textures. No new stuff. Added few animations for some throwing weapons: - all throwing stars - few throwing knifes - pilum and plumdata - heart of BoneWalker - some arrows - animation for flying Volendrung (mesh was Updated) __________________________________________________ Cumulative Patch 001-008 for Symphony_The. *************************** Install. Just drop into MW folder. *********************** - fix BoundBox for some creatures. It`s better in combat. - fix Faerdamage effect. now it's not running away from the target. - fix the reflection on imperial shields. More darker. - fix Z-position for 6h-House`s Troth. *it`s very Important! Some objects has been inaccessible in the game. - fix textures and materials for Dragon Bone cuirass. It`s removed unwanted darkening on the metal parts. For better displaying if are using MGE and MCP. - fix UV set for Imperial chain armors. - fix UV set for Chain Coif. - fix texture for Imperial Shield. ***************** Patch 005 Fix some floating bugs. - fix color bugs for imperial/templar armors. *fix dark map on the boots (it`s a floating bug with the pink color) *fix reflection maps at some shields *small update for Night Blade`s shield *small update for few cuirass and bracers. Fix reflections and Bump Maps. - fix bug of the "darkness" for imperial cuirass and other. Ok! I hope now it`s be fixed. - fix collision for Imperial gates. - fix bug of the "darkness" for imperial teleport. - fix bug of the "darkness" for imperial broad sword. - fix blue color bug for some daedric weapons. - fix blue color for few items and lamps ***************** ReturnLostAnimForNPC esp patch. Returned animations: - seat animations for some NPCs (including King Hlaalu Helseth and Duke Vedam Dren) - vampire`s attack animations. - mannequin`s animations. Almost 100 NPCs got back their animation. ********************* Patch 006 -07 2016 Reduce clipping for orcish armor`s skirt. - added animation for this object. - for Umbra`s cuirass was added the Umbra Sword. New object on back of the cuirass. - for Umbra`s helmet was added the Fire eyes. Required MCP for normal working! - for standard orcish cuirass was added Invisible controller. - for Scamp (standard) was fixed shield bone. Reduce clipping for shield. - few TGA textures was converted as DDS for better looking in foggy weather. ********************* Patch 007 -07 2016 - fix Imperial Steel Helmet (icon and gnd) - fix Keening (reflection in model) - more strong Enchant to Staff of Magnus. - new Scrolls - change some icons (for better looking into inventory) - fix some scripts Patch 008 for Symphony_The. - fix Chitin cuirass. Now they are on centre of character. - fix netch boots. Removed the gap between boots and body. - updated few bones helmets. Added the dark to visor. - updated boots of blinding speed. New more accurately mesh. - updated few meshes of 6th house. Fixed some rootcollisions. ************************* PBR experimental shaders for Steel Armor. required: SYMPHONY_THE and MGE XE v. 0.10.0.1 or more new version. ************************* what does it: - more darknes textures for Steel armor. - fix some mesh with new textures. - fix 1.st hands. Now the hands displays more correctly without fingers clipping. - fix scirt. More smoothed. - changed textures on the under armor layer. Well... And added experimental PRB Shader. - chain mail - steel plates - wood part of the shield - cloth part of this armor And remember, this is just an experiment! ************************* @_W_R ************************* A small addition to the main Project. This "patch" eliminates the contrast with third party plugin`s objects that be use the default meshes of weapons and creatures. The replacer for the default meshes of creatures and weapons. +weapons: ALL +creatures: without Goblins, Imperfect, Fabricants and Bloodmoon creatures. WARNING! It`s replacing the original meshes! Pay attention to it and make copies of folders R and W! If You have it, of course! IMPORTANT! This meshes files only! Textures are used from the basic Symphony`s BSA archives. Note. These models have some changes relative to the base meshes of the Symphony`s Creatures! - some keys of the animations was removed. That made them are not dependent from the Master Files of the Project. Note. These models can be working without Project`s master files. Submitter HedgeHog12 Submitted 05/26/2016 Category Cosmetic  
  9. Symphony patches

    Version 1.7/0.1-2

    274 downloads

    New line of actual patches: (2018) _________________________ 0.1 (01 2018) Nothing critical and important but is recommended for activation. New ESP file! (ru\en) fix behavior for Pack guar companion. Now he will not try to use any weapons and shields. added forgoten flags "enchanting\spelmaikng" for Remove Curse Spell. fix "saint's black sword" mesh. Fixed blue color bug on it. else, was translated few small topics (only EN) "Kwama's perfume", "head the helmet", "Special offer" and "Rerlas Mon" "Special offer" is Rerlas Mon's topic for buying this Guar Companion. ___________________________ 0.2 (01 2018) New ESP files. (ru\en) Recomend to installation! fixed amount size of enchanting for heavy dwemer armors. Silver and Standard. added more Imperial armor sets for a trade to Imperial suppliers. fixed a weapons enchantment. All at "strike". added a small new thing. Go to Fort Pelagiad and find Ygfa. Talking about "new arrows". added Orcish cuirass without hammer. Look into level lists. Just without hammer on back.
  10. Dreamers_cloth

    Version 1.0

    128 downloads

    Required: Morrowind. BSA-archive! *Symphony`s files isn`t requred. "New clothes" for Dreamers of 6-th house. *seems it`s a magical phenomenon not a cloth. Added: - new "clothes" for Dreamers. - it`s not for player! Because it`s a magic effect. - few new ingredients. - the cultists was makes as... more interesting. - two new types of ash slaves. - If Dagoth UR was died, the cult will fall apart. - new animation for Dreamers. May be conflicts with other plugins are changing Dreamers directly!
  11. [RELz] Dreamers_cloth

    File Name: Dreamers_cloth File Submitter: HedgeHog12 File Submitted: 24 May 2016 File Category: Clothing, Weapons, and Armor Required: Morrowind. BSA-archive! *Symphony`s files isn`t requred. "New clothes" for Dreamers of 6-th house. *seems it`s a magical phenomenon not a cloth. Added: - new "clothes" for Dreamers. - it`s not for player! Because it`s a magic effect. - few new ingredients. - the cultists was makes as... more interesting. - two new types of ash slaves. - If Dagoth UR was died, the cult will fall apart. - new animation for Dreamers. May be conflicts with other plugins are changing Dreamers directly! Click here to download this file
  12. Version 1.0

    125 downloads

    Stalhrim Armors&Weapons Pack. - ver 1.1 - bsa archive Added: - 3 new type of the Stalhrim Armors. *But You can get only Two type at once. ( - blue medium set are make by Nords) ( - green lightweight set are make by Karnius) ( - red heavy set can be found by Trade Company`s quest) - 3 new weapons set Like the Armors. - added more new Stalhrim`s weapons (arrow, thrown spear, axe, long spear, staff, claymore, broadsword) (It`s can be found in some NPC\CREA`s inventory) *If You are using the Patches who restored\added new dialogue options for that Topics, You will be able to got a new weapons. Like the Stalhrim Spear and Short Sword. - Stalhrim`s ore-deposit now have the animation. - new scripts with few Surprises. - Added a special version of the armors for Argonians with warm ankle and tail armor details. Also, they got the open helmets for better compatibilities with they faces. Note! This plugin is high recommended to used with the Symphony project! This plugin is ended the Work on changing the Weapons. Now all Weapons have a new models! ******************************************************************* - It`s a standalone plugin and doesn't required Symphony resourses. - New Game isn`t required.
  13. [RELz] StalhrimArmorPack

    File Name: StalhrimArmorPack File Submitter: HedgeHog12 File Submitted: 02 May 2016 File Category: Clothing, Weapons, and Armor Stalhrim Armors&Weapons Pack. - ver 1.1 - bsa archive Added: - 3 new type of the Stalhrim Armors. *But You can get only Two type at once. ( - blue medium set are make by Nords) ( - green lightweight set are make by Karnius) ( - red heavy set can be found by Trade Company`s quest) - 3 new weapons set Like the Armors. - added more new Stalhrim`s weapons (arrow, thrown spear, axe, long spear, staff, claymore, broadsword) (It`s can be found in some NPC\CREA`s inventory) *If You are using the Patches who restored\added new dialogue options for that Topics, You will be able to got a new weapons. Like the Stalhrim Spear and Short Sword. - Stalhrim`s ore-deposit now have the animation. - new scripts with few Surprises. - Added a special version of the armors for Argonians with warm ankle and tail armor details. Also, they got the open helmets for better compatibilities with they faces. Note! This plugin is high recommended to used with the Symphony project! This plugin is ended the Work on changing the Weapons. Now all Weapons have a new models! ******************************************************************* - It`s a standalone plugin and doesn't required Symphony resourses. - New Game isn`t required. Click here to download this file
  14. [RELz] Scripted_lightings(Symphony)

    File Name: Scripted_lightings(Symphony) File Submitter: HedgeHog12 File Submitted: 12 Feb 2016 File Category: Cosmetic Symphony_The (Scripted_lightings) Require: M.T. +-B. +Symphony_THE! *Resource files and ESP file of the any versions: @_SuiteLite, @_Sympfony_the or @_Sympfony_theTEST. ******************************* INSTALLATION: ******************************* - copy this files into MW folder. *all files are new, original files MW will not be changed. - Start Morrowind Launcher, choose «Files»; - Find and double-click @_scripted_lightings(Symphony).esp; ******************************* WHAT'S IT ALL ABOUT? ******************************* This plugin makes a lot of lights are portable. Maybe it's like the "lights_300" mod, makes spetial for Symphony Project. However, it`s have many improvements! + you can move large brazier. + you can move the large candle holders. + almost all the lantern\candles can carry in your hands. + large torches and candles from graves, also can be use and move. + also added a spell to pack the large light fixtures. + You can pick up the brazier from the Daedric temples and Velothi towers or tombs. + You can pick up the large torches or candles holders and transfer them into your house. + You can destroy the light sconce and get candles from them. + You can destroy torches in tombs. - You can't move firepits. But you can destroy them! *Added 136 new icons and updated 118 meshes files. ******************************* How it works. ******************************* For packaging and destroying lamps you should get a new spell! For this: Go to the corpse a poor Processus Vitellius and read the note from him. Now you will be able to use a new spells! To grab the lamps: Stand close up to the lamp and use the new spell. In your bag will be added a new item. To activate them, just drop it to the world and use "moove lamp" ability. *Scull candles from Tombs and the large torches are added to inventory with using of this spell. *You can carry them in You hand. To move the lamps: Stand close up to the lamp and press the stealth button on keyboard, wait a few seconds. Now you can moved and the lamp will be move near with you. Disable the stealth mode and the lamp will remain at the new position. *You can move only one lamp! *Large lamps (like Daedra braziers) take a lot of fatigue and require high Strength! *To move the Daedra and 6-th houses braziers You need the Strength more than 150. *To move the Velothi brazier You need the Strength more 120. *To move the Mournhold lamps You need the Strength more 110. *Torches and large candle holders are moved at any value of the Strength and don`t damage the fatigue. To destroy the lamp: Read the spell of the lamp destruction and all lamps from 512 units radius will be destroyed. If you read the spell near the chandelier, the candles from him added to you bag. Also You can grab the soulgems from some lamps in the tombs. *You need stand clouse up from them. *Chandeliers, open fires and chandeliers will be restored at the second visit to the cell. *Lamps with soulgems are not restored! *Affected only on fires, chandeliers, sconces and fixed in the walls static torches! ******************************* *Some lamps are left unchanged! Large lanterns and some rare candles ID are left as static. It`s static and indestructible: light_de_streetlight - because in street. lantern_off - because is OFF. light_dwrv - because is Dwemer. Light_sotha - because like Dwemer. light_torch_01 - because like Dwemer. ******************************* Known bug. - light from the moved lightings will not be updated until your re-visiting to this location. It`s engine bug( ******************************* - This plugin is partially compatible with the "lights_300" mod. - This plugin uses the Symphony project resources (textures&meshes) and cannot be used individually! Click here to download this file
  15. [RELz] Symphony_The(MESH_TEX)(PATCH)

    File Name: Symphony_The(MESH_TEX)(PATCH) File Submitter: HedgeHog12 File Submitted: 22 Nov 2015 File Category: Cosmetic Patch 1.0 for Symphony_The - Fix ONLY some meshes and all .TGA textures. - New game, not needed. **************************** *If got ERRORS - use WINRAR`s "recovery broken archive" menu option! *The archive have 4% information for recovery. **************************************************************************************** + added. - removed\changed. _ updated. *************************************** + 2x reflect on the armor of Helseth`s guards. + 2x reflect on simple set Dunmer`s Ebony armor. + 2x reflect on personal set Helseth`s guards armor. + 2x reflect on the Golden set of Duke Dren armor. + Golden Saint Summon. Fix the Shine on the mask. Cleaned the "running" effect. + pearls. Changed the textures and fixed the Shine. + Imperial shields. Now no clipping into forearm. + _ref_62.dds added new texture! For Helseth`s guards. + texture sprites (ghosting) changed in the DDS. That got rid of a bug in foggy weather. + All TGA textures convert in to DDS. It`s fix the bug in foggy weather. *************************************** _ updated reflection textures on the Her Hands armors. _ change the texture on the skirt Helseth`s guards. _ Indoril. Reduced the size of the armor, the ring made smaller. _ Ogrim. Increased radius of Boundbox. _ Cliff Raser. Changed the radius of Boundbox. Now the arrows should not fly through his body. _ Sphere of Laiting. TGA -> DDS, changed the type of texture. _ Kagouti. Changed the texture on the feet. +additional reflect on the lenses. _ lamps in Mournhold. A little Board the size of the sprite. _ a simple ebony sword. A little reduced size. _ wizard staff. Removed a conflict with the blue on one element. _ ebony arrow, fixed glitter. _ Crates and Barrels. Fixed LOD bug. *All in Folder "O"! _ the skeleton hero. Darkening the mantle. _ indorils shields, slightly modified. _ orcish shields. Changed the edging. _ updated texture of the Imperial shield. _ fixed settings Reflect on the armor of the Winged Twilights. _ Imperial ebony armors, removed the Shine from the inside, there's cloth on the idea. _ raw Ebonu, updated reflection texture. *************************************** - chitin cuirass. Removed controller invisibility on the bow. - 2x reflect with masks High Ordinators. Complex reflects only on Her Hands armors. *************************************** Click here to download this file
  16. DagonFelUpdated

    Version 1.5

    132 downloads

    New warm and comfortable homes, constructed from local funds. The Nords are not the Dunmers! Now the village is built from the Hats of local "plants". ********************************************************************************************************* About Master files. ********************************************************************************************************* 2 versions EN&RU. @_dagonFellUp(EN).esp - full version! Recomended. @_dagonFellUp(EN)(FIX).esp - corrected version. Removed a few models, for better compatibility with some mods. Use it, if you have installed the replacer of the "emp_parasol" meshes! @_dagonFellUp.cel *Not needed for EN version MW! ********************************************************************************************************* WARNING! ********************************************************************************************************* Probably the Plugin is poorly compatible with other replacers of this Place. ******* May be problems with the traveling markers. Player placed under water, instead of the ship`s deck. A strange bug. Perhaps conflict with other plugin.
  17. [RELz] DagonFelUpdated

    File Name: DagonFelUpdated File Submitter: HedgeHog12 File Submitted: 21 Nov 2015 File Category: Cities, Towns & Villages New warm and comfortable homes, constructed from local funds. The Nords are not the Dunmers! Now the village is built from the Hats of local "plants". ********************************************************************************************************* About Master files. ********************************************************************************************************* 2 versions EN&RU. @_dagonFellUp(EN).esp - full version! Recomended. @_dagonFellUp(EN)(FIX).esp - corrected version. Removed a few models, for better compatibility with some mods. Use it, if you have installed the replacer of the "emp_parasol" meshes! @_dagonFellUp.cel *Not needed for EN version MW! ********************************************************************************************************* WARNING! ********************************************************************************************************* Probably the Plugin is poorly compatible with other replacers of this Place. ******* May be problems with the traveling markers. Player placed under water, instead of the ship`s deck. A strange bug. Perhaps conflict with other plugin. Click here to download this file
  18. [RELz] Symphony_The(ESP)(FIX)

    File Name: Symphony_The(ESP)(FIX) File Submitter: HedgeHog12 File Submitted: 06 Oct 2015 File Category: Cosmetic @_SuiteLite(EN).esp -The basic English version of the master file. All the standard objects got a new meshes. No new content are added. @_SuiteLite.esp - Russian version. @_Sympfony_the.esp - This the Main file of project. All bonuses, scripts, quests, new creatures game features and so on - here. Lang. RU. Need translation! @_Sympfony_theTEST.esp - it`s a TEST version. There are a test locations for quick access to different parts of the project. @_Sympfony_theTEST(EN)70%).esp - translated more than 70% the Full version of the Project. Scripts, new books and new dialogues on russian. Optional files. @_AboutCreaturesBK.esp - 50 volumes about the creatures of the province. Books placed in the world. There is a small quest to collect them. Language - Russian. The total amount of text, over 140 pages in MSWord. @_AboutWeaponsBK.esp - 25 volumes about the Weapons of the province. Books are added from starting script to certain traders. Language Russian. More then 50 pages in Word. @_BM_armorPatch.esp - added a new warm armor to Imperial Legion's in Solstheim. @_Sympfony_BKs.esp - patch for Russian books only. Only for Russian version! @_Sympfony_theDCR.esp - decrease the armor level to some creatures. Optional. @_effct(EN).esp - Fix @_effct.esp now is a two versions. Ru and EN - with translation of the Spell`s descriptions. Change all magic effects. Not needed translation. @_arrowSpeed.esp - Equalizes the maximum and minimum flight speed of arrows and bolts. That improves the accuracy of shooting for NPCs and creatures. ***************************************** @_Sympfony_the(scripts(EN)+10%).esp +10% of translation. ver. 1.1 - fix CTD When dark brotherhood visited. ver. 1.2 - fix teleportation bug for Malacat`s Fury Boat. - fix lock for Ruddy Man. Now his shield wasn`t available. ver. 1.3 - fix few non translated messages - added weakness to Special weapons for some creatures. *to Daedra ->Nerevar Blade destroy they armors *to Vivec and Alma -> Nerevar Blade destroy they armors *to Dwemer Mashins -> Nerevar Blade destroy they armors *to Shields of Glory -> Nerevar Blade have disintegrate them Also: Kagrenak`s tools in now have a special effect to Daedra and Machines! *Hammer and Sword have a separate effects for them. All Scripts messages was translated. (I hope nothing is missed) machine translation with some edits by https://translate.yandex.ru Translation quality is too low, but now all scripts messages will be normal displayed. . ************************************************ @_Sympfony_the(BooK_TEXTS).esp Translation of the texts for some books. Now is a part One. + 2 notes (for Malacat Fyru`s quest) Click here to download this file
  19. Symphony_The

    Version Standard version

    740 downloads

    TES III MORROWIND THE SYMPHONY v 1.7 https://www.youtube.com/embed/i9hU8ZN6aaA Patches is here! Don't forget to look it! What is The Symphony? The Symphony is a large project that seeks to improve Morrowind's graphical components to the level of later titles. In fact, it is an attempt to creatively rethink all models in the game. Rather than simply repeating the 2002 designs with more polygons, we remade everything from scratch in a way we think conforms better to the game's setting -- a careful study of the living conditions and the creation of "realistic" elements for these. These redesigns not only include models and textures but also animations and scripts that change the behavior of creatures and weapons. It is not dictation, but an essay in "how I see Morrowind" after 10 years of "sitting" in it. The Project uses all known abilities of the game engine--scripts, effects, textures, animations--many of which could not be used in those early years. Highly recommend programs to use alongside the Project: Morrowind Code Patch Corrects numerous bugs and activates a number of important scripting functions for the engine. Morrowind Graphics Extender XE Renders distant terrain, scenery shadows, high quality shaders, UI scaling and other features. 4GB Patch A tool that patches any x86 executable so that it can access 4GB of memory instead of just 2GB. The Project actively uses RAM -- normally more than 1.7 GB. Now included with the Morrowind Code Patch as of Version 2.3. It is also recommended to reset the cell cache in your Morrowind.ini file (see installation directory) to reduce the flow of RAM: Interior Cell Buffer=0 Exterior Cell Buffer=0 The Project can be used in conjunction with the Unofficial Morrowind Patch, although ideally it is necessary to conduct separate syncs. Why the name "Symphony"? A symphony is a harmonic connection, a combination of something. For example: a symphony of colors, a symphony of sounds, etc. It can also mean a collection of one or more compositions, consisting of the same words or meanings. Symphony! All "Better" Project series in one performance, style and quality -- united in harmonious interaction. They complement each other -- a natural joining of all suites. Suite: A set of compositions, arranged to be played as one work. Suit: A set of similar garments designed to be worn together. Like a suit of armor for Morrowind that replaces and complements each piece. Symphony! These revisions examine the old meshes through "gaps" of new opportunities, created suites for these ideas, which finally became the Symphony -- a unity of techniques, meaning and content. A single entity that completely changes the game! Symphony! A project for improving the graphics and technical achievements for this old but amazing title from the Golden Age of Great Games! Symphony! Completely remakes all creatures, armors, weapons, lamps, items, etc. Statics, containers and activators remain unchanged. Updated objects get new meshes, textures, icons and numerous animations. Lots of new material. During the Project's development we found many new interesting features and techniques for working with meshes, textures and scripts. Details New Creatures (M -100%, T-30%, B-0%) New meshes for all of Vvardenfell, except the Heart of Lorkhan. Some new models for Tribunal. Many creatures get new animations which affect gameplay. For example, almost all creatures have learned how to block melee attacks. New Weapons (100% MTB) Morrowind, Tribunal, Bloodmoon. Added various animations. For example, some weapons only expand during attack. Whip? Battle flail? Predator spear? It is possible! New Armors (99% MTB) Added some animations. Found new possibilities. For example, the moving parts of the cuirass, in time will match the movements of its user. Now all Stalhrim and Nord armors are integrated into ver 1.7 of Symphony. But You can use Separate versions of it, without Symphony sources. Separate (on NEXUS) Stalhrim Equipment plugin. On the TAL. Separate Skaal Equipment plugin. New Lights (100% MTB) Added animation to fire pit. For example, fires react to weather changes. New Spell Effects Each effect has a unique model. New Ingredients, Tools, Potions & Books (100% MTB) 1 IDE = 1 model. - 99.9% unique objects. - More than 9.5 th. texture files. * 99% of which are unique and use special settings to obtain interesting effects. - More than 8 th. NIF files. - More than 3.4 th. new icon files. - More than 90 new images for books. - Approximately 150 new sound files. Project Versions Lite Nothing new, changed only the original objects. Weight of the ESP is 2.5 mb. This is the most stable version of the Project. Full Adds a lot of new game features. Weight of the ESP is more than 9 mb. This is the FULL version of the Project. Includes all materials. Several new quests, lots of new items and creatures, new locations and some modified original locations. With secret Dwemer armor and a separate story for its restoration. More than 1000 scripts! Almost all creatures receive special scripts to greatly expand their possibilities. Additional Content - New books about creatures and weapons. - More than 50 volumes of new books with a detailed description of the creatures in the province. Habits, interesting facts, anatomy. - Near 10 volumes describing of all known weapons. - Separate plugin which changes all magic effects. - New book menu, enchanting effects and rain. - Small plugin adding warm Legionnaire's armor on Solstheim. Compatibility Most materials are added from start scripts and do not affect leveled lists directly. The Project is made with an eye for maximum compatibility with other mods. All these, taken together, make a symphony. Possibility, methods, results. For long life to this great game! That was the good news! Now the bad All the most interesting is written in Russian. New quests, books and dialogues about the history of Nirn and its future. Book textures are also partly in Russian, but there's now a patch for this. The Project completely updates Vvardenfell and largely updates Tribunal. Bloodmoon, however, remains unchanged. There are many thoughts and ideas surrounding these expansions and their items and quests. I hope with time they will be implemented. System Requirements Video: GeForce 9600 GT (2008) EA or better. *Like Radeon 270x. Bus speed 256x! Ram: DDR2\3\4 more than 2gb. CPU: Intel Corei7 2.5 Ggz. HDD: More than 8gb. More Screenshots Gallery Project Files Archive Versions (Here is) Standard - For the game only. All resources are in BSA archives. This version is not recommended for modding, except for creating simple plugins. Full Version - For mod-makers only. With the uncompressed NIF resources and 3D Source files. Includes a collection of notes for working with NifSkope and 3ds Max. If you want the Full version of the Project, please request it on our Forum. ESP Files Basic Files @_suitelite_v1.7(en).esp -The basic English version of the master file. All the standard objects get new meshes. No new content are added. No needed to activate "@_bm_patch_v1.7(en).esp" with this version! @_SuiteLite(GR).esp - The German version of the master file. @_SuiteLite_v1.7(RU).esp - Russian version. @_Symphony_the_v1.7(RU)FULL.esp - Main Project file. All bonuses, scripts, quests, creatures, game features and so on are here. Language is in Russian. *scripted light, stalhrim armors, nord silver weapons, bear&wolf armors, fabricants, magic effects are integrated. @_Symphony_the_v1.7(EN)FULL.esp - Main Project file. All bonuses, scripts, quests, creatures, game features and so on are here. Language is in English. *scripted light, stalhrim armors, nord silver weapons, bear&wolf armors, fabricants, magic effects are integrated. Translated more than 80% version of the Project's. New books and dialogues on Russian. + scripts messages. + few small books and dialogues. @_Symphony_the_v1.7(__)TEST.esp - TEST versions. Ru\En. Test locations for quick access to different parts of the Project. *All other are same like as in FULL version. @_Symphony_the_v1.7(__)Compatible.esp- base versions, but without Spell Effects and exteriror locations. Ru\En. For better compatible with some other Overhauls. Reduced Exterior of Imperial forts and cave of Dagoth Yr. *All other are same like as in FULL version. @_effct(en).esp - spell effects. Which was reduced from here. If You want to activate it again, use this file. @_imperial_forts.esp - exterior locations. Only for this version! @_Symphony_the_v1.7(En)Lait.esp- Only English. Base version of Symphony without new dialogues, books, NPC, locations. It's very reduced version. But All creatures\armors\weapons\items have a scripts. Seems this version translated on 100% Else, not sure about stability of this version. Just not make a good test for it. *All other are same like as in FULL version. @_bm_patch_v1.7(__).esp - Patch for Bloodmoon. Activated all other items which have a scripts there. Some books, items, stalhrim ore + add small bonus for Stalhrim's Armor Quest. For better stability this was extracted from Base master files. High recommend to activation with a Full versions of the master files! All versions are required to start a new game! But if You have saves from 1.5 version of Symhony, You can to try to use them. Well, not sure about normal working of it. Be better to Start new game But, You can try to not do it. Optional Files @_bm_riverguards(__).esp - Guards and hunter instead reavers on Solstheim. En\Ru. @_bm_legionsnowarmor(__).esp - Added a new warm armor to the Imperial Legion forton Solstheim. En\Ru. @_AboutCreaturesBK.esp - 50 volumes about the creatures of the province. All placed in the game world, with a small quest to collect them. Language is in Russian. The total amount of text spans over 140 pages in MSWord. @_AboutWeaponsBK.esp - 25 volumes about the weapons of the province. All are added from start scripts to certain traders. Language is in Russian. More than 50 pages in MSWord. Textless Files @_arrowSpeed.esp - Equalizes the maximum and minimum flight speed of arrows and bolts. This improves the accuracy of shooting for both NPCs and creatures. @_Sympfony_theDCR.esp - Lowers the armor rating of some creatures. Optional; only for Full version of the Project! +W_R_Fix - Optional pluginless replacer for all default creature and weapon meshes. Make sure to backup your R and W folders before installing! Symphony BSA files are still required for object textures. Note about "Scripted Light". (now this plug was integrated into Main Esp files) (but the page will be still available some time) Recommended mods to use alongside The Symphony: Dagon Fell Updated (on nexus). On TAL. Other Nexus pages of interest: *from other authors. nexusmods.com/morrowind/mods/44824 - Modular plugins from The Symphony. nexusmods.com/morrowind/mods/44523 - A few animations extracted from Symphony, including some for the AnimKit. nexusmods.com/morrowind/mods/44223 - Shaders that look nice with The Symphony. nexusmods.com/morrowind/mods/43613 - Some separate stuff from Symphony. nexusmods.com/morrowind/mods/43609 - Backside shield sling for non-combat. Uses shield resources from Symphony. nexusmods.com/morrowind/mods/44859 - One-handed idle animation replacer for AnimKit. Extracted from Symphony's base_anim file. Version Mirrors on Nexus 1.7 ver Installer in single RAR archive! *2% recovery information. Ya-Disk (Up to 1.7) Same files! Like here, installer in 7z archive. Single file. Tracker/Torrent (Up to 1.7) Same files! Like here. But no archived. The Assimilation Lab (here is. 1.7 ver) Same files! Like here, installer in 7z archive. Single file. TESALL (RU version only! 1.7) *require registration on Site! Only Russian version of ESP and textures files. Link on anoter YA-d mirror. Installation On 1.7 version. 1. Download archive: 2. Put into Empty folder. 3. Extract installer files to another empty folder: SymphonySetup.exe SymphonySetup-1a.bin SymphonySetup-1b.bin SymphonySetup-1c.bin 4. And Start "SymphonySetup.exe" to Install\Update "Symphony_the" in Your Morrowind! It All. *log of installation can be found in "Documents" folder. *installer no make any changes in OS. *installer have no Malware or else something wrong *installer was made by SymphonyTeam (C). *if someone want's to update it, for better usability, contact me. Videos Change video settings to 1080p for best visuals. https://www.youtube.com/embed/HGFqtttjNYA https://www.youtube.com/embed/AEeIEhQ6H10 Battle in Dwemer Ruins https://www.youtube.com/embed/631VWPLfEXM https://www.youtube.com/embed/JjtSfZO06LA New Spell Effects https://www.youtube.com/embed/u8ZdKxKk5T8 Unused content. These models are not involved in the actual game but can be found in test cells. *Vivec's World: A possible plane of Oblivion. *Dwemer Turrets: Heavily armored defense mechanisms. https://www.youtube.com/embed/MwKd5ciRFUw Ode to Morrowind ******************************************** See to more detail: http://www.theassimilationlab.com/forums/topic/15173-introduction-thread/
  20. [RELz] Symphony_The

    Symphony_The View File TES III MORROWIND THE SYMPHONY v 1.7 https://www.youtube.com/embed/i9hU8ZN6aaA What is The Symphony? The Symphony is a large project that seeks to improve Morrowind's graphical components to the level of later titles. In fact, it is an attempt to creatively rethink all models in the game. Rather than simply repeating the 2002 designs with more polygons, we remade everything from scratch in a way we think conforms better to the game's setting -- a careful study of the living conditions and the creation of "realistic" elements for these. These redesigns not only include models and textures but also animations and scripts that change the behavior of creatures and weapons. It is not dictation, but an essay in "how I see Morrowind" after 10 years of "sitting" in it. The Project uses all known abilities of the game engine--scripts, effects, textures, animations--many of which could not be used in those early years. Highly recommend programs to use alongside the Project: Morrowind Code Patch Corrects numerous bugs and activates a number of important scripting functions for the engine. Morrowind Graphics Extender XE Renders distant terrain, scenery shadows, high quality shaders, UI scaling and other features. 4GB Patch A tool that patches any x86 executable so that it can access 4GB of memory instead of just 2GB. The Project actively uses RAM -- normally more than 1.7 GB. Now included with the Morrowind Code Patch as of Version 2.3. It is also recommended to reset the cell cache in your Morrowind.ini file (see installation directory) to reduce the flow of RAM: Interior Cell Buffer=0 Exterior Cell Buffer=0 The Project can be used in conjunction with the Unofficial Morrowind Patch, although ideally it is necessary to conduct separate syncs. Why the name "Symphony"? A symphony is a harmonic connection, a combination of something. For example: a symphony of colors, a symphony of sounds, etc. It can also mean a collection of one or more compositions, consisting of the same words or meanings. Symphony! All "Better" Project series in one performance, style and quality -- united in harmonious interaction. They complement each other -- a natural joining of all suites. Suite: A set of compositions, arranged to be played as one work. Suit: A set of similar garments designed to be worn together. Like a suit of armor for Morrowind that replaces and complements each piece. Symphony! These revisions examine the old meshes through "gaps" of new opportunities, created suites for these ideas, which finally became the Symphony -- a unity of techniques, meaning and content. A single entity that completely changes the game! Symphony! A project for improving the graphics and technical achievements for this old but amazing title from the Golden Age of Great Games! Symphony! Completely remakes all creatures, armors, weapons, lamps, items, etc. Statics, containers and activators remain unchanged. Updated objects get new meshes, textures, icons and numerous animations. Lots of new material. During the Project's development we found many new interesting features and techniques for working with meshes, textures and scripts. Details New Creatures (M -100%, T-30%, B-0%) New meshes for all of Vvardenfell, except the Heart of Lorkhan. Some new models for Tribunal. Many creatures get new animations which affect gameplay. For example, almost all creatures have learned how to block melee attacks. New Weapons (100% MTB) Morrowind, Tribunal, Bloodmoon. Added various animations. For example, some weapons only expand during attack. Whip? Battle flail? Predator spear? It is possible! New Armors (99% MTB) Added some animations. Found new possibilities. For example, the moving parts of the cuirass, in time will match the movements of its user. Now all Stalhrim and Nord armors are integrated into ver 1.7 of Symphony. But You can use Separate versions of it, without Symphony sources. Separate (on NEXUS) Stalhrim Equipment plugin. On the TAL. Separate Skaal Equipment plugin. New Lights (100% MTB) Added animation to fire pit. For example, fires react to weather changes. New Spell Effects Each effect has a unique model. New Ingredients, Tools, Potions & Books (100% MTB) 1 IDE = 1 model. - 99.9% unique objects. - More than 9.5 th. texture files. * 99% of which are unique and use special settings to obtain interesting effects. - More than 8 th. NIF files. - More than 3.4 th. new icon files. - More than 90 new images for books. - Approximately 150 new sound files. Project Versions Lite Nothing new, changed only the original objects. Weight of the ESP is 2.5 mb. This is the most stable version of the Project. Full Adds a lot of new game features. Weight of the ESP is more than 9 mb. This is the FULL version of the Project. Includes all materials. Several new quests, lots of new items and creatures, new locations and some modified original locations. With secret Dwemer armor and a separate story for its restoration. More than 1000 scripts! Almost all creatures receive special scripts to greatly expand their possibilities. Additional Content - New books about creatures and weapons. - More than 50 volumes of new books with a detailed description of the creatures in the province. Habits, interesting facts, anatomy. - Near 10 volumes describing of all known weapons. - Separate plugin which changes all magic effects. - New book menu, enchanting effects and rain. - Small plugin adding warm Legionnaire's armor on Solstheim. Compatibility Most materials are added from start scripts and do not affect leveled lists directly. The Project is made with an eye for maximum compatibility with other mods. All these, taken together, make a symphony. Possibility, methods, results. For long life to this great game! That was the good news! Now the bad All the most interesting is written in Russian. New quests, books and dialogues about the history of Nirn and its future. Book textures are also partly in Russian, but there's now a patch for this. The Project completely updates Vvardenfell and largely updates Tribunal. Bloodmoon, however, remains unchanged. There are many thoughts and ideas surrounding these expansions and their items and quests. I hope with time they will be implemented. System Requirements Video: GeForce 9600 GT (2008) EA or better. *Like Radeon 270x. Bus speed 256x! Ram: DDR2\3\4 more than 2gb. CPU: Intel Corei7 2.5 Ggz. HDD: More than 8gb. More Screenshots Gallery Project Files Archive Versions (Here is) Standard - For the game only. All resources are in BSA archives. This version is not recommended for modding, except for creating simple plugins. Full Version - For mod-makers only. With the uncompressed NIF resources and 3D Source files. Includes a collection of notes for working with NifSkope and 3ds Max. If you want the Full version of the Project, please request it on our Forum. ESP Files Basic Files @_suitelite_v1.7(en).esp -The basic English version of the master file. All the standard objects get new meshes. No new content are added. No needed to activate "@_bm_patch_v1.7(en).esp" with this version! @_SuiteLite(GR).esp - The German version of the master file. @_SuiteLite_v1.7(RU).esp - Russian version. @_Symphony_the_v1.7(RU)FULL.esp - Main Project file. All bonuses, scripts, quests, creatures, game features and so on are here. Language is in Russian. *scripted light, stalhrim armors, nord silver weapons, bear&wolf armors, fabricants, magic effects are integrated. @_Symphony_the_v1.7(EN)FULL.esp - Main Project file. All bonuses, scripts, quests, creatures, game features and so on are here. Language is in English. *scripted light, stalhrim armors, nord silver weapons, bear&wolf armors, fabricants, magic effects are integrated. Translated more than 80% version of the Project's. New books and dialogues on Russian. + scripts messages. + few small books and dialogues. @_Symphony_the_v1.7(__)TEST.esp - TEST versions. Ru\En. Test locations for quick access to different parts of the Project. *All other are same like as in FULL version. @_Symphony_the_v1.7(__)Compatible.esp- base versions, but without Spell Effects and exteriror locations. Ru\En. For better compatible with some other Overhauls. Reduced Exterior of Imperial forts and cave of Dagoth Yr. *All other are same like as in FULL version. @_effct(en).esp - spell effects. Which was reduced from here. If You want to activate it again, use this file. @_imperial_forts.esp - exterior locations. Only for this version! @_Symphony_the_v1.7(En)Lait.esp- Only English. Base version of Symphony without new dialogues, books, NPC, locations. It's very reduced version. But All creatures\armors\weapons\items have a scripts. Seems this version translated on 100% Else, not sure about stability of this version. Just not make a good test for it. *All other are same like as in FULL version. @_bm_patch_v1.7(__).esp - Patch for Bloodmoon. Activated all other items which have a scripts there. Some books, items, stalhrim ore + add small bonus for Stalhrim's Armor Quest. For better stability this was extracted from Base master files. High recommend to activation with a Full versions of the master files! All versions are required to start a new game! But if You have saves from 1.5 version of Symhony, You can to try to use them. Well, not sure about normal working of it. Be better to Start new game But, You can try to not do it. Optional Files @_bm_riverguards(__).esp - Guards and hunter instead reavers on Solstheim. En\Ru. @_bm_legionsnowarmor(__).esp - Added a new warm armor to the Imperial Legion forton Solstheim. En\Ru. @_AboutCreaturesBK.esp - 50 volumes about the creatures of the province. All placed in the game world, with a small quest to collect them. Language is in Russian. The total amount of text spans over 140 pages in MSWord. @_AboutWeaponsBK.esp - 25 volumes about the weapons of the province. All are added from start scripts to certain traders. Language is in Russian. More than 50 pages in MSWord. Textless Files @_arrowSpeed.esp - Equalizes the maximum and minimum flight speed of arrows and bolts. This improves the accuracy of shooting for both NPCs and creatures. @_Sympfony_theDCR.esp - Lowers the armor rating of some creatures. Optional; only for Full version of the Project! +W_R_Fix - Optional pluginless replacer for all default creature and weapon meshes. Make sure to backup your R and W folders before installing! Symphony BSA files are still required for object textures. Note about "Scripted Light". (now this plug was integrated into Main Esp files) (but the page will be still available some time) Recommended mods to use alongside The Symphony: Dagon Fell Updated (on nexus). On TAL. Other Nexus pages of interest: *from other authors. nexusmods.com/morrowind/mods/44824 - Modular plugins from The Symphony. nexusmods.com/morrowind/mods/44523 - A few animations extracted from Symphony, including some for the AnimKit. nexusmods.com/morrowind/mods/44223 - Shaders that look nice with The Symphony. nexusmods.com/morrowind/mods/43613 - Some separate stuff from Symphony. nexusmods.com/morrowind/mods/43609 - Backside shield sling for non-combat. Uses shield resources from Symphony. nexusmods.com/morrowind/mods/44859 - One-handed idle animation replacer for AnimKit. Extracted from Symphony's base_anim file. Version Mirrors on Nexus 1.7 ver Installer in single RAR archive! *2% recovery information. Ya-Disk (Up to 1.7) Same files! Like here, installer in 7z archive. Single file. Tracker/Torrent (Up to 1.7) Same files! Like here. But no archived. The Assimilation Lab (here is. 1.7 ver) Same files! Like here, installer in 7z archive. Single file. TESALL (RU version only! 1.7) *require registration on Site! Only Russian version of ESP and textures files. Link on anoter YA-d mirror. Installation On 1.7 version. 1. Download archive: 2. Put into Empty folder. 3. Extract installer files to another empty folder: SymphonySetup.exe SymphonySetup-1a.bin SymphonySetup-1b.bin SymphonySetup-1c.bin 4. And Start "SymphonySetup.exe" to Install\Update "Symphony_the" in Your Morrowind! It All. *log of installation can be found in "Documents" folder. *installer no make any changes in OS. *installer have no Malware or else something wrong *installer was made by SymphonyTeam (C). *if someone want's to update it, for better usability, contact me. Videos Change video settings to 1080p for best visuals. https://www.youtube.com/embed/HGFqtttjNYA https://www.youtube.com/embed/AEeIEhQ6H10 Battle in Dwemer Ruins https://www.youtube.com/embed/631VWPLfEXM https://www.youtube.com/embed/JjtSfZO06LA New Spell Effects https://www.youtube.com/embed/u8ZdKxKk5T8 Unused content. These models are not involved in the actual game but can be found in test cells. *Vivec's World: A possible plane of Oblivion. *Dwemer Turrets: Heavily armored defense mechanisms. https://www.youtube.com/embed/MwKd5ciRFUw Ode to Morrowind ******************************************** See to more detail: http://www.theassimilationlab.com/forums/topic/15173-introduction-thread/ Submitter HedgeHog12 Submitted 09/28/2015 Category Cosmetic
  21. Notes for modmakers

    Version ver. 1.2 build 1.0

    207 downloads

    TES III Morrowind Collection of the modding notes, accumulated over ten years working with it. *In total more than 300 articles. Format: ver 1.2 v 1.0 300 HTML pages and near 720 pictures. (+100 pages and 200 pictures) Language: Russian only. *Need a translation. *this build is placed here, to working better with translation it. *************************************** A summary of the content: - detailed description of Nifskope. *Menu, context menu, settings. - detailed description of the basic properties Shapes and nodes. - detailed description the Special Name of nodes. *Shadow, bound Box, collision, weapon bone and etc. - description about properties of the controllers. - description about materials properties. - creating a new controllers. - manage the properties of the controllers. - create more than 10 layers of reflections in the .nif files. - use 4 slots reflection effect in the meshes. - management of light sources. *The effects of "flashers" and "spotlight". - Note about bugs. And more this! 3D max. (Many annotations can be used and for Blender.) - create new controllers. - work with the animations. - a list of keys animation MW. - create LOD meshes. - work with the Morphing. - setting the materials. TesShader, NifToolsShader. - detailed description about Import\Export settings. - setup and creation the Particles. - creating facial animation. *With using FaceGen. - sync animation of objects with a base animation. - create animated Armor and weapons. *War flail, Predator`s spear fot example. - creation heavy animation with Reactor. - create a "living" eyes for creatures and NPCs. - note about various bugs and errors. - works with Skin and SkinWraps. - create a new lights effect. - and More This! Third-party software. - create heads with FaceGen. - new texture creation in the ParticleIllusion. - processing of textures in 2D Editors. - working with LOD in DDS textures. - description about texture formats, their strengths and weaknesses. - BSA archives. - audio files. - few notes about Scripts. And so on;) Actually, Morrowind is capable of playing a very beautiful animation! *************************************** http://www.theassimilationlab.com/forums/topic/15187-notes-for-modmakers/
  22. [RELz] Notes for modmakers

    File Name: Notes for modmakers File Submitter: HedgeHog12 File Submitted: 14 Sep 2015 File Category: Miscellaneous TES III Morrowind Collection of the modding notes, accumulated over ten years working with it. *In total more than 300 articles. Format: ver 1.2 v 1.0 300 HTML pages and near 720 pictures. (+100 pages and 200 pictures) Language: Russian only. *Need a translation. *this build is placed here, to working better with translation it. *************************************** A summary of the content: - detailed description of Nifskope. *Menu, context menu, settings. - detailed description of the basic properties Shapes and nodes. - detailed description the Special Name of nodes. *Shadow, bound Box, collision, weapon bone and etc. - description about properties of the controllers. - description about materials properties. - creating a new controllers. - manage the properties of the controllers. - create more than 10 layers of reflections in the .nif files. - use 4 slots reflection effect in the meshes. - management of light sources. *The effects of "flashers" and "spotlight". - Note about bugs. And more this! 3D max. (Many annotations can be used and for Blender.) - create new controllers. - work with the animations. - a list of keys animation MW. - create LOD meshes. - work with the Morphing. - setting the materials. TesShader, NifToolsShader. - detailed description about Import\Export settings. - setup and creation the Particles. - creating facial animation. *With using FaceGen. - sync animation of objects with a base animation. - create animated Armor and weapons. *War flail, Predator`s spear fot example. - creation heavy animation with Reactor. - create a "living" eyes for creatures and NPCs. - note about various bugs and errors. - works with Skin and SkinWraps. - create a new lights effect. - and More This! Third-party software. - create heads with FaceGen. - new texture creation in the ParticleIllusion. - processing of textures in 2D Editors. - working with LOD in DDS textures. - description about texture formats, their strengths and weaknesses. - BSA archives. - audio files. - few notes about Scripts. And so on;) Actually, Morrowind is capable of playing a very beautiful animation! *************************************** http://www.theassimilationlab.com/forums/topic/15187-notes-for-modmakers/ Click here to download this file
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