Installing the Files
Installing Path Structure s3
This Path Structure can be the most difficult to work with of them all. In many cases it may be your best guess as to where the file goes. Generally this type of structure is found most commonly in Modder resource packs, but I have seen it done for standard mod types also so I am including what I hope will be helpful tips for installing it here.
As Modders Resource
As a modders resource this Path Structure is less likely to contain an esp file and will likely only contain the image files, DDS, TGA, or BMP and the Mesh files .NIF for installing them as a resource you are pretty much at liberty to install them as you wish with remembering the following rules of the game itself. All .NIF files must be located in the Meshes folder or a subfolder within it. The complete filename of the Mesh and directory can not exceed 32 characters which includes the Meshes folder name in it. IE Meshes\Folder\YourFile.NIF
the part in red counts against the file name length limit of 36 characters.
Image files would need to be in one of the many image folders, BookArt, Icons, Splash or Textures
. With no read-me you will be on your own to figure out where these go but if you get NIFTexture you can open the meshes to see what textures are called on by them which will tell you what textures have to be placed in the Textures folder. As seen below. This tells you that the listed image files would need to be in the Textures folder.
Another helpful thing is that icon images are a standard size and so you can isolate them based on dimension, much the same as splash screens. The dimension used by Icon image files is 32 pixels by 32 pixels if you do not have a program that will tell you the dimensions of the images then you can guess by file size with a fair degree of accuracy. A 32x32 Icon file is generally under 5kb
The dimensions of a splash screen are usually 1024 pixels by 1024 pixels and are usually over 2 megabytes in file size so with that your are left only the bookart image files to place there...with luck anyway. Simple huh. hehe
As a playable MOD
Very similar to the above in the method in which you may need to do the installation, that being if there is no readme you will need to research the included files to determine the proper locations for them. Some of this may be a bit harder to figure out though, such as folder location for meshes. The below is only offered as a general guide for installing this Path Structure when there is NO readme file included. If there is a readme follow those directions very closely but if you still get an error just write down the paths and file names that cause the error and then follow those as a guide for where to place the files that have the errors.
If you are familiar with a HEX Edit program you can determine the folder locations of the meshes by looking at the esp or esm in the HEX Edit program you use. If you are not familiar with HEX Editing don't worry there is still a hopeful method to get as few errors as you can hope for. First though I will tell you the one sure way to find out locations. Place the esp or esm in the Morrowind Directory Data Files folder and then load it either in game or in the editor. Write down each error it gives you and the file names and path directories then you have a list of where the files need to be placed and can follow that list for installation.
Sometimes the hard way is actually the fastest, such as the above. However if you prefer you can take the longer way and guess at it but using the CS to view the esp or esm Details in order to discover what each NIF is and where it might belong in the Meshes folder.
By viewing the details you can see the files and what they are referred to in the esp or esm. This will help you to better guess the location in which they may belong. Below is a list of most of the "ID's" you will find when you view the Details of an esp or esm. These ID's can help guide you as to where files will most likely belong in the Folders. The single Letter folders listed in this image are the folders found in the Data Files, Meshes folder. The details you will see when you do this will show you what is 99% of the time the name of an NIF file or an image file. You can use this to help guide you on where the individual files of an esp or esm might belong.
- This stands for Activators and because there are a multitude of various files used as activators that are also used in other areas these files listed in the details could come from almost anywhere. What you can do is to sort the details by the description given. Then scroll the list and look for duplicated instances of the name but with a number by it an example would be in the Morrowind ESM...
Both of those instances in the editor use the same NIF file and so it could help you in determining better where the file is placed in the Path Structure of the esp or esm. The name of the reference may also help such as the above being named Terrain will more then likely be placed in the X folder as Terrain pieces are generally Exterior Meshes.
ARMO - This is an Armor reference the reason I noted this is that it WILL have a similar match within the Details view under the BODY ID this is because in order for an Armor to be used it must be assigned to a body part as well. So if you see a similar named BODY reference be aware that BODY reference will most likely be placed in the A folder along with the ARMO reference file.
BODY - Again as mentioned above I noted this because there are three body types within the editor. Skin, Clothing, and Armor. Each of these files use a separate folder as a standard rule. Skin uses the B folder, Clothing uses the C folder and as mentioned Armor uses the A folder. To determine which folder the reference you are looking at might belong in you will have to look at the name in the description closely.
Some may name the files with a _C_ in the name or an _A_ or AR_ CL_ etc look for these signs that may tell you if the BODY reference you are looking at is a Skin (B folder) Clothing © folder) or an Armor (A folder)
CONT - This reference comes generally in two types. Standard containers such as crates, barrels, and sacks or as Flora (Plants) the Flora type is generally placed within the F folder and the Standard type is usually placed in the O folder. Again as with the BODY type you may be able to find hints within the name of the object as to where it should go. Flora_ or _F_ etc would be good signs that the file should go into the F folder, where-as Chest_ or _C_ etc would be standard types and likely go to the O folder.
DOOR - I note this reference because some mods will use the X or I folder instead of the D folder. This is because the doors they make may be Exterior or Interior doors. Usually the NIF name will have an Ex_ or In_ in the name some place if this is true though. So if you do not see those abbreviations or a version there-of you can assume then it is placed in the D folder.
LTEX - I note this one because it is never an NIF file but rather this is an image file used in the landscape tool in the editor. If there are a lot of image files noting these names can be helpful in determining what images file names belong in the Textures folder and not in one of the other image folders.
NPC_ - I note this one because it does not use and NIF files directly however it may be helpful in finding BODY NIF's sometimes the NPC_ name is used on the body part meshes when they are done specifically for that NPC. Other then that this ID will not be of much help for anything else regarding installing the mod.
RACE - Like NPC_ this is noted only as a possible aid in determining some files that may use the race name in them as identifying BODY NIF's and again like NPC_ this ID will not be much more useful then this regarding installing the mod.
SOUN - If you have sound files in the extracted mod folder they will likely be placed within the Sounds folder in the Morrowind\Data Files folder. I mention it here simply as something you may wish to watch for especially if you did not see any sound files in the extracted mod folder. It does not mean there WILL be an error but if there is you will know what files you will need to find by noting then in this list.
- Ok here is the big one. I touched on a couple of things above but will go over them again here. The reason this is a big one is that it can use any folder within the Data Files\Meshes folder. STAT stands for statics, these are meshes that are simply stationary and non interact able with the player other then to get in his/her way.
Because they can be so widely varied you may have to play detective to determine where to install them. So here I hope to help you as best as I can not being the one who created the mod in question.
First there are some "standard" themes used by Bethesda and as such most modders also tend to use that theme. This can be the only hope you have of determining the location of the file without loading the game and going through every single error watching for each one etc. The theme is in the naming of the mesh and using that mesh name as the ID of the object in the editor. So here are some of those name fragments you might find in those themes...In_ or _IN_ etc
is generally an interior mesh and as such is usually placed within the I
folder.EX_ or _EX_ or X_ etc
is generally an Exterior mesh and so usually is placed in the X
folder.FURN_ or FUR_ or FR_ etc
is generally a Furniture mesh and so it is usually placed within the F
folder. IF however the name contains Chest, Drawers, Cupboard or something of that nature it may be that the mesh belongs in the O folder since those are typically interactive meshes this may just be a special case but would still use the same container mesh from the O folder.FLORA_ or FL_ etc
is another one like the above. Because some flora is also used as a container this one can be tricky to place. But as a general rule static plant meshes are placed in the same folder as furniture that being the F
folder.TER_ or Terrain_ or Rock_ or Boulder_ etc
these are usually Terrain meshes and as such are generally placed in the X folder.
That is about the best I can offer as far as tips of what to look for in the ID Descriptions of Details in determining NIF file locations for STAT meshes.
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