The Morroblivion converter didn't touch Amulets, rings, gloves or belts. All the magic Amulets and Rings and some quest related belts and gloves are already in the game but magicless variants are missing and none of them are actually placed into the world as they should be. This aims to reintroduce those items into Morroblivion manually. Here's my progress so far:
Amulets: Converted the 11 world meshes and created Biped meshes based on those. They work just as well as Oblivion amulets. Made all magic amulets use these new meshes. Created the standard magicless variants and placed all amulets into the correct levelled lists, NPCs, containers and locations. Icons are already included in the master file. 100% done
Rings: Two new meshes, created the magicless variants and placed all rings into the correct Levelled lists, NPCs containers and locations. Magic rings still use the same Oblivion meshes as they do in the master now except for the two variants which don't have visually similar Oblivion counterparts. All magicless rings use Oblivion meshes visually similar to the Morrowind ones. Icons are from the masterfile. 100% done.
Belts: Converted world meshes and created icons and the magicless variants. Personally I would prefer using the Morrowind world models and leaving the Biped models invisible. All the generic variants have a world model but no Biped one. That's because almost all clothes and armors already have belts attached to them and there are no suitable meshes anyway. You also weren't able to see belts in Morrowind either and they're are hidden under armor anyway. However belts that are quest rewards, such as the Hortator belt still have a Biped model. Any suggestions regarding this are welcome. 100% done.
Gloves: I used two models from this mod as resources. This is a german translation of a mod by Ignus FireSpirit which was on PlanetElderScrolls and has to be considered lost now. It uses Oblivion's pit glove meshes and curiously enough Morrowind textures or ones that look extremely close to them. They look almost identical to their Morrowind counterparts. There's some minor clipping with a few converted clothes from Morrowind but nothing too noticable.
This touches a lot of NPCs and items so it might incompatible with the next version of Morroblivion. However it doesn't touch any enchantments so it's compatible with the magic mods. If you want to see all the new amulets, belts and custom rings type this into the console: startquest amulettestquest
Updated esp which removes the test quest and a now unused ring.
You can check out what the new models look like here.
If you have any suggestions, complaints or comments, feel free to leave them here.
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Awesome, this is going into the next master for sure. The lack of non-enchanted versions of jewelry bothered me as well.
Regarding the models, I was going to make new ones instead of using originals - here's the example. I can send it to you. Also, I would prefer using same folder structure for amulets as you did for rings and belts.
New models are definitely better but I lack the skills for that kind of modeling so anything you can send me is greatly appreciated. Until then the Morrowind models should suffice. And I can certainly change the folder structure, I used this folder because it already exists within the .bsa file. While I'm doing that I can change all those files to the new structure, too.
Here it is - common amulet 03. Also, I hope you use scripts to change model paths? Because changing them manually on so many items is a pain.
I also have some rings converted which I'll upload later.
Wow, this is great, thank you very much for bringing more from Morrowind into Morroblivion. Keep up the good work!
Uploaded the new, what I would call finished version. qwertyasdfgh, please note that when merging be careful to make sure to not overwrite changes made by the last version of the added shields. There's also a few new enchantments, so the UCWUS plugin might need a new version.
Also, your new amulet mesh looks wonderful but the Biped model is set too low. It clips under all clothes. If you look at the Oblivion Amulets you can see that they're actually somewhat floating over the topless body so that they're displayed over the clothes. I think it's much nicer to actually see the amulets NPCs are wearing, otherwise what would be the point of all this ;) .
I actually made it this way on purpose, cause I'm not a big fan of vanilla floating amulets.
But what's the point of actually having biped models if you're not going to see them unless all the characters are topless or wearing bikini armor? In this case I'd prefer using the old Morrowind meshes then.
Well, not necessary topless, but it depends on the type of upperbody clothing piece, yes. Amulet was intended as part of my clothing replacer and it, of course, won't look perfect with all possible clothes.
Is it just me but does anyone notice that all amulets look the same?