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an idea for anyone to take if they think they can do it

Submitted by darkx34 on

ok i had this idea while trying to go to sleep last night... wat if someone does make all the quest in morroblivion that were in morrowind, but iv noticed that wen people make the mian morrowind quest it overides the vanilla oblivion ones.. well wat if somone makes the main quest (and all side quest) in morrowind then at the end after u kill dagoth ur and u die and azura brings u back, u wake up in jail in oblivion and the only thing added is a pop up saying "that u woke up in jail with no memories of ur past life" then the vannilla oblivion quest start it would be the perfect way to fill in the blanks of the ongoing arguement of wether or not the neravarine is the champion or not.... plus it would make that one guy in the theives guild quest that says "u think your lord neravar or something" look like an idiot XD... but then after the oblivion main quest u could have a mini quest were u travel to akavir and fight an evil double of urself and regain all ur memories and learn that the evil double of u is the person that everyone is talking about wen they say "the neravar travled to akavir and hasnt returned".... this mod would be amazing and i would download it in a heart beat

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Last edited by Daggers on 12 Nov 2021 - 11:21.

However, it does make several assumptions. #1 visitors to Morroblivion are always starting a new characer; I did not when I tried it. #2 visitors to Morroblivon would always want to start in Morrowind first, then go to Tamriel; I would not. I really like your idea, but it needs to be melded somehow with Oblivion. I have never played Morrowind, except through Morroblvion. I like Oblivion, and am not reminiscent about Morrowind in the same way as most players seem to be. I fell in love with Morrowind when visiting, but I still like Oblvion, and see Morroblivion as an extension of Oblivion, not an either-or switch. I would actually like to see the two games blended to a much greater degree than most players here seem to be working towards. With the Oblivion Crisis striking Tamriel, it only makes sense that Oblivion Gates would be opening in Morrowind too...
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Oblivion Gates in morrowind too? Did'nt you have enough with something like 16 or so in Cyrodil :p
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I personally would like to play the original morrowind quest ... in its original time line. However maybe you could make it a choice. In one version you would be able to start a new game in morrowind and in another you could carry on your old character using something like a dwemer time machine or something (I think some idea like this was floating around last year).
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Yes, a choice. I had sent the Queen of the Ashlands an E-Mail about my first pre-test of her mod. I personally do not like the "Alternate Arrival" mod placing the ship in Anvil. I think it should be tied up to the dock that is right outside the sewer entrance the player exits from in Oblivion Chargen. At that point the player could choose to either go directly to Morrowind, or do some exploring in Cyrodiil first, then go to Morrowind later. And, I think she should integrate this into her mod, not have two separate ways in. If at the beginning, the character would arrive on the prision ship, otherwise something else woven into the story so the two aren't quite so incompatible. The second option is the one I would likely choose. In much of the material and discussion here I see a distinction "Morrowind over here" and "Oblivion over there" that I personally would like to see melded together to a much greater degree. Morrowind, for me, is all new and fresh and exciting, and I fell in love with it despite some severe playability issues, (which is why I am here now to help with). I would like to play the Morrowind Main Quest through in its entirety, but maybe not all at once. Maybe I should close some of thoes Oblivion Gates in the meantime...
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That sounds neat darkx34, we can use some of that as well! I have some question for example, there's a few issues with your idea, first people are going to be required to start a new game from scratch, second, what is the Nerevarine doing in the Imperial Prision? xD And third, Akavir...? Have you perhaps check this topic? - Mainquest For Morroblivion - It's no good if you don't like the Mages Guild and Dwermer Ruins, and we can work on that. But it's nice way to "get to Morrowind" and let Tamriel out of it. The goal is to link Morrowind and Tamriel in a elegant way, but at the same time without creating a whole new big mainquest to justify the real Morrowind mainquest. Keep the ideas coming! They're good! ;)
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Something definitely needs to be done to link the two worlds. I am getting really tired of listening to NPC's in Morrowind spout off Oblivion dialog about "House Redoran and House Dress" picking apart the carcass of ruined Indoril." My first idea was simply to move the "Alternate Arrival" mod's ship from Anvil to the IC, thereby giving the player the option of going to Morrowind. I would put a guard on the ship that would "hold" the amulet of kings and suspend the main quest while the character is in Morrowind--if the player wanted him to. But, for thoes wanting to Start in Morrowind, darkx34's idea is perfect. And, I might be inclined to change my mind and start in Morrowind, then go to Tamriel. Having never actually played Morrowind, I'm at a little disadvantage filling in the blanks, because I still do not know what really happens in Morrowind! However, like darkx34 pointed out, the past is vacant and reasons for being in prison unexplained for the destined-to-be Champion of Cyrodiil. I'm sure somebody could dream up a good way for the end of one to start the next...
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umm yea idk if they would have a choice or wat but it was just an idea... seconed the neravarine would be in the prison because fate told him to be XD and third yea akivir if u listen to people in cyrodill they say "the neravarine went to akivir and hasnt been heard from sence" XD all of wat i origionally posted was just an idea that i could never do (im not good at scripting or anything) but i thought it would be cool to see XD
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umm yea idk if they would have a choice or wat but it was just an idea... seconed the neravarine would be in the prison because fate told him to be XD and third yea akivir if u listen to people in cyrodill they say "the neravarine went to akivir and hasnt been heard from sence" XD all of wat i origionally posted was just an idea that i could never do (im not good at scripting or anything) but i thought it would be cool to see XD
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heya all im just goint to copy and paste what i posted on the "General idea for story line" topic but firstly i want to say how gr8 that plot is darkx34, basily the same as what i am thinking, fate places the player, in the prison or the otherway around, in the prison ship "this is my first comment on this site, im new and i want to and will help, my idea is done but all iv got to do is play the MW intro befor i get sent on the prison boat, basicly all i done was made an NCP in the prison cell, then placed a scrip in the prison cell that gives an option to stay in oblivion or go to morrowind, if you choose to go to morrowind, it disables, the empire, guards and the prisoner so the story line willnot be activated, or if you choose to stay in oblivion, it just disables the NCP i made, the script is a do once so when you choose, thats it, or new game, when morrowind option is chosen, the NCP i made comes down to the cell and speaks to you, i havent writen anything intrestin in the dialog, but basicly the convisation is about knockin the player out to transfer the player somewhere, when the conversation ends, the players controls are disabled, the guard hits the player with his weapon, the weapon is a unique club with a restore health and drain fatiga, on th NCP is a script that when the fatiga of the player hit 0 he falls to the ground and is placed on the prison ship in morrowind, with jiub saying "get up" now all i have to do is play the MW intro video, if it work, just as the fatiga gets to 0"
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David BudreckI personally do not like the "Alternate Arrival" mod placing the ship in Anvil. I think it should be tied up to the dock that is right outside the sewer entrance the player exits from in Oblivion Chargen. At that point the player could choose to either go directly to Morrowind, or do some exploring in Cyrodiil first, then go to Morrowind later. And, I think she should integrate this into her mod, not have two separate ways in.
I completely agree. Not only that, but there are some serious character generation issues/bugs with Morroblivion as it stands today. It would be a lot simpler to let the "tried and true" Oblivion chargen system handle it, and then have a little boat/NPC/whatever on the dock just outside of the Prison Sewer exit ready to take you to Morrowind. That way, you could go to Morrowind and play through the whole game before coming back to Cyrodiil, or you could travel back and forth between the two, or you could go to Morrowind after installing the Morroblivion mod on a game where you've already completed some of the Cyrodiil quests, and keep the same character. The only downside I see is that there would be some timeline issues (i.e. the Emperor is now dead, but in Morrowind he was still alive), but you could get around this with a few dialogue adjustments here and there or the "time travel" scenario.
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well the downside shouldnt be an issue if the option is avaliable befor the empire enters the prison cell, that way you could do all the morrowind quest then be chucked back in jail in the imperial jail and then the empire would enter the prison cell, and it should not mess anythink up, or when/if the main story line in oblivon is completed, you should be chucked into the prison ship to activate the morrowind quest but obviously what ever path you choose first, there will be a ship that will take you from Cyrodiil to Morrowind anyway but the quests will be disabled ie in morrowind first - the oblivon quests cant be activated and vise versa.
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Along with the next version of Morrowind_ob, there will be an updated version of World Transport that will be capable of starting the Oblivion Main Quest, either by sending you back to jail, or just dropping you off on the docks with the Amulet of Kings. I don't know what you mean about the Character Generation being Seriously buggy, because it works flawlessly for me. Other than that, if somebody does not want to start the game in Morrowind, the easy solution is not to have Morrowind active at the start of a new game.
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Ah well, maybe it's just on my machine or a problem with my installation. For example, when ShowRaceMenu is active, there are several races available (Ash Goul, Vivec, etc.) that should be marked as non-playable, and if you switch your race from the default Imperial, you can no longer change hair type, eye color, etc. So it's fine if you want to be an Imperial, but not if you select any other race. The other issues are more cosmetic: there is the intro video for Oblivion which plays (Patrick Stewart narrating) but then you get plopped into a ship in Morrowind, so maybe that intro video could be disabled. And then there are all the pop-up boxes that provide an ad-hoc intro to the game. Anyway, I spent some time on this last night, looking at a better way to transport to Morrowind and use the Oblivion Chargen quest. Unfortunately, there have been some changes made to the default Oblivion starting location that will need to be ignored - i.e. the mod is "dirty" in the interior cell "ImperialDungeon01", where the player starts out. If you open up the CS, and select open file, and then go to "details" or whatever for the Morrowind_ob.esm file (this is in the "Open" dialogue still), you can see that someone deleted the marker CGPlayerStartMarker and replaced it with an X-marker that is related to a quest that never got finished (one of those fbmw quests). From what I can tell, this quest was supposed to basically transport you from Morrowind to the default Oblivion starting cell, but it never was finished. I am still trying to figure out what all changes were made to this cell and the Oblivion Quest "Charactergen", but there are many. So far, to get the stock Oblivion Chargen working properly, I had to ignore the following changes (using the CS open dialogue ): * the deleted "CGPlayerStartMarker" * the changes to the Oblivion Script "Charactergen", which basically was just changed to make the player starting location in the boat in Morrowind * the changes to the cell "ImperialDungeon01" (fixes a "player falling through the floor" problem) And I still have some work to do. The first two ignores on the list above allowed me to start a new game and show up in the right cell, and the third ignore fixed it so that I wouldn't fall through the floor. However, the game currently hangs when the emperor recognizes the Player as the one from his dreams, so I've got some more ignoring to do there. I think this is probably related to the unfinished fbmw quest that was added and made changes to Baurus' scripting (BaurusScript), but I will have to do some more debugging to see. The mod that I built basically uses the same type of scripting as in the MorrowOblivion_World Transport.esp Mod but you go through the Oblivion Charactergen quest. Once you exit the sewer, there is a half-submerged Dwemer sphere about the size of a small shack with a door. A book by the door tells the player that he must use the sphere to travel to Morrowind to fulfill the prophesy (time traveling is hinted at but not explicitely stated. While the events in Morrowind only happen about five or six years before those in Oblivion, they are mentioned a lot in Oblivion, so I think it's important to maintain a timeline of some kind.) Anyway, the door on the Dwemer sphere transports the player to another sphere (ostensibly the same sphere) in the courtyard between the two parts of the Census office (where the barrel with the engraved ring of healing is). Since the amulet of kings is a quest item, it will never leave the player's inventory except by script, so it can stay, subtly reminding the player to go back to Tamriel at some point - or any time they want to come back to Seyda Neen and visit the sphere. I don't know if I'm going to release this mod (just made it yesterday evening) but if I can get the vanilla Oblivion chargen quest returned to normal, I just may release it as a separate, alternate-transport/start-location/morroblivion-integration mod. Sorry for the novel, just bored at work today heh :-D
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Unless you're using an 'alternate start' mod where the crisis doesnt happen until you actually 'DO' something haha... Oblivion Invasion hasnt started yet in mine and the Emperor is still alive. Hmmm 'DarkX' has the same Idea as, almost... the same sort of idea me had been lingering in my mind.... The Nerevarine never travelled to Akavir but he was planning to until he was knocked out and brought to Cyrodiil to be interigtated because the Emperor personally authorised his release he is under 'suspicion' so he was brought to the prison for questioning and serious brainwashing for years up until 433 3rd Era... Still, that could be a gap solver. Anyway there are things to take account for in the Oblivion Timeline: - Skyrim and Orc Mercanaries invade Redoran district of Morrowind and Vvardenfell - Ald-Ruhn gets completely destroyed - Saint-Jiub (Yep he becomes a saint), falls to the daedra hordes - Vivec vanishes, even going as far that the daedra took him - Vvardenfell actually gets destroyed eventually by Red Mountain... lol - High Fane gets destroyed by the floating moon because Vivec dissapeares, his magic no longer sustains the moon - Indoril is in ruins and Helseth forms an alliance with House Dres to pick apart from the carcass... All info found from the wiki but I may of read wrong, please correct me if I make a mistake
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You make me sad Didact..
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So it sounds like the disappearing walls/falling through the floor issue in ImperialDungeon01 is indeed caused by the Morrowind_ob.ESM. I did not know this but according to this thread:
Bethsoft forumsAn ESM file cannot edit an interior cell or worldspace that belongs to another ESM file. The results are what you see here - missing stuff.
Also confirmed on the CS Wiki:
CS WikiAlso of note is that esms can modify other esms -- within certain limits. The main limit seems to be that one esm cannot add items to worldspaces defined by another esm. (Or rather, it can't do so safely -- since doing so causes landscape and buildings to disappear during gameplay.)
So that is why there is a problem in this cell - when the Morroblivion project was converted to an ESM file, any changes the project made to Oblivion.esm's interior and exterior cells, such as ImperialDungeon01, were bugged out. Ideally, we should clean up Morrowind_ob.ESM to remove any changes to Oblivion.ESM and if those changes are still necessary for the project to move forward, they should be ported to a separate ESP file.
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Yes, Thermadore, I am aware of that, and I have already addressed this for v017, which will also come with an update to the World Transport mod that will give options for starting the Oblivion Main Quest. I had already said I was working on and addressing this. I am just waiting for Rosenkreuz's Weapons update to release v017, as this really isn't enough, by itself, to constitute another release.
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Yeah, no worries, I am just reading up on my modding stuff today while I watch the clock tick at work. Just trying to help out, that's all.
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i see were you are coming from and I completely agree. but we are rushing all too fast, we need to devise a strategy but we should probably fallow our priority's first map out the area to its most precise and be sure it is narrowed to every cell in the world of Morrowind. second we can start the re-texturing and the remodeling based on Morrowind's previous models and then we can start the quests in order of priority, once all of thats done we can toch it up an revise expanding on what was made.
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I've has quite a few ideas for some good ways to connect the two. Any good guides on how to use the scripting language, especially to link, create, and debug quests? I havent been able to find any, strangely.
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