[if you're using morrowind_sk.esm v05 or higher, please don't use this, as it has been merged]
Hi,
I finished implementing the first quest of the main story line : "Report to Caius Cosades". In version 1.2, I also added all the quests (except the morag tong storyline which will be released ASAP)
Due to the current state of Skywind, I had to rely heavily on aliases and to use skyrim's NPC to fill those aliases in order to have something to test.
This is mostly a file that needs to be merged to the master but you can always try to go through the quest with console commands.
========== Latest version =============
v1.2b link for esp, bsa and doc :
http://wtrns.fr/aKovr1f2LVO4Xz
============= Previous versions =======================
v1.2 link for esp, bsa and doc : [deprecated : merge failed]
https://www.wetransfer.com/dl/zUj0V5JP/76e85ba9a95172c740196...
v1.1 (see comment #9 for changelog) [outdated, use v1.2]
link for esp, bsa and doc :
https://www.wetransfer.com/dl/5vwjoprQ/59361d3efa33b40b177e9...
v1 [no longer available for download]
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done :
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Created quest MorroDefaultQuest (not complete – mostly lore dialogues container)
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Copied a bunch of dialogue topics
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Created quest fbmwMQ01
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Created Stages (copied from Morroblivion)
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Created Objectives
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created dialogues
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set all dialogues as forced subtitles (can be optional if/when voices are generated)
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A few other quests were created as placeholders
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Created 18 voicetypes (male and female for playable races)
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tested playthrough, using substitution NPCs.
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All unique actor are referenced in Aliases in « MorroDefaultQuest » so that when Skywind's NPC are available, there's only on list to go to.
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known issues (aka TODO list)
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Would like to create new quest types for skywind but it appears to be hardcoded
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some morroblivion scripts use "addtopic", I have no equivalent so far, except for linking dialogues
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Map marker should be added to map (waiting for map marker to be created) at a certain stage
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Had to partition certain dialog topics (too long – not an issue apparently)
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Some topics responses have conditions not implemented (will manifest with non-filtered dialog on certain NPCs – will be solved later) : either based on disposition or on classes not converted (see doc for details)
- Some scripts modify the disposition.
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In MorroDefaultQuest dialogues, only MorroDefaultQuest1BalmoraBranchTopic has all info linked to following topics. (need to do the remaining topics)
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Aliases are pointing to incorrect NPC (waiting for Skywind NPCs)
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Ending MQ01 should add bonus disposition to the player for various NPCs. This has not been converted.
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The files and the details about the implementation and tests are here :
[Link removed, new version of it will be uploaded shortly - to modify the level condition on main quest advancement]

hey digital im doing map markers and doors if you need any done right away for quests just let me know and ill do them asap and send you tje revised esp!
@Shadow: thanks ! I was stuck with a dialogue issue, so knowing better for the next quests, it should be a bit faster (hopefully). Also, I can't wait to test with the real NPCs. It's pretty strange to talk to Ria from Skyrim and she tells me "Yes, I am Caius" ;) [I randomly picked Ria to fill the alias for Caius]
@Sorrow: There's an optional stage where you talk to Elone in Seyda Neen about Balmora and she tells you (not the exact words) : "I'm going to write Balmora on your map, you stupid outlander". And there's a piece of script adding the marker. So yeah, if Balmora can be done, I can add that. thanks.
o in that case ot already done! here is the link
http://morroblivion.com/forums/conversion-to-skyrim/conversi...I must admit, I thought it didn't exist and was too lazy to even check if it was present in the master (v3). I'll have a look. thanks !
ya no problem but its not included in the master et im going to wait until all the doors and map markers are done before it gets merged
Sellus Gravius also added map markers for a few cities if a few dialogue options were pressed while talking to him I think. I believe they were Balmora and Pelagiad? Though I would have to check on that one.
@Sorrow1 : so that explains why I can't seem to find it ;) I will wait until it's merged then. It's not a problem, this will be tracked as a bug for now.
@Shadow : as of now, I've just done the MQ01 dialogue and then some of the lore-related in the morroDefaultQuest (planning on adding more tonight in the latter one). If any of those dialogue add map markers, I'll add them (or at least track that I have to do it :P ) and in this case when visiting gold old Sellus, they should be available. If they're specific to the chargen process, then I don't have it yet because I'm not sure how we want to address it.
Ok so here is version v1.1
I started it for the level condition on starting the main quest but then I added a lot of good stuff.
please find esp, bsa and doc in the zip file :
https://www.wetransfer.com/dl/5vwjoprQ/59361d3efa33b40b177e9...
here the changelog (from v1 to v1.1)
done :
Removed PC level condition on quest completion (allowing PC of any level to continue the main storyline)
Added dialogue in morroDefaultQuest (mostly lore-related)
Removed some dialogues based too heavily on gameplay mechanics (eg school of magics) that don't exist in Skyrim (in morroDefaultQuest see dialogue « absorption spells »)
Created faction 0Blades
created new quests (empty for now)
fixed all disposition conditions dialogue as per mapping described here http://morroblivion.com/forums/skywind/skywind-development/2772
fixed all scripts fragments related to disposition
Add disposition « rewards » when completing the quest
Add some utility scripts functions
Known issues
MorroDefaultQuest1adamantiumSarmorBranch has no quest stage condition, this doesn't look OK (copied as such from morrowind_ob.esm)
MorroDefaultQuest1AhemmusaSNerevarineBranchTopic response 5 has no quest stage condition, this should be fixed (copied as such from morrowind_ob.esm)
MorroDefaultQuest1aidingSme2, MorroDefaultQuest1aidingSme3, MorroDefaultQuest1aidingSme4 have no stage condition. This seems strange.
MorroDefaultQuest1AhemmusaScampBranchTopic, responses 3,4,5,6,7 need map marker for Ahemmusa camp
MorroDefaultQuest1AldSVelothiBranchTopic response 12 needs map marker for Ald Velothi
MorroDefaultQuest1ArchmagisterSGothrenBranchTopic response 2 needs map marker for Tel Aruhn
MorroDefaultQuest1AldSVelothiBranchTopic responses are out of order
Dialogue conditions use class MerchAlchemist
MorroDefaultQuest1AkatoshBranchTopic (response 1, 10)
MorroDefaultQuest1AlmalexiaBranchTopic (responses 9,13,17)
MorroDefaultQuest1ancestorsBranchTopic (responses 2,6, 10, 14,18)
Script not completely converted
MorroDefaultQuest1AndranoSAncestralSTombBranchTopic (response 2, using scrolls)
MorroDefaultQuest1anSerrandSforSyou1BranchTopic (response 1, addTopic)
[All known issues will be filled in the bug tracker once this is merged to the master]
Awesome! You really look like you know what you are doing, which is good. :)
The problems with Morrowind_ob.esm were probably just there because the quests were created very quickly. If you see something that looks wrong from Morroblivion, I'm sure it probably is and it will be just fine to change it.
So here is a question. Are you keeping track of the lines you are removing that deal with gameplay mechanics and don't make sense? If you do, then perhaps we could go back later and change the lines so that they deal more with the correct Skyrim mechanics. You don't have to (as it might get tedious), but I think it could be a good idea.
Anyway, once again I must tell you, Great Job!!!
I don't think I kept track of them but they should be fairly easy to track down.
First, they're all in MorroDefaultQuest (for all that I worked on), and their topic is very significant : "Alteration", "Agility", etc..
Some of them I found still made sense and we're nice reminder. Like Agility which is "the skill of a creature to dodge [...]" (not exact words). So they kinda still make sense.
Others like talking about Mysticism and Mysticism spells were "broken" in my opinion.
I'll try to list them and maybe we can decide all together if we want to keep them or not.
Regarding quests and scripts, I mostly copy things from morroblivion. Oblivion's quest editor is so much closer than morrowind's one that it makes it easier to copy stuff. Also, my idea is that morroblivion quest developper certainly already faced and fixed issues and I don't like to re-invent the wheel where not necessary ;)
I entirely tested MQ01 and fixed scripts and conditions where necessary ; but for other dialogues in morroDefaultQuest, I kept them as it is, since I don't always have the context. However, if they're used in quests, they will be tested later and we'll fix them then.
Good news everyone !
I uploaded v1.2 of this esp (original post updated with the link).
All details are in the documentation in the zip file but the main two points about it :
removed dependency on skyrim,esm
Hopefully, we will be able to merge this and once it's done, I can demo the process if people want to volunteer on these tasks.
Hi,
I uploaded v1.2b of this esp (original post updated with the link).
I fixed a bug in morroDefaultQuest and was able to merge to the master, so hopefully ironman will be able to merge too.
orignal post updated.