Today is the early first Stage of my Project.
I currently am operating on the following plan:
Stage 2 = Update the Faction Relations
Stage 3 = Import all the previous Morroblivion mods I can get permission to use, and that are practical
Stage 4 = Morrowind Creatures
However, during the process of updating the Morrowind Master, several glaring flaws came to my attention. These will need to be addressed...
1. The Armor Value and Costs of Morrowind Armor is totally out of whack. This was driven home when I was updating the Dark Brotherhood Armor. Vvardenfell Imports uses a single mesh like Oblivion rather than the individual pieces in normal Morrowind. So, I had to build a new item for it and update the inventories of all the NPC's.
As I was attempting to build a single object, I was boggled by the individual pieces. Each had an armor value of 30. Each was ridiculously expensive. But, it did stop there; most of the rest of Morrowind armor is wacko as well. I changed the Dark Brotherhood cost to be 1/10th of what it was, but individual pieces are not currently placed anywhere or on any NPC's. I did not touch the Armor Value; a systematic overhaul of all Morrowind armor is needed.
2. Significant numbers of NPC's in Morrowind are totally unarmed. I had known this from my one jaunt through Morroblivion, but when I was updating NPC's with Steel armor this became glaringly clear. I added steel swords and axes to Steel-Wearing unarmed NPC's just because I couldn't stand not to, but I have a feeling the problem is much more widespread. A complete Audit needs to be done to equip unarmed NPC's.
3. Vvardenfell Imports again uses a single mesh for "Vvardenfell Iron" armor, which is really neat, but very clunky. A significant number of Battlemages and Sorcerer types are now equipped with it. It may have been OK for a mage to wear an Iron Cuirass or greaves, but not the TANK that Vvardenfell Imports replaced it with. I replaced every occurance I could find of iron pieces with the whole, but knew I would need to come back and properly equip mage characters now wearing a Tank.
4. Morrowind Spells did not make it through the conversion. In my opinion they will NEVER be available. All mages need to be updated to use Oblivion Magic. This may be counter-lore, but the alternative is an entire game full of Mages that all forgot their spells. Either all Mage characters should be changed to fighters, or they need to be updated so they have a chance of defending themselves.
5. I updated the AI of about half the merchants in Morrowind. Good lord there are a lot of them! In doing so, I saw many cases where the custom class of the merchant did not translate well into Oblivion. The list of item types that the merchant would buy & sell were listed as "Unknown".
I do not think that these are going to work, even though they have the services AI. I believe this was why the AI did not translate properly in the first place, because the game did not recognize their classes as Merchants.
This needs to be tested further, and a fix will probably need to be implemented.
6. My ownership "fix" on the Prison Ship and in the Excise Office is a disaster! If the player picks anything up that they aren't supposed to in the Excise office, the guards grab you and take you to Anvil to pay the fine!
Crime needs addressing before I can worry about changing ownership. I have already changed these back in my version of the file. They will be updated in the next release.
I will be Very busy with my first four stages. I am soliciting help for these other areas. If you are interested in helping this project, please sign up.
Sun, 09/12/2010 - 12:57
#1
Morrowind_ob.esm Project Discussion
Edited by: Dave B on 09/13/2010 - 03:24
