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Morroblivion Project Release

Submitted by Daggers on

Morroblivion v68

Current Public Release

The Elder Scrolls Renewal: Morroblivion

Quest Notice: Morroblivion uses its own quest-line icons. You can find the corresponding icons here.

Download Morroblivion · Installation · Changelog

Morroblivion screenshot

Current Downloads

Notice: If Google Drive files are unavailable, it is usually due to download quota limits.

I. Complete Morroblivion Installer

Notice: The Fastest Server mirror provides a direct browser download. Please wait a few seconds after clicking and check your browser downloads before trying again.

II. Official Update

Notice: The v68 installer includes the current Morroblivion patch files. Version 68 currently has no separate patch downloads; the v67 patches 1-3 are for v67 only and are included in v68.

Start Here

Requirements → Setup → Download / installer → Configuration and load order

Requirements

Morroblivion requires legal installations of The Elder Scrolls III: Morrowind with the Tribunal and Bloodmoon expansions, and The Elder Scrolls IV: Oblivion with the Shivering Isles expansion. The installer verifies ownership before deploying the Morroblivion files.

Oblivion Script Extender is required. The actively maintained continuation is xOBSE.

Oblivion with the Shivering Isles expansion

Morrowind GOTY with the Tribunal and Bloodmoon expansions

CD/DVD, Steam, and GOG installations are supported. Steam users should follow the xOBSE installation notes for the Steam version.

Included Content

Morrowind, Tribunal and Bloodmoon content listed in this release:

View complete content list

Morrowind

  • House Hlaalu
  • House Redoran
  • House Telvanni
  • Fighters' Guild
  • Mages' Guild
  • Thieves' Guild
  • Tribunal Temple
  • Imperial Cult
  • Imperial Legion
  • Morag Tong, including the "Threads of the Webspinner" Sanguine items
  • Ashlander Clan Quests
  • Daedric Shrine Quests
  • Vampire Clan Quests
  • Wilderness Miscellaneous Quests
  • All City, Town, and Fort Quests

Tribunal

  • Tribunal Main Quest
  • Miscellaneous Quests

Bloodmoon

  • Bloodmoon Main Quest with Both Paths
  • Miscellaneous Quests
  • East Empire Company Quests

Supporting Plugins

Installation

The Morroblivion v68 installer automatically detects legal Morrowind and Oblivion installations before deploying the Morroblivion files. Install xOBSE separately, along with any OBSE / xOBSE plugins required by the Morroblivion options you enable.

As of Morroblivion version 68, the installer can automatically detect your installed Morrowind and Oblivion directories. When prompted for the Morroblivion installation directory, you may select your Oblivion directory or choose a different managed-mod directory if your setup requires one.

Please note that the official Installation Instructions topic and the PCGamingGoodies Video Installation are outdated for v68 and newer. They are still useful legacy references for load order, compatibility, and additional setup details not fully covered by the current installer.

Compatibility

Morroblivion Compatibility Patches

Morroblivion is located in a separate worldspace. It is generally compatible with mods that modify Oblivion's worldspace, including OOO, MMM, FCOM, Unique Landscapes, Better Cities, and similar Oblivion-focused mods, but those mods do not directly modify the Morroblivion worldspace.

Morroblivion is compatible with, and affected by, mods that modify Oblivion gameplay mechanics, including combat, magic, stealth, leveling, UI, and related systems.

The latest version is not compatible with most Morroblivion mods created before 2014, nor with original ESP Converter-based mods, unless the mod page specifically states that the mod has been updated or tested for the current release.

Potential incompatibility: Any mod that uses an older version of Morrowind_ob.esm as its master may be incompatible with the current release.

Starting the Game / World Transport

Alternate Start

 

Starting a new game with Morrowind_ob.esm active works as an alternate start. Instead of beginning in the Imperial City Prison, the game begins in the hold of the prison ship in Seyda Neen. As a result, the Oblivion Main Quest does not start automatically. A World Transport option can be used to start the Oblivion Main Quest.

 

World Transport

 

Being updated. The Oblivion Main Quest starts through a corpse outside the Imperial Prison Sewers.

 

Stability and Performance

 

If you experience seemingly random crashes, especially in wilderness areas, the cause is commonly related to cell-buffer overrun rather than a problem with a specific cell. Oblivion was not designed to load a project on the scale of Morrowind and all its denizens, but the following steps can reduce crashes.

  1. If you have 4 GB or more of RAM and are running a 64-bit version of Windows, apply the 4GB Patch to Oblivion.exe. This allows the 32-bit executable to use up to 4 GB of virtual memory instead of the usual 2 GB limit.
  2. Decrease graphical settings or install FastLOD with your preferred add-on.
  3. Install the recommended OBSE / xOBSE stability and performance plugins listed above.

 

Load Order and File Details

 

Morrowind_ob.esm

Main data file for Morroblivion. It contains the core landmass, dialogue, quests, and related records.

This file is required for Morroblivion to function.

Load order: Load directly after Oblivion.esm unless you are using EngineBugFixes. Even with EngineBugFixes, keeping this legacy order is still a safe baseline.

Morrowind_ob.esp

Loads the Morroblivion BSA archives and helps resolve possible conflicts with other mods.

This file is required for Morroblivion to function.

Load order: Load after any mod that changes vanilla idle animations, such as Personality Idles.

Note: This file contains one intentional ITM record. Do not clean it with xEdit.

Morrowind_ob - UCWUS.esp

Restores functionality for enchanted items with the "Cast When Used" enchantment.

This file is recommended for the full Morroblivion experience.

Load order: Load after Morrowind_ob.esp, with the other Morroblivion plugins. If you use Morroblivion clothing replacers with this plugin, create a Bashed Patch.

Morrowind_ob - Conversation.esp

Adds original Morrowind voiced lines to NPCs. Recommended for a more nostalgic Morrowind experience.

Load order: Load after Morrowind_ob.esp, with the other Morroblivion plugins.

Morrowind_ob - MorroblivionTreeReplacer.esp

Replaces default Morrowind trees with Oblivion-style trees.

Load order: Load after Morrowind_ob.esp, with the other Morroblivion plugins.

Any Morroblivion Map Replacers

Any plugin or replacer that alters the Morrowind map.

Load order: Load after all other Morroblivion mods.

 

Optional Add-ons / Resources

 

This list collects optional mods that have been used with recent Morroblivion releases and add meaningful experiences. Check each mod page for version-specific requirements. More mods are available in the [HUB] Mods for Morroblivion topic.

 

High-resolution texture resources

More than 1,024 high-resolution texture files, useful for powerful computers.

  • Mirror #1 (MEGA)
  • Mirror #2 (Fastest Server)

Legacy Releases & Archives

View legacy releases and archives

Experimental Builds: The previous v067 Experimental Release thread is now outdated. Use the Morroblivion Project Release v068 thread for current builds unless a newer experimental thread is posted.

Archive coverage is incomplete, and some older versions may no longer be available. The preserved builds below are provided as-is for historical reference and troubleshooting.

Morroblivion v064

Morroblivion v065 RC4

Morroblivion v066

Master File Installer

Resources

Morroblivion v067

Notice: If Google Drive files are unavailable, it is usually due to download quota limits.

I. Complete Morroblivion Installer

Notice: The Fastest Server mirror provides a direct browser download.

II. Official Update

Other

More than 512 low-resolution texture files, useful for less powerful computers.

Installation

Visit the official Installation Instructions topic for a detailed written guide, or check out the Video Installation. These legacy instructions are primarily useful for versions before v68.

Version

Current public release: Morroblivion v068.

  • Version 68 currently has no separate patch downloads.
  • The v67 patches 1-3 are for v67 only and are included in v68.
  • Use the Morroblivion Project Release v068 thread for current downloads and future release notes.

Karma: 5 (5 votes)
Last edited by Daggers on 2 Oct 2026 - 08:45.Owner-authorized automated edit: reorganize the official release post for readability and downloads; preserve technical guidance, links, archives and the existing discussion. Original author preserved; owner-authorized editing account Daggers, via controlled CLI revision API.

Community Discussion

This thread includes discussion of current and historical releases.

The Main Post of this Thread has been Updated June 10, 2012 v053 is very exciting to me personally because it includes full Havok for the Dreug! The Dreug was the Last of the old style Morrowind Creatures that just froze in place when they died, and your could pass right through their bodies as if they wren't even there. Now Qwertyasdfgh has updated the dead bodies so that they behave like dead bodies! Thank You Qwertyasdfgh! In Additon, Qwertyasdfgh has provided 14 Different Mods for this release. And, proving that Qwertyasdfgh is not the ONLY one currently working on this Project, Thermador has provided a host of fixes for Seyda Neen! This version incldes all Qwerty's Mods from his "Various Additions" Thread that do not change gameplay to suit personal preferences. http://morroblivion.com/forums/morroblivion/mods/2251 If you are using one of the mods included in this release, you need to deactivate them! Normally mods just harmlessly override things, but because ID's are changed when merging, most of these will not override, but will in fact duplicate and cause problems, so be warned. * Ald-Ruhn Shops Locked Fixed * Assurnabitashpi Marker Corrected * Bitter Coast Dragonflies * New Meshes for Bull Netch * Full Havok for the Dreug, plus fixes for Ash Ghouls and Betty Netch * Fixes for the chests and doors in the Dwarven Bone Quest * Hospitality Papers in Sadrith Mora now work like they are supposed to * Lock Spells have been Fixed * Transport to Magas Volar by use of a Magic Amulet * Skaal Guard Fix so they don't keep popping up in unexpected places (like Anvil) * Slave Pens updated so the Slaves actually spawn Inside their Pens! * Capitalization Fixes that were supposed to be in v052 * Updated meshes and textures for the Steel Club * Fixes for Ash Ghoul, Hrelvesuu (Daedroth), Corprus Stalker, Mating Kagouti, Dwarven Specture * Removed unnecessary script fron signs and fixed placement * Seyda Need Fixes provided by Thermador (removed last popup window, and AI if you go back into the Census Office) >>> A New Downloads of Additional Support Files 2 IS Required for v053! <<<
Karma: 0 (0 votes)

Thanks guys, nice work getting v053 out the door!

 

Dave B* Hospitality Papers in Sadrith Mora now work like they are supposed to [/b]

I don't care that much about it personally, but just so you know when people start asking questions: qwerty's patch for the hospitality papers does considerably change the way they work from the original morrowind. 

From UESP on Angaredhel:

Angaredhel is a Dunmer mage who is the Prefect of Hospitality at the Gateway Inn in Sadrith Mora. He is very insistent that all visitors to the city must purchase Hospitality Papers from him in order to do business or talk with the local residents. However, nobody but Angaredhel himself will care one way or the other whether you have papers, so there's not much reason to waste the 25 gold to purchase them. Several people will indicate as much if you ask them. One person who shares this opinion may be behind a "haunting" that is causing him some troubles at the inn.

Karma: 0 (0 votes)

The Main Post of this Thread has been Updated July 29, 2012 The most exciting part of this release for me is Real Lava from Qwertyasdfgh. Qwerty has made changes to the "Lava" of Morroblivion to make it much more like... Real Lava! Qwertyasdfgh has provided Five Mods for this Release! * Full AI in Maar-Gaan, including some new Idle Animations! * An Animated Gondola that rocks in the water like it is supposed to * Some tweaks to MQ02 Dialog * A working Slowfall Spell * Real Lava! Additionally * AsteriaSennal has provided a Master Trainers AI Update * IronMan has ressurected Ten Pace Boots and placed them in the game Gidz89 has provided EIGHT Mods for this Release! * Bitter Coast Ambient Swamp Sounds * Some tweaks & Fixes for the Census & Excise Office * Ebernanit Shrine Marker Fix * Eydis Fire-Eye Dialog Tweaks * Journal of Tarhiel Cosmetic update (To remove the stupid formatting characters) * Skink-In-Tree's-Shade Dialog Tweaks * Southwall Corner Club Fixes (Should prvent sleeping in beds from Killing NPC's!) * Tharys Ancestral Tomb Placement Fixes Thank you to everyone that is still working on Morroblivion! >>> A New Download of Additional Support Files 2 IS Required for v054 <<<
Karma: 0 (0 votes)

Hey, great work and thanks to all you guys still working on Morroblivion. Plan on doing a clean install of oblivion and Morroblivion, and I haven't updated in a while, so I can't wait to see these new changes :)
Karma: 0 (0 votes)

Nice work everyone!


I've got v054 of of my complete installation package uploaded as well.

Karma: 0 (0 votes)

Many thanks for the update! But please check a new version of "Morroblivion Additional Support Files 2" - we have "Meshes" folder in "Meshes" folder (meshes of Real lava) and don't have "lavatileanim.dds" in "Textures/Morroblivion".

 

Karma: 0 (0 votes)

Additional Support Files 2 has been Re-Uploaded with the missing texture. For aybdy that has already downloaded it, and only needs the Real Lava Texture: http://www.mediafire.com/file/kw9lrrv13p4jyir/Real_Lava_Texture.rar
Karma: 0 (0 votes)

Hello!

Today i installed for first time the Morroblivion 0.54 and i have to say... "You guys are awsome!"

Very good work.

 

I noticed that guards in Seyda Neen and other villages are not defending player when he/she is fighting creatures and evil npcs.

I was running around an imperial guard and a Hlaalu guard and they didnt do anything.

Maybe they need a guard AI package.. eh?

Karma: 0 (0 votes)

Oblisgr,

The guards seem to attack creatures like rats etc in my install,but I have not noticed wether they actually help you in your fights though.

I have noticed that when I use my morro-more-creatures mod the quards seem to attack the creatures and creatures attack guards,but they don`t help me fight them,so it does look like the quards don`t help the player even in extra mods.

 

Karma: 0 (0 votes)

Yes, but when an enemy (creature or evil npc) enters the village, they have to attack it. 

In oblivion they do this for sure, because i used to pull strong enemies to towns, so the guards attacked them too. They were something like... in alert mode. They kill everything that does belong to the "evil" side.

And mostly now that npcs will come out of the dungeons and hunt the player forever, hehehe!

(this is what i mean help)

Karma: 0 (0 votes)

Umm! thats wierd,because the guards in my install do attack enemy NPC and creatures,they just don`t attack the enemy that you are fighting.

So if you are being ganged up on by say six rats,then the guards are helping by attacking some of them too.?

 

Karma: 0 (0 votes)

The Main Post of this Thread has been Updated September 9, 2012 v055 restores the factions of the Kwama back to the way I had them when I played through to make sure everybody played nice with each other. This version includes 13 mods from Qwertyasdfgh, and Seyda Neen AI from Oblisgr. * Fixes for 2 Miscellaneous Quests * Skooma Pipe Animation Fixes * Cushion Replacements for Round Cushions * Cushion Replacements for Square Cushions * Fix for the Drarayne Pillows Quest * Miscellaneous Items in Ebonheart * Fix for the Gaenor Quest * Miscellaneous Items in Gnisis * Fixes for the Morag Tong Writs/Quests * Fixed the whole "NoLore" Dialogue thing * Updated scripts and deleted redundant/useless scripts * Moved some quest dialog to Service Refusal where they should be * Miscelleanous Items in Vivec People probably don't realize it, but seemingly simple things like cushion replacers required fixing the position of 113 individual items in 38 cells. This is a lot of work! Thank You!!! * Enhanced AI in Seyda Need was provided by Oblisgr. Thank You! >>> A New Download of Additional Support Files 2 IS Required for v055! <<<
Karma: 0 (0 votes)

Dave,

I had Enhanced AI in Seyda Need by Oblisgr installed as an esp with V054,and I had to untick it because it was not letting me do the normal Seyda Need quests properly as the NPC`s were never where they should be during those quests.And Fargoth never visited the tree stump to stash his loot.

It worked fine if I ticked it after doing the quests because they could then just wander around with no problems to the player.?

But maybe I just got unlucky.?

 

Karma: 0 (0 votes)

NPC's not always being in the same place at the same time is what Enhanced AI is all about. There are many, many, mods I have played where NPC's that are vital to the quest move around and have their own schedules. Henshu did quite a bit of that. Last I remember, Aengoth the Jeweler visits the Rat in the Pot for lunch, so if you look for him where he is "supposed" to be, you will not find him until he gets back.
Karma: 0 (0 votes)

I realize that they move about,maybe I should stay on top of the lighthouse longer waiting for Fargoth,but he never seems to sneak to that darn stump at the time he did before,it is only a minor quest but if starting a new game it might be better if I skip the Seyna Need quests as the NPC`s have me running around in circles and using "Wait" to get into the houses.

 

Karma: 0 (0 votes)

According to his package Fargoth should go to the stump after 20:00

Karma: 0 (0 votes)

Understood qwerty,I quess I was trying to do everything together to get out of town quicker.

It is a great mod though as it`s cool to see them all actually doing something in Seyna Need,it really brings it to life.:)

 

Karma: 0 (0 votes)

Fargoth's Quest is the one in which I opted to let Fargoth go and not get involved. I did not find this quest to my liking and have no intention of ever "finishing" or debugging it. However, I know from many previous posts that this quest has always been buggy and problamatic. But, someone else besides me would need to deal with that...
Karma: 0 (0 votes)

Dave,

There ain`t anything wrong with the quest,it worked ok before I installed the Seyna Need AI mod,and it proberly still does.

Karma: 0 (0 votes)

This off Fargoth's..

Additional Support Files 2..

New lava files Dated 22/06/2012 are still in the wrong directory..

Data\Meshes\meshes\morro\i\InUlavaU256.nif Date22\06\2012 time 6.41am

The rest of the files are 512,1024,1024_far..

The files in..

Data\Meshes\Morro\i\InUlavaU256.nif date 14\07\2012 time 8.42 on

I know there a fix Can it be look a When some gets chance still A (Texture Directory under Meshes\textures\morroblivion\lavatileanim.dds Same file in Textures under morroblivion..

Morrowind_ob Installation v055.txt.

Step 8..

Step 10.

Have been Absorbed into v055 corrected in Morrowind_ob readme not in installation..

Sorry About this file but still going it is time to reaccess the instalation of manual install in..

Additonal Suppotr files 2..

You have files..

FurnUComUBarstool.nif 23\07\2011.

Install Step 11.

Install Step 17 Recommend Eloths Visual Overhall Upgrade.

FurnUComUBarstool.nif 25\10\2010.

Plus others are over righting the newer files since v055 came out Doing clean install just being a bit more througher.

Eloth's will Have to go on Before additional Support files 2

Wayne.

Karma: 0 (0 votes)

i found a few more for alternative downloads for Vvarfenfell imports..

Redit Nexus is not working There links to Vvardenfell Imports 1,Vvardenfell Imports 2 stillgo to nothing related The other links in the .txt work

Just Another Link for Vvanderfell Imports..

Attachments

Karma: 0 (0 votes)

Well said thermador!,I am 75 years old and had no problems understanding and installing using your complete install instructions,and just kinda picked and mixed any addons.

It was easy!.:)

 

Karma: 0 (0 votes)

75??? not bad at all :) saw a program about lots of elderly people(80++) learning to use computers now,

and use the internet :) you have been into c64`s, and other computers from the 80s? or did you start

your computing experience after that? im 35 myself and started in the late 80s.

Karma: 0 (0 votes)

I'm sorry, but I just couldn't stand the flames. Everybody loves to argue, and I do NOT want this thread to turn into a bash fest, as has already started. Nobody can win an argument in a Forum.
Karma: 0 (0 votes)

I started building electronic devices from the early age of about 12 and the ZX80/81 was the first real electronic computer [more like a keyboarded calulator] than a computer though,then followed the Spectrum also by Clive Sinclair.

The Commadore and Amstrads came and went,leaving the Commadore Pet [a word processor] used in offices.

Then I quess it`s PC`s and Mac`s right up till the present day.

I never buy an off the shelf PC,they are just not setup and optimized properly,and it`s fun building your own.:)

Getting off the soap box now.

 

Karma: 0 (0 votes)

I case anyone wants to know what started this off topic stuff,Dave rightfully deleted 2 earlier posts that could have sparked an argument.

 

Karma: 0 (0 votes)

The Main Post of this Thread has been Updated November 18, 2012 I have said this before, but I will say it again now. Version after Version I state that a NEW Download of Additional Support Files 2 IS REQUIRED, and time after time I see Hundereds fewere downloads of the Support Files 2 than of the newest version of Morrowind_ob.esm. Then, people complain about missing meshes... A New Download of Additional Support Files 2 IS REQUIRED for v056 This version includes an amazing variety, and quantity of fixes from Qwertyasdfgh and Thermador, plus new material from Qwertyasdfgh, Idle, and EnvyDeveloper! Thermador, in addition to maintaining this site and looking after the administration of it, has continually provided patches and bug fixes. Thank you! Included in v056 are 8 Mods From Thermador: * Alof and the Orcs Quest Fix * Dagoth Ur Door Crank Fix * First Step of Stairways (this was very badly needed, thank you) * House Hlaalu Death of Ralen Hlaalo Fix * Merchant Fixes * Poor Pilgrim Quest Fix * Telura Ulver Fix * Telvanni Agents Fix Included in v056 are 17 Mods from Qwertyasdfgh! * Apologies (Rash of Insults) Quest Fix * Berwen's Stalker Quest Fix * Control the Ordinators Quest Fix * Death of a Taxman Quest Fix * Distand Water (has added extra water around Vvardenfell and Solstheim) * Enchanted Weapons Fix * Gondolas Fix * Heart Ring (Item on Dagoth Ur) Fix * Imperial Prison Ship Crime Fix * Jailbreak Fix * Levitation Scrolls Fix * Miun Gei Fix * Trap Script & Ebony Helm Fixes * White Guar Quest Fix * Widow Vabdas Deed Quest Fix * Wizard's Staff Fix And... * Mighty Dagoth Ur It is probably best that I do not say anything about Dagoth Ur, other than this mod was Sorely Needed, and Thank You!!! Also included in v056 is the first new Morrowind Quest to be Added in well over a Year! EnvyDeveloper has added the 1st Quest of the East Empire Company Quest Line, with more to follow... :) And finally, Idle has Updated Dagoth Ur so that he is weakened by the killing of his Ash Vampire Brethren the way that he was in the Original Morrowind. As a final note, I have included some texture path fixes pointed out/submitted by Roxon_55. This should, hopefully, fix the issue some people had with Lava. Thank You to Everybody!!!
Karma: 0 (0 votes)

Thanks Dave B allready downloaded cleaninstall comming up after sleep..

Thanks..

Karma: 0 (0 votes)

Thank you! :)

I'm downloading this now and tomorrow evening I will continue the East Empire quest line :D

Karma: 0 (0 votes)

Thanks huge David for a new the master file, now all next week (or more) I shall be engaged in adaptation of translation to this new the master file for a Russian-speaking society. ;)

Karma: 0 (0 votes)

Thanks!  v056 wow.  The oldest version on my computer is v013 (I think).  How far things have come!

I am putting together the v056 complete installation pack right now.

Karma: 0 (0 votes)

Haha, I played Morroblivion for the first time, and I gotta say it's neat! Upon using boss to sort my load order I noticed this bit of dialog...

Morrowind_ob.esm Version 056 Active Warning: This needs to load directly after Oblivion.esm to avoid landscape issues caused by a failure by the mod author to use TES4Gecko's "Move Worldspaces" function.

My my, they're quite harsh aren't they?


Also, I remembered one of the things I disliked about Oblivion, the mod scene is so damn unuser friendly compared to Morrowind and Skyrim. I'm installing fcom, and want a decent Oblivion game and see this...

Install

Karma: 0 (0 votes)

Well, maybe we should figure out how to use TES4Gecko as they describe. This would remove the load order requirement.

Also, I would like to somehow figure out how to use DDSopt on the Morroblivion complete installation, but I have been unsuccessful with it so far. This would remove the requirement for the "Large" texture size.

Also we need a better LOD generation for buildings so that people can use distant land without crashes.  Supposedly the Tes4Edit LOD generation will fix the LOD issues we have, but I haven't tried it myself.

We don't get a lot of love from some members of the modding community since we aren't on Nexus or BethSoft forums.  It would be great if we had some more expert modders on the team to help with the highly technical stuff.

---

For mod compilations, you should try the Danwood FCOM Superpack.  He is about to release v7, but here is the mod list for v6.4.2. - it has 175 plugins merged together.

Karma: 0 (0 votes)

Well, seeing that would have saved me quite a bit of time.

Karma: 0 (0 votes)

Thermador i used tes4all redid the Landscape\Lod picked up frame Rate from 17 to 25-30 depending on what creatures are around have installed visible when Distant all settings for Fade,Distane are full Still running every around map

Hasnt crashes to often running around landscape..

Am still running Medium Textures..

 

Karma: 0 (0 votes)

I've been meaning to ask you about that.  What is "Tes4all"?  I can't find that tool.  Is it the same thing as Tes4edit?

Karma: 0 (0 votes)

The tool is a advanced landscape generator (tes4ll) that use heightmap and information extracted by tesannwyn to replace construction set bad generated LOD landscape. Link:http://oblivion.nexusmods.com/mods/40549
Karma: 0 (0 votes)

Also, I would like to somehow figure out how to use DDSopt on the Morroblivion complete installation, but I have been unsuccessful with it so far.

What exactly is the problem? I used it on my Morroblivion installation ages ago - there were some quirks, but it worked.

I've been meaning to ask you about that. What is "Tes4all"? I can't find that tool. Is it the same thing as Tes4edit?

It's Tes4ll, actually. A tool to generate LOD meshes (these big blocks of distant landscape). There's also Oscape, which is IMO a little more user friendly. Also, I'd like to remind that gruftikus (creator of tes4ll) already posted new LOD meshes on this forums.

 It would be great if we had some more expert modders on the team to help with the highly technical stuff.

Technical stuff like what?


Oh, and technically Oblivion is far more used friendly in modding than both Morrowind and Skyrim.

 

Karma: 0 (0 votes)

landscape LODgenerator Tes4ll v4


I have integrated TES4qLOD into tes4ll, this means, you have only one executable. By this means, I also got rid of the TESAnnwyn dependence. I did really a lot of changes. If you encounter problems with v4, please report.

Overview

Tes4ll creates new and individual high-resolution landscape meshes including all the additional changes added by the mods which one has installed.
This done by using a bitmap containing the landscape heightmap (internally it calls tesannwyn to get the heightmap) to the landscape LOD meshes.

This copy out of readme on Tesnexus i was wrong it is not all it is tes4ll

When i redid landscape\Lod i only did landscape i did not redo Textures it uses hand painted textures, was only 185 textures in his files not enoung to do all morroblivion..

Karma: 0 (0 votes)

I tried to use DDsOpt on morroblivion textures but I had some problem that caused the game to be atmost unplayable(stutter and graphical artifact) and using nifopt caused some meshes to lose collision
Karma: 0 (0 votes)

qwertyasdfgh

Also, I would like to somehow figure out how to use DDSopt on the Morroblivion complete installation, but I have been unsuccessful with it so far.

What exactly is the problem? I used it on my Morroblivion installation ages ago - there were some quirks, but it worked.

When I create the DDSopt version of Morroblivion, there are a lot fewer files than the normal Morroblivion complete installation has, and then in-game a lot of characters are missing meshes.  I gave up trying to figure that out.  Maybe I should be running DDSopt on my entire Oblivion directory and not just the folder for the complete installation?  Or maybe I forgot an esp/esm file and DDSopt skipped those meshes.  I will try again tonight with v056. 

qwertyasdfgh

I've been meaning to ask you about that. What is "Tes4all"? I can't find that tool. Is it the same thing as Tes4edit?

It's Tes4ll, actually. A tool to generate LOD meshes (these big blocks of distant landscape). There's also Oscape, which is IMO a little more user friendly. Also, I'd like to remind that gruftikus (creator of tes4ll) already posted new LOD meshes on this forums.

OK, thank you that is super helpful.  Should I be including, in the complete installation, those LOD meshes that gruftikus posted?  Seems like I should.

qwertyasdfgh

 It would be great if we had some more expert modders on the team to help with the highly technical stuff.

Technical stuff like what?

Oh, and technically Oblivion is far more used friendly in modding than both Morrowind and Skyrim.

Heh, technical stuff like DDSopt, NIFscope, TESedit, TESll, etc.  All these tools.  I am a total n00b with that kind of stuff (meshes, textures, LOD, etc.).  I wish we had like ten qwertyasdfgh's on the team instead of just one :-)

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The thing about DDSopt is that it shrinks textures that are just single color to 1x1 resolution, but when it does that to normal maps Oblivion engine fails to recognize them for some reason.
Morroblivion currently still have quite a lot of such "normals" which are just single color. I had to use Photoshop batch processing to redo most of them to be actual normal maps.

Another really useful tool is TES4Files (it allows you to automatically pack only needed resourses). Currently Morroblivion installation contains some stuff, which is not referenced anywhere in the master or optional addons. I presume these are leftovers from various Morroblivion versions accumulated over the years.

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I've already made a bug report about this ( http://morroblivion.com/trama-plant-mesh-still-bugged-and-impassable-in-v056 ) but I'll also post it here just to make sure this is addressed by the time v057 is released. It seems as though Qwerty's mesh fix "Resource Pack" mod, found here ( http://morroblivion.com/forums/morroblivion/morroblivion-development/2981#comment-21284 ), that was meant to be merged with v056 was never actually included in the release. Therefore, the mod is also not included in Thermador's latest Complete Install file!

This mod resolves a number of mesh issues, including fixing the mesh for Trama plants, so that the space surrounding them is not considered solid!

In Qwerty's "Resource Pack" mod, the file for the Trama mesh were last altered in May 2012 and have a file size of around 70kb, as seen here:
[External image]

However, in Thermador's complete install, the files are smaller and were last modified in July 2011, suggesting that Qwerty's "Resource Pack" mod was never integrated, as seen here:
[External image]

Furthermore, it seems as though the "Additional Support Files 2" download contains no reference to the Trama mesh fix, included in Qwerty's "Resource Pack" mesh fix mod:
[External image]
To resolve the issue with the Trama mesh, and other meshes, Qwerty's "Resource Pack" should be installed. It can be downloaded here: http://morroblivion.com/forums/morroblivion/morroblivion-development/2981#comment-21284

Hopefully this can be included in V057!

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The Main Post of this Thread has been Updated March 9th 2013

This will probably be my last release.

v057 Included the next 5 East Empire Quests from EnvyDeveloper. Thank You! 

Also Included:
* An update to guard towers from Thermador that I missed including in the last release.
* Two Miscellaneous Fix Mods from Qwertyasdfgh
* Fix for Mating Kagouti from Qwertyasdfgh
* Azura Cut-Scene Fix from Idle
* Beauty & Bandit Quest Fix from Idle
* Dialog Fix for Morag Tong from Idle

>>> A New Download of Additional Support Files 2 is Not Required for v057! <<<

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Last release? I'm planning to finish all expansion quests in the future. :)

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Thanks Dave B time to start again after 160 game days was starting to wander

Doesn't sound Good that it might be Your Last

THANKS EnvDeveloper,Thermador,Qwertyasdfgh

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Thanks for the awesome work Dave B !

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Nevertheless, I had a good time with debugging at least the first few East Empire quests and I would really miss doing that. Maybe I can take charge for the installer and things like that, if this is really the final release from Dave B.

And I would be more than happy to debug the expansion quests further, even if it means making a separate mod for it. I'll stay for Bloodmoon and Tribunal - and possibly TR Map 1 as well (if I can manage TR though).

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That was a Quick Change

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I didn't want to come across like a "whatever, can I take his position?" sort of person.

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