Requiem - Sword resource: Part 1       by      Phijama
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Intro
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Having spent some time making bows, katanas and staves I felt it was time to start a two handed sword resource.

The Requiem resource is an ongoing project to bring four unique weapons to the game. The Requiem sword is the first to be released, other swords will build on the included textures. With this in mind it is suggested that potential retexturers rename the NIFS and allocate new custom textures via NIFtexture rather than altering the original files. Future additions to the resource could destroy personal work that has altered original textures and that is not the intention of this resource! When all swords are added to the resource, it will then be safe to alter the original textures.

Contents
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1 Full sword, positioned as a two hander but can be wielded in one hand yet still look the part.

1 full scabbard positioned to be fitted as a neck bodypart

2 empty back scabbards, 1 positioned for two handed use, the other for one handed - both optimised for relevant sword animations to reduce clipping

1 full ground scabbard - to be used as a decorative item

1 empty ground scabbard

It goes without saying that the relevant textures and icons are included!

1 demonstration plugin - includes self sheathing scabbard script for two Requiems, 1handed and two handed as placed in the game.

Further Info
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Look inside the upper level of the  'Prelude' shipwreck for a barrel named 'Requiem' - inside are the swords. The scripts will duplicate scabbards if used in the shipwreck, once outside the swords will clear up additional scabbards if drop or sheathed/ unsheathed and will run as normal from then on. The two handed sword will not take way the one handard scabbard, the one handed will not take away the two handed. Dropping any of the scabbards will disable them, this helps to keep the framerate up as these swords are high polygon models - but do function well on even low end PC's. They are intended as one off/ unique items - so do not replicate them. The swords should not be enchanted as the texture effects will corrupt with the plastic enchant effect. This also applies to the use of No Glo, unfortunately. To remedy this the demonstration models have high stats. These are just for demonstration so if you think they are too powerfull, use the CS to alter them.

The scripts should not be replicated, only one instance should appear for each weapon otherwise doubling/ removal occurs. If you want more than the two swords, create a new script based on the originals but with unique item ID's. The scripted weapons can only be used by the player. The body parts could be used to dress up a companion, but as far as I'm aware the scripts will not work on them and may have unwanted effects.

On some PC's, particularly with older graphics cards the textures may not appear as they should. Try updating your graphics card drivers as this was reported to have worked for some people.

I have sheathed the sword well to the back, leaving substantial space. This was necessary to allow full use of armor and also provides space for other weapons to be fitted.

The scabbards use the neck slot, so winged characters will lose their feathers, it as a hard decision to make but this was the best slot to use. The scabbards also use the pants clothing slot. This can be changed according to the players taste in the CS. The mesh must still be assigned as a neck body part to function correctly.

Due to using the neck slot, original bethesda clothes/ bodies will lose their necks. I have produced a smaller neck that will only show up if either of the above are used. This is not perfect and I have done my best to distract the player by adding a jewelled neckband.

With certain animations this neck can be seen protruding from the Better Bodies neck, even though it is smaller. I have enabled this portion of the mesh to accept masked textures. I have included a sub folder within the main Morrowind Textures folder called 'Phij_requiem Extras'. In this folder are two sets of textures that will make the neck transparent and also make the 'Requiem' text on the sword invisible (by request of forum members) - simply copy and paste to the Morrowind Texture folder.

Within this folder is another folder named 'Restore Textures'  these revert the changes back to the original state if copied/ pasted to the main Morrowind Texture folder.


Installation
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This plugin was checked with TESAME and packed with TESMU2

Extraction to the main data files folder should install the plugin correctly as all paths are in place.

TESMU2 will unpack the plugin, but this reference file may not be extracted correctly.

----ESP goes in the data files folder.

----All textures within the texture folder (and any subfolders) go directly into the main texture directory.

----The phijama meshes folder goes into the meshes directory. If a Phijama folder already exists copy and paste the contents into the folder.

----The Aphij Icons folder goes into the main Icons folder, if an Aphij Icons folder already exists copy and paste the contents to the folder.

Usage
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This is primarily a resource that will be built upon. Rather than holding back for all swords to be finished, I felt releasing individually was a better option for the player. I will indicate which textures have been added to with the release of the new swords.

It would be better to redirect and rename all meshes/ textures for mods until the resource is complete. When complete, further modification will not be affected as there will be no updates.

Feel free to use this in your own work, but bear in mind the above. All I ask is a simple mention in the credits.

*****In the event that the the host site is unavailable this resource may be redirected to another host, If possible please try to let me know******

Credits
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My thanks and gratitude go to Great Green, Quid Pro Quo, The Inwah and Vagabond Angel for testing out and giving support, encouragement and constructive criticism when needed.

Thanks go to all those who gave support on the forums, Bethesda for their damned fine game and also to 'Image Shack' for hosting my images.

Cheers!

Contact
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I do not want to be contacted regarding loss of pants, clipping, stats, location, scripting/ doubling etc. All has been explained in the read me.

It is not essential that I am contacted by those who wish to use the swords in their mods, this is a resource after all and is free to use, so long as I am mentioned.

For any other 'technical' support, I can be contacted on the official Bethesda forums, my user name is Phijama - I do not profess to know everything, so do not expect miracles, truth be told.. I'm rather thick!


Many, many thanks.

Phil (Phijama)



