I'll edit this as we go forward and find more things or more things are fixed..PM me if i missed something 
Also to those modding for us,make sure you bring some screenshots for the team to see what you got and use the chat frequently to catch others online 
here it goes:
-All bows need to be made from scratch
-the stilstrider lacks animation and lacks the 2 forward small claws
-Wierd textures on the hills near Molag Mar
-All weapons need a retex
-throwing weapons must me be made throwable
-arrows don't work(that simple)
-there's a cephalopod helm for sale with a decent texture and everything however the guards at tel branora don't use it..and they have to use it
-Blatta Hateria at ebonheart keeps dying she need to be found and removed from the place where she is...she's essential so don't worry about her dying
-seyda neen as a world map typo seeing as in the world map it appears with the name seydad nihyn (The Seyda Nihyn naming bug you mention is because of the spelling in the mapmarkers.ini of the esp converter. Changing this before you convert fixes it.)
-some clutter needs fixing around the whole MW..this bug can be finished last seeing as with time most of these things'll get fixed by themselves
-shelves need retexturing
-imperial cult altars/shrines don't work
-lucretinaus alcinius,trader at St.Delyn's plaza in vivec doesn't trade
-Vivec's hlaalu plaza pawnbroker(Alveno Andules),smith(Telvon Llethan) and alchemist(Ganalyn Saram) don't trade
-vivec,foreign quarter plaza traders(Alusaron-Smith;Craetia Jullalian-alchemist;Ralen Tilvur-smith) don't trade
-merchant inside the Pelagiad fort(orc female Shadbak gra-Burbug-smith) doesn't trade
-we need to recreate MW style dunmer,kajhiit,argonians,bosmer,nords and dremora but do so that they only appear in MW
-need to make items and creatures respawnable(except ID-ed npc's and artifacts)
-need kwamas,nix-hounds,scribs,alits,kagoutis,bonelords,OGRIM and cliff racers
-the following armours/artifacts need to be redone
All Shields
Iron
Steel
chitin mask
silver
imperial silver
cephalopod helm(place it on the corresponding guards)
Glass
daedric(2 remaining helms)
Ebony
Orcish
Nordic bearskin
nordic fur
leather
dreugh
trollbone
telvanni dust adept helm
demon mace
crosier of St.Lothis
-missing pipe connection inside bthandchend (near red mountain,behond ghostfence)
-Marandus in the molag Amur region has several bugs:
in the propylon chamber,the pylons are floating in the air and lack the lightning animation they should have towards the crystals in the ceiling
marandus dome is floating ( round room on toptop of the building)
-desele's dancers in suran...don't dance xD
-curently lacking MW daedroth,mudcrabs,atronachs,dremora,wraiths and clannfear
-characters don't sit on chairs,and player character can't sit on chairs either..
-floating dwarven cranks in Nchuleftingth test of pattern room (north of suran)
-dwarven cranks spin vertically and aren't working properly..checked this inside red mountain at the dwemer ruin there
-Somebody put Ogres and dread Zombies at red mountain..they need to be removed
WARNING:btw it seems some newcomers don;t understand what the have to do...you have to redo ORIGINAL VANILLA stuff from MW to morroblivion and NOT add mw mods or stuff like that..pls stic k to the original stuff that bethesda made|
PM me with possible bugs or missing elements to add to the list
Ur so right,quests must be added ASAP,this game will be better than any other when its finaly all fixed
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lol the lack of quests isn't really a bug rofl..it is nothing like a bug xP
Also we need more modders to finish this project. People who think they can't do anything or just sitting around waiting just adivertise for us thats better then nothing =)
You should check: http://morroblivion.com/forums/morroblivion/mods/285
Some of those problems have been solved, and the armors too. Also some of the weapons are being replaced with DarkNut's HD Textures and Meshes.
For the dance, there's a easy solution, we need to find a dance animation (there's tons of 'em) and make an AI package for it. Again, I did more than 100 AI Packages but only in a few towns.
Besides, the BETA is coming soon so you should be able to check the fixes yourself.
Seeya .-
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well thing is nobody has seen this beta besides yourself so i listed everything i found missing...
Also how were armours fixed? i didn't understand that about the MOTF..armours need exact replacements,same with clothes..don't see how they can be "fixed"
as for weapons well.i've checked darknuts work so it's all good
you could get the dance animation from the dancer in the SI expansion?
it fits perfectly imo.
hope to get that beta soon~
Well im still learning a few things here and there so i hope i can help with some of the bugs. The main ive been doing is textures thou. I will be messing around this weekend with the meshes of buildings and seeing if i can smooth them out and add more polygons.
Btw i noticed that darknut has No normal maps for his textures. Now in this case we dont have to worry i will add them if we plan on using them but you have to tell me what textuers and meshes we are using of his and are they going to be used on the bodies off morrowind people with out the hands or the bodies of people of oblivion. I suggest we use oblivion bodies they looks 100000* better and there heads dont look dumb and out of place.
Also ! i have just found out how easy it is to edit faces and what people are wearing and what they do, So im going to probly add alot of stuff to the game with a .esp file =)
do remember to get the guards at tel branora to use the cephalopod helmet
Ooo and anyone using the object replacer , And you end up using it and you get naked people i have a fix for that to!
http://www.tesnexus.com/downloads/file.php?id=29311
Updated with the chracter names Sind!
Also updated to a small comment to all the newcomers
hmm well my opinion about making the weapons is that the common weapons like steel and iron are fine the way they are. The rare weapons do need to be made again and if I ever get the time again I'll work on it but college is taking up alot of my time right now. And the some of the common armor need a little work like a closed helm for the iron and steel but other than that I pretty much agree with the list. Oh and another thing I noticed a while back, near vivec foriegn quarter there is a few tears in the land. easy fix but yeah.
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the tears only appear if you used the replacer my friend..well as for your feelings towards weapons and armours not needing replacement..well depends on ppls opinion so it;s always better to have both..if you like the oblivion one then just use those but i really like the MW ones way more then the oblivion ones...same with weapons...i think everyone;s ok with having 2 versions
The Seyda Nihyn naming bug you mention is because of the spelling in the mapmarkers.ini of the esp converter. Changing this before you convert fixes it.
sweet..you know a way of changing this after conversion?
just double click the map marker and change the name that way it works just fine.
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if i double click i'll fast travel there
Find it in the construction set and rename it there
Updating it...PPL READ THIS BEFORE POSTING
re-updating
/Sigh Half of my places work in morroblivion, wile the other half dont ? i can no longer go to balmora and some places randomly freaze ? Yeah ok this is realy starting to piss me off!!!! i dont know why it worked fine before and now its not working worth shit ive tried to reinstall morroblivion, you think i should try to install morrowind again ? and then use the converter!?
sind i think you should do a clean reinstall...that doesn;t seem to have happened with anyone else :/
Ive tried that but im thinkin i need to reinstall morrowind maybe ?
Updating and Back
went out of the internets for a long time
Alrighty I have a update, not much thou and I don't know if you guys will like these textures yet.
hmm they don't really seem like the original ones..those are all very.... clay-ish?
Well hey i think it looks alright but i'll probly end up changing it =)
Darknut's weapon replacer is fine but how about this one?They looks better.Of course it is just my opinion.
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2010
re-updated..been awhile
RE-RE-updated..sorry i was out for so long but both my internet and my pc cracked..all fixed now and got great news!!! i got a hold of the kwama and also of hawkman xD though that is to be used for myself only xD
I really like to visit the site a lot. And I appreciate the site. Thanks the service provider.
Productos naturales
re updating..we got a spam bot -.-;
Re-updating once again..i see a lot of old trash posts that were dead are being brought back up..ppl if a post is one year old,let it die pls!
I am curious, bonemold armor is converted ... right? So why cant it handle the netch, leather etc.
it isn't converted,it's replaced by one done by the original MO peeps
If you guys could make this mod work with FCOM Convergence Mod
Oblivion would be totaly the best game ever made by modders
lol like i said a million times, we might doo stuff later on that are optional add-ins and what not to MO but as of right now we need to get all the bugs fixed...read the list and fix whatever you can
wish i could help, i dont know anything about programming or building mods myself, just a bit of wishfull thinking, gonnna try this mod out soon as i can find a copy of Tribunal & Bloodmoon
Some of these problems can be fixed by modifying the converter .ini files before using it.
As someone already said Seyda Nihn can be fixed by correcting it to Seyda Neen in mapmarkers.ini in the OblivionReplace folder
Similarly, unless you dislike their oblivion versions, many arrows and bows can be fixed if you simply add the following lines to weapons.ini. (It seems that the convertor does not do that by default with bows and arrows).
==================
;replaces short bow with rusty iron bow
short bow=00047ACA
;replaces long bow with Iron bow
long bow=0x00025231
steel longbow=0x000229b7
daedric long bow=0x00035E7C
iron arrow=0x00017829
silver arrow=0001EFD4
steel arrow=000229C1
glass arrow=00022BE1
ebony arrow=0001EFD5
daedric arrow=0001EFD3
===============
That should make most of the unenchanted bows and arrows working, whats left is Bonemold bow, Chitin Short Bow,Corkbulb arrow, Chitin arrow and bonemold arrow ... which will have to be remade by adding meshes and textures (I'll soon compile them). Enchanted bows and arrows will have to be remade in the CS.
Next, although I haven't tried it yet, ghost fence walls can be fixed by deleting the following lines in activators.ini.
===================
ex_gg_fence_s_01=0x00000000
ex_gg_fence_s_02=0x00000000
ex_gg_fence_s_03=0x00000000
ex_gg_fence_s_04=0x00000000
ex_gg_fence_s_h_01=0x00000000
Ex_gg_particles_01=0x00000000
==================
This will hopefully restore the ghostfence walls however they will probably be non-animated. Something that theoratically can be fixed by adding the following lines to the same activators.ini:
==============
ex_gg_fence_s_01=0xFFFFFFFF (0.0,0.0,0.0) 1.0 anim
ex_gg_fence_s_02=0xFFFFFFFF (0.0,0.0,0.0) 1.0 anim
ex_gg_fence_s_03=0xFFFFFFFF (0.0,0.0,0.0) 1.0 anim
ex_gg_fence_s_04=0xFFFFFFFF (0.0,0.0,0.0) 1.0 anim
ex_gg_fence_s_h_01=0xFFFFFFFF (0.0,0.0,0.0) 1.0 anim
Ex_gg_particles_01=0xFFFFFFFF (0.0,0.0,0.0) 1.0 anim
============
^^^ someone needs to test this. If this works then there might also be a way to make the "floating magic thingys" in the propyl chambers animated.
Thanks for your reply daemonnnn, I did'nt realise that bonemold was included seperately. But still my point stands ... the converter does "convert" some armor over from morrowind ... for example the studden leather imperial armor (seen on the imperial guard inside the prison ship in Seyda Neen) or the Imperial Templar Armor (seen on the guy in the Census Excise office who gives you the package for Caius) ... you can see these in the video on the download page. Although they are both missing arms (possibly because of the pauldrons\belts) the cuirass and greaves have been converted. So why cant other armor's be converted ... I mean after all they do work similarly.
You can also use the search and replace function in the CS instead of messing with ini files, because if everyone converts their game with different ini files, it makes it hard for mods to be compatable.
And along the lines of bow and arrow replacement, you can also do it with the creatures by adding them to the ini files, since no-one seems to want to recreate the creatures, you can replace them with oblivion models, at least that way you have something to fight.
Best way to have these issues fixed properly would by through addons though admitedly they are quite bothersome.. i suggest we start on the small stuff and then add up to a full single addon. either ways i'm extremly happy to see more ppl on the team
@Sum Chump:
You are right, but sometimes it will be our only solution because the default .ini files in the converter disable important quest related stuff like the ghost fence, un-constructed parts of player strongholds, demolished parts of Fort Frostmoth and the broken statue in Mournhold etc. We can't get these back with addons unless we make them from scratch.
I was thinking that we could optimise the .ini files and include them as the "canon" version with the download. There won't be any problem with most mods, even if there is we can easily use various tools to undo the specific uneeded changes made by the plugin.
Areas like the strongholds, firemoth boat, Boethiah statue are enabled all at once, they need to be flagged as disabled via CS and then as you progress in a quest, enable certain bits.
I agree, an optimised ini set would be ideal, give everyone the same base installation that works.
^ I am talking about the semi-built\under construction parts of player strongholds, In morrowind they are initially disabled then enabled when you start the construction and again disabled when construction is complete. The converter does not copy them at all because activators.ini tells it not to. The only way to fix it will be to change the ini
The following lines present in activators.ini will need to be deleted.
{0x00000000 tells it not convert (i might be wrong)}
; Remove construction of PC Forts
ex_de_constr_01=0x00000000
ex_de_constr_02=0x00000000
ex_de_constr_03=0x00000000
ex_de_constr_04=0x00000000
ex_de_constr_05=0x00000000
ex_de_constr_06=0x00000000
ex_de_scaffold_01=0x00000000
ex_de_scaffold_03=0x00000000
ex_h_pcfort_bucket_01=0x00000000
ex_h_pcfort_lockedd_01=0x00000000
ex_r_pcfort_lockedd_01=0x00000000
ex_t_playertower_sprout=0x00000000
ex_t_playertower_sprout_p1_con=0x00000000
in_t_pc_hold_crystal_01_sh1=0x00000000
in_t_pc_hold_crystal_02_sh1=0x00000000
ex_t_pc_hold_root_03_p1_comp=0x00000000
ex_t_pc_hold_root_03_p1comp=0x00000000
ex_t_pc_hold_root_04_p1_comp=0x00000000
ex_t_pc_hold_root_stem_p1_comp=0x00000000
ex_t_playertower_sprout_p1comp=0x00000000
flora_t_pc_hold_podbud_01=0x00000000
flora_t_pc_hold_podbud_02=0x00000000
flora_t_pc_hold_podbud_02_p1com=0x00000000
flora_t_pc_hold_podbud_1_p1comp=0x00000000
flora_t_pc_hold_podbud_2_p1comp=0x00000000
flora_t_pc_hold_podbud_p1_comp=0x00000000
in_t_pc_hold_crystal_01=0x00000000
ex_de_constr_01-2=0x00000000
ex_de_constr_03-2=0x00000000
ex_de_constr_04-2=0x00000000
ex_de_constr_05-2=0x00000000
ex_de_constr_06-2=0x00000000
ex_de_scaffold_01-2=0x00000000
ex_de_scaffold_02-2=0x00000000
ex_de_scaffold_03-2=0x00000000
ex_h_pcfort_bucket_01-2=0x00000000
ex_h_pcfort_lockedd_02=0x00000000
ex_r_pcfort_lockedd_02=0x00000000
ex_t_pc_hold_dock_01_a=0x00000000
ex_t_pc_hold_housepod_02a=0x00000000
ex_t_pc_hold_root_03_p2_a=0x00000000
ex_t_pc_hold_root_03_p2_b=0x00000000
ex_t_pc_hold_root_xl_02a=0x00000000
ex_t_pc_hold_root_xl_02b=0x00000000
ex_t_pc_hold_root_xl_02c=0x00000000
ex_t_pc_hold_slavemarket=0x00000000
ex_t_pc_hold_tower_seedling_sml=0x00000000
flora_t_pc_hold_podbud_03a=0x00000000
flora_t_pc_hold_podbud_04=0x00000000
flora_t_pc_hold_podbud_04a=0x00000000
ex_t_pc_hold_housepod_02b=0x00000000
ex_t_pc_hold_housepod_03=0x00000000
ex_t_pc_hold_root_xl_02aa=0x00000000
ex_t_pc_hold_root_xl_02cc=0x00000000
ex_t_pc_hold_tower_seedling_lrg=0x00000000
in_t_pc_holds_plain_hall_plug_b=0x00000000
ex_de_constr_01-3=0x00000000
ex_de_constr_02-3=0x00000000
ex_de_constr_03-3=0x00000000
ex_de_constr_05-3=0x00000000
ex_de_constr_06-3=0x00000000
ex_de_scaffold_01-3=0x00000000
ex_de_scaffold_03-3=0x00000000
ex_h_pcfort_bucket_01-3=0x00000000
ex_h_pcfort_lockedd_03=0x00000000
ex_r_pcfort_lockedd_03=0x00000000
flora_t_pc_hold_mushroom_01a=0x00000000
flora_t_pc_hold_mushroom_02a=0x00000000
in_t_pc_holds_plain_hall_plug_c=0x00000000
in_t_pc_holds_plain_hall_plug_a=0x00000000
in_t_pc_holds_plain_hall_plug_d=0x00000000
Then this seems like a qualified aproach. Maybe you'd like to make this.ini file and post it on the nexus?
I do plan to release fixed ini's , however it will take some time since I want to fix as many things as possible with the ini's and make a single release .... reinstalling morroblivion over and over again can be time consuming and frustrating.
very true. well, we'll be expecting your hard work!
updating