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Converter ini files

Submitted by Hashmi1 on

NOTE: Do not use this, the alternate conversion is no longer supported.

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Last edited by thermador on 4 Oct 2011 - 11:31.

Quote "5) The rubble of fort frostmoth and the broken statue in Mournhold will now be converted. (again a script will be necessary to initially disable them and only enable them when you reach the proper level in the quest.)" This can either be done with a disable script or in the cs just tick the initially disabled box, and then activate with a script, very easy stuff.
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^ yup, the same will also have to be done with the PC strongholds and Azura
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--- removed by author ---
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Ok so there has been a change of plans, now the ini files will not "replace" any armor or any weapons ... instead they will all be "converted". This will make sure that form ids for all items are made. Instead I will release a plugin that will add Cyrodil Style Meshes to the form ids. So basically nothing much will change in the gameplay ... Morrowind will still have Cyrodil style iron, steel, silver, ebony and glass armor and weapons but with new CS Ids ... so incase we ever get meshes for Morrowind weapons and armor ... we can add them with ease. In the creatures department, dremora and dremora lord will no longer be replaced by their Oblivion versions ... rather we will have them wear Morrowind style daedric armor (Daedric Lord armor mod). Goldensaints and Hungers will be replaced by their Shivering Isles versions.
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YAY!! :D
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I just realised that it might not be possible to replace stuff with form ids of "modded content" ... so it might not be possible to add all the ash creatures, corpus stalkers etc. (i.e modded NPC replacements for creatures). Neither will modified seperate MW stlye dremora be possible. I'll try to figure a way to do it but anyways be prepared for bad news :p
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Have you seen these two programs, they may help with your conversion. http://morroblivion.com/forums/morroblivion/mods/254 http://morroblivion.com/forums/morroblivion/mods/292 And also, you can just replace an items .NIF and it will end up with the same name and stats as morrowind, but have an Oblivion model, so all items, weapons, armor and creatures etc can be replaced, but they have a unique id making it easier if someone does a new model
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Thanks but, I already saw them both :p In fact the Morroblivion GUI Interface interface's readme had me worried in the first place. It says: Morrowind objects are specified by their CASE SENSITIVE editor ID, and may include modded content. You MUST supply what type the Morrowind object is, using the combo box to the right of the editor ID text field.Oblivion Objects are specified by their form ID or editor ID in Oblivion.esm, and may NOT include modded content. You can remove a morrowind object from conversion by selecting "Remove" in the combo box to the right, modify a Morrowind object's placement by selecting "Modify", or specify an object is a particular type (such as a tree, furniture, LOD, or an animation). I have'nt actualy tried it but reading Savant's readme had me worried, after all he probably did try it. There could be several causes of this problem: - Mods have different ModIndex (first two digits of Form ID) based on their load order, I might tell the converter to replace with 01000CED whereas the end user might have my mod at 9th order hence the Form ID for him will be 08000CED (we can fix this using OBM.) - Morroblivion.esm must be second after oblivion.esm ... so that means no mods in between which the converter can refer to, (here perhaps we can offer 'ghost' form Ids and they might just work) - Maybe the converter can only place 00 Form IDs (i.e only Form IDs present in Oblivion.esm) If its the last then there is no solution but to merge my plugin with Oblivion.esm ... which no one including me would be willing to do. Regarding the ESP modifier, as far as I am aware it can only replace meshes\textures ... that might help us with armors but not Creatures which have to be replaced by NPCs. Youre right about replacing NIF's ... we will have no trouble with weapons\armors\creatures but what I am talking about is repalcing "Creatures" with "NPCs" ... like replacing ash creatures with those in the Ash monster race mod, I dont think we can replace a creature.nif with an NPC in the CS.
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then we're better off just converting a full vanilla MW?? i might've not understood this properly :F
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Maybe the search and replace function in the CS works ...
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Ok so I am mostly done, download and try it: http://www.tesnexus.com/downloads/file.php?id=30553 You will need to copy the files to OblivionReplace directory of the ESP converter and replace if necessary (backup first). After that delete all "morro" files in your oblivion directory and reconvert. I need feedback so we can finalize this and move on to the esps. Expect changes on the ghostate, player strongholds, trees, some armors and weapons.
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NPC's have a bug with the torches though i think you can make a quick fix for that right? other than that all seems ok..i'll update the bug listwhen i checkk al that was squached :P
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BTW the glass helm looks as though it IS from oblivion...fits perfectly..go to ghost gate to buy it and see for yourself.. same goes for the glass longsword.. the gate to enter the mountain doesn't work though :P
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@daemonn: The torches give trouble because they are no longer 'replaced' by the oblivion version ... similarly waterfalls in vivec and fires\candles will not work properly (they aren't replaced) ... It'll be fixed in the final release or through esps. This won't actually fix much of the bugs in your list ... all it does is to not replace stuff ... which will likely mean more bugs, but we can fix nearly all of those using esps once the inis are finalised. Oh and some of the gates like the one in ghostfence(?) and dwemer ruins will need scripts to make them work, cant do that with the inis.
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Morrowind's glass was so coool ... I wonder what struck Bethesda to replace it with the sick cyrodil version ...
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totally man..oblivion armors look mostly either from lotr or just plain gay lol EDIT: we'll need to get a script esp..but we'll need osmeone that understands of scripting too :/
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It won't be difficult, oblivion already uses scripts to open doors by activating switches (aeylid ruins and Forts) ... we can copy those. In the mean time you can toggle collision.
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yeah i know but the truth remains we need to get a scripter at some point :P
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Yea we will ... we will also need 3d modelers ... Morroblivion simply won't do without the lore creatures. Any updates on the Kwama you were supposed to receive?
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i sent him a message but still no reply :/ it sucks bad though
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I am going somewhere for a week, expect the final version when I come back ;)
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:D.................
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Hey daemonnnn, can you confirm if your ghostfence is animated now or not .... i.e is the "flowing" feel of the energy field present or is it static like the waterfalls :p
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yeah it's animated though maybe we could get a higher quality animation specially for DoF cause it doesn't show at all from affar
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Ok thanks :) Yea it isn't visible when distant ... that needs to be specified in the ini as LOD but its place was taken by the animation ;) but we can fix that easy.
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I'll be expecting your hard work then :) thanks for sticking through all this time :P
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Ok so I have a favour to ask if you have time. New ini files are ready, I need someone else to test them out ... expect changes to the waterfalls of Vivec (including indoor canalwork ones), siltstriders, Propylon chambers, Dwemer machines, blight clouds and lava vents (steam). I need someone to verify that these have become animated\fixed ... http://www.tesnexus.com/downloads/file.php?id=30553 Again you will need to uninstall Morroblivion (delete all Morro directories in Oblivion\Data) and redo the conersion using my new ini files in OblivionReplace.
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Oh and by the way, there is a rather easy way to get the Ghostfence visible in Distant Land ( http://cs.elderscrolls.com/constwiki/index.php/Visible_When_Distant_Tutorial ) ... I'll do that in the plugins alongwith the other minor stuff like scripts for Dwemer doors etc.
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Alright so I actually tested the new one out myself ... and I dont really like it :p :o The waterfalls are animated again but not properly ... the top part flows like water but the bottom is static (looks really ugly) ... I think I'll replace them with Oblivion water falls again. Didn't test the rest much ... but anyways here is a major update on whats comming up in the next version: - Clothes will be replaced by Oblivion ones (as in the Object replacer). I just tried it out and was pleasantly surprised to see that they fit quite well into Vvardenfell. Also they dont look "funny" like the Morrowind ones.
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:( pls don't do it man...the fit into MW but MW clothing is different from the oblivion one
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Morrowind clothing is segmented , the low poly meshes show their effect. Also it looks funny on Oblivion characters ... the head seems to be abnormally large compared to the body. Finally everything except robes causes invisible limbs. I do want Morroblivion to retain its originality but I also don't want it to look ugly. I accepted your request on not replacing the armor and weapons ... but sorry I can't settle for the clothing. Oblivion's clothing looks quite good and blends into Vvardenfell nicely. That is ofcourse unless you can find redone Morrowind clothing.
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hmm i think there's a mod with that on the nexus..also there're some clothes made and used for example, in the elsweyr mod by Illiana that is more proximate to the MW clothing than the Oblivion one... Alsoyou know we have to work on both clothing and armours and hopefully we'll get the VvImports thing working and then we can focus on clothes....let's not rush things,ok? It's a comon habit to replace things but in the end it reduces the quality of the overall project..i srsly request that you avoid replacing clothes with the Oblivion ones. pwease? :P
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Hmmm oh well ... Find me the meshes for MW style clothing and I wont replace it. Armor from Vvardenfell Imports would be out within a week hopefully ... all we need is to quickly finalise the inis.
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Discard these converter files ... I have just discovered a shocking thing. Pay CLOSE attention. The converter is BLIND to Shields and Creatures ... they can not be converted, their Form IDs are never made, nor are they present in the gameworld. That means that unless we "replace" them with Cyrodil objects, these two will not be present in Morroblivion gameworld "at all" ... we can't add new meshes to them ... there simply are no Form IDs made nor are the references to them in NPC inventories, containers or cells copied. They are ignored everywhere. The workaround is to have them "replaced" in the inis with Oblivion objects (this will add all required references to Morroblivion ... acting as temporary PLACEHOLDERS )... then we have to use the CS function of "search and replace" to replace all references to them with the new MW style objects (new meshes) ... finally we have to use TES4edit to delete changes to all Cyrodil Cells, containers, NPCs etc. I managed to get the shields back with this method.
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hmm that's interesting..my thought would've been a bit different..maybe place the creatures in the worldspace instead of putting replaceable objects...i fear replacing objects will be complicated for most and arise a lot of issues and complaints :/ maybe an OMOD that searches and replaces lol i believe that can be done..me thinks
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Do you mean that we should place creatures "by hand" ... you do realise that there would be hundreds of instances .... doing that all by hand would be nearly impossible ... nevertheless dont worry ... it wont be complicated at all. My "standard" inis will automatically replace each creature by a unique PLACEHOLDER ... then I'll release an esp with all the work done. It works fine ... I managed to get all the shields back like this.
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i trust that you'll do your best work at this
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Update: Beta released ... this is not the latest version under the works but is the most recent stable version that I liked. Clothing has not been replaced ... it causes naked NPCs with several mods like CNME ... I will instead have clothes replaced in an esp.
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Here is a new 'key.ini' if you are interested. It just replaces the two key models with the oblivion ones and changes the rotation and position. The only issue is 'mamaea quarters key' for some reason will not convert, I don't know why. key_abebaalslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_addamasartusslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_adibael="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_aharunartusslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_ahnassi="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_aldruhn_underground="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_aldsotha="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Aleft_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_alvur="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Andalen_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Andas_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Andavel_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Andrethi_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Andules_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_anja="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Aralen="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Aran_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 Key_Arano_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Arenim_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 Key_Arano_door="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Arkngthunch_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Arenim="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_armigers_stronghold="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_arobarmanor_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_arobarmanorguard_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_arrile="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_arvs-drelen_cell="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Aryon_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Ashirbadon="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_assarnud="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_assarnudslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_assemanu_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_assi="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_assi_serimilk="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_aurane1="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_balmorag_tong_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_balmorag_tong_02="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Baram_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_berandas="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_bivaleteneran_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_bolayn="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Bols="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_brallion="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Brinne_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Bthanchend_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Bthuand="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_cabin="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_calderaslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_camp="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_caryarel="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_cell_buckmoth_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_cell_ebonheart_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_chest_aryniorethi_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_chest_avonravel_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_chest_brilnosullarys_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_chest_coduscallonus_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_chest_drinarvaryon_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_ciennesintieve_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Dareleth_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_desele="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_divayth00="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_divayth01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_divayth02="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_divayth03="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_divayth04="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_divayth05="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_divayth06="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_divayth07="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_divayth_fyr="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_door_Mudan00="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 Key_Dralas_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 Key_Dralas_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_dralor="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_draramu="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_drarayne_thelas="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Dreloth_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_dren_manor="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_dren_storage="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_drenplantationslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_dreynos="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_dulnea_ralaal="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_dumbuk_strongbox="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Dura_gra-Bol="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_durgok="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_dwe_satchel00="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_ebon_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_eldafire="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_eldrar="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_elmussadamori="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_erich="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Fadathram_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_falas tomb keepers="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_falas tomb keepers_2="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Falas_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Falas_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_fals="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_farusea_salas="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Favel_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_fedar="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_fetid_dreugh_grotto="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_fg_nchur="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_FQT="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_galmis="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Galom_Daeus="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 Key_Gatekeeper="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_GatewayInnslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_gen_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Gimothran="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 Key_Gimothran_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_gindrala="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_gnisis_eggmine="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_gro-bagrat="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_gshipwreck="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_gustav_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_gyldenhul="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_habinbaesslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_hanarai_assutlanipal="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_hasphat_antabolis="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_hasphat_antabolis2="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Helas_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_helvi="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Heran="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_hinnabi="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_hinnabislaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_hlaalo_manor="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_hlormarenslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_hodlismod="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_huleen's_hut="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Ibardad="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_ienasa="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Ienith_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Ienith_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_impcomsecrdoor="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Indalen="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Indalen_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Indaren="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_irgola="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_itar="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_ivrosa="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_j'zhirr="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_jeanne="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_kagouti_colony="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_keelraniur="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_kind="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_kogoruhn_sewer="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_kudanatslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Lassnr_well="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Lleran_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Llervu="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_llethervari_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Llethri="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_llethrimanor_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_madach_room="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_malpenixblonia_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Maren_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_marvani_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_maryn="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_mebastien="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_menta_na="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_mette="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_miles="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_minabi="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_minabislaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_ministry_cells="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_ministry_ext="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_ministry_sectors="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_miun_gei="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_molagmarslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_morvaynmanor="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_murudius_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Mzahnch_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Mzanchend_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Mzuleft="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Nchardahrk="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Nchardahrk_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_nedhelas="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Nelas_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_nelothtelnaga="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_nelothtelnaga2="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_nelothtelnaga3="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_nelothtelnaga4="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Nerano_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_neranomanor="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_nileno_dorvayn="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Norvayn_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Norvayn_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_nuncius="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_nuncius2="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_nund="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_obscure_alit_warren="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Odibaal="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Odirniran="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_odral_helvi="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_odros="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_olms_storage="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Omalen_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Orethi_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_oritius="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_orvas_dren="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Othrelas_door="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Palansour="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_panatslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_pellecia aurrus="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_persius mercius="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_pirate="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Private Quarters="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Punsabanit="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_ra'zhid="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_ralen_hlaalo="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Ravel_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Ravel_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Raviro_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_redoran_basic="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_redoran_treasury="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_relien_rirne="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Rothan_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_rotheranslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_rothran="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Rufinus_Alleius="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_sadrithmoraslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Sadryon_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_saetring="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Salvel_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Salvel_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Sandas="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Sandas_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Sarano_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Sarano_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Saren_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Saren_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Sarethi_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_sarethimanor_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Sarys_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_saturanslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Savel_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_savilecagekey="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_savilecagekey02="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Senim_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_sethan="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_shaadnius="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_shaadniusslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_shashev="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_shilipuran="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_shipwreck9-11="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_shushanslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_shushishi="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_shushishislaves="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_sinsibadonslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_sirilonwe="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_skeleton="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_slave_addamasartus="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 Key_SN_Warehouse="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_standard_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_standard_01_darvam hlaren="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_standard_01_hassour zainsub="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_standard_01_pel_fort_prison="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_standard_01_pel_guard_tower="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_standard_darius_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Suran_slave="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_suranslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_table_Mudan00="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_telaruhnslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_telbranoraslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_telbranoratower="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_telvosjailslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_tgbt="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Thalas_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Thelas_chest="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_thendas="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Thiralas_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_thorek="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_tohan_unique="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_tukushapal_1="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_tureynul="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_tuvesobeleth_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_TV_CT="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_ulvil="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Vandus_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_varoprivate="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_varostorage="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_velas="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Venim="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_venimmanor="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_Verelnim_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_viveclizardheadslave_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_vivectelvannislaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_volrina_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_vorarhelas="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_widow_vabdas="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_WormLord_tomb="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_yagram="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_yakanalitslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_yinglingbasement="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_zainsipiluslaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_zebabislaves_01="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 mamaea cell key="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 mamaea quarters key="Clutter\Key\Key.NIF" (0.0,10.0,0.0) R(0.0,0.0,180.0) 1.0 key_ald_redaynia="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_Andalen_chest="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_archcanon_private="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_ashalmawia_prisoncell="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_Ashmelech="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_Ashmelech_chest="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_ashurninibi="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_ashurninibi_lost="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_assemanu_02="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_caius_cosades="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_dawnvault="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_Dubdilla="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_duskvault="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_falaanamo="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_firemoth="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_Forge of Rolamus="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_Gimothran_tomb="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_hvaults1="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_hvaults2="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_ibardad_tomb="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_Mudan_Dragon="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_Nchuleftingth="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_Nchuleftingth_chest="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_omani_01="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_Omaren_chest="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_Rethandus_chest="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_Rethandus_tomb="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_rvaults1="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_saryoni="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_Senim_tomb="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_summoning_room="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_tel_aruhn_slave1="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_temple_01="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_Tharys_chest="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_trib_dwe00="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_trib_dwe01="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_trib_dwe02="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_tvault="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_vivec_arena_cell="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_vivec_hlaalu_cell="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_vivec_redoran_cell="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_vivec_secret="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 key_vivec_telvanni_cell="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0 ministry_truth_ext="Clutter\Key\Key02.NIF" (0.0,0.0,0.0) R(0.0,0.0,180.0) 1.0
Karma: 0 (0 votes)

I'm also working on a new misc.ini which only replaces the meshes so all the stats stay the same, and has corrected rotation and placement. This is only on objects which have a oblivion equivalent and it looks quite good in game. If you want it too, let me know. And the joy of just doing mesh replacements, is that it is real easy to change the items if someone wants to make a new mesh.
Karma: 0 (0 votes)

Hi Some Chump :) I dont know, I personally am not in favour of replacing things that can be properly converted. The primary reason is that replacing things will often lead to bleeding or floating objects (because of the simple reason that oblivion objects might have different sizes and shapes than morrowind counterparts). This might not be apparent with keys but I suspect that it will be a problem with much of the rest of the clutter ... I see plates and utencils floating above tables. You might be able to overcome that to some extent using scaling and translation but why all the trouble when the converted morrowind objects look fine (especially with texture replacements).
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Would you be interested in my mapmarkers.ini? It adds all caves, forts, shrines, ruins and towns etc, and means a separate esp is not required.
Karma: 0 (0 votes)

That would be nice somechump :) If you want, I can give you acces rights to my tesnexus upload ... you can add your inis to it directly. I'll hopefully be getting a new pc sometime next month ... until then no productivity from my side :p
Karma: 0 (0 votes)