Of-Ash-And-Blight / OAAB-Data

Cross-project asset repository.

Home Page:https://github.com/Of-Ash-And-Blight/OAAB-Data/discussions

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OAAB-Data

Version 2.2.2

Nexus Download Instructions

Manual Installation

Wrye Mash / MO2

  • Archive format is Mash installers compatible

Mod Repo Instructions - ADVANCED USERS AND MODDERS

Downloading the repo

  1. Scroll up and click Code button.
  2. Click Download ZIP.
  3. Install like any other mod.

Manual installation

  1. Set up the local repo path anywhere you want; default one is okay.
  2. Copy the files to your Morrowind Data folder.

Wrye Mash / MO2

  • Set up the local repo path in your Mash mod folder.

Asset guidelines

  1. Style of new assets should be vanilla-compatible.
    1.1. Design elements should draw inspiration from vanilla parts of the same or similar sets where applicable. When not applicable, the design elements should maintain a visual consistency with the rest of the game as much as possible. As an example, new silver weapon models would do good to use the spiraly crossguard designs of vanilla silver swords. Dunmer furniture uses organic curves compared to Imperial straight lines, etc.
    1.2. proportions of items, buildings, characters, and other objects should all align with the vanilla experience. Including but not limited to scale with respect to the player and other objects. Examples: thickness of tables or girth of weapons relative to actors.
    1.3. the color palette of most new textures, vertex coloring, or other form of visual rendering should be consistent with the muted vanilla palette - no vibrant psychedelic colors unless justified by specific purpose.
  2. Use vanilla textures whenever reasonable.
  3. No excessive smoothing or polycount on models (can be better than vanilla, but not exponentially); quoting TR: Have enough faces to look good, but not excessive faces
  4. Most textures shouldn't exceed 1024x1024 in size (atlases excluded). A texture should use the DDS format. If the texture does not need alpha, it should be saved with dx1 compression, if it does use the alpha channel. It should use dx3 compression for on-off alpha, and dx5 compression for varying alpha. Any texture should have mipmaps (excluding UI textures, which shouldn't have them).
  5. NIFs should be optimized as much as possible (defined collision, minimal shapes, LOD, alpha testing when possible, blank shape and node names (unless needed by vanilla game or MWSE), etc)
  6. UV maps should have as little stretching and seams as possible.
  7. Item stats should be submitted to the group document for peer review (proposed stats can be used when merging)

OAAB_Data team

  • Anroha
  • Axeljk
  • Corsair
  • Dallara
  • Endoran
  • Greatness7
  • Hemaris
  • Melchior Dahrk
  • Merlord
  • MwGek
  • Olaf
  • OperatorJack
  • Pika
  • R-Zero
  • RedFurryDemon
  • Remiros
  • revenorror
  • tewlwolow
  • Wolli
  • XeroFoxx

Permissions

You are free to: Adapt - remix, transform, and build upon the material for use in The Elder Scrolls III: Morrowind

Under the following terms: Attribution - You must give appropriate credit. Non-Commercial - You may not use the material for commercial purposes (i.e. no payment of monetary compensation as a condition for the download).

If author(s) is/are not able to be contacted through a reasonable effort, Then you are free to copy and redistribute the material in its entirety for use in The Elder Scrolls III: Morrowind

Credits

  • @gwynne_ - Tel Mora painting
  • Aitrus - glass helm
  • Aleist3r - Land Dreugh model
  • Alisiagae - ebony halberd, scroll ideas
  • AnOldFriend - wax texture
  • Anroha - chitin weapons, dreugh weapons, ashlander ebony and glass arrows, stalhrim battle axe, iron box, common desk with shelf
  • Anumaril - Imperial and Glass Tanto and Wakizashi edits from T_D
  • Archipel de Pertevue - Dungeon grate, archery target
  • Autoclock - Telvanni spear
  • Axeljk - Cloth helm
  • B00ze - daylight script
  • Barabas - guar skull
  • Cait - sturgeon animations
  • cdcooley - invisible creature model
  • Chainy - scorch mark decals
  • DanielCoffey and doccdr - Book textures
  • Danke - Cephalopod pauldrons
  • David Gurrea - Infernace architectural textures
  • Dongle - water meshes
  • Draconik - glass light, pomegranate
  • EJ-12 - Various textures and effects and lots of technical assistance
  • elucidace - Breton male hairstyles
  • Foresti - some textures for the bug armor
  • Greatness7 - Particle motes, scripting help
  • Heinrich - iron and steel armor stands
  • Hemaris - square Imperial stairs, common cards textures
  • Joanasc - land dreugh animations
  • jojjo - iron atronach armor
  • KasChei - Ebony open helmet model
  • Kiteflyer61 - Archery target original models, shovel, hoe, draw knife
  • Korana - fern model
  • Kurpolio - egg explosion effect, lava spout effect, other miscellaneous contributions to special effects
  • Lady Eternity - drip model and texture source
  • Lamb Shark - Land Dreugh head model and texture
  • Leyawynn - Redoran house affiliation pillar
  • lidicus - spider creature
  • LondonRook - blood pool texture, staff table, velothi tower, ashcliff models, Telvanni assets, and bandages
  • Lougian - dust motes particles, rock meshes, and vine meshes
  • Lukkar - rug textures
  • ManaUser - Tomb leveled lists from Grave Goods
  • Merlord - Wood Axe, Hammer
  • mikhog - for acid burn sound effect
  • Momo - sack models, pitchfork, and grain texture
  • Morovir - rock cluster meshes 01 and 04
  • Morrowind Modding Community Discord for assistance, feedback, and critique
  • Mr_Siika - bat creature
  • mwgek - middle class dunmer furniture
  • Phaedrus - skull candles
  • Phitt - midsized emperor parasols
  • Project Tamriel - cliff meshes
  • Qarl - blood splatter texture
  • ramccoid - web textures
  • Rats - smudged/dripping blood decal textures from TR
  • Resdayn Revival Team (Cernon, Scarab-Phoenix, SiberianCrab, Zobator) - various resources from RR_Data
  • Rotat - native corprus stalkers
  • RubberMan - grindstone sound, weapon racks, basis for broken crates
  • Ruffin Vangarr - Dreugh armor, Concept art daedric helms, Morag Tong helms, Tongman Iron Helm, Chitin Scout Helm, black robe
  • Rytelier - some kwama cave rock meshes
  • Sachiel - cave bridge mesh, rocks
  • Schwaa - the bug shields
  • Siberian Crab - Resdayn Revival assets, Crystals textures, Holamayan resources
  • Silicon Bros - Light bonemold armor
  • Spok - Imperial fort windows
  • Stripes - Wood tankard, cave wall 512 and edge pieces
  • Strotis - millstone model
  • Stuporstar - smith and crafting resource, Uvirith's Legacy resource
  • Stuporstar and Books of Vvardenfell team (see Docs folder for full credits) - I have edited several books for consistenc with my project
  • Taddeus - rock meshes and AO map, grill
  • Tamriel_Data- blood decal texture, rich dunmer desk, some models for knives, original scythe model, coiled rope, water textures, sailor dialogue, cranes, land dreugh animation, rich common furniture, common cards, nine-holes, dice
  • Textures.com - for various texture sources
  • The Wanderer - original Book models, wooden hourglass, dock hoist
  • Tyddy - dunmer market stands
  • UIX Redemption - Water reflection map
  • Vegetto - The Carpet Pack
  • Westly - mindcleaver model and texture
  • Wollibeebee - mountain meshes, cliff meshes
  • WulfShaman - wide Vivec bridge gap
  • Yar-Yulme - NIF resources

About

Cross-project asset repository.

https://github.com/Of-Ash-And-Blight/OAAB-Data/discussions


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