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Morrowind_ob.esm Project Planning

Submitted by Dave B on
When I came to this site in August of 2010 what I found was a totally decrepit, totally unplayable mess. A dozen or so mods all attempted to fix the same basic things, and all badly conflicted with each other. Opening any mod in the CS caused Hundreds of errors. There were no Quests. Half the NPC's were busy fighting the other half; most were unarmed; many were totally naked, and the only creatures were rats and Guar. We have come a long way since then! 11/27/2010, I can finally say that Morroblivion is a truly, legitimately, playable experience. * The Main Quest has been Completed * NPC's no longer fight each other, and killing Bandits does not count as "Murder." * Armor and Clothing now no longer cause Invisible body parts * There are truly nasty, truly wonderful creatures Everywhere! I have done what I set out to do. I will no longer be updating this thread.
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Last edited by Dave B on 15 Mar 2011 - 02:52.

incorrect, atleast 30% of all npcs use levelled lists for weapons, enchanted or unenchanted rings, belts, and armor.
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A work around I was thinking about would be to make a "bow" glove, and use "arrow" throwing star. so you would equip the glove and throwing stars, to throw them. nothing spectacular, but it is a work around. the glove doesn't even need to be seen, we just need to make the star shoot like an arrow.
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Sorry, I have been fixated on Armor; I have not noticed ANY leveled lists for weapons. Obviously, I wasn't looking hard enough for them. If you replace all the Crossbows with a Leveled List that points at Longbows, then it would be very easy to make a patch that replaced the Longbows with Crossbows. I'm thinking that the requirements for our project are already starting to stack up, and if somebody does NOT have OBSE, and is inclined not to get it, then the NPC's would be trying to employ useless weapons, not a good situation. So, I think a patch would be the best thing.
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I hope you can get v3 fixed soon don't get discouraged and thanks for everything. I'm not gonna lie I was disappointed when you took the link off. It is like giving a kid a lollipop and snatching it out of their hand right before they could eat it. I check everyday to see if it is back up. I hope all the problems can be dealt with. Maybe you could give it to a die hard fan now for some beta testing. (I am referring to me) :D
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Thank you for your understanding. I am working as quickly as I can on a fix, but the greetings definitely conflict with Vanilla Oblivion, and I did not want to leave the link up knowing it might wreck somebody's game. I have an idea what I can do; if that does not work I will try something else. It may be as "simple" as suppressing Morrowind Greetings if the player is not in Morrowind. After all, there are only a thousand or so of them. It may take me a while. I am hopeful that I can get a first test up this evening, in which case I will be looking for a volunteer or two to help me test it. That is, if it doesn't fail miserably right away :)
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The Main Post of this Thread has been updated 10/10/2010. I have released v003-C as a Beta. I will probably release v003-D towards the end of the week.
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The Main Post of this Thread has been updated 10/16/2010. I have released v004. I hope to release whatever I have finished of the Main Quest by the end of the Weekend.
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I would like to say i appreciate what you guys are doing here and i could beta test for you.
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Thank you. Yoshimo has spent a great deal of time working on tombs and caves, but it seems like everybody jumps right on the Silt Strider and goes straight to Balmora. If you would like to help Beta Testing, please dungeon-crawl your way to Balmora rather than taking transport.
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what exactly has he done with the caves and tombs?
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I can't keep up with everything he's done, but in first cave he fixed the Slaves so they can be freed. In tombs he has placed Bone Lords, fixed the shrines, and adjusted the lighting. I also edited the cheesy Morrowind cobwebs to remove their havoc so they don't block passage. He has also adjusted lighting, item placements, creature placements, and whatever else he sees broken one dungeon at a time. Even I could see an immediate diffeence in the Tomb to the NW of Sedya Neen, and I had only visited that tomb once in Morroblivion. I cannot keep track of the goofy Morrowind names, but he has also fixed the "Chambers" that begin with a "P" (sorry :) ).
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^ Propylon Chambers ... thats not a goofy name ;)
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Sorry, I just meant that they are unusual, hard to pronounce, I have never heard the words before, and a whole game full of them is overwhelming. It makes remembering them difficult. They will become less goofy and more recognizable to me as I wind my way through debugging the Main Quest. By the way, now that you pointed out the difference between Hlaalu and Redoran helms, I can easily recognize them, and it was really neat being able to tell the difference when I was in Balmora and thought "That is a Hlaalu Helm!" I'm learning...
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Now that things are starting to shape up, I believe that Training/Recharging should be addressed. With the addition of Eloth's Magic Weapons, players are going to need a way to recharge them. A few Soul Gems can be found in tombs, but there are only one or two NPC's that will recharge magic items. I would appreciate someone taking a look at wat the NPC Trainers are training and rebalance that. MANY Mage Trainers will train Mysticism, a few Destruction, a couple Alteration, and None will train Illusion or Restoration. There are any number of Light Armor trainers, but Zero Heavy Armor Trainers, etc. A systematic approach needs to be taken to place trainers and rechargers into Morrowind.
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The Main Post of this Thread has been Updated 10/23/2010 I had orginally experienced Morrowind through my venture into Morroblivion with a different mod than that by the Queen of the Ashlands that is included in Morrowind_ob.esm. The "Morrowind Main Quest" mod had taken me through the Corprus Cure, but then fell apart and was never finished. I had debugged my way through part of the Mehra Milo Quest, but gave up when I realized how far short of being "finished" this mod was. Therefore, I will now be venturing into new territory! I have never actually become the Neravarene!
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The Main Post of this Thread has been Updated 10/25/2010. The Main Quest becomes somewhat fragmented after #10, all under the broad umbrella of "Quest #11" but in fact containing almost 30 separate Quests. I will Start with the Fourth Trial House Redoran, Hlaalu, then Telvanni, then move on to the Fifth Trial. This "One" quest constitutes the bulk of the Main Quest, and may take me a while... We have gotten very little feedback lately, which I suppose is good and means that I haven't broken anything, recently... Please visit my thread on the Main Quest and give me some Playtesting!
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The Main Post of this Thread has been Updated 10/27/2010 Yoshimo and I are having very different experiences playtesting this mod. I have been debugging my way through the Main Quest, but for him it has broken in several places. I only have one set of feedback from Lemony from two weeks ago, but nothing since. Would somebody please playtest the Main Quest and let me know how it works for them?
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The Main Post of this Thread has been Updated 10/29/2010 We've been cranking out updates every couple of days! With the advent of v009, now solidly with v010 we have addressed five of the six most major Glaring Game Breaking Bugs in Morroblivion: 1. Armor that caused invisible arms has been addressed by the use of Vvardenfell Imports meshes 2. Clothing that caused invisible body parts on NPC's has been replaced with Oblivion clothing 3. NPC's no longer fight each other MOST of the time; it is no longer Murder to kill Anyone in Morrowind 4. NPC's are now (mostly) armed and no longer carry around useless projectile weapons 5. No Creatures. Progress is still ongoing, but Most Denezins of Morrowind have been reborn Still Outstanding: 6. The Morrowind Main Quest (Currently Debugged through Mehra Milo and the Lost Prophesies) I will not say that Morroblivion is a "Playable Experience" until the Morrowind Main Quest is complete. Without the Morrowind Main Quest, nothing else has mattered.
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have anyone started adding missing spells for the spellcasters?
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"Adding Spells" could mean a couple of different things. You and Yoshimo have both added some spells to the Spell Lists of some NPC's. I do not know how many or who would still need their spell lists updated. You and Yoshimo both have edited some of the spells to give them effects, although you had only edited a few actual effects, mostly just costs. Yoshimo has edited a bunch of spells, like levitate, all the Intervention scrolls, etc. To my knowledge no new spells have been added to replace a spell if it was lost completely in conversion, but you definitely need to look through the latest Master to see which spells still need updating.
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no sorry, i meant adding spells to npc spellcasters
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From what I recall, you had added spells to 6 or 8 NPC's in the NPC portion of your items mod, and Yoshimo has done some others. However, I am sure this has not been systematically addressed.
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The Main Post of this Thread has been Updated 11/27/2010 I have played through the Main Quest twice, but now that it is complete, I could use some more input. Thank you to the Hyperion Witch, who doggedly has gone through everything for me and has given me volumenous feeback and kept me going. I would have been very discouraged without her. Thank You!
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I just got done playing through the main quest it worked great. I was just wondering when you will start on the Tribunal quests I love hopesfire. :D
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That's great to hear that you have gone through the Main Quest! You are the first one besides me. Thank you for letting me know! I have listed the quests I intend to do in the approximate order I will do them. At present I do not plan on doing any of the expansion quests other than East Empire Company. Raditz is currently working on the Morag Tong; I do not know what his plans are after that. Hopefully somebody else will jump in and help.
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I'll work on fixing the faces, if no one else's doing it.
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The Main Post of this Thread has been Updated 11/30/2010 It has just occurred to me that the entire list on my "Help Requested Thread" has been put together by the one guy that never has and never will play Morrowind, and may know less about Morrowind than anybody else in the known universe. Maybe I might have missed a thing or two. A lot of people may want to help, but don't know the Construction Set. Well, how about helping me put together the list of things we need to work on?
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Sounds good. First, I would like to say that Tribunal and Bloodmoon were huge, at least in my opinion. You could be a vampire, werewolf, and had loads of new quests and a whole new island to explore. I really think they should have some priority. Anyways, here's some stuff: * Bug fixes. Morrowind was pretty messed in terms of this. Blind gave you an attack bonus. * Economy/crime & punishment fixes. You could kill a High Ordinator with one hit, get fined $500 by his comrade next to him, then loot $50 000 of armor from the dead body right next to him. * More balance would be good. * The insane speech rate needs a fix. * Voice acting would be good, too.
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Chasen, for the quickly-moving dialog fix, use Ely's Silent Voice. Details are in the Installation Instructions. There was also a recent thread troubleshooting it in the Bugs section that might prove helpful if you have any problems with it. As far as Bloodmoon and Tribunal are concerned, first things first. We need to take care of Morrowind before moving on to two other mods. I thought you had said you were working on NPC faces. Should I place that back in the Open section? Voice Acting is just a dream at this point. We don't even have all the dialog pulled back from Morrowind yet, let alone voice acting to go with it. Missing Dialog is one of the things I've mentioned.
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Sorry with that, I edited the faces part out. Also, I thought you might have mentioned you had no intention of doing the expansions at this point somewhere, I just mean that I think they're a pretty big part of Morrowind.
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Yes, I'd like to do the Quests from Both Expansions, but I doubt whether I will have the stamina. I had never dreamed that my little jaunt into Morrowind would lead me to spending months on this project... I still think that we should concentrate on getting Morrowind right, THEN move on to the rest. But, if someone wants to jump in and do the expansion quests, I'm all for it.
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I agree, but I'm saying i'd rather have a 90% Oblivioned Morrowind with Tribunal and Bloodmoon, than to have a 100% Oblivioned Morrowind and nothing else.
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Heres what i think would make my perfect morroblivion. All creatures in the morrowind style (even the ones that are also in oblivion) better lava A silt strider creature. (that attacks and stuff) :D Plants that are lootable instead of the (...u harvested etc) like how it was in morrowind A new menu for when you talk to people Retextures of many low quality textures grass that doesnt grow through some objects (like how u see grass growing on some of the stairs in Balmora) Vital npcs able to die A map which works for me (i cant get my map icons to appear in the right place) Question: is the talking mudcrab merchant in morroblivion?
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The talking Mudcrab Merchant exists, but I haven't gotten to him yet, and doubt very seriously whether he works at this point, but he might. Vital characters are not going to be able to die because I am specifically making them Essential. I disagree that it is a good thing that one cliffracer happening along at the wrong time can break the game. Maybe that is more realistic, but I do not understand where the fun would be in it. Morrowind quests are dependant upon a series of specific NPC's, any one of which, if dead, breaks the whole game. What fun is that? Fixing grass is already an area on the list. Yoshimo had the same problem with his map, although I still don't think he ever installed it properly. I had taken it down when I included Coulertino's beautiful map in the Support Files, but I'm uploading it again now. >>> EDIT: Yoshimo's Map has been Uploaded to my Project Release Thread <<<
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I agree with your viewpoint, David, but also there were some vital NPCS in the original Morrowind who were, well, vital to some of the Main Quests, but you could kill them anyway. Especially Vivec and Alamexia. Well, she's in Tribunal only, but still. Since you were able to kill Vivec and Alamexia, you opened up a lot of other ways to complete the main quests. Make sure they're killable.
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I agree with your viewpoint, David, but also there were some vital NPCS in the original Morrowind who were, well, vital to some of the Main Quests, but you could kill them anyway. Especially Vivec and Alamexia. Well, she's in Tribunal only, but still. Since you were able to kill Vivec and Alamexia, you opened up a lot of other ways to complete the main quests. Make sure they're killable.
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Yes, Agreed. I should have clarified. Neither the Queen of the Ashlands or I am making ALL essential NPC's "Essential." There are some you can kill, like Vivec. However, I probably did miss some that should be killable that are not. I did NOT debug most of the dialog that would go along with killing essential NPC's, so if anyone intends to do a mod that unmarks them as essential, realize that there will be some additional debugging of dialog required... And, I have no intention of debugging the "Black Path" for completing the Main Quest after killing Vivec. Somebody else is welcome to do the Black Path if they want to kill Vivec. It's just not something I have any interest in doing and there is plenty of other stuff to do first. I do not believe it is currently possible to exploit the "Two Wraithguards" bug from Morrowind, especially since there is no distinction between left and right gauntlets in Oblivion.
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If you could tell me about any NPCs you're unsure of I could take a look at them, if you wanted.
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The Main Post of this Thread has been Updated 12/19/2010 I have been focusing on Morrowind for nearly four months, and I am exhausted. I need a break. I will update World Transport to Start the Oblivion Main Quest, and hopefully give some additional options. This will coincide with v017 of the Master File, which will be my last release for a while. I will continue to update and support this project when others send me mods. I have spent a great deal of time in v016 to make it easier for others: * Raditz has indicated that he will probably do the Thieves' Guild Quest Line (I also personally suspect that he will do Vampires, but he has not said anything about it)
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You've done an amazing amount of work here, I hope we can keep the fire going. The hardest part is getting the word out that the project is back up and running. If we can't post on TESNexus or the official forums, it's difficult to let people know that the project is now playable. I really wish we could get the person who set up Morroblivion.com to: -Update the "Downloads" page -Update the "FAQ" page -Update the Drupal installation to keep the spammers out -Set up some Search Engine Optimization Has anyone sent an email to the admins of the site or tried the contact page?
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Well thank you. The owner of this site is apparently "Zach." Yes, I have sent several messages that have never been read, and David Wolf sent them more than a year before that. As far as I can tell, Zach has been AWOL for nearly two years. That's why I have been posting the way that I have. We must work with what we've got. I'm not gone, just not focusing on Morrowind for a while. I will add Eloth's new Bonewalkers to the next release. ETA on v017 will depend on when others send me mods.
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Re-creating the Morag Tong quests was a learning experience for me, and ill be able to finish some more quests based on what ive learnt. I'll deffinitly get the thieves guild quest done as it was always one of my favorites. After that I'm not sure what I'll do, depends on how much holidays I'll have left, once university starts again I wont have any free time, but I will certainly keep track of Moroblivion and help again when I can. I too have other projects im working on, one of them is setting up an Oblivion to Skyrim converter, I've got the theory down and I'll just have to wait till Elder Scrolls 5 comes out and people decode the file system (I'm not skilled enough to do that part myself). Based on legal issues though i might completely abandon this, or only convert some things. I'm only going to pursue this once I can be sure its allowed. A group of friends and I are also making plans for setting up a gaming-based website, I'll see if i can link to Morroblivion for a little attention, not that we expect to get much of an audience, plus this project is still a fair way from becomeing a reality.
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Zach can be contacted via email: zsgraham@gmail.com I remember that I emailed him a few months back when there was an attack of spam-bots and he responded by adding in a re-Capthca.
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There has been a definite increase in traffic and downloads in the past month. However, that has not translated to much additional help. Please, this is a gigantic project and there are only a few of us working on it. Any help would be greatly appreciated.
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just to let you know i am still working on all the diabled items but its taken alot longer than i originally thought im over 3/4 done with the candles but positioning and everything it taking a life time... i will however ensure that i finish what i started
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I'm sorry I roped you into such an arduous task! Thank you for the Effort Paul! And thank you for the update.
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Look I truly know nothing about Construction Set. However I might just be able to help you with voice acting. Just give me text and tell me which race I am speaking as. As we are in Morrowind I can become the Dunmer voice actor. Number one problem is that I am neither American nor English. However I have a pretty good accent. I can speak the Dunmer-Male voice. My school gets in a two week holiday, two weeks later. In that time, I can finish it. In that you can trust me.
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Thank you, but there are THOUSANDS of lines of dialog in Morrowind. You have no idea how truly massive the project you are volunteering for really is. Even sorting out which lines belong to Male Dunmer would be a very large project by itself. But, Rome wasn't built in a day, so if somebody volunteers to sort out the Male Dunmer lines, and then add the voiced dialog to the CS, then this would be a truly welcome addition by everybody.
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Well I will have time to make hundreds at least. You have to start from somewhere, I promise you that I will do enough to make this game more interactive. Like I can start with the Main Quest dialogues. Two weeks of free time is enough for lots of speaking;) Just tell me how to find these lines and I will send them in MP3 form. I don't have to be only dunmer. I can be every single male character in this game. I truly volunteer for this. If I am playing it, I have to give something to it!
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There are 48,603 lines of dialog in the Oblivion version of Morrowind, which does not include all the Quest-Related lines that did not make it through conversion and still need to be rebuilt. You will need to find a volunteer to go through this and sort it out for you. Like I said, just doing this will be a very large project. Maybe concentrate on learning the CS. With two weeks of free time coming up you could get a long way. Everybody has to start somewhere. I myself had never released a mod before this.
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