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Morrowind to Skyrim Action Plan?

Submitted by Mooncat on

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Want to contribute? Download the current master here and let us know what task you're working on!

 

Hi guys,

I'd like to preface this by saying I'm not trying to take charge or tell anyone what to do or anything like that.  I've just been thinking about what steps we need to take once we have the initial converted mod files, and posting it here helps me organize my thoughts.  These are really suggestions more than anything, and I'm sure those of you who have been through this before with Morroblivion will have a better idea of what works and what doesn't.

So, the Project Andoran guys have told us what their tool can and can’t convert.  We don’t have the converted master yet, but that doesn’t mean we can’t start working!  We can start making base objects, connect generic dialogue, and—because of the special way Skyrim handles quest references—we can even start putting quests together.

Here are my thoughts on how to best organize the project.  If anyone wants to take a task, call it, and the bigger tasks can be split up as needed.  I’ve split tasks up into “projects,” and put the tasks for each project in rough order.  Like I said, these are more guidelines than anything else.

 

Project 1: Basic Tasks

Create Base .esm and Assign .esm “Master”—We should probably work off of one .esm and have one person who gathers our progress as .esp files and merges them.

Form Naming Conventions--We'll want to decide on form naming conventions for new data types.  For starters, I suggest we begin all new Morroskyrim forms with the prefix "MW," as this prefix isn't used by any forms in vanilla Skyrim.  (So for voices, Male Dunmer voice could be "MWDunmerMaleVoice" or somesuch.) 

Global Variables—Any global variables we’ll need.  Off the top of my head, I can only think of “IsInMorrowindWorld.”

Convert Meshes, Textures—Meshes and textures should be optimized before being added to this project.  In the meantime, use vanilla meshes and textures as placeholders.

Start in Morrowind Mod (Requires Converter)—A separate plugin that makes you start in Morrowind. Not strictly necessary, but handy.

Best Practices Guide (Optional)—A best practices guide to help everyone stay on the same page.  I think this is particularly important since Skyrim does present many new systems, and misunderstanding some of these systems could have some pretty nasty side effects (I’ve already seen a few popular mods with conflict-prone script implementation).

Retextures (Low Priority)--This is probably more important for other people than it is for me. :P  Update textures to match Skyrim standard.  Perhaps all the retextures done for Morroblivion already surpass the standard? I don't know, I'm not a graphics guy.

 

 

Project 2: Magic

Create Base Morrowind Magic Effects—Create the spell effects from Morrowind that we’ve lost.  For more complicated spells, we should just create placeholders for now.  (A note on Skyrim spell effects: range and cast type are part of the effect.  If the same spell can be cast both on touch and on target in Morrowind, it requires a different spell effect for each version in Skyrim.)

Create Morrowind Spells—Recreate the abilities, spells, powers, and diseases of Morrowind.

Create Morrowind Scrolls—Recreate the scrolls of Morrowind.

Create Morrowind Potions—Recreate the potions, drinks, and alchemy ingredients of Morrowind. Need to see if final converter will handle these.

Balance Spells (Low Priority)—Balance spells according to Skyrim’s game systems.

Balance Scrolls (Low Priority)—Balance scrolls according to Skyrim’s game systems.

Balance Potions (Low Priority)—Balance potions according to Skyrim’s game systems.

Morrowind Vampirism (Low Priority)—Recreate the 3 forms of Morrowind vampirism.

Bloodmoon Lycanthropy (Low Priority)—Recreate Bloodmoon lycanthropy.

Magic Keyword Check (Low Priority)—Make sure magic has proper keywords so they get perk bonuses and whatnot.

Blight Diseases--With Skyrim's keyword system, we can probably implement blight diseases as a separate thing that requires a different potion/spell to cure again.

 

 

 

Project 3: Items

Create Base Weapons—Create Morrowind weapons. For items we don’t have models of, use vanilla Skyrim models for now.  Classify crossbows and thrown weapons as normal bows for now (pending addition of crossbows in future patch and integration of throwing weapons mod into this project).  Need to see if final converter will handle these. In which case, this task is actually just creating base objects for crossbows and thrown weapons.

Create Base Armor—Create Morrowind armor and clothes.  For items we don’t have models of, use vanilla Skyrim models for now.  We have to make a decision here: implement lost armor types (pauldrons, separate gauntlets, greaves) as invisible gear until we have models for them, or stick to Skyrim’s combined body armor for now.  Need to see if final converter will handle these. In which case, this task is actually just creating base objects for pauldrons, gauntlets, belts, and maybe greaves.

Implement Misc Objects—Create all other Morrowind objects.  Determine what pre-existing Skyrim objects can be used instead (like soul gems, for instance) and document these.

Item Level Lists—Create Morrowind item level lists.

Enchant Weapons—Add enchantments to weapons, depending on the progress of Project 2.

Enchant Armor—Add enchantments to armor and clothes, depending on the progress of Project 2.

Balance Gear (Low Priority)—Balance weapons, armor, and level lists to Skyrim standards.

Models for Morrowind Weapons (Low Priority)—Implement models for Morrowind weapons.

Models for Morrowind Armor (Low Priority)—Implement models for Morrowind armor and clothing.  For now, this should include separated greaves/cuirass, but since we probably don’t have pauldron or gauntlet meshes handy, let’s save that for later.

Models for Pauldrons/Gauntlets (Low Priority)—Implement models for Morrowind pauldrons, gauntlets, and sleeveless armor.

Implement Throwing Weapons (Low Priority)—Implement code for throwing weapons.

Implement Crossbows (Low Priority)—Implement crossbows when patch comes out.

Crafting Recipes (Low Priority)—Create crafting recipes for Morrowind items.

Item Keyword Check (Low Priority)—Make sure items have proper keywords so they get perk bonuses and whatnot.

 

Project 4: Actors

Create Voice Types—Voice types are named "MWGenderRaceVoice."  For example, Dunmer males should use "MWMaleDunmerVoice."  Unique voice types have also been made for Vivec, Dagoth Ur, and Almalexia.

Create Factions—Recreate all of the factions that exist in Morrowind.  Set faction relations.

Create Creature Types—Create a stand-in race for every creature type that appears in Morrowind. For now, use vanilla Skyrim models and animations until we can get proper ones (unless they already exist).

Plan Actor Classes—Either create new classes exclusively for Morrowind NPCs, or create a table for what Skyrim classes match what Morrowind classes.  Do the same for combat AI.

Create Base NPCs—Create base NPC objects.  Pay attention to new Skyrim options like “Unique” (Very important! All unique/named NPCs should have this checked!) and “Voice Type.”  If they’re ready, try to populate the NPC’s faction list, inventory, and spell list, as well.

Create Base Creatures—Create base creature objects.

Populate Actor Inventories—Based on the progress of Project 3, populate actor inventories.

Populate Actor Spell Lists—Based on the progress of Project 2, populate actor spell lists.

Create Actor Level Lists—Create actor level lists that appear in Morrowind.  (Do any level lists appear in Morrowind?)

Place Actor References (Requires Converter)—Place actor references at appropriate locations in the world.

Set Up Services (Requires Converter)—Set up training, merchant, and fast travel services for all applicable NPCs.

Unique Creature Models and Animations—Add unique models and animations for Morrowind-specific creatures.

Balance Actor Power (Low Priority)—Balance actors/actor level lists according to Skyrim’s game systems.

NPC AI Packages (Low Priority)—Once we have Morroblivion converted to Skyrim, we can think about giving NPCs AI routines.

NPC Faces (Low Priority)—Give NPCs unique looks.

Actor Keyword Check (Low Priority)—Make sure actors have proper keywords so they are affected by correct spells.

NPC Relationships (Low Priority)--Group NPCs in relationships in the CK.  Probably won't be needed for what we're doing, but this level of thoroughness could open up possibilities for us in the future.

 

Project 5: Content

Base Locations—Create locations for all cities and dungeons, as well as a parent Vvardenfell location.  We don’t need to populate this with data yet; but having them early will let us implement quests before the worldspace is converted.

Dialogue Implementation--Add all non-quest dialogue to the game.  All generic dialogue should be kept in container quests so that things are nice and organized.  NOTE: Unlike in previous games, never check for character race when determining who can speak a line!  Instead, check for voice type—that way, only Morrowind characters will speak Morrowind dialogue.

Quest Implementation--Add the Morrowind quests to the game.  Using the Alias system, we can have these mostly implemented without having access to the worldspace.  Testing them to make sure they work, however, is another matter…

 

Connect Aliases to World (Requires Converter)—Any aliases that need to be connected to the world (x-markers, for instance) should be hooked up to their appropriate references.

Populate Locations (Requires Converter)—Populate locations with references, encounter zones, and cells.

Criminal System (Requires Converter)--Proper crime and punishment system will need to be implemented.  Might as well have the Imperials, Ordinators, and each House count as its own criminal faction while we're at it, eh?

Location Keyword Check (Low Priority)—Make sure locations have proper keywords.

Block SM Event Nodes (Low Priority)--Create blocks in the SM Event Nodes to prevent Skyrim events from occuring while in Morrowind.  I don't think we want dragons swooping down on 3rd era Balmora or Astrid sending assassins to kill you in her past.  We can key these blocks to trigger Morrowind-specific events, if we find a use for them.

 

Project 6: Environment (All require converter, of course)

NavMesh Generation--Generate a navigation mesh so NPCs can actually move around the world.

New Item Placement—Place the items that the converter couldn’t handle into the world.

Item Adjustment—Adjust the positioning of any items that couldn’t be replaced.

Land Textures—Set up appropriate land textures.

Working Doors—Make sure doors can open and close.

Working Furniture (Low Priority)—Get furniture working properly.

New Trees (Low Priority)—Place more Morrowind-esque trees in place of the stock Skyrim trees.

Crafting Workstations (Low Priority)--Placement of crafting workstations for all crafting skills in suitable places throughout the world.

Mining Locations (Low Priority)--Morrowind already has ebony and glass (malachite now, I guess) mines.  We might want to consider adding veins for all the other ores.

Weather & Climate (Low Priority)--Set up proper weather for the various regions.

Trapping Treasure Chests (Low Priority)--Add Skyrim-style traps to the treasure chests that were originally trapped in Morrowind.

Running Rivers (Low Priority)--Implement Skyrim-style running rivers.

Environment Population (Low Priority)--Populate the environments with critters and ambient sounds.

 

 

 

Project 7: Additional Features

Loading Screens--Port the loading screens from Morrowind and set them to load when the player is in the Morrowind world.  Note that this will require Morrowind-specific 3d models, as well.

Morrowind Birthsigns--If we get support for this, create birthsigns for Morrowind?  Up for discussion.  Should we: (A) allow the player to gain the power of a guardian stone as their birthsign; (B) recreate the Morrowind birthsigns as a separate bonus from the guardian stones, which might be OP if the player did Skyrim before Morrowind; or (C) remove the birthsign part of getting off the boat entirely?

Taking Over Houses--With Radiant Story, we may be able to have an NPC's home (or at least the bed and cell) change ownership to the player upon death, like in Morrowind. Is this something we want?

Marriage--Implement the marriage system.  (There's another way to get a place to live!)

Radiant Encounters--Implement Skyrim-style wilderness encounters.

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Last edited by grumpycat on 14 Mar 2014 - 21:15.

I agree with both your points Shadow.

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Is there any way to [catching at straws again] merge oblivion.esm with morrowind_ob.esm before convertion,to end up with morro_ob_sk.esm.?

 

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Actually, that would be fairly simple using TesGecko.  Though I don't really see any benefits to doing so.  Besides that merged file would be huge. :)

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@ Ice: I see; so basically the goal is to convert Morroblivion files themselves- not the vanilla standalone game data- with the intention to focus on separating and working with Morrowind files first- like untangling two balls of yarn. If I'm understanding it correctly, then that makes sense. Forgive what may be a dumb question, but why would it be near impossible to import the games again from scratch?

Regardless, I encourage the project and hope that it goes smoothly. I only wish that I was more familiar with programming and could lend a hand; God knows I have plenty of time this summer. :/

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Mike, you can definitely help and get your feet wet by working on NPCs. That's just using the Creation Kit, not really programming, so it's not that hard, but that would help us out immensely.

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I'm almost embarrassed to admit it but my feet are so dry that the only real experience I have with the CK is a bit of carryover from two brushes with the Oblivion one- moving two different exterior buildings. The attempts were successful, but not without a week of undoing some damage. XD

I wouldn't be against trying to learn a second time though. What exactly needs to be done in regard to the NPCs? Remaking Morrowind residents from the ground up?

There's also an external program called Skyrim NPC Editor that I just used last night, and while I'm not familiar with all of the processes (especially AI packages) yet, it was pretty easy to make a new follower character for myself. Don't know if that would come in handy or not.

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Converting from scratch would mean we'd lose all of the updates that came with 52 versions of Morroblivion. Also, the converter for morrowind isn't nearly as complete as our new converter, so we'd spend a ton of time fixing stuff.

Well, we actually want to convert everything. Gamefiles and vanilla data. We need both to do Mororblivion. Since some of those game files and some of that Data is based in Oblivion, we need to bring that along. By seperating the two, all we mean is that those game files and game data that Morrowind uses are the ones we focus on perfecting first. Data/objects/quests used by Oblivion, we just ignore them until Morrowind is well along. (We may even find people that only want to work on Oblivion,so we can let them do that).

For converting NPCs, I've started a new thread, so we can keep to overarching questions on this thread. If you're interested in helping with Skyrim NPCS, please discuss here. Thanks!

(Seriously, time and persistence is all you need.) :D

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For the morrowind spells perhaps this mod: http://skyrim.nexusmods.com/mods/9153 could be used. Obviously this would involve getting persmission and perhaps having an additional package to download alonside the finished project, but that seems to be happening with morroblivion abit anyway. He also claims that the spells are balanced, so that's another tick.

A few spells such as lightning sheild are missed out but in most cases Skyrim has obvious parallels (ward).

If you want I can drop the guy a PM asking for permission to reuse and/or modify his stuff.

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leobloom

For the morrowind spells perhaps this mod: http://skyrim.nexusmods.com/mods/9153 could be used. Obviously this would involve getting persmission and perhaps having an additional package to download alonside the finished project, but that seems to be happening with morroblivion abit anyway. He also claims that the spells are balanced, so that's another tick.

A few spells such as lightning sheild are missed out but in most cases Skyrim has obvious parallels (ward).

If you want I can drop the guy a PM asking for permission to reuse and/or modify his stuff.

Good that you mention it, I know another mod that adds part of the spells from Morrowind too, it also adds a bunch of new ones but you guys would be able to get permission to use them you could just take the spells you want from the whole list.

http://skyrim.nexusmods.com/mods/16225

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I felt this main post deserved a bump since many of the new people may not have seen it.  If you haven't (and even if you have), I encourage everyone to read the main post, as it gives a lot of good information. :)

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Once i get morrowind reinstalled and my skyrim fixed (I derped and deleted my skyrim.esm and my steam is Blocked through my ISP grrr.) I can create the "Connect the games Together" mod myself. I have been chatting with Shadow, Winterdragon, and a few others with a particulary good idea by Arun, by having inter-game travel handled by special locations and a special spell with an elder scroll that can only be cast at those locations to travel "Into the elder scroll" and have portals to the respective special loations throughout the games. Message me if i get the job ;)

 

P.S. I'll have the games fixed in the next 3 days tops.

 

(Edit: When i say i derped and deleted my skyrim ESM, i was mod cleaning because i was switching back to NMM from Wyre Bash and i though i had unselected it, and no, it's not in my recycle bin.)

Edit 2: To Clarify, this would allow you to start in morrowind, therefor it would be the "Start in Morrowind" type mod as stated on the first post. Please message me if i get the job.

mooncatStart in Morrowind Mod (Requires Converter)—A separate plugin that makes you start in Morrowind. Not strictly necessary, but handy.
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Good Luck :)

I don't have the experience required to pull this off so I'm glad you are volunteering.  I understand that this is your mod and that you can do anything you want, but can I make one request?  Reduce the weight of those Elder Scrolls, the one in the Skyrim main quest was way too heavy! :)

Actually, to keep your inventory from cluttering up perhaps you could make the scrolls just disappear the first time they are read, and have a spell appear in your magic menu instead.

 

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Shadow

Good Luck :)

I don't have the experience required to pull this off so I'm glad you are volunteering.  I understand that this is your mod and that you can do anything you want, but can I make one request?  Reduce the weight of those Elder Scrolls, the one in the Skyrim main quest was way too heavy! :)

Actually, to keep your inventory from cluttering up perhaps you could make the scrolls just disappear the first time they are read, and have a spell appear in your magic menu instead.

 

 

Most likely I will lower the weight of the scrolls, i hated carrying all 3 during my dawnguard playthrough at mid level with only 300 Carry weight.

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Good Luck :),the Elder Scrolls idea sounds good.

Dawn Guard! I have not even started playing it yet,been too busy on here.LOL.:)

 

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I haven't even bought Dawnguard yet.  :)

Hopefully when I am a bit less busy I can get around to it.

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Shouldn't this be stickied since it is our 'action plan'?

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Yeah! it`s all work and no play Shadow.LOL.:)

 

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I agree,and I think that the SkyWind Master Update thread should be sticky too,but I think only thermador or Clint can do that.

 

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No, I don't have the ability to sticky threads. At least, I just checked and I couldn't find how to.

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Must be thermador or the project leader then I quess,I forgot though,who is the project leader.?

 

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Eloth might be able to do it, he's a project lead.

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Does that mean i got the job to make the "Start in Morrowind" part of the mod?

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Clint, mb Ramms?)

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@Iniquity

Uh, what?  :~

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I'm only posting this here as it pertains to my project for this and i know Clint and iniquity have been here. I loaded Skyrim.esm, Morrowind_sk.esm and update.esm in my creation kit and it didn't crash, many,many errors. But no crash. The trouble I'm having is that i can't place any objects, it just freezes up and gives up, leaving me with nothing. Does anyone know a way to work this? because until i figure ou how to make this work i'm stonewalled. (Skywind works fine for not having the textures lol but that shouldnt affect my CK loading from basic skyrim files.) (Edit: I was only trying to place a basic door outta Whiterun in a duplicate Azura's Star interior and another in the qasmoke cell but neither would add the object.)
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Hmmm, that is definitely not right. I don't have any problems placing objects in the CK with the Skywind master.\

And...er...Skywind doesn't have textures for you?

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Clint

Hmmm, that is definitely not right. I don't have any problems placing objects in the CK with the Skywind master.\

And...er...Skywind doesn't have textures for you?

 

I haven't gotten around to importing the textures from oblivion (I'm away from home and thats where my oblivion disks are) and the skywind install instructions say i need to install Morroblivion and copy the textures from that.

I'm going to try and reboot my CK and try placing an object from a fresh load. Will post back with news.

 

Edit: I have no idea how, but it works now........ wow lolz

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Plz, stick this thread too)

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Well I was about to recommend that we sticky a few threads, namely this one as well as the installation instruction thread because it is good for people to be able to quickly figure out how to install this and troubleshoot, as well as know what they can help out on....  Then I realized it had just been done.  Thanks whoever did that!  :)

Also, another thought I have been having, Does anyone here have and know how to use an installer similar to the one we use on the Morroblivion masterfile?  Because we are far enough along that we should begin to use some copy protection.  We don't want to give Bethesda a legitimate reason to get mad at us. :p

 

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I will have a look at the code in the exe used for morroblivion,as that should reveal how it is coded to check for the games.

But do we need to put a check on it for morrowind and oblivion.?

 If we are checking for morrowind and oblivion,then the only difference would be an "sk" instead of "ob" in the file name in the code and the bit that puts the master into Skyrim\Data folder.

 

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Actually no, because the game will auto-check.  If you don't have Oblivion, then you are just going to have a lot of pink textures.  :)

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we probably should.^ But we can make the installer ask for the directories incase of a registry error, then just scan the files over to make sure. (For example all my games are installed on extra internal Hard Drives.

Edit: i totally missed shadow's ost, wow lol. But my opinioon remains the same. It could also tell the person installing that "Hey, this is missing, you should get this" and the missing textures don't go pink anymore, they go whiteish. I have that across my morrowind atm lol.

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Shadow,yes pink textures would show,but if we use bsa files [like was discussed before] then all files would be there.?

 But as the installer will have to be written in C++ and then compiled into an exe file,it might be wise to make it as easy to write as is possible.?

 

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Yeah the warning idea is good, but we shouldn't necessarily prevent people from installing without Oblivion.  After all I would have never been able to play Morroblivion had I been prevented from installing without Shivering Isles.

Yeah Ironman, but then we could just protect the Obliviskyrim - Textures.bsa similar to the way they did in TTW.  Actually that is a good practice for all of our .bsa files.  Technically we were still just giving out Morrowind meshes to anyone who wanted them in Morroblivion (and textures before the Hashmi and Eloth's different texture mods came out).

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A simple batch [bat] file run from the windows command line could do the same job,as it only has to ask for the location of morrowind exe,then check that directory.

If it finds it,it then asks for the location of skyrim exe,if it finds both then it just copies the master to the skyrim\data folder.

 But in this day and age,anyone with even a small bit of computer savvy,can just change the code to do the job.Sad but true.

That is why steam was invented I quess.LOL.:)

 

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Well at least Steam is better than that pile of garbage spyware EA invented called Origin.

But I think that conversation is for another time. :)

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I think we need to ask DaveB how he did it for the morroblivion master install,as he had good code in that installer.

Maybe if we ask him nicely,he might write one for this project.?

 

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I have just thought of a better plan,we could simple use an SFX [Self Extracting] exe file made from an archive [rar,zip etc] and password it.

Then anyone wanting the password to get at the master would have to run a batch file that checks for the games before giving the password for the SFX archive.?

I will try writing something over the next few days and then test it by making the file at mediafire [the master], an SFX exe file.

Assuming that mediafire will let me upload protected exe`s.If not then the SFX could be in a zip file with a batch file.

 

 

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I don't know if anyone has mentioned this but you could use this for weapons: http://skyrim.nexusmods.com/mods/3871

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Why not just have the self extracting .exe check the registry for the associated keys, although I took a quick peek at my registry and couldn't find them.  But provided Bethesda actually put something in the registery upon install, it would only be a simple c++ call for the installer.  Should also provide directory information for all three pieces, and depending how fancy you wanted to get, you could run a file check to make sure the person has all the preq's needed before install.  

All that said - I just found this yesterday and feel free to shoot anything down.  I'm just a lurker/player of Morroblivion until I get my PC copy of skyrim.  (Bought it on PS3 first. Whoops) 

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MT-AG,

The installer for the morroblivion to skyrim project is now at version 0_07c and checks for morrowind and it`s addons,and works as far as I know.

But I stopped using reg key checking because it was causing problems between Win XP and Win 7 users,due to different reg methods.

 

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vampirisim and bloodmoon lycantropy are low priority‬ f**k

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Hi, Im pretty new to computer language and game modding in general, but I am super willing to learn. If someone can point me in the direction of a book, or some online tutorials I would love to help you guys out.

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I highly recommend going through the tutorials at creationkit.com to learn the basics. Once you have a feel for where your strengths lie, it'll be easier to figure out where to jump in.

VampireLord--It's low priority, but if vampirism/lycanthropy is where your passions lie, I don't think anyone will complain if you get to work on them yourself. ;)  Having a plan is important, but it's also important that everyone who's working on the project is happy, too.

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Loading Screen Remake with Music

Topic Here:
http://morroblivion.com/forums/skywind/skywind-development/3055

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Right Now i am working on improving all the terrain textures, starting with the ashlands.

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This should probably be updated.  There is a lot of stuff that is no longer necessary, and other things that have been completed.  I'll do a quick runthrough right now and strike a few things out.

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Hello, I'm new here and wondering if you (or any one else) could fill me in. I would love to contribute to this project but I have a few questions. Firstly, what % of this project would you say is done (obviously very approximate)? Currently, how active are the contributors to this project? 

Thanks in advance for helping out an eager noob. I'll figure out how I can help y'all with this project after I get a feel for the situation/community.

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Well, I'd say we are 10% done?  But that really is a guess.  It's hard to come up with an exact number with such a big project.  We don't have too many contributors now, but those we do have are very active, so you don't have to worry about being alone.

As for helping out.  Do you have anything you are good at, or have any tasks in mind?

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SirPowers, I'm a newbie as well. Pretty hard to say how many people are working on the project exactly, as you will get people floating in and out, helping here and there. But there seems to be a core team of about a dozen. Half a dozen who beaver away day and night.

Completion wise its really the worldspace itself that have been set up. Everybody is working on the various paths of making a complete game full of quests, etc. But its the sort of project that will always be worked on and improved.

Agree with shadow 10%-20% complete.

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