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Dave B
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Morrowind_ob.esm Project Discussion
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.
Edited by: Dave B on 09/13/2010 - 03:24
skywocker500
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Project
Im fairly new to the counstruction kit but I have learned a lot through the internet and just by tinkering around. Im looking forward to this project thanks for everything. If there is anything I figure out how to do that could help I will let you know. :)
Dave B
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Additional Changes
I totally forgot to mention two other changes I made. None of the Morrowind Carryable Candlesticks made it through conversion. I have redirected these all at CandleFat02.nif, and set the objects as not carryable. Not an ideal situation, but better than yellow diamonds. A good project would be searching around for something to use instead. And/Or go to the request forums on nexus and ask for somebody to make one. However, before this can be done, pretty exact measurments need to be made so that the new mesh would fit where the current ones are placed without needing to reposition tham all. Likewise, of the Carryable Lanterns, only the Paper Lantern made it through conversion. I have redirected ALL types of Carryable Lanterns at the Paper Lantern Mesh. Again, not ideal, but workable.
Dave B
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Playtesters are also Needed
I did my best to double check this as I went, and have done a little viewing in-game, but nowhere near enough QA has gone into this so far. I'm not perfect; I'm sure I messed something up somewhere... Please, by all means, try this out and let me know. However, when doing so make sure other mods are disabled. Most of them conflict with this.
skywocker500
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Test
I will start playing with your mod in a few days. 8)
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Just to let you know that
Just to let you know that I'm very exited about this, and I'm looking foward to see the results. When I get back my PC, I will try it out in a second ;) Keep up!
The_Gunslinger
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uhh
yea iv been thinkin about why the shirts and other various clothing make certain parts of your body dissapear, (and im postin it on this forum cause i saw a post u made about fixin clothes) any way could the shirts arms dissapear because morrowind used a seperate pauldron armor peice and oblivion didnt? and with that being said couldnt someone just go into the CS and edit the clothes to cover the seperate pauldron area??
Dave B
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Morroblivion Global Variable
To begin addressing crime, and for general use in other areas, I will be including a Global Variable in the next version of Morrowind_ob.esm. My intention is to copy & mimic how crime was dealt with in the Shivering Isles. Where should I put the Morrowind "Jail?"
eloth
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dont do anything hastly yet!
dont do anything hastly yet! I have recreated all the original morrowind spells, except levitation. and i have rearmed 90% of all npcs with original gear. Remade missing levelled lists(creatures, items, loot) Started adding missing meshes(mostly activators, example dwemer animated gear, ghostfence) Also i have converted 97% of all morrowind candle meshes, they are much prettier than the boring oblivion ones. Plus numerous other additions we can merge all the stuff together instead of you doing all from scratch. i can prepare an esp wich contains my changes/additions along with all meshes and textures. I have also made a texture replacer with superior normal maps and specular/parallax mapping, its a mixture of qarls texture packs, and connary's.
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How very ambitious. This
How very ambitious. This sounds great! I wish there was something I could help with, but I don't know a thing about the construction set or even simple scripting. So I guess, like many people, all I can do is cheer from the sidelines, and selfishly reap the benefits of your hard work! But let me just say I love what you are (trying) to achieve. Satchboogie
Dave B
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Don't just Cheer... Play!
You don't have to just cheer... you can playtest what we've done so far. I have and will continue to be somewhat preoccupied with bulding and have not tested this much. So go in and poke around...
Dave B
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Thank you Eloth!
Eloth, I'm not being hasty :) I sent you a PM more than a week ago that you never responded to... Maybe check your inbox every now and then :) I was hoping you'd have some goodies, but was starting to think I'd never hear from you. Your work sounds Excellent and exciting! I can hardly wait...
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Work is Proceeding
I am another one of the modders working on the Morrowind_ob.esm Project. I feel that great progress is being made. The goal is to make Morroblivion a thing that you install and happily play rather than a mess that makes each gamer into a modder who is constantly bug-fixing for personal use, or into a timid person with blinders trying not to look at the problem areas. I want it to be much like other mods that you just download, install, and enjoy. The ideal would be for there to be very little troubleshooting required for the gamers. The focus of my modding is the main quest and the peripheral things you see when doing the main quest. The main quest mod we are building around is Morroblivion_Rebuilt by FB. What I am doing is sort of nebulous because it is hard to guess what you will see when you do the main quest, but I am working to fix the things that are obviously on the beaten path. Here is part of my recent change log from the weekend to give you an idea of what type of things the mod will fix: "Sixth House bell scripting. Merged Ash Monsters into my mod. Made leveled lists for them. Fixed their factions, AI, and inventory. Fixed the Sixth House cave Assemanu with the lighting, monsters, path-gridding, treasure, light levels, etc. Made a feint at fixing 700 Gold netch leather boots. Don't know what is going on. CS says they cost like 35 Gold. I think there must be multiple form IDs and I was looking at the wrong one. Made Almsivi Intervention scroll functional. Still need to do potions and spells for this effect and do Divine Intervention the same way. Did the dialog and scripting for freeing the slaves in Addamasartus. May someday need more work, but it is functional for now. Lighting and clutter fixes in Addamasartus. Engraved Ring of Healing script refinement. Moon sugar service refusal. (Have not done skooma yet.) Repriced all keys from around 300 to around 0. Keys are not supposed to be valuable loot, except in that they might open the way to valuable loot. Added Vivec Region, worked with Vivec Map markers. Still testing. Map marker mod we are using does very poorly in this one location. I need to see if I am duplicating any work in-game, such as getting two map markers for one canton. Fixed two flashy seams in High Fane. Got prototype template script for all trioliths working, now I just need to clone and morph it and apply it about 14 times. Fixed vendor outside High Fane. Fixed several magical items that were for sale and had inoperative or inappropriate effects." I have a good feeling about this project. I think it is going further than some of the projects have gone. Some of you have expressed an interest in helping with the project. If you know how to use the CS, there is plenty that you can do, and you can do the kind of work you like to do rather than being assigned some project by a grim taskmaster. All you need to do is download these files: http://www.tesnexus.com/downloads/file.php?id=28246 http://rapidshare.com/files/418675261/Morrowind_ob.7z Then notify us of your intentions, so we can make sure your project has not already been done. Then you can set to work making a mod that fixes bugs. We will evaluate it and merge it into the project, assuming that it is quality work of course. So if you are a dungeon-maker, fix dungeons. If you are a house-maker, fix houses. If you are a modeler, build models. If you are a texturer, make better textures for Morroblivion. If you are are a scripter, rebuild lost Morrowind scripts. Whatever your field is, there is probably work for you.