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					The Elder Scrolls III
					     MORROWIND :
					  Texture Fix 1.9

Par  Slartibartfast
Traducteur : gudul75
Testeur : KAFOU ( merci à lui ).
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Index :

1. Description
2. Installation
3. Problèmes connus
4. Historique des versions
5. Crédits 
6. Permissions

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     1. DESCRIPTION

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Ce mod débarrasse les nombreux défauts qui se produisent quand les textures de paysage échouent à fusionner correctement en raison de l'incapacité du moteur Morrowind à mélanger correctement plus de deux types de texture de terrain.
Il s'ensuit alors des lignes soudaines de transition entre les différents types de paysage et donnant au paysage une apparence anormale. 

Le mod retouche les textures de terrain dans 982 cellules extérieures à travers tout Vardenfell en tentant de réarranger le paysage tandis que le nombre de transitions éliminées s'élève à près de 4 000 (3.000 à 5.000 est une estimation raisonnable). Le mod enlève les transitions créées par l'ESM de votre Morrowind mais ne réarrange pas les transitions créées par d'autres mods altérant le terrain.  
 
Texture Fix sera d'autant plus apprécié par quelqu'un utilisant des textures de terrain de remplacement que les contrastes ont tendance à être profonds et les transitions à faire tâche, alors que quelqu'un utilisant les textures originales en basse-résolution de Bethesdas peut trouver difficile d'identifier ces transitions et trouvera un faible intérêt à utiliser "Textures Fix". 
 
Avant de rendre compte des problèmes rencontrés avec "Texture Fix", s'il vous plaît, soyez sûr que toutes les transitions que vous rencontrerez ne sont pas créées par l'extension d'une ville, d'un mod de maison, ou d'un autre mod de modification de terrain dans les environs proches des altérations que vous trouverez. 

Merci.


 

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     2. INSTALLATION DU PLUGIN

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1. Copiez l'esm de Texture Fix 1.9 dans votre fichier "Morrowind/Data files".

2. Dans le Launcher de Morrowind, sélectionnez Data Files et activez l'esm de "Texture Fix 1.8"

3. Jouez !

Si vous upgradez une version antérieure de Texture Fix, un message d'erreur s'affichera quand vous installerez une sauvegarde mais cela disparaîtra dès que vous aurez effectué une sauvegarde avec la nouvelle version de ce mod.

Si vous décidez de ne plus utiliser du tout ce mod alors le message d'erreur disparaîtra dès que vous aurez fait une sauvegarde en l'absence de toute version de ce mod. 

La version 1.8 est un produit qui se suffit à lui-même, remplace toutes les versions antérieures de ce mod.
Toutes les modifications à ce jour y sont incluses.

Les versions antérieures ne sont plus nécessaires et peuvent être retirées. 
  
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     3. PROBLEMES CONNUS 

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Les coordonnées des cellules et les élévations comprises dans "Texture Fix" sont les mêmes que dans l'ESM de Morrowind.

Pour cette raison, il est important que "Texture Fix" soit chargé avant tout autre mod de modification du paysage afin de garantir que ces modifications ne se superposent sur les références de "Texture Fix".

Le mod est fourni au format Esm pour garantir que "Texture Fix" se charge avant tout autre esp de modification du paysage.

Si vous utilisez un mod altérant le terrain au format ESM alors assurez-vous que "Texture Fix" apparaissent plus haut dans la liste des mods installés sinon des problèmes de compatibilités apparaîtront tels des trous dans le paysage, et/ou vous verrez des "static items" flotter dans les airs ou s'enfoncer partiellement/totalement dans le sol. 

Installer des textures de remplacement et/ou des mods altérant le terrain (Texture Fix inclus) provoquera très probablement le reset de vos cartes. C'est parce que Morrowind conserve des instantanés de vos cartes montrant les régions que vous avez explorées, mais ne peut les ajuster si vous changez la forme ou l'apparence du paysage.

Ainsi, il provoque le reset des cartes et commence à enregistrer les régions que vous explorez avec les nouvelles données/textures de paysage que vous avez nouvellement installées. 

Par ailleurs, j'ai utilisé des variations de ce mod depuis bientôt plus de 1 an en conjonction avec beaucoup d'autres mods, y compris un certain nombre de mods populaires d'extension de ville, d'habitation et d'altération de terrain.

Assurer vous que ce mod soit chargé AVANT d'autre mods d'altération de terrain, alors il n'y aura en principe aucun problèmes. 


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     4. HISTORIQUE DES VERSIONS

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1.0 Cleared a few thousand seams from across the whole of Vvardenfell removing the majority of the most obvious  seams from the game. All areas had received a great deal of repair work and considerable checking using the construction set as well as many hours of playtesting, though nowhere could be considered finalised and completely seam free.


1.1 The esm file is simply an enhanced version of the 1.0 esm, eliminating approximately 70 additional seams overlooked in version 1.0, Most of the repair work in version 1.1 was done along the western coastal areas as i am in the process of  finalising each region with the Bitter Coast being the first region to have been rechecked and the first to offer something like completely seam free adventuring.In addition there have been many subtle alterations mostly to improve the diversity of textures used and also to improve the overall appearance in the general area of Balmora and East of Seyda Neen.Gnisis has also had a significant repaint with most of the scrub textures in town being replaced by dirt road textures which i felt were more appropriate for a frontier town.

1.2 Version 1.2 completely supersedes earlier versions of this mod,altering a few hundred land tiles and eliminating around 60 additional seams mostly in the Ascadian Islands region and some in the Bitter Coast as well as a few elsewhere as i attempt to finalise the mod, region by region. 
Both the Bitter Coast and the Ascadian Islands regions should now offer something very close to seam-free adventuring, whilst in all other regions this mod drastically reduces the number of seams that you will encounter on your travels.

1.3 Version 1.3 takes up where 1.2 left off. Another 50 seams (approx) were removed from the West Gash region which means that you  should now be able to enjoy near/total seam free adventuring in the Ascadian Islands, Bitter Coast and West Gash regions. In addition another 50 seams or so were removed from the mountain regions in the general vicinity of Ghostgate (more work there required) and a few seams were removed from the Ashlands, mostly along the border with West Gash. 

1.4 Around 50 seams were removed from the Ashlands to add it to The Bitter Coast, Ascadian Islands and West Gash as regions that offer something very close to completely seam free adventuring. In addition, more than 100 seams were removed from the Molag Amur region in preparation for playtesting and finalisation.Approximately a dozen seams were removed from the Caldera mine area and a similar amount removed from the border areas of the Grazelands, Azuran Coast and Sheogorad  which i noticed whilst working on the Ashlands and Molag Amur.  

1.5 Version 1.5 incorporates my attempt to finalise the 5 outstanding regions not completed by version 1.4 which should mean that with this mod installed you should now be able to enjoy near seam free adventuring across the whole of Vvardenfell. 

In excess of 200 additional seams were located and removed, primarily from the Molag Amur, Azura Coast, Sheogorad and Grazelands regions, in addition  20 more were removed from the Red Mountain region as well as a few in other regions, some i found whilst re-checking previously completed areas and some were brought to my attention by Xenomorph.net which i subsequently repaired. 

1.6 Just a small update in my quest for perfection.Version 1.6 gets rid of a few seams, mostly in the Ascadian Islands Region. There has been a minor reworking of landscape textures just south of the bandit cave in Seyda Neen to rid the area of a seam reported by Telesphoros, a large seam beneath the bridge from the mainland to Vivec's foreign quarter has gone, two prominant seams a short distance SW of Pelagiad have been fixed, two seams North of pelagiad (one on the lake shore and one underwater) have been repaired. A seam at the side of the southernmost building in the Dren Plantation, and another on the shorebank slightly NE of Dren have both gone, and a seam in the sea due west of Hlorramoren has also gone.

1.7 Tweaks and Fixes by region.

Bitter Coast; Texture fix now fixes seams in muck ponds that occur because the scum meshes were never correctly aligned, even if using seamless scum textures, seams were still visible due to the misalignment. 6 ponds in the region have so far been found with this problem though the majority were ok.
In the Seyda Neen area a seam has been fixed on the island due north of the lighthouse and another on the road heading east towards Vivec. A seam concealed beneath a scum mesh, causing the neighbouring land tiles to appear discoloured has been fixed (thanks to Telesphoros for pointing it out), and a seam in the most northern point of the region has also gone.

Ascadian Islands; Several alterations to the area  near Pelagiad. To the south of the town the diversity of textures used was improved by introducing another sand texture in and on shores of the lake there and a seam  also removed, several coastal rock textures were replaced by grass to help make the area around the lake look a little more natural.

West gash; A seam that was mostly concealed by rocks was fixed by the East wall of Fort Moonmouth and another in the mountains dividing the West Gash and Bitter Coast Regions. A couple of seams actually on the road heading north, due west of Ald Ruhn were repaired and there has been a minor repaint on a small hill there to get the road running around it rather than up the side. There have been many alterations in the area north of Gnisis this was to improve diversity and appearance by replacing  some of the rock textures with scrub type textures and improving the layout and appearance of the roads in that area.

Ashlands; Some of the textures inside the walls of Ald'ruhn and Maar Gan have been 
changed to road textures help the towns  look a little more urbanized, and the road between Aldruhn and Fort Buckmoth has been restored to run very similarly to unfixed Morrowind as it had temporarily been obscured due to the large amount of seam fixing and repainting in earlier versions of Texture Fix. Quite a few Red Mountain Textures around Fort Buckmoth have been replaced by Ashland textures to help the area blend in better and a seam in the ash wilderness has also gone.

grazelands; A couple of seams in the Ahemmusa camp have been fixed.

1.8 Another 15  of Vvardenfells last remaining seams have been found and removed and several areas of land have been repainted to improve the general appearance.

3 seams were removed from the main road in west gash heading north and due west of Ald Ruhn, 4 seams were removed from the Ascadian islands NE of Vivec 2 seams were removed from within the boundaries of Dagon Fell, 1 was removed from beneath the tower at Vos, and a seam removed from under the courtyard of Tel Vos that was discolouring the ground nearby, and a few seams were removed from under the sea around the islands NW of Sadrith Mora, and a couple of seams were removed from Molag Amur a short distance west of Arkhtand.

Several areas in the south of the Molag Amur region were repainted mostly to reintroduce sulphur rock textures that can be found mostly around steam vents. 
The area around Suran has been improved slightly particularly around the shores of the lake with grass replacing some of the coastal rock, and the road heading southwards into Molag Amur has had a small makeover. Finally the hillside behind the bandit cave in Seyda Neen has been repainted so that it matches the rocks that are prominent in the bitter coast region.


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  5. CREDITS  

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Bethesda for making an excellent game.
The modding community for taking the game beyond excellent.
Gr Vulture for reporting an issue with cobblestone roads.
Telesphoros for alerting me to a couple of problems in the Seyda Neen area.
Xenomorph.net for locating and reporting some seams i had overlooked.
Ghostwheel for Testool used to remove GMST's.
Wrye for Mash used to convert the ESP file to ESM format,add description and statistics.
The Secret Masters for the Enchanted Editor used for removing junk I'd accidentally picked up.
Yours truly for being sufficiently obsessed to do this mod.

  
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  6. PERMISSIONS

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Texture Fix est librement donné à la communauté Morrowind pour que vous puissiez en faire ce que vous voulez. 

Slartibartfast
