Here is the thread about conversion of the quests
Here is the quests by guilds\factions\types
Main quest (19 quests)
Fighters guild (4 towns)
Balmora missions (9 quests)
Ald`ruh missions (6)
Vivec missions (6)
Sadrith Mora missions (8 )
Mages guild (5 towns)
Balmora missions (7 quests)
Ald`ruh missions (10)
Vivec missions (7)
Sadrith Mora missions (7)
Caldera missions (5)
Thieves guild (4 towns)
Balmora missions (6 quests)
Ald`ruh missions (6)
Vivec missions (13)
Sadrith Mora missions (5)
Morag Tong Done: by digitalparanoid
Temple Tribunal Quests
Imperial Cult
Great Houses
Hlaalu
Redoran
Telvanni
Misc Morrowind's Quests
Tribunal Main Quest
Tribunal misc Quests
Bloodmoon main Quest
East empire company
Misc quests

Addtitional post
Hi there,
I just posted on the “introductions” forum. So you have background on me if interested.
Back to the topic of this thread. I’m supposed to have some spare time in the coming weeks/months and I’d like to help Skywind implementation, if you’ll have me.
I’m mainly interested in quests for now and I’d like to help implementing some of them.
Actually, I have started implementing the first quest of the main story: http://uesp.net/wiki/Morrowind:Report_to_Caius_Cosades
Not a very complicated quest : mostly go talk to x, give item, talk to z, etc…
I’d say I’m mostly done, I just need to go through testing/debugging (currently figuring how to do that since the NPC are not placed in the game so far), so expect something delivered over the week-end or early next week.
Now, working on this raised some questions where I’d like to have opinions before making decision on my own without consulting you.
1/ Quest types : how do you suggest we categorize quests ? I’ve read on some forums quest types were hardcoded : http://forums.bethsoft.com/topic/1362982-can-we-make-new-que...
2/ Dialogue lines : I had to partition some of the dialogues that were too long. For exemple, where a dialogue in morroblivion used 3 lines of text, I occasionally had to split them in 4 or 5 due to the limit of characters. Is that OK ? I wouldn’t want to disrupt any plans for the voice acting if we are to re-use some work done for Morroblivion.
3/ Disposition : a lot of dialogue conditions use Disposition in morroblivion and I can’t find a GetDisposition in the drop down list in the creation kit ?
4/ AddTopic : some of the quest script fragments had a “addTopic xxx “ piece. I don’t think Papyrus has the equivalent. I supposed it could be fixed by linking the xxx topic to the dialogue instead but maybe there’s something better to do ?
5/ Class mapping : some dialogue conditions are based on classes that don't exist.
MerchAlchemist : based on names, could be mapped to one of those 0Alchemist, 0AlchemistService, 0Apothecary, 0Apothecary, VendorApothecary
MerchTrader : based on names, could be mapped to one of those 0Trader, 0TraderService
MerchPublican : 0Publican ?
6/ Bug tracking : I see the bug tracker is empty. Can I use that to note some things that are not yet implemented (like a map marker that should show up after stage xx is completed) ? I’m used to bug tracker in my day job so this doesn’t annoy me. Alternatively, I keep a documentation of things I implement (including known bugs) but I think the bug tracker would help people join in (if I don’t know how to fix, if someone is quicker than I am to implement the fix).
I know it’s a long post ;)
Thanks.
edit : added question #5
Well, relying mostly on aliases (e.g. in quests' dialogue conditions) is a way to test indeed, for exemple replacing Elone with Aela the Huntress from Skyrim. (Alias to a unique actor)
The problem is if I move Aela to Seyda Neen (prid 0001A697 & move to player), and start the first quest, even though this alias is used for objectives and dialogue, the objective arrows doesn't appear on the map or over her head. Same for dialogue, they don't appear when they should.
Doing everything in Skyrim's worldspace works as expected.
Fair enough, I can do things in Skyrim. That will simulate things enough to validate the mockup and then when everything is in place, we can replace the aliases with the intended actors and then test directly on morrowind.
Now, an issue that I have is that 99% of the dialogues I have seen in morrowind_ob.esm so far rely on "getInFaction 0factMorrowind == 1", obviously to avoid getting the morroblivion dialogue on the rest of the Oblivion characters.
I have ported this condition to the dialog in my quests also, for the same reason.
This means that in my previous example with Alea, the dialogue doesn't work, unless I remove this condition (for testing - then it does of course).
I think If I just keep on adding/removing it this condition, I'm bound to forget it somewhere (plus this is very tedious ! )
So I think if we could have a few morrowind NPCs converted in the next master, this would help testing (I could just swap them around the aliases) and save a lot of time.
Another solution could be to wait until all NPCs are converted to add this condition, but then I don't want to imagine the mess in Skyrim's characters for people both playing Skyrim and testing Skywind...
You would have thought the empire put some order.... More seriously, what about dialogue separation between Skyrim NPCs and Morrowind NPCs ?
Can't you just create new voicetypes, and have the dialogue only enabled for specific voicetypes?
I'd have to take a look at that, I never tried to use voicetypes to condition dialogues. I usually add a condition like isRace, isId, isClass, ... Also I don't want to conflict with what's going on in the NPC conversion thread....
We haven't got the voicetypes at the moment, so if you could create them (even like templates for future adding of the voices etc) it would be cool)
Oh and about the dialogue question. We don't really have any recorded dialogue so it is okay if you split things. Though I would suggest checking the original Morrowind for your dialogue lines. I'm pretty sure some things got shortened or deleted for Morroblivion, and I wouldn't want to see that happen again in Skywind.
I checked dialogue for the main quest between morroblivion and morrowind and I indeed found two broken lines. Also, one thing I noted was the use of a few workarounds (like « outlander ») instead of %PCName . Apparently, you can't do that in dialogue infos, so I'll keep it that way. http://forums.bethsoft.com/topic/1407946-pc-name-in-dialogue...
Regarding test, I actually realized that you can add NPC to factions in the console, so that will work as a workaround.
So my test will do the following :
use regular skyrim NPCs and locations in the aliases
add to faction 0factMorrowind to the NPCs
go through the quest (test stages, journal entry, objectives, dialogue, etc...)
That should validate the mockup, then when NPCs are placed in morrowind, we can go back and fix the aliases and test again.
@Ramms as per your request, I created 18 voicetypes (male and female for all 9 playable races) but I will not use it for the dialogue conditions and I don't think I want to assign them to NPCs in order to prevent merge conflict (I have no idea how the version control looks like in the creation kit).
you could upload your esp with voicetypes to mediafire, for example, and then ask ironman to merge your voicetypes with masterfile
If you want a voicetypes esp merged,just put a link into the Skywind Master thread and I will try to merge it,but remember that at this time all esp`s must only have the morrowind_sk.esm as thier dependent master.
The voicetypes will be included with the first main quest esp, considering it's very close to completion (doing the last tests today). It will have dependencies on morrowind_sk.esm and skyrim.esm.
Ok digitalparanoid,no problem as hopefully TESVGecko might be released soon,then merging with skyrim.esm as a dependent will be easy.
Actually, I just decided to look into TESVGecko. Apparently they have a few pre-releases available, but unfortunately they don't support merging plugins as of this moment. Here is the forum for it, and here is where you can find the latest download for anyone who wants to watch it to see when merging will begin to work.
Great work digitalparanoid, I'm glad your working on this. Just two questions:
Your not going to do that whole "you have to wait until level 4 to begin the main quest" thing someone decided to do in Morroblivion are you? I hated that, and it wasn't even in the original Morrowind, so yeah.
Are you doing the "get off the boat" tutorial too, or are you just going to work on the rest of the main quest?
@Shadow:
You're welcome. I'm about to post the files in the mod/relz forum. I'm done testing the quest and fixing the bugs found so far (using aliases and randomly-picked skyrim NPCs)
Regarding the "get off the boat" tutorial, I'm not doing that right now. I was thinking maybe we would sort out what we want to do. To start the quest you need to type in console : "setstage fbmwMQ01 1"
About the level 4 thing I actually kept it because I really tried to be as similar as I could to morroblivion, and regarding your comment I thought I remembered something similar back in Morrowind (haven't played regular Morrowind in ages). However, if there's a consensus to remove it, it's a 10 seconds job, so no problem.
I never knew Morrowind had any level requirements for any quests.
Oh wait, the Tribunal main quest had a level requirement for the Xbox version. I guess it's there because a ninja attacks you when you're asleep to start it, and at level one you'd either die a lot, or score a high powered armor for a level one character.
http://www.uesp.net/wiki/Tribunal:Dark_Brotherhood_Attacks
Mehh wrote:
Whoa, hold on there. There is no level requirement. I've been attacked for resting right outside of Seyda Neen, not 20 minutes into the game. Those dork brotherhood assassins have no disregard for the Nerevarine's experience! (regardless of whether or not anybody aside from Uriel knows you are the Nerevarine.)
ps: and yes, their equipment is beautifully extravagant and priced accordingly, making the game start off substantially more simple, assuming you even manage to kill the assassin with such a green character!
Yeah, I remember being attacked by those guys at about level 2. Killed me a few times, but then I remembered that I had in my possesion the ultimate weapon of doom....The Console. Didn't stand a chance after that. :)
Yeah Seldalore, the equipment definitely made up for the extreme difficulty (as well as the other way around). I mean a 2000 gold dart for every assassin. (Yes I remember the price)
Edit: Just checked the link. There is a level six condition for the xbox version, but no level condition for the PC version. I guess they figured those of us on the PC knew how to handle the console. Actually I think there are quite a few things different in the two versions. I played Morrowind on Xbox several times years before I was old enough to appreciate it and get it on PC (probably was only 10-11), and I swear I remember skeletons showing up right inside Ghostgate (Just a brief excursion since I hadn't even touched any quest at all in my xbox playthrough), and they were weilding Glass axes! Or maybe I am just delusional and remembering things wrong. :)
Actually, doesn't one of the splash screens for Morrowind show skeletons with Glass axes?
seldalore wrote:
I said the requirement was on the Xbox version.
Shadow wrote:
You have good memory! & I had no idea that there actually was a level requirement on Xbox. That's interesting!
okay then, as I said, no big deal. I'll change that today when I'm home from work.
Thanks alot!
Seldalore: Yeah, but I only stopped playing Morrowind and got Oblivion about a year and a half ago, while some people here probably haven't played Morrowind for several years. Plus, I must have made 20-30 high level characters and spent who knows how long in that game.
Edit: Hey Ramms, could you add the official plugin quests to that list somewhere? Specifically the Helm of Tohan, Master Index, Entertainers, and Siege at Firemoth quests? We didn't get to these in Morroblivion, but that project didn't really start until years after Oblivion was released. Since we are starting early we will probably be able to include these down the line, and it will be good to have them on the list so we don't forget.
^
Oh ya, I forgot about those plugin quest! I remember reading about those a while back, and always wanting to try them! I remember one you fight a huge army of Skeletons, and it sounded epic as hell!
http://www.uesp.net/wiki/Morrowind:Siege_at_Firemoth
Haha found it!
Yep, I loved that quest. I have to tell you though, it was no army of skeletons.... it was a gigantic swarm of them! Way more enemies than you see in one of those civil war quests where you clear out a fort. Unfortunately Firemoth will probably be the hardest one to convert over. Since the original converter can't convert just that plugin by itself, we would have to either figure out how to use TESAnwynn, or convert the land manually. Then we would have to manually place all of the objects, and create a quest. It is a very small landmass with very few objects on it, but it would still take awhile. Probably will end up being the last quest that we convert.
I uploaded a revised version of the main quest 01 (v1.1 that removes the level condition, add content and fixes issue).
I shall now start on a new quest. Due to the delay/difficulties in merging, I'm actually thinking about changing my process (the process itself is a WIP ;) ).
I think I'll take a whole group of quests and try to have as little interaction with the rest of the content. Implement the quests and then test them all.
So I'll takle the morag tong quests nexth ttp://www.uesp.net/wiki/Morrowind:Morag_Tong#Morag_Tong_Quests
And then, I'll continue the Main Quests once my MQ01 esp is merged.
Good luck. I sure hope TESVGecko comes out soon so this merging thing becomes easier.
I only ever played the Morag Tong questline once as one of my last Morrowind playthroughs. I guess now is as good of time as any to play it through again though. :)
I've never played it, actually. I usually play one of the "good guys" and always tell myself I'll get a new, shady character, but my games with my initial character is so long, I rarely get to do that ;)
I played it when I was young, and let's just say I wasn't the most subtle person when completing the quests. =p Also, if anyone has ever completed the Dark Brotherhood storyline in Skyrim(you have to be nuts not to, since it's the only good quest line) you'd know about The Dark Brotherhood forever quest. Maybe once you become master, one of your guildmates can give you a similar radiant questline for the Morong Tong guild.
http://www.uesp.net/wiki/Skyrim:The_Dark_Brotherhood_Forever
But we can worry about this later.
I'm never good at being the bad guy.....
Quick update on the Morag Tong story line :
I am almost done creating the 22 quests related to the Morag Tong.
It's the first task of copying from morrowind_ob.esm all the quest, stages, dialogues, scripts etc... (mostly as it is, unless some obvious errors were found)
Now the remaining work will include : going over all stages, dialogue and scripts and verifying they're correct (some of them are quite suspicious but I will have to go over the wikis and morrowind construction set to verify). Then I'll have to verify if there's no other associated scripts or items outside the quests. Finally, obviously, I'll have to test.
Overall, I'd say I'm at about 40% on the whole work already done and the more tedious work is behind me.
I'll certainly have to slow down a bit over the week-end (heavy partying planned ;) )
Hell yeah Digital, that sounds awesome man!
Hardcore-partying well deserved! :D
Hi,
I'm making very good progress on the morag tong storyline (52 quests).
Now I have to work on the guards reaction when committing an execution, most particularly when given a writ (which should absolve you).
What I need to know, is what is supposed to be the reaction of the guards when you kill your target and get seen ? Do they talk to you ? Do they just ignore you if you have the writ in your pocket ? I have found morroblivion script MWCrimeScript but I don't know if there are some dialogue and stuff (uesp is not very detailed on this).
Also anyone knows about the skyrim guards data and scripts ? I figure I have to plug something around that.
edit : I found the skyrim quest "dialoguecrimeguards" where there's a number of dialogues when you have a guard coming at you. There's also all sort of things regarding faction interaction. So I guess it will be somewhere in there. Now I need to now what a guard is supposed to tell me in morrowind ;)
edit2 : found quest crimemorrow in morroblivion that holds the dialogues like : "I am an agent of the Morag Tong" / "Are you now? Well you have a great deal to answer for. Show me your official Writs immediately." etc.. So I guess I'll just copy that as it is and we'll get to test it later when everything is merged.
If I recall in Morrowind if you killed someone who was supposed to be killed in the Morog Tong questline and if the guard catches you, he tries to arrest you, but you get another option of present writs to guard or w/e. Also if you get a bounty and speak to the guard with the writ, they'll remove the bounty.
http://www.uesp.net/wiki/Morrowind:Morag_Tong
Good news everyone !
I uploaded v1.2 of MQ01 : http://morroblivion.com/forums/skywind/skywind-mod-releases/...
Hopefully, the first quests will be merged and I can prepare a tutorial after that.
I will also get back to completing the morag tong storyline.
OK the last post was good news for me, but not for ironman.
So there's a new version v1.2b that I was able to merge, so hopefully ironman will be able to do it as well
http://uesp.net/wiki/Morrowind:The_Shirt_of_His_Back is done. See release thread.
Morag Tong is done (50+ quests)
http://morroblivion.com/forums/skywind/skywind-mod-releases/...
next, I will probably complete the main quest but I think I'll try to install a SVN on my machine in the next couple of days.
So a quick update... still working on the main quest storyline and we have new member Machine that will start the fighters guild.
oh great
HELL YEAH :)
Update on this,
Main Quest storyline --> done (digitalparanoid)
Fighters Guild --> done (machine)
Mages Guild --> done (machine)
Morag Tong --> done (digitalparanoid) [Merged]
Thieves Guild --> in progress (machine)
+ MVTraderLate quest (used for conversion tutorial) [Merged]
I have a nice excel document listing what's done, what's to do, I'm still thinking about how to share it with the team.
Wait, no Twin Lamps quests?
This topic is obsolete, please head to http://morroblivion.com/forums/skyrim/skywind-mod-releases/3306
New announcements to come with the next version of the master.
Topic obsolete and based on old master. Locking.