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Svergy and Rotat

Uploaded by

Svergy

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About this mod

A flame atronach replacer for both MWSE and OpenMW. Features seamlessly looping animated skin across the whole of the atronach's body, and an enhanced death animation leaving behind empty armour and smoking fire salts.

An optional .esp gives looping fire sounds to every flame atronach that stop on death.

Requirements
Permissions and credits
Changelogs
Donations
13/12/2024: If you downloaded the 1.2 or earlier OpenMW file, the atronach meshes were not correctly packed inside of an /r/ folder; please download the new version, or move the 'atronach_fire.nif', 'xatronach_fire.nif' and 'xatronach_fire.kf' files into your 'r' folder inside of your meshes folder.

15/12/2024 - Added: Made some additions to RandomPal's contributed file. This new file provides support for EpochWon's OpenMW (0.49) Distortion Effects mod. To install, place the Data Files folder into your Morrowind directory and agree to overwrite. Unlike the previous one, it includes distortion effects for the atronach's flame weapon attack. Note: you will still need to download the original Distortion Effects mod, as I have not included the distortion particle textures here.

Added: New patches for Amazing Atronachs Fire Atronachs by Pherim. You can choose between different versions: MWSE, OpenMW (release/stable ver.) and OpenMW 0.49 (Dev build) Distortion Effects version. There are also optional 1024 and 512 versions of the new skin textures. Note: these do not include the HD particle textures Pherim included in their mod, you will need to download their original mod for those.

Note: for MWSE users, 'High Quality Actor Shadows' will produce warped shadows for the Amazing Atronachs versions. I have no idea why, nor how to fix it - I experienced the same problem for the base Amazing Atronachs mod. Morrowind's shadow system is notoriously buggy, so... 

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Available Versions:
- MGExe/MWSE
- OpenMW (Release/stable ver.)
- OpenMW 0.49 (Dev/unstable ver.) Distortion Effects
- Amazing Atronachs fire atronach model versions of all the above


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Flame Atronachs: Rekindled

by Svergy

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Contents:

1. Mod Info

2. Install Instructions

3. Credits

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Mod Info

-Features-

Previously, flame atronachs had static fire textures on their torsos, thighs and shins (and feet)

With this replacer the whole of the atronach's body texture will move from the base of their feet to the top of their head, as if a fire was actually roaring. On death their bodies will disappear as if snuffed out, leaving behind only smoking flame salts and empty armour. Additionally, the body and flame particles are now set to emissive so they will glow in the dark as fire probably should. 

An optional .esp will attach a script to every flame atronach, summoned flame atronach and the Mount Kand atronach. This script makes flame atronachs play a looping fire sound effect until they die. It is NOT compatible with any other mod that adds a script to those same creatures, so keep that in mind!

Not compatible with any other flame atronach replacer.

Versions for both MWSE and OpenMW.

Compatible with MET, IT and base Morrowind textures, however you will need to select the best sized animated skin texture for your setup. 2048 resolution is included with the default files and best fits MET, but 1024 and 512 res are available separately to download and replace with.

 
-Model Info-

This replacer builds upon the reskinned flame atronach model included in Rotat's Creature VFX Restoration, and also includes the particle fixes he devised. This means the particles will disappear on death and cycle properly.

Many of the atronach's armour materials were set to use black for their 'ambient' colour which made those parts of the model appear practically solid black in certain lighting. They have now been set to white, which means the texture's detail can actually be seen.

The DeathKnockout animation has been separated from the Knockout animation. In my opinion, it didn't make sense for the flame particles to die out during knockouts like they do in Rotat's model, as the creature is still alive and hasn't quite 'burned out'.

The new skin effect is accomplished with the NiFlipController (which allows the use of 'flipbook' style textures like a .gif) and some 30 frames of a basic noise texture created and looped in Blender. 

It could be much better. If anyone is capable of making a nicer 30-frame seamlessly looping flame texture that covers the whole model to replace this one then I encourage you to do it! 


-MWSE or OpenMW:-

There are 2 options to choose from based on your Morrowind install.

MWSE: MWSE was recently updated with a new nifskope trishape flag which allows trishapes that use more than 4 bones to be drawn together at once, rather than end up partitioned by the engine into various subshape which can greatly poorly affect performance. Flame atronachs use more than 4 bones for 1 trishape by default, and with this mod, even more than that. The new flag should help improve performance if it was an issue before. 

Additionally, the new atronach death animation looks best in MWSE as it is possible for the flaming body to both cycle its flipcontroller and have a clamped alphacontroller. This also mean less geometry, which is more optimal.

OpenMW: OpenMW has no need for MWSE's new nifskope flag as the engine handles 4+ bones per trishape properly. 

OpenMW does not support the nifskope trickery that allows both dynamic cycling NiFlipControllers and clamped  NiAlphaControllers at the same time for one material. To approximate the MWSE death animation, it was necessary to include a second body model which is switched on during death, hiding the original. This means there  may be a visible model switch between the two niflipcontroller'd meshes because they probably don't sync up so good. More geometry means it is less optimised.

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Installation Instructions


-New Model-

1. Download the correct file for your installation type, MWSE or OpenMW.

2. Open the downloaded file. Inside the folder you've chosen you'll find the 'Data Files' folder.

By default, this Data Files folder will have the 2048 resolution animation textures. If you want to use a lower resolution, you will have to add them after installing the main mod file.

3. Select the Data Files folder in the mod file and drag it into your Morrowind directory (this is your folder with the Data Files, Saves and Screenshots folders in it)

When prompted to overwrite files, agree to do so.

4. If you want to use the 2048 resolution animation textures, then you're done! Hop in game and check out some atronachs.
If not, you can opt to use the 512 or 1024 textures instead...

5. To do that, download one of the other texture resolutions from the optional files section of the Nexus mod page. Then, open it up.

6. As before, you will see a 'Data Files' folder. Drag this to the Morrowind directory and agree once more to overwrite.

Now you've replaced the 2048 textures with your prefered lower resolution, and the mod is ready to use.

-New Sounds .esp- 

If you want to use the .esp, which will give every flame atronach a looping fire sound effect script, then drop it into your Data Files folder in the Morrowind directory and enable it in your mod manager or Morrowind/OpenMW launcher.

Keep in mind that any other esp/esm that gives flame atronachs a script will not be compatible.

To uninstall the mod, delete all meshes with 'atronach_fire' in the name from your Meshes/r/ folder. In your Textures folder, delete all textures with 'SVRGFAskin' and 'SVRGFAlpha' in the name. Then delete 'Flame Atronachs Rekindled Fire Sound.esp from your Data Files folder.

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Credits


Greatness7 for his .Nif Blender Plugin & for showing me how, for MWSE/MW.exe, it is possible to retarget nodes in NifSkope that ultimately allows you to have the same shape affected by both a clamped and dynamic controller.

Rotat, whose Creature VFX Restoration mod provided the reskinned fire atronach model that this file's meshes builds upon, and has also proven a very useful resource.

EpochWon
, who created OpenMW (0.49) Distortion Effects and applied it to flame atronachs. Also to RandomPal for bringing this mod to my attention and offering the first iteration of the distortion effects patched version of this mod.

Pherim
, who created Amazing Atronachs, which includes a high quality flame atronach model that is the basis for this mod's 'Amazing Atronachs' patch.

josh sanfelici on Blender Stack Exchange who showed me how to get a servicable looping animation for procedural textures created in Blender.

The authors and editors of Morrowind Scripting for Dummies 9th Edition, notably GhanBuriGhan, Yacoby and melian.

Morrowind Modding Community discord for all their years of archived information & willingness to offer help.