ESP converter V0.98b -------------------- Galadrielle by the 30/04/2008 Hello, the purpose of this small program is to convert files ESP and ESM of Morrowind to Oblivion. This program uses my other NIF converter program that is included. The aim is to convert a maximum of elements of the original file. Of course the ground and the textures, but also the statics, activators, sounds atmosphere, weather, NPC ... This is a beta version therefore caution, it has been tested successfully on the files Morrowind.esm, Tribunal.esm and Bloodmoon.esm (GOTY version, but it should work with all versions) and Patch unofficial Wiwiland and Oblivion patched with 1.2. **************************** * Content of this version * **************************** * ESP_conv.exe: the conversion program mods * NIF_conv.exe: the conversion program of NIF * Morroblivion.ini: text file that contains the various paths: -- Morro_Path: path Thursday Morrowind -- Obli_Path: path Thursday Oblivion -- Master 0.1 ... 6: List of master files (ESM) to convert -- Archive 0.1 ... 6: List of Archives (BSA) containing models and textures -- Mod 0.1 ... 9: List of mods (ESP) to be included when the conversion * Textures_replace.ini: text file allowing the replacement of textures morrowind by textures Oblivion when converting 3D models (NIF files). * Furniture.ini: text file to add markers for chairs, benches and beds when converting 3D models (NIF files). * Bhktemp.nif: template used for the generation of data collision. * Template_n.dds: template used for normal maps associated with textures. * Meshes: directory containing meshes replacement * Textures: directory containing textures and meshes icons * Faces: directory containing the files to the faces facegen * Faces \ Heads.ini: file of correspondence between the heads of morrowind and files facegen * Faces \ *. fgs: facegen correction data for each race * Faces \ Breton ... : Directories containing files for each race facegen * Faces \ zero.fg: données facegen for missing faces (default) * IconWeap.dds: a generic icon for all items converted, pending able to convert Morrowind icons. * OblivionReplace: contains files replacement objects, it is files containing one correspondence between an object Morrowind identified by name and an object identified Oblivion by his formID. The syntax is simple: "name = 0x12345 Morrowind", the name of the object must be immediately followed by the symbol "=" then the value of formID in hexadecimal as it appears in the TESCS preceded by "0x" (C language notation). The lines to ignore must be preceded by a ";" it is possible to specify a displacement, a rotation, a ladder or indicate that the object is a tree: example: nom_de_l_objet = 0x123456 (4.0, -5.0,45.25) 1.5 tree The purpose Morrowind "nom_de_l_objet" will be replaced by the subject of Oblivion formId 0x123456, it will be moved following the vector (4.0, -5.0,45.25), will be enlarged by a factor of 1.5 and will be regarded as a tree (no rotation, visible at a distance). You can specify 0xFFFFFFFF as formId if we do not want to replace the subject but just change its characteristics. Several key words can be added at the end: -- Tree: for trees -- Lod: for objects visible at a distance (attention to the performance declines!) -- Anim: for animated objects (including scripted activators, such as the doors Arkngthang) -- Furn: for objects such as "Furniture" (benches, chairs, beds ...), any markers indicated in the file "Furniture.ini" will be added during the conversion file NIF. example: terrain_rock_rm_15 = 0xFFFFFFFF (0.0,0.0,0.0) R (90.0,0.0,0.0) 1.0 lod The object "terrain_rock_rm_15" (a large rock) will not be replaced or moved or expanded. By cons it will be rotated 90 degrees depending on the X axis and will be visible from afar. It is also possible to specify a file NIF replacement rather than a complete object (useful for Containers for example): example: crate_01 = "Clutter \ MiddleClass \ MiddleCrate04.NIF" (0.0,0.0,0.0) 0.85 The object "crate_01" will use the file NIF "Clutter \ MiddleClass \ MiddleCrate04.NIF" as a 3D model and will be Reduced by a factor of 0.85. The file "MapMarkers.ini" contains definitions of certain markers cards (many are automatic, including the tombs). The markers are positioned on maps markers teleportation doors provided that they be recognized as valid as it is a tomb, a cave ... or because is indicated in the file "MapMarkers.ini." This requires state 0xFFFFFFFF for formId and (0.0,0.0,0.0) for the trip. It is possible to add new markers for cities like eg. In this case 0x10 should be indicated as formId. The "scale" is used to indicate the type of marker: -- 1.0: camp -- 2.0: caves -- 3.0: cities -- 4.0: ruins dwemers -- 5.0: Strengths -- 6.0: mines -- 7.0: a place called -- 8.0: tavern -- 9.0: colony -- 10.0: Sanctuary -- 11.0: Oblivion door A file. Ini east particular, it is "armors_binding.ini." It is used when converting armor and is used to assemble if necessary different pieces of armor morrowind to make armor Oblivion compatible. Particularly breastplates which include shoulder unlike in Oblivion Morrowind. The same goes for gloves left / right which are not separated in Oblivion. The syntax is very simple, just to indicate the name of a piece of armor followed by the symbol = and names various pieces to add separated by signs + (is not no spaces). example: adamantium_cuirass = adamantium_pauldron_left + adamantium_pauldron_right This example makes it possible to assemble a breastplate of adamantium complete. * Morroblivion_fr.esp: a small mod to go easily Vvardenfell * MorroblivionTribunal_fr.esp: a small mod to go easily Vvardenfell and Settlements of Morrowind ********************** * How does it work? * ********************** Unpacking the archive where you want (not bother to do so in the directory or Oblivion Morrowind). Before launching the program: ---------------------------- If you've used an earlier version of Morroblivion, remove all directories "morro" created during the previous conversion and the files they contain (use the "Search" Windows seeking "morro" in "Oblivion \ Data"). If files (NIF, textures ..) already exist they will not be replaced and problems may arise during the game Then we must change the file Morroblivion.ini: * Check the access roads, if you installed Morrowind in D: \ My Games \ Bethesda Softwork \ Morrowind then it will be necessary: Morrowind = D: \ My Games \ Bethesda Softworks \ Morrowind \ Same for Oblivion. * Indicate the master files and to convert the files associated BSA: For Morrowind alone: Master 0 = Morrowind.esm ; Master 1 = Tribunal.esm ; Master 2 = Bloodmoon.esm ; Master 3 = PNOG.esm Archive 0 = Morrowind.bsa ; Archive 1 = Tribunal.bsa ; Archive 2 = Bloodmoon.bsa ; Archive 3 = PNOG.bsa For Morrowind + Tribunal: Master 0 = Morrowind.esm Master 1 = Tribunal.esm ; Master 2 = Bloodmoon.esm ; Master 3 = PNOG.esm Archive 0 = Morrowind.bsa Archive 1 = Tribunal.bsa ; Archive 2 = Bloodmoon.bsa ; Archive 3 = PNOG.bsa For the GOTY with the patch Wiwiland: Master 0 = Morrowind.esm Master 1 = Tribunal.esm Master 2 = Bloodmoon.esm Master 3 = PNOG.esm Archive 0 = Morrowind.bsa Archive 1 = Tribunal.bsa Archive 2 = Bloodmoon.bsa Archive 3 = PNOG.bsa Possibly we can include mods during the conversion as the famous Better Clothes: Mod 0 = Better Clothes Beta_1.4.esp Launch of the conversion: -------------------------- Once the file is properly amended Morroblivion.ini will only double-click ESP_conv.exe on the roster and let's go! The conversion may be quite long so be patient. Errors can occur during conversion but that's normal (at least to some extent), the programme has not yet able to convert all;) All files (meshes, textures, sounds ...) are copied in different directories Oblivion in subdirectories morro (eg. arms are copied in "Data \ Meshes \ Weapons \ morro"). At the end of the conversion, Morrowind_ob.esm a file is created in the directory "Oblivion \ Data" and possibly file Tribunal_ob.esm and Bloodmoon_ob.esm. After the conversion: ------------------- We must copy the file "Morroblivion_fr.esp" in the directory "Oblivion \ Data" if you do not Tribunal, if the file is "MorroblivionTribunal_fr.esp" you need to copy. We just have to check the file "Morroblivion_fr.esp" or "MorroblivionTribunal_fr.esp" in the menu "Data Files" Oblivion and starting Thursday To go to Vvardenfell rendezvous on the banks of the imperial city, you'll find a boat. To go to Settlements of Morrowind you have to go see Asciene Rane to Coeurébène. ********************************** * What this program can do * ********************************** Currently it converts the entire landmass and the inner cells, statics happens if NIF Converter to convert the file associated NIF (not the NIF therefore not animated banners eg.) activators with the same constraints as for statics, doors, clothing, weather (or at least for the moment not storms ash or Scourge), sounds ambient outdoor lights, NPC, a few creatures, books and various objects (you can make battles pillow), dialogues main factions, magic (in part), weapons (not all), armor ... ************************************************** * What this program does not know (yet) make * ************************************************** It is bounded by NIF Converter course for all files NIF complex (no animated meshes, no fire / flames ...). No quests (if you want to become a member of the Morag Tong it will have to wait) Many scripts are not converted (only are those associated with activators and not related to quests) No conversion of creatures (except the wader marsh, which is an activator), some creatures are when these same as in Oblivion or redone by moddeurs (this is particularly the case of guar). **************************************** * Bug, inconsistencies and limitations * **************************************** Some bugs (or limits) there has still not bad. Q: it lacks the square entire land A: If another file esm than Oblivion includes objects visible at distances (including trees), this file must be loaded immediately after Oblivion.esm, must therefore be responsible Morrowind_ob.esm just after Oblivion.esm (for altering the order of loading can be used Oblivion Mod Manager eg.). This problem (apparently a bug in the game engine) does not affect all versions of Oblivion (not mine in any case, fairly widespread in the Anglo-Saxon versions by cons) Q: The weather is bizarre A: conflict with the mod "Natural Weather" Tael, we must turn it off. Q: missing arms and legs A: normal because clothing Oblivion must include certain body parts if necessary unlike Morrowind, clothing converted not covering all parts of the body have this problem. Q: The bandits are fighting among themselves A: Unfortunately AI Oblivion is very different from Morrowind, a conversion from one to another is very difficult and this kind of problem can happen: ( Q: The quests are not working A: The conversion of quests is not on the agenda. Q: Problems with the magic A: Here again the conversion is difficult, however, many spells and potions are converted, the problem affects primarily clothing and objects as magic again how Oblivion is very different (and more limited, alas) *********************** * * Latest remarks *********************** You use the program under your responsibility, I am not responsible for damage caused or problems due to improper use. But as is a beta version of the problems there will certainly not evil, then do not hesitate to contact me: galadrielle.wiwiland @ free.fr. Remember to send me the file Morroblivion.log which is generated during the conversion. This program has been tested on files morrowind.esm, tribunal.esm, bloodmoon.esm, pnoG.esm, Better Clothes 1.4.esp, CanadianIce Robe Replacer.esp (requires GOTY) and Armor of femmes.esp. For CanadianIce Robe Replace the Textures did not contain mip maps which has the effect of having black clothes, for the moment the only solution is to amend the DDS files by hand with the tools nVidia: /. Finally I would remind you that the redistribution of data Bethesda original or modified / converted is illegal. You also know without doubt that Bethesda sees this program a bad eye, I really do not understand why, but it is true that under the license games belong to them. I still still hoping Development they eventually change their minds and see all the interest Morroblivion:) Have Fun! *************************** * Version History * *************************** V0.98b * Some banners did not have the proper texture * Addition of lava * Additions markers for most beds, chairs ... It is now possible to sit and sleep. * Modification paths textures that are now stored in sub-directories such as NIF V0.98 * Improving data Havok, especially for various objects and ingredients * Fix on spells when creating a character nouveu * Modification of water in the interior * Spells that can be converted using a lot by default (silence) * Possibility of replacing the NIF file rather than being complete in the files. Ini, adding rotation * Add new banners. * Adding sounds for objects of type light. * Addition of the map made by Dorje * Changed the allocation of formID in dialogues. V0.97f * Modification of the generation of dialogues, topics on the trip are generated in the first * Correction of the generation of data Havok for some furniture (beds and shelves) * Improving the conversion of clothing (with bugs Better Clothes 1.0) * Improving the conversion of NIF files to convert some animated objects (but without the animation) * Conversion sounds for objects sound (waterfalls ...) * Replacement files NIF inconvertible by a yellow cube visible only in the TESCS V0.97e * Bad conversion of some files NIF armor that were planted on Thursday * Correction and adding files. Ini V0.97d * Path textures files NIF creatures corrected * Adding conversion of icons of the inventory V0.97c * Fix textures on banners that were not copied V0.97b * Filtering dialogues converted on the faction factMorrowind (forgotten in the previous version) V0.97 * Fixed several bugs in the conversion of NIFs * Fixed bugs-level dialogues, adding a faction factMorrowind and NoLore * Possibility to replace textures morrowind by textures Oblivion during the conversion of NIFs * Replacement of banners by models with Havok. V0.96 * Conversion armor and improving the conversion of clothing. * Conversion of some scripts. * Add means of transport (guides guilds, boats ...). * Can be objects visible from afar. * Improved textures of LOD. * Improving the map with markers added. V0.95 * Corrections, the file is generated directly usable. * Generation data relief for the distant view (LOD). V0.94 * Cleaning and optimization * Add clothing V0.93 * BIG correction of a bug during the conversion of lights in some cases * Additions armor (thank you Ghogiel;)) V0.92 * Addition of pathgrid * Addition of books * Adding creatures and leveled creatures. The creatures that can not be converted, only those indicated in the file "creatures.ini" are created (rats, faucheclans, etc. ...) V0.91 * It is now possible to replace some objects morrowind by objects oblivion through files. Ini provided (statics.ini, land.ini ...) * Addition of weapons, containers, flora * The IA of the NPC has been completed, they move, providing services, fighting, etc. ... V0.90 * First version (beta) Acknowledgments ------------- * Ghogiel for allowing me to use its magnificent armor of bone and dreugh * Cryo for the armor of Indoril, great job again * Savant for armor chitin * The wiwilandaise community for its support and assistance * Dorje for its magnificent card Morrowind * Bethesda for these two beautiful games:)