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Morrowind Main Quest Completed

Submitted by Dave B on
Updated 12/12/2010 I have finished debugging the Main Quest all the way through, including "Sleepers Awake." Meeting Caius Cosades In Morrowind if you are less than 4th level Caius will give you 2000 Drakes and tell you to go get some experience. However, you don't actually have to get it for him to give you the quest. To me that seems like a bug. That bug has been fixed in this version. When Caius tells you to get some experience he really means it! You must be 4th Level to start the Main Quest. Defeating Dagoth Ur The final confrontation with Dagoth Ur and the Heart of Lorkhan is very similar to, but still not perfectly following the way it was in Morrowind. There is still some work left to do and some items that need to be added. Specifically, the animation for the Akulakhan collapsing. I have had significant difficulty getting the Heart of Lorkhan to hold still. In Oblivion, with the converted Akulakhan mesh, the Heart of Lorkhan simply will not fit under the pipes that are supposed to be drawing it's power to the Akulakhan. It is therefore found in front of the pipes. I'm not a 3D Modeler; there is nothing I can do about that. The Heart of Lorkhan also recoils when hit, so it is possible to knock it around. I do move it back where it belongs every few seconds, but I absolutely cannot make it hold still; I'm not sure that is possible in Oblivion. However, shortcomings notwithstanding, the entire sequence is about as good as I can get it. I have added the encounter with Azura, and simulated her gift of the Ring. Sleepers Awake Oblivion is a little touchy about sleeping. Sleeping doesn't always trigger the script, so if you want to do this part of the quest, make sure you sleep for longer periods of time. Sometimes the game notices that you're sleeping after an hour, sometimes it takes three or four. I've found that most of the time sleeping for Four Hours triggers the quest, but not always. Committing Murder There are two Stages during the Main Quest where the player must kill one or more NPC's to fulfill Destiny. These NPC's belong to factions that, if killed by the player without provocation, will cause Oblivion to see this as "Murder," wich will of course cause Lucien Lachance to pay you a little visit... In both cases I have altered the dialog slightly so that it is possible to induce the NPC to attack you first, thereby bypassing Oblivion's definition of "Murder." Faction Relations The people of Morrowind really don't like each other very much. However, Oblivion deals with relations differently than Morrowind did, so early attempts at rebuilding this were unsatisfactory. On my first visit to Urshilaku Camp, Zabamund attacked me on sight and refused to accept my yield. Game Over. Danso Indules attacked me on sight, and so did the Archcannon and all his Priests, who were then attacked in turn by the Ordinators for assaulting poor innocent me. What a mess. I have had to tone down the hatred to make the game playable. Main Quest Stages: * Stranger in a Strange Land (Chargen) * Report to Caius Cosades * Antabolis Informant * Gra-Muzgob Informant * Vivec Informants (x 3) * Zainsubani Informant * Meet Sul-Matuul * Sixth House Base * Corprus Cure * Mehra Milo and the Lost Prophecies * Path of the Incarnate >>> Fourth Trial * Redoran Hortator * Hlaalu Hortator * Telvanni Hortator >>> Fifth Trial * Urshilaku Nerevarine * Ahemmusa Nerevarine * Zainab Nerevarine * Erabenimsun Nerevarine * Hortator and Nerevarine (Meet Vivec) * The Citadels of the Sixth House * Defeat Dagoth Ur * Sleepers Awake Download Link See the Main Project Release Thread at: http://morroblivion.com/forums/morroblivion/mods/753
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Last edited by Dave B on 16 Dec 2010 - 04:15.

I can help
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Thank you. Please try doing as many different things as you can, like don't cooperate, don't give him the package, etc. Someone had mentioned that it should be clear that the player needs to be 4th level. Actually, in the dialog, I think that is pretty clear. Caius tells you you're too wet behind the ears and to go out and earn some experience; then come back. So, try it with a new character, etc. These are all things that need to be fully tested, but I have not had time to do so. I have finished debugging through the end of the 5th Quest and into the 6th. I will finish that and probably have a new version uploaded later this evening.
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send me the link for this and i will
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Sorry, I guess it would be a lot easier for people to test if I actually put up the link. The Link has been Posted: http://www.mediafire.com/file/ujarojo4320550u/C%3A%5Cfakepath%5CMorrowind_ob%20Version%20005%20q1-5.rar
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wow you work fast. i really wish i could help, but the only things i have experience with is some morrowind scripting and texturing, and i think both of those areas are already covered.
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I am not writing nor linking together the Main Quest, just Debugging it, and moving all the Dialog to the proper Quests. The Queen of the Ashlands deserves all the credit for reconstructing the Quests. In going through this, I am amazed at how much time and effort went into this. She must have been working on it for months...
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it is still amazing how all of this gets done so fast.
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The Download Link has been updated to include Quests 1-6 rather than 1-5. The Meeting Sul-Matuul Quest had a great deal of Lore Dialog that was lost in translation. Morrowind could deal with quantities of Dialog that make Oblivion choke, and when encountering these, the Converter just didn't do anything. I rebuilt a portion of the missing Lore, but not all of it. Now that I have thw whole Quest fully functioning, I may go back to see if I can ressurrect a little more of it. I presume people would want this. Any thoughts? Also, the Bonebiter Bow added to the inventory of an Oblivion Wraith is about as Lame and Ridiculous as you can imagine. I believe that if I change this from being in inventory to being added as a Death Item it would be much better. Can anybody confirm this?
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Also, the Bonebiter Bow added to the inventory of an Oblivion Wraith is about as Lame and Ridiculous as you can imagine. I believe that if I change this from being in inventory to being added as a Death Item it would be much better. Can anybody confirm this?
I may be wrong but isn't the wraith unable to use the bow anyways? I guess it won't really make a difference if it is an inventory item or spawned on death.
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Switching the Bonebiter bow from Inventory to a Death Item worked like a charm! Now he doesn't look so silly! Since the Wraith can't use the bow, it ended up being viewed by Oblivion as part of the Wraith's body, so the quiver was dragging the ground below him. It just looked rediculous. Now he looks like a Wraith again! However, I do like the look of him better in Morrowind than Oblivion. Go figure.
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I stopped due to frequent crashes, but I got past the mage's guild enforment well. Don't know the causes of the crashes, they're a recent development. But I have like a hundred mods so it could be anything, really. Ill make a fresh install later. Also I had no mesh for the puzzle box, that was fun to fix.
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My version of Morroblivion has been incredibly stable, much more so than when I am in Cyrodiil. I have gotten one report that somebody thought the Kwama Warriors caused CTD's, but no confirmation. I had one crash when testing two days ago, but with Oblivion it is impossible to tell whether that was just a memory error, or something else is going on. My crash happend in a place I had visited several times in a row when testing. There is a spawnpoint there so that may suggest a bad creature as well, but I have NO confirmation and have not been able to track it down any further. I have gathered a package of ALL Morroblivion Meshes and Textures up through v005. The package is 329mb in size, so although large, not unfeasibly so. I believe Vvardenfell Imports itself is larger. I will try to get that uploaded tonight. I would want a volunteer to test this before I put out any kind of common link.
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Version 006 is uploading now. Thank you to Lemony who playtested v005 Beta and gave feedback. I will revisit this thread as I move further into the Main Quest.
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i will beta test as much as you need
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Thank You! Please try v006. Eloth's Candels look Great! Also, Yoshimo has spent a great deal of time in various tombs and caves. He has not visited the Sixth House Base yet, but if you would like to playtest, please visit the caves and tombs between Sedya Neen and Balmora. So far we have gotten no feedback whatsoever on any of this. So anything would be appreciated.
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I was just testing the main quest part 2 and ran into a minor bug, after retrieving the dwemer puzzle box I talked to Hasphat and it would not advance me to the next part of the quest. I checked the CS and found that under the topic 1Favor on the second response the condition "Quest: 'fbmwMQ02' < 7.00" appears to have been the hang up. Somehow I was able to get the puzzle box from the ruins with out advancing the stage past 7 so I was stuck. To fix this I changed the condition to MiscItem: '0miscUdwrvUarkUcube00' < 1.00 that way as long as you have the puzzle box in your inventory it will proceed to the next part of the quest. I am not very familiar with how the stage advances for this quest so I'm not sure how the bug occurred but I thought it was worth noting since you are currently working on the main quest.
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perhaps you didn't kill whats his face, the guy who the marker points to.
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Thank you. That is a good idea. I have updated the criteria to accept either/or Stage < 7 or the item in PC inventory. What did you think of Arkngthand? Did you spend any time poking around inside? If not would you please and let us know. Eloth has replaced a lot of missing meshes in there, and Yoshimo did some work as well.
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He was definitely dead, I still have his axe and armor in my inventory. Perhaps it was just some random glitch that it didn't advance the stage.
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I have no idea why the Queen of the Ashlands pointed the Quest Target at Boss instead of the Cube, but as you can see I obviously did not change that. I did, however, add a script to the box itself that is supposed to SetStage when you pick it up. Killing or not killing boss has no effect whatsoever.
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Arkngthand looks great, everything seems right in line with the original game including all the items, the only difference was that it seemed much easier than in the original Morrowind (I am only level two but none of the NPC's were at all challenging) however that is the case throughout the whole game at the moment which I suspect will be addressed later.
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Thank you for the feedback. I do not know what we are going to do about balance. It is obviously a problem. My own option is that it will never be like Morrowind, and never be right unless/until all NPC's and creatures are Leveled with caps. I have gotten the distinct impression that this is not a popular notion, so will probably just end up doing that for myself in a personal mod.
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If people dont like the NPC's leveling, then what about setting up minimum levels, and balancing npcs to the minimum levels? i.e. Caius requires you to be a certain level for certain quests, so balance the enemies for that quest to that required level? I dunno, that would probably be a ton of work.
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OK, you did a great job with the economy. You seem to have the knack for balancing things. Yoshimo has done his best to balance creatures, but I don't know how much time he has spent thinking the whole thing through. If you would like to take a crack at balancing the NPC's, then please do so. However, putting that into a mod would have to be timed correctly. I presume you would want to plan things a little anyway. There are thousands of NPC's.
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I do still have school, and it's senior year and I have this senior project blah thing, I would definitely do it if I had the time, but I'm not sure I do. I can try to come up with a plan, and If no one else takes it up I'll do what work I can, but it would take a while. If someone does come along with more time than me, I'll pass what I have to them. But, I'll start it at least.
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OK, then don't worry about it. This would be a Very Large project, and I am somewhat doubtful that it would work anyway. Like I said, my opinion is that nothing except leveling everything is going to work properly.
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Leveling them in a certain range like level 4-8, 8-12 e.t.c. so that they'll scale to a certain extent but you can still outgrow them in morrowind fashion?
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how about we change only the player levelling? for instance start with lower health/mana and everything else, and make the increments when levelling up smaller? that has been done before with other balancing mods
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Unfortunately, the game is Oblivion, not Morrowind. Oblivion Combat, Leveling, Statistics, Magic, Economy, everything. We can only jam Morrowind into it to a degree; we have to do the best we can with the rest. NPC's and creatures could certainly be balanced properly, eventually, with enough time spent. Who is going to do it? Who can do it? Not everybody has the knack for this type of thing. The game is huge; there are Thousands of NPC's. And, the assumption cannot be made that players will always start in Morrowind and stay in Morrowind. Neither are necessarily true. I know I'm not going to stay in Morrowind, so whatever happens in Morrowind needs to balance with the other 20K+ mods that exist for Oblivion. Changing the Player's levling is possibly an option, for some, but would need to be thought through THOROUGHLY, and is probably a little like playing with fire. No matter what, not everyone will like or agree with it. I know I probably wouldn't myself. Probably best to avoid that option--especially since Morrowind_ob.esm loads 2nd, and every other mod will load after and override it.
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Morrowind_ob.esm v007 will be available shortly, which takes the Main Quest through finding the Corprus Cure. The Queen of the Ashlands had attempted to simulate Yagrum Bagarn, but was only partially successful. She had tried to merge a High Elf upper body with a Sphere Centurion, but the spider's legs do not appear properly, so Yagrum Bagarn basically hovers in the air. Eloth has volunteered to port Yagrum from Morrowind, but there is no ETA. Just bear this all in mind when you encounter Yagrum Bagarn.
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I cannot help noticing that I have gotten hardly any feedback from anybody except Yoshimo and Lemony on the Main Quest. I have been distracted by Eloth and Yoshimo's mods and have not been able to devote as much time to this quest as I would have liked, but that's OK! That is a good "problem" to have! The Path of the Incarnate is one of the more involved Quests, more like two smaller Quests jammed together. Please play this, hopefully have some fun, and tell me how it works in-game for you!
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Hi guys, I'm wanting to give this a go, but I'm not entirely sure how to set the thing up. It's my understanding that the following files are needed: Morrowind_ob.em The support files Vvardenfall Imports data files (fully patched and including add-on? What about the Open Cities Patch?) Vivec Body data files Is that the lot? I tried the mod but forgot VI, and ended up with starting the game inside a big yellow diamond, and the guard had no body.
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Vvardenfell Imports only needs the Open Cities Patch -IF- you are going to have the Vvardenfell Imports ESP active AND you have Open Cities and try to visit Cheydinhal. You do not need to have the Vvardenfell Imports ESP active. That is totally optional; the only thing this will do is put the shop in Cheydinhal. There are two downloads for support files. Vivic Race becomes necessary when you meet Vivec. You must also have a successful Morroblivion Conversion, as someone else is discovering...
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So I need the conversion data (got it) and your .esm, right? And since I don't want the VI ESP, I only need the patched data files? Also, what do I do with the Tribunal and Bloodmoon .esms?
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I talk about ALL this on my Thread AND in the Readme. Bloodmoon and Tribunal are Empty. They don't do anything and therefore are not needed for anything. The Vvardenfell Imports ESP is Optional. There are two Support File Downloads required, plus the ESM, plus World Transport if you want to be able to travel between Cyrodiil and Morrowind.
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Cool, thanks, I think I got it now. I'll let you know how it goes.
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The Main Post of this Thread has been Updated 10/31/2010 The Redoran Hortator "Quest" was a lot of fun. On my venture into Morroblivion I had explored most of the Western side of the island, but never went East. The Redoran Hortator turned out to be in areas I was somewhat familiar with, but starting with the Hlaalu Hortator, it looks like this will be strewn out over new territory for me. It is exciting to see the Main Quest progressing!
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Hi, I'm rather new to this whole modding thing, and I've been trying to get this whole shebang installed. The problem I'm finding is one someone already brought up--doorways or SOMETHING are all big yellow diamonds (so I guess I'm missing SOMETHING), and the guard (and the man on the boat in Anvil) have invisible bodies. Additionally, the game crashes when I get off the boat in Seyda Neen. As far as I can tell, I have everything installed in the right places. I don't have the VI esp active, and I don't have the Tribunal or Bloodmoon esms active. I might very well be missing something really obvious, but I'm wondering if there's something I did wrong or if there is something I can do to fix this. Thanks!
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If you will give me an Exact example of a yellow diamond I will tell you what it is supposed to be; that will point a direction as to what is missing. To find the ID's of Diamonds you need FormIDFinder from nexus (and OBSE). What exactly have you installed? Have you installed the Project Morrowind_ob.esm v011? Or are you using the default Master created by the Converter? World Transport does -NOT- work with the default Master from the Converter. It will crash every time.
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Are you saying I need to download FormIDFinder and tell you what the IDs of the diamonds are? Just making sure I'm understanding you correctly. The morrowind_ob.esm I'm using is the one that I downloaded with this whole Main Quest project. I replaced the one the Converter created. Just to make sure (because like I said, I'm not terribly knowledgeable about this kind of thing), would it have anything to do with the morrowind_ob.cnv file that I apparently also have?
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FormIDFinder would be a start to help diagnose what you are missing, unless you know Morrowind well enough to just tell by looking. Invisible bodies on the guards leads me to believe that Vvardenfell Imports is not installed correctly. Invisible Bodies always mean missing meshes. The guards on the boat are wearing Imperial Chainmail, which uses Vvardenfell Imports meshes. Crashing when you get off the boat seems to be a fairly common problem. There seems to be something right around that area that is especially succeptable to being corrupted during Conversion. The OMOD has helped others: http://morroblivionfull.blogspot.com/ That may also help with other Diamonds. The OMOD does NOT contain all the meshes necessary, but it is a start. The CNV File is only used during Conversion; you do not need it, nor do you need any of the other junk included in Galadriell's Folder, like all the ESP's. You also do not need Bloodmoon.esm or Tribunal.esm. They are both completely Empty; they do Nothing at all.
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Also, don't forget the support files. They helped me.
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Apparently FormIDFinder won't work for me. Unless I installed it incorrectly--and I am almost positive I did not since I can (and did) make sure it was active when I started up Oblivion--it won't allow me to check any items in the game. Actually, whatever I installed along with it changed the image used for the missing meshes, and for some reason there is now an invisible wall where I first saw a diamond--so I can't get to the rest of the Seyda Neen ship interior. I don't know if this is some kind of problem created by what I installed, but I imagine it is since it cropped up after I installed FormIDFinder and OBSE. It'd be nice if I wasn't completely fail at this whole mod thing--it would probably keep me from being so confused. I tried reinstalling the files from Vvardenfell Imports (minus the esp) and that didn't seem to work. I might redownload it and try again to see if that fixes the missing meshes. As for the OMOD, it didn't seem to do anything about the diamonds. I have not yet tried getting off the boat to see if it fixed the crashing problem for reasons already listed. And yes, I do have the support files. Thanks, though. Sorry for being such a pain.
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OK, let's start with Vvardenfell Imports. Mods like this are VERY particular about where they go; they need to be in the exact place the Master expects them to be. Within your Oblivion folder you should have one called Data, and inside that one called Meshes. The path to Vvardenfell Imports should be \Oblivion\Data\Meshes\Vvardenfellarmormod Within that there should be 40 different folders and two ".nif" files. Each older is an armor type, starting alphebetically with "Adamantium" and ending with "Weapons." Within each of these folders there should be a bunch of files. The paths for textures are the same except substitute "Textues" for "Meshes" above \Oblivion\Data\Testures\Vvardenfellarmormod\41 different folders FormIDfinder takes some getting used to, by the way. Point at somehting, hold the Alt Key, Right Click, then let go of the Alt Key, THEN the information pops up.
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By the way, if you have Windows Vista or Windows 7, and have installed Oblivion in it's default location, then you will have no end of troubles. If you have installed Oblivion to \Program Files\Bethesda Softworks\Oblivion On Windows Vista or Windows 7, the User Account Control kicks in and will give you nightmares. The best thing to do would be to uninstall and reinstall to someplace like c:\Games\oblivion followed by c:\Games\Morrowind Bben46 has an entire article devoted to uninstalling Oblivion on Nexus.
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Oh WELL. That might have something to do with it, as I'm running 7. I'll try uninstalling things and reinstalling them, then I'll work with VI and see how that goes. Hopefully that'll get it working. I'll post again if it doesn't work--or if it does! Thanks for all your help.
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I've completely removed Oblivion and I'm in the process of reinstalling, but I just wanted to ask this really fast. I know you said a bunch of stuff from the original conversion wasn't necessary, but when I'm starting this whole process over, do I need to redo the conversion before I install this version? Or can I just put this version in my data folder and skip the first part? I'm just tryin' to make sure I get everything RIGHT this time.
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I would recommend that you rerun the conversion from scratch. Run it as an Administrator. I am guessing that it did not work very well the first time you tried it because of Windows 7. Don't forget to change the INI files because you have changed file paths.
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Got it, I'll do that. Thanks. I did discover that, like a complete idiot, I didn't realize there were two files I hadn't downloaded from VI at all. So that fixed SOME of the invisible bodies. Right now I'm working on making sure all the meshes are there, since there is now an invisible boat to Seyda Neen (and since FormIDFinder is working, I actually can figure out what disappeared), but if I get myself to a place where I can see the people who should be on the ship, most of them have clothing. A few are missing pants or a shirt, but that's much better. I'm gonna try and figure out where those went and see if the files just went missing during transfer or something.
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Vvardenfell Imports is about 482 MB when all is said and done. Not everything is used by my mod, but it is a very substantial installation. Missing pants and shirts, etc., could be other things. What, exactly do you have installed? However, the most likely cause is an incomplete conversion. in the v011 Master, pants and shirts are vanilla Morrowind or Vanilla Oblivion.
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