Morroblivion History

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Darth South
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I have always valued history as you can learn things from it or it always contained good stories. I've decided we should have a history page. What I ask from older forum members is that, they tell me the history of Morroblivion starting with Galladrielle till David took over, because I don't know much about it to write. Also if anybody has the archive, if we can link to the past versions it may be cool.

 

This page is still a work in progress.


MORROBLIVION HISTORY


MORROBLIVION CONVERSION:

Morroblivion was actually made possible by the program which was designed by the modder "Galladrielle". I couldn't find the exact date it came out, but the earliest post I found at his own part at a forum marked 06/27/2007.

http://forum.wiwiland.net/index.php?/topic/39859-morroblivion-morrowind-dans-oblivion/

 

MORROBLIVION BAN ON TESNEXUS AND BETHFORUMS:

It happened at February 4, 2008. Bethesda prevented Morroblivion from developing as  it may eventually cause playing Morrowind without buying it. Bethesda also informed if it was only their game they would be ok with it, however Morrowind had some work from other companies which may sue Bethesda. I've also noted that it caused more protest than I imagined. Their reputation was really harmed because of this.

Here is the link of TesNexus's admin's clearification: http://www.thenexusforums.com/index.php?showtopic=49000


MORROBLIVION.COM FOUNDED:

Zach started the Morroblivion.com site on May 22, 2008 as a place for people to get together and work on the mod.  It is thanks to him that we have this site and community forums!

 

MORROWIND_OB.ESM VERSION RELEASE SUMMARIES:

AUTHOR'S NOTE: First of all I want to put most of the credit to David Budreck's organized work. He almost wrote a summary for every single version till the current one which made this possible. I've basically copied them and changed the tenses and "I"s to David Budreck.

 

Version 01: 09/13/2010

There was no summary of this version so David used the greatest tool of all times to give me some information. His memory. Here is a direct quotation:

"v001 was first and foremost a cleaning of the file created during conversion. When opening an original from conversion in the Construction Set, there were hundreds of errors. My first goal was to clean that up.

I then substituted Vvardenfell Imports meshes for Morrowind meshes at the Master Level.

This had the unfortunate effect of rendering John117's "Armors Restored" mod obsolete and incompatible, which I have always regretted because he put so much work into it, was one of the original mods I used when playing, and would NOT have stayed around or played through what I did without it.

I believe I also went through the entire list of NPC's, top to bottom, making it so that all Merchants would trade properly."

 

Version 02: 09/19/2010

  • 24 articles of Morrowind Clothing have been updated. A copule of these have been redirected at other existing Morrowind clothes, but the majority have been redirected to Oblivion items. This addressed conspicuous invisible body parts on NPC's.

 

Version 03: 

 David Budreck told this about this version at his summary:

"This version starts to make Morrowind playable. From now on things will only get better..."

 

Also this version had a three version for itself.


V03-A: 10/01/2010

This basically did not work. It was a bad merge.

 

V03-B: 10/02/2010

It contained things that supposedly be contained by V03-A. This practically was only a fix.

 

V03-D: 10/13/2010

V03-C was directly merged with D and released together. It had enormous fixes, while having no new content.

 

v003-C Added:

  • Missing Dialog from Morrowind Rebuilt by the Queen of the Ashlands
  • Cliffracer Hotfix supplied by Eloth
  • Hlaalu Helms have been fixed
  • Morrowind/Oblivion Hotfix for compatibility between Morrowind and Oblivion Quests
  • Suppressed annoying "Current Events" chatter by NPC's as if Morrowind was a distant place...

 

v003-D Added:

  •  Morrowind/Oblivion Hotfix has been updated to a better, more Permanent Fix
  • Some Faction Relations have been tweaked (but people still don't really care for each other)
  • Minor Landscaping in Balmora
  • Main Quest has been Debugged through the first Quest and into the Second

 


Version 04: 10/16/2010

  • Cleanup to fix errors in Conversion and/or Merging. This addresses nearly all remaining errors.
  • Missing Dwemer Machinery and Corridors from the Conversion. These have been supplied by Eloth.
  • Missing Lava Vents supplied by Eloth.
  • LOD Meshes for Vivic Cantons by Yoshomo
  • Ash Storms by Yoshimo (these look really Great!)
  • Creatures 1.2 by Yoshimo
  • Creatures 1.3 by Yoshimo
  • Additional object placements and item tweaking by Yoshimo

This version brings back nearly all native denezins of Vvardenfell, along with some really great effects for Ash Storms. The addition of missing Dwemer meshes was very welcome as well.

 

Version 05:

No Direct Data, but I predict from old posts that it contained some items by Eloth.

 

Version 06: 10/19/2010

  • Version 06 includes the Main Quest debugged through Quest #7 Sixth House Base and into Quest #8 Corprus Cure.
  • Armor Rebalance by Sot
  • Economy Rebalance by Rosenkreuz.

 

Version 07: 10/23/2010 

  • Queen of Ashlands and Eloth brought back nearly every magic ring, amulet and weapon, an Eloth made them accessible through Leveled Lists and by adding them to NPC inventories.
  • As now their weapons are added to the game, NPC were not unarmed anymore. It was noted By David Budreck that this was one the fundamental problems left from conversion.
  • Yoshimo added Eloth's Steam Centurion to the game and Leveled Lists.

 

 

Version 08: 10/25/2010

  •  The Main Quest had been finished through #9 Mehra Milo and the Lost Prophisies, and into #10 The Path of the Incarnate.

Yoshimo added:

  • Wide assortment of fixes including the beginnings of removal of all non-functional projectile weapons,
  • The addition of the pools in Urshilaku Burial Caverns using Eloth's model,
  • A cluster of sidequests in Ald'Ruhn with Iendus Sarandus,
  • A sidequest near Pelagiad with Maurrie Aurmine and Nelos Onmar,
  • Enabling of all the initially disabled Dwemer architectural tiles and
  • Alchemical apparatus effectiveness balancing.

 

  • Also there were some usual object placement fixes, vendor fixes, AI fixes, factional relation fixes, container fixes, and spell and enchantment fixes.

 

Version 09: 10/27/2010

Here is a direct quote of Yoshimo from the readme of the mod which practically made version 9:

This mod aims to remove all unusable Morrowind arrows, crossbow bolts, throwing stars, throwing knifes, and darts from the game. It will replace them with usable Oblivion arrows and make sure the modded NPCs have their bows. It probably eliminates 99.5 percent of them. There were a few items related to quests I have not played and do not understand. There are some silver Blood Moon arrows I do not know about and a whole gang of thieves with black darts. There is a sidequest where you are given ebony throwing stars as a reward. I have not touched any of that stuff. But I think a person should now be able to often play for a whole evening.

 

Version 10: 10/29/2010

  • Yoshimo had placed Hashmi's Kwama Queen in 38 Egg Mines and had done more cleanup on several dungeons. 
  • He had included fixes for creatures, factions, and loot in Ilunibi and Tel Fyr. Fixes for spells, enchanted weapons, vendors, object placement, non-wild guar AI, NPCs, and other stuff.

 

  • This version also included some Dwemer Meshes that were still disabled, pointed out by Panda, as well as a rob that made NPC wrists invisible that David Budreck had missed when replacing clothing.

 

  • This version also included a custom Icon for Malipu-Ataman's Belt made for m by gbrassfield and Hashmi.

 

Version 11: 10/31/2010

  • v011 contained a fix for "Meldor," a Bosmer Armorer in Balmora that apparently got lost in Conversion. The Frederick pointed this out.

 

Here is a direct copy-paste from David Budreck’s version summary:

The Main Quest was ready for a release anyway. I had been floundering with the Path of the Incarnate for what seemed like forever in between back to back to back releases from Eloth and Yoshimo.

So, I have gotten past the Path of the Incarnate, and past the first of three Hortator Quests.

Thank you again to The Queen of The Ashlands! I would NEVER have been able to do this myself. It is AMAZING how much time and effort she had put into this!

 

Version 12: 11/07/2010

A direct quotation from David Budreck’s summary:

v012 was a lot of fun! It was especially nice to get some feedback!
* Thank you to the Hyperion Witch!
* Thank you to Panda!
* Thank you to Frederick!


  • This version included the Main Quest debugged through the end of the Fourth Trial.
  • This version also addressed Huleeya. If you try to leave the Black Shalk Corner Club with Huleeya without first placating the thugs, they will attack you. David Budreck also strung Dagoth Gares' speech together so the player doesn’t pick a slew of dialog topics (and possibly making small talk about Dunmer and Morrowind).

 

  • David Budreck also made Caius actually leave his room when recalled. He now turns ownership of the room properly over to the player so the player isn't stealing things! And, he tidies up a little before leaving. This makes Caius' Room truly usable as a player home, while not straying from lore.
  • David Budreck cleaned up the "%PC..." from ALL Dialog. Some Chump deserved some credit on this by pointing out a much easier way of doing this.

 

  • Caravaneers were made essential, so they won't foul up Silt Strider Transport if they fall off their perch.
  • Panda had also spotted a couple of items of troublesome clothing that David had missed.

  

Version 13:  11/14/2010

  • This release was mostly about the Main Quest. David Budreck had finished debugging the Fourth and Fifth Trials, and on to meeting Vivec in his Palace.
  • David fixed a couple of bugs pointed out by Hyperion Witch.
  • David also capitalized all the dialog topics.

 

Version 14: 11/27/2010

After this version people did not use the converter built by Galadrielle. All the files were uploaded so people can download them safely.

  • This version included the complete Morrowind main quest.
  • David Budreck rebuilt all the Morrowind Leveled Lists based off a Master provided by Eloth where he had put placeholders in for all the creatures to preserve them.
  •  Fully Rebuilt Leveled List and Creature Spawnpoints
  • Radits' Crime Fix
  • All Dagoth's have had their aggression increased significantly
  • The Resist Disease given at Tel Fyr will now all be Resist Disease instead of Silence
  • Capitalized all Dialog Topics so they don't look so sloppy
  • Eloth has provided a fix for Cliffraces that makes them lootable and gives them full world Havoc, meaning, no more etherial Cliffracers hovering in mid air! He has also improved their behavior.

 

Version 15: 12/12/2010

  • Version 15 contained numerous bug fixes and improvements.
  • Firs stage of House Redoran
  • First stage of Morag Tong.
  • Eloth had updated these creatures:
    1. Alit with Havok
    2. Betty Netch
    3. Bull Netch
    4. Greater Bonewalker (Lesser Bonewalkers now use these as Placeholders instead of Zombies)
    5. Kagouti with Havok
    6. Nix-Hound with Havok
    7. Scribb fix with Partial Havok

People had an effect on this version was:

  •  Eloth
  • Raditz
  • Didact1
  • Seferoth
  • ChasenCharran
  • HelpfulPerson

 

Version 16: 12/19/2010

  • David Budreck updated Guild Advancement for all eleven joinable Factions (not including Vampires). This included monitoring Skills, Abilities, and Quests Completed, and communication back and forth between each quest, the Advancement Quest, and supporting Dialog.

  • It  is made but not checked that you can join every guild in Morrowind.
  • House Redoran Quest Line
  • Morag Tong Quest Line
  • Shalk by Eloth
  • Dwarven Spectres by Hashmi
  • Updated audio provided by Eloth & Didact for the confrontation with Dagoth Ur
  • David Budreck assigned Oblivion Quest Icons to ALL Morrowind Quests

 

Version 17: 01/09/2011

  • David Budreck finished Hause Hlaalu and Telvanni up to these points:

              House Hlaalu: completed all of Nileno Dorvayn's Quests, plus the first stage of the Stronghold  

              House Telvanni is actually most of the way complete; all but 11 Quests are complete.

  • A few other miscellaneous bug fixes. David updated the aggression of every NPC in Balmora, etc.
  • David identified and fixed the issues with Map Marker placement on the map

 

  • Ascended Sleeper with Havoc by Eloth
  • Kwama Worker with Havoc by Eloth
  • Neon Lights by Eloth
  • A fix for the smoke effects near Red Mountain by Eloth
  • Updated furniture Markers by Eloth

 

  • Didact's Wonderful Patch that included more enchanted items and over 200 NPC Faces
  • More of Chasen's beautiful Redguard Females
  • Radits' Morag Tong Dialog Patch
  • An update to the World Transport mod now gives two options for starting the Oblivion Main Quest.

 

Version 18: 01/16/2011 

  • Entire House Telvanni Quest Line
  • Morag Tong Patch that should fix remaining issues with joining the Morag Tong
  • Bonewalkers by Eloth.


Version 19: 01/30/2011

  • Entire House Hlaalu Quest Line
  • Freeing Slaves were started to be tracked and updated properly.
  • Quest Markers had been added for the Morag Tong.

 

Version 20: 02/11/2010

  • AI and faces in Gnaar Mok by Didact
  • Enchantment Fixes by Noebus (considering differences in Morrowind/Oblivion)
  • Animated Silt Strider by Hashmi
  • 5 Bloodmoon Quests by Orator

 

  • Entire Quest Lines by the Queen of the Ashlands:
  1. Fighters' Guild Quest Line
  2. Mages' Guild Quest Line
  3. Thieves' Guild Quest Line
  4. Tribunal Temple Quest Line
  5. Imperial Cult Quest Line
  6. Imperial Legion Quest Line
  7. Many Miscellaneous Quests by the Queen of the Ashlands


Author’s note: David also pointed out at this summary that this was the greatest update till that time period. Today is 09/16/2011 and current version is 42 and I still say that even though it contained a lot of bugs it still was the biggest version ever released and turning point for whole project.

                                                                                                                    

Version 21: 02/13/2010

  • Queen of Ashlands finished the rest of the Miscellaneous Quests.
  • Vivec Restored by Hashmi
  • Vampire Clan Quests by Ddmlink
  • The Bitter Cup Retexture by Helpfulperson
  • The first part of Thermador's Merchants/Cell Ownerhip fix.
  • Addressed a couple of miscellaneous bugs, like Advancement past Mouth in House Telvanni.

 

After this version all the quests from Morrowind was finished.

 

Version 22: 02/19/2011

  • Addresses a Significant Bug introduced in v021 that caused most Merchants not to trade.
  • Addresses problems with not being able to finish Meeting Sul-Matuul & Starting Sixth House Base.
  • Addresses several pieces of armor that had missed or gotten wrong when version was updated to 22.
  • Updated the AI on approximately 2/3 of all NPC's. This should stop NPC's from attacking on sight!
  • Additional Items & Placements by Nobeus
  • Faction corrections for Mages' & Fighters' Guilds by Nobeus
  • Finished resolving conflicts in Vampire Clan Quests by Ddmlink
  • The first two parts of the Tribunal Main Quest by Orator
  • The first parts of Bloodmoon, including some Werewolf Preparation by The Queen of the Ashlands
  • Updated & Improved Vivec by Hashmi


Version 23: 02/27/2011

  • Some bug fixes about merchants caused by bad merging of quests of Queen of Ashlands by David Budreck.
  • All the armor was tweaked by Nobeus
  • Creatures Rebalance by Nobeus
  • Picture Books by Nobeus
  • Enchanting & Spellmaking by Nobeus
  • All disabled lights weren enabled by Nobeus

 

  • More work on Merchants by Thermador.
  • The first Furniture Fixes by XJDHDR.

 

  • The Bloodmoon Main Quest had been completed to the Skaal Test of Strength by Queen of Ashlands
  • A few more Bloodmoon Miscellaneous Quests had been added (and others started)by Queen of Ashlands.

 

Version 24: 03/12/2011

 This version mostly consisted of bug fixes:

  1. Fighters' Guild Advancement
  2. Join the Thieves' Guild Topic showing up everywhere 
  3. House Redoran & House Telvanni Strongholds
  4. NPC's following the player around in Guild & Council Halls
  5. A few more that not told in the summary
  6. Travel Bug by Xris.
  7. Dragonbone Cuirass was fixed (made obtainable)
  8. Merchant/Cell Ownership fix update by thermador

 

Version 25: 03/19/2011

  • Morroblivion was started to be protected with an Installer by Glorf97 and Thermador
  • Yagrum Bagran has been restored to his old self by Hashmi
  • Dwemer Weapons by Zu are included.
  • Didact has provided Faces and updated AI for 237 more NPC's
  • Haldur has retextured the Ash Storms Red.

 

  • David had also fixed numerous bugs pointed out in the Bug Reports.
    1. House Hlaalu Hortator
    2. Thieves' Guild Quests past Captain
    3. Several miscellaneous Quest fixes

 

Version 26: 03/27/2011

  • v026 added Quest Targets and Map Marker Updates for Three complete Quest Lines
    1. Tribunal Temple
    2. Imperial Cult
    3. Imperial Legion
  • David Budreck also did some bug fixing.
  • Didact provided more Faces and fixes
  • Haldur provided extended, more descriptive Quest Journal Updates

 

Version 27: 04/09/2011.

  • v027 added quest targets and map marker updates for the last three Quest Lines that needed them:
    1. Fighters' Guild
    2. Mages' Guild
    3. Thieves' Guild
  • Numerous bug fixes were provided by Thermador and others.
  • Citadel Dagoth by Hashmi restores the original confrontation, Dagoth Ur, and Azura.
  • Creatures Revisited adds Morrowind-Style Frost & Storm Atronachs, Daedroth, and Dremora.
  • Hensu has added some Real AI to NPC's in Balmora, Caldera, and Ebonheart.
  • Tleemessick has fixed Hundreds of misplaced items in Vivec.
  • Darth South has provided Beautiful Custom Icons for Armor, Weapons, and Amulets.
  • "Me" extracted the voice files from Morrowind, RobertNeville777 placed them into the game.
  • SpoonyBrad has provided updated 1st Person meshes for morrowind clothing.
  • Mooncat finshed/debugged the Bal Molagmer Thieves' Guild Quests.
  • Haldur has restored the Blight on Red Mountain.
  • Illspecko has made it possible to actually rent rooms in Balmora.
  • Thermador has provided Two updates, one to Merchants, one to Cell Ownership.

 

Version 28:  04/16/2011 

v28 contained a number of bug fixes, including Dagoth Ur’s AI which caused him to respawn and follow players.


  • David Budreck updated some of the NPCs that follow you inside a quest.
  • David Budreck bundled the Bonemold and Daedric Lord Armor fixes into the Support Files.
  • Mooncat and Thermador both provided some of the same fixes for Silt Strider Transport.
  • Mooncat sent a patch that stops to Lucien Lachance visiting you if you commit Murder in Morrowind.
  • Mooncat fixed Divine and Almsivi Intervention.
  • Henshu added some Real AI to NPC's in Ald-Ruhn.
  • Henshu also provided a fix for lanterns sticking out at a 90 degree angle.
  • Eloth provided replacements for many of the Miscellaneous Items in the game. It was merged with master.
  • Darth South provided new custom icons for rings, and improved icons for amulets.
  • RobertNeville777 provided more voiced dialog for Silt-Strider Transport
  • Illspecko fixed renting rooms in Vivec and some other places.

 

Version 29: 04/23/2011

  • Mooncat provided fixes for some Thieves' Guild and Morag Tong Issues.
  • David Budreck fixed a couple of miscellaneous quests.
  • David Budreck updated more NPCs that follow you during quests.
  • Darth South provided four new custom icon mods. Books, Ingredients, Quests, and Factions.
  • Henshu added the first part of AI to NPC's in Sadrith Mora, but Sadrith Mora was not finished.
  • Henshu provided the first of her new Musicians.
  • Henshu recreated the House Guard Shields and given them to the appropriate guards.
  • Eloth provided a second patch of replacements for many of the Miscellaneous Items in the game.
  • Eloth substituted Oblivion Apparatis for Morrowind Apparatis everywhere they were placed in the game.
  • Eloth's Ingredient Replacer was merged with the master.
  • Hashmi updated all the 6th House Creatures with better Animation and Havok.
  • Tleemessick provided more Object plament fixes for Vivec, Balmora, and Seyda Neen.

 

Version 30: 04/30/2011

  • David Budreck fixed a couple more miscellaneous quests, mostly in the West Gash region Northwest of Caldera.
  • David Budreck updated a couple more NPC's with the proper AI that follow the player during quests.
  • RavenSW provided the weapons rebalance!
  • RavenSW provided a fix for floating Urns in tombs.
  • Darth South provided another Custom Icon Mod for Keys.
  • Tleemessick provided more Object plament fixes for Pelagiad.
  • Illspecko finished fixing all the Inns in Vvardenfell so that Players can rent rooms.
  • Eloth has provided updated meshes & textures for his Miscellaneous Items and Ingredients.

 

Version 31: 05/07/2011

  • David Budreck fixed all the quests around Caldera, up through Gnaar Mok and Gnisis, except for Din. H updated Din's AI but not added quest markers nor escorted him back to Gnisis.
  • David Budreck updated the Grandmaster Retort Thieves' Guild Quest to accept either a Morrowind Grandmaster Retort or an Oblivion Master Retort (but Not a Morrowind Master Retort).
  • David Budreck updated Garding's AI for the Dram Bero Quest.
  • RavenSW provided the first part of his training overhaul!
    RavenSW provided a stand-alone mod that restores Morrowind Conjuration Spells
  • Darth South provided two more Custom Icon Mods, one for Potions, one for Misc Items (part 1).
  • Tleemessick provided more Object plament fixes for Ald-Daedroth to Ald-Ruhn.
  • Eloth provided updated meshes with havok for Potions and Chests so that you can pick up the potions and open the chests.


Version 32: 05/21/2011

  • David Budreck deleted a duplicate Levitation potion. This solved one of the two problems happened in v31. It fixed a main quest.
  • The other problem in v031 was attempting to disable freed slaves, in dialog, that the player is currently talking to. This was also fixed by David Budreck.
  • Darth South provided another custom icon mod for misc items (part 2).
  • Tleemessick provided more Object placement fixes for 24 more interior cells.
  • Henshu provided working AI for most of Sadrith Mora, except for the guards. She had  5 of musicians playing lutes and one playing drums. Henshu also overcame our initial problem with NPC's following the player around like puppy dogs, so this has enabled proper Guild Ownership. Henshu has set Guild Ownership for most of the guilds in Morrowind.
  • Hashmi updated Undead, including adding the last original creature from Morrowind. We now restored ALL the denezins of Morrowind (but not Bloodmoon yet).
  • HelpfulPerson provided new custom meshes for most of the unique amulets, like the Madstone, Teeth of the Urshilaku, etc.

 

Version 33: 06/18/2011

  • Queen of Ashlands sent Bloodmoon Main Quest, untested.
  • Queen of Ashlands sent most of the Tribunal Main quest.
  • David Budreck updated the Mages' Guild Wizard Staff Quest. This should make it possible for people to continue/finish the Mages' Guild Quest Lines.
  • David Budreckmade all the Quest-Giving NPC's "Essential" that appear in the wilderness.
  • David Budreck pulled 23 additional landscape texture edits from Eloth's Master in anticipation of an update from him on his Beautiful Landscape mod.
  • Eloth supplied FOUR other item mods that update or replace all remaining Morrowind items still missing from the Conversion.
  • Tleemessick provided more Object placement fixes for 21 more interior cells, B & C.
  • Henshu provided a small AI update for Athryn Sarethi and a few other minor fixes.
  • Opal Eyed Fan updated the Travel Lanterns.
  • DDMLink provided more bug fixes for Vampire Clans.

 

This version also fixed Ghostfence broken because of Eloth’s Visual Overhaul.


Version 34: 06/25/2011

  • David Budreck fixed couple of fights between creatures.
  • David Budreck fixed a small Imperial Legion quest issue.
  • David Budreck fixed Ice Blade of Monarch quest.
  • Eloth provided some mesh and texture updates.

 

Version 35: 07/16/2011

  • David Budreck had “finished” Morroblivion and restarted debugging with his new sightings.
    1. He had Finished & Debugged the entire Imperial Cult Questline.
    2. He had Finished & Debugged the entire Imperial Legion Questline.
    3. He had Finished & Debugged ALL the Wilderness & Ashlander Miscellaneous Quests.
    4. He had fixed conflict issues between Main Quest-Temple and Telvanni- Baladas Demnevanni's Books Quest
  • Didact provided new faces for 920 NPC's.
  • Opal-Eyed-Fan provided a fix for unique jewelry crashing the game when equipped.
  • Telemesick provided object placement fixes for 23 more cells.
  • Iceburg333 provided a fix for Morrowind "Lava." He added a collision layer so things will no longer fall completely through the lava, and has also added Fire Damage equal to Oblivion lava.
  • Beave started helping with cleanup and quest fixes. He updated the "Price on your Head" topic so that now Thieves' Guild members really will remove the price on your head. He also fixed some typos and done some general cleanup.

 

  • Version 36: 07/24/2011
  • David Budreck Finished & Debugged the entire Mages' Guild, Fighters’ guild, thieves’ guild(including Bal Molagmer Quezts) Quest Line.
    1. * David Budreck added a lost Legion Quest not included in the final version of Morrowind.
    2. * David Budreck finished & done a couple of other stray quests in Vivec.
    3. * David Budreck did all the Daedric Shrine Quests except Molag Baal.
    4. * He was about 30% finished with House Hlaalu, Stronghold Stage 2 Completed
    5. * He was about 90% finished with House Redoran, Stronghold Stage 2 Building
    6. * He was about 85% finished with House Telvanni, Stronghold Stage 1 Building
    7. * He was about 40% finished with the Temple Quests.
  • David Budreck prevented the conlict between Fighters’ and Thieves’ Guilds.
  • David Budreck went through every Tomb in Vvardenfell and fixed the mist that is supposed to appear above ash pits.
  • Iceburg333's Script for Lava to cause Fire Damage was forgotten in v35, so it was included in v36
  • Telemesesick provided several more Object Placement fixes.
  • Unknown provided hooks that actually hold things up again.
  • Hashmi provided updates to the Kagouti and Storm Atronach.

 

Version 37: 07/24/2011

  • Didact1 provided 80 more faces.
  • David Budreck completed and debugged the Tribunal Temple, all three Houses, and the Main Quest. Totally 373 quests in-game.
  • David Budreck tweaked the final battle with Dagoth Ur so the crank works and the doors don't keep sliding around.
  • David Budreck updated the AI of all the Cattle so they don't wander


Version 38: 08/21/2011

  • David Budreck updated the AI of all the Cattle and Slaves so they no longer wander around chit-chatting about current events with the Vampires or Slavers.
  • David Budreck set the AI of any NPC with a "GameMode" block in their script as "No Low Level Processing," in an attempt to help streamline & Speed things up.
  • Thermador sent David Budreck a patch for dialog about the player not wearing anything, but he just deleted everything associated with it. The way Oblivion deals with "detecting" clothing is fataly flawed in multiple ways, and just about everybody that has run into this reported it as a "bug." So he decided that it won’t be fun for anyone so let’s delete it completely.

 

Version 39: 08/27/2011

  • Darth South provided 104 new Icons for Miscellaneous Items(part 3).
  • RobertNeville777’ Morrowind Voiced Dialog was included. However this caused some problems so v39 was fastly canceled and and RobertNeville777’s Voiced Dialog stayed as a seperate mod, David released a new version quickly.

 

Version 40: 08/29/2011

  • Voiced Dialogue was removed.
  • Object Placement fixes for 33 more cells by Telemessick.

 

Version 41: 09/03/2011

  • Darth South’s new icons were not transperent so it was fixed.
  • David Budreck reset NPC's that had "No Low Level Processing" checked. This fixed any problems people were having with NPC's following the player.

 

Version 42: 09/11/2011

  • David Budreck finished pathgridding for every single cell in Morrowind.
  • David Budreck had taken permission and included CemKey’s waterfall effects to Vivec Palace.
  • Darth South finished Misc Item Icons(part 4), and sent his first other clothing icons(part1).
  • Iceburg333 provided some fixes for black edges around some of the plants in Bloodmoon.
  • OldWolf58 started updating AI. He began with correcting the Stopgap "fix" used in many guild halls to prevent NPC's from following the player around like puppy dogs. Unfortunately, this stopgap "fix" caused them to shake their heads wildly.

 

Version 43: 09/25/2011

  • David Budreck fixed some conflicts between update mods
  • Archangel221 updated training that stayed 1 year in "Help Requested" page.
  • OldWolf58 updated more NPC's with basic eating/sleeping AI.
  • Darth South has provided 81 more Icons for Clothing.

 

Version 44: 10/01/2011

  • Darth South has finished his icons project. Now Morroblivion has icons for every single item.
  • Eloth has provided a massive update that puts more goodies into some of the chests, and Locks ALL the chests in Vvardenfell that are supposed to be locked.
  • OldWolf58 has provided more NPC's with basic eating/sleeping AI.

 

Version 45: 10/08/2011

  • This version includes Popo14081976's updated "Siting in Morroblivion"
  • He edited the meshes to remove clipping so that Sitting/Standing animations worked properly. He then replaced all the furniture in Morroblivion with updated versions that had the proper furniture markers.
  • Popo also edited objects that got in the way when sitting.
  • All in all, Popo edited 7977 objects in 804 interior cells, plus 234 objects in 63 exterior cells.
  • Eloth has provided three separate mods:
  1. one that places missing smoke on chimneys in Caldera and Ald-Run
  2. one that restores Cursed items in Daedric Shrines
  3. and one that tweaks leveled lists/item placements for bows.

 

Version 46: 10/16/2011

  • Eloth and Hashmi teamed up to restore the Morrowind trap system and Probes. Hundreds of doors in dungeons and tombs are now trapped.

  • Eloth also provided a little atmosphere by adding buzzing flies to all the dead bodies laying around.
  • Thermador provided an update/fix for boat travel.
  • Popo provided some cleanup and a few more edits for chairs and stools.
  • SpeedyG869 has started trimming the grass that pokes up through sidewalks and around entrances. 

 

Version 47: 10/29/2011

  • Eloth provided extensive tweaks and fixes for traps and probes.
  • Eloth upgraded most of the Rugs in Vvardenfell.
  • Eloth given spells and weapons to hundreds of NPC's that were unarmed.
  • Thermador provided an updated lanter hook that should keep lanterns from falling off the walls.
  • Thermador provided a tweak for character generation to avoid CTD's during setup.
  • Thermador updated the music played in hundreds of interior cells.

 

Version 48: 11/06/2011

  • This release was for Hashmi's Vvardenfell Creatures.
  1. Golden Saint
  2. Scamp
  3. Clanfear
  4. Hunger
  5. All the various Kwama, including Scribbs and the Queen
  • David Budreck reworked the Installation Instructions.

 

Version 49: 12/26/2011

  • Eazzy provided a real, functioning Levitation Spell!!! Thank you to Eazzy!!!
  • Hashmi has fixed several meshes, including some rings not turning invisible, the ground model for the Imperial Studded Leather Cuirass, and some Chandaleer objects. Thank you!

  • Qwertyasdfgh has finished the Object Placement Fixes!!! Thank you!
    This includes repositioning THOUSANDS of individual items almost everywhere in the world. The amount of time spent on this was Enormous, so everybody give a round of applause that this is finally finished!

  • Qwertyasdfgh also provided two other fixes for stacks of gold and Renting Beds. Thank You.

 

Version 50: 1/8/2012

  • Qwertyasdfgh provided updated "Region" names, so that now when you are in Balmore the game says "Balmora" rather than "West Gash Region." This is one of thoes things that may be subtle, but will make the game feel more immersive.

  • Qwertyasdfgh provided a fix for the sound made by Ashlander tent doors.

  • Dobbs provided a small object placment fix for Arrille's Tradehouse.

  • Thermador has provided TEN Mods for this version! Thank you Thermador!!!

    These include:
    Aleri Duro Fix
    Dareleth Ancestral Tomb Entrance Fix
    Darts of Judgement to Daggers of Judgement Fix
    Hospitality Papers Fix
    Huleens Hut Fix
    Irgola Fix
    Mysterious Killings Fix
    Potion Recipe Fix
    Public Areas Fix
    Vassir-Didanat EbonyMine Entrance Fix

 

 

MORROBLIVION EXTRA MOD HISTORY:

THIS SECTION IS A WORK IN PROGRESS

You can find detailed information about mods here: http://morroblivion.com/forums/morroblivion/mods/2031 I am only trying to find dates to show their progression.

 

Hashmi's Texture Replacer:

People generally used this before Visual Overhaul was released. My personal opinion is that this 'Texture Replacer 'made Morroblivion's visual quality equal to Oblivion.

  • This was released 02/05/2011

 

HelpfulPerson's Bloodmoon Texture Replacer:

  • This was released 02/22/2011

 

Helpful Person's Misc Item Texture Replacer:

  • This was released 02/22/2011

 

Eloth's Visual Overhaul:

My personal opinion is that after this, Morroblivion was visually better than vanilla Oblivion.

  • The earliest post I found in my not very-deep search about it's development marked 12/27/2010. 
  • It was released 04/10/2011.
  • 1 day later first and the secınd patch for missing textures was released.
  • Same day a grass, hdr and weather estension was released for overhaul.
  • 04/12/2011 Misc Items pack of Visual Overhaul was released
  • 04/20/2011 Misc Items were updated.
  • 04/20/2011 two patches for missing textures(West Gash rocks and Altars-Tapestries) was released
  • 04/20/2011 Ingredient replacer was released
  • 04/30/2011 Plant/Flora Replacer was released.
  • 06/23/2011 Grass mod was released

 

Darknut's Weapon Texture Replacer:

  • This was released 08/26/2010

 

HelpfulPerson's Weapon Overhaul:

  • This was released 04/10/2011

 

Iceburg's Better Morroblivion Map:

  • This is basically the same but high-res map for Morrowind.
  • This was released 07/06/2011

 

Nemetis' Morroblivion Map:

  • This is the original map of Morrowind.
  • This was released 09/06/2011

 

Dave B
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Thank You

It is really amazing looking at it like this.

Ice
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When I get around to it, I

When I get around to it, I plan on at least skimming all of this, if not outright reading it. Smile

Favorite quote so far? Version 03 "This version starts to make Morrowind playable. From now on things will only get better..."

Laughing out loud

Vivec
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I only registered recently

I only registered recently but I've been lurking the forums since 2008. What I know about Galadrielle was that she wanted Morroblivion to be based during the events of Oblivion but now we are making Morroblivion to be based during the events of Morrowind

Ice
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Uh oh!Perhaps when this is

Uh oh!

Perhaps when this is done (if ever comes such a blessed day, Tongue ), someone can make another mod that adapts this 'base' to fit in Oblivion's time. Compared with the complexity of this project, such a mod wouldn't be difficult...

Darth South
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I defienitely beleive so,

I defienitely beleive so, however after Skyrim, I don't think many people will actually concentrate on this.

Oldwolf58
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Skyrim

As my granny always said "Don't ever count yer chickens afor they hatch boy!" ... Jeeze you don't know how many times I heard that from her ... I don't think people will ever stop playing either Morrowind or Oblivion .. I know I won't. Skyrim may be a great game ... and maybe it'll be visually great and otherwise hohum ... like my granny said .....

Dave B
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Oblivion Time Line

Morrowind in Oblivion may or may not have been Galadrielle's vision. My thought is she was just musing, not really focused or determined on doing it one way or another... beyond getting it working.

To rework this into Oblivion time would require MASSIVE amounts of work, like completely gutting all the quests and dialog, and then starting over from scratch with a completely new Main Quest, House Quests, Guild Quests, and all the side quests where the player would have killed people, not to mention most of the creatures that would no longer be appropriate to be inhabiting Vvardenfell, all the caves and dungeons that had been owned by the Sixth House... etc.

But, in any case, that was never MY vision. I have always wanted Morroblivion to be as it is: Morrowind in the time of Morrowind, so that I could experience Morrowind with my Oblivion character.

Ice
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Huh, I was thinking just

Huh, I was thinking just adding a quest that took place afterwords.... but ya, I guess I hadn't really thought about it that hard, lol.

I like your vision David. Tongue

Vivec
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Yeah, so you can be the

Yeah, so you can be the Nevarine and then the Champion of Cyrodiil!

Ice
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Man, the amount of work that

Man, the amount of work that goes into this, its crazy! Can you believe that a company made morrowind, and did most this stuff!? I wonder what its like to work at bethesda, and do this for your job every day, and work with a ton of people who get paid to do this. Crazyness.

 

Working waterfalls. YAAY!!!

ironman12345
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It ain`t all money doing some

It ain`t all money doing some of that work for software company`s iceburg,I did some C++ stuff for a living a lot of years ago and it was all about deadlines,the graphics guys seemed to be happy,but to me it was just code and more code.

It`s great now I am retired,lots of time to actually code without the stress.Smile

 

Ice
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Huh, that's interesting

Huh, that's interesting ironman. I'd guess that it would be a lot less fun with a ton of deadlines, that makes a lot of sense.

Did you code for game type stuff or more application stuff?

oratorus
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Now let's do it all again

Now let's do it all again with Morroskyrim!

 

 

 

 

 

(kidding. or am I?)

Darth South
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Now that the version history

Now that the version history is finished it's time for me to write some history about the mods and their past. Of course starting with Visual Overhaul.

Ice
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Good work Dark South!I think

Good work Dark South!

I think having a history page like this is really important to the project as a whole, so its really cool that you did this. Laughing out loud

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