Open your Morroblivion.INI in the converter folder. Go to:
; Master files to convert with ESP Converter,
; ignored by NIF Converter
Master 0=Morrowind.esm
Master 1=Tribunal.esm
Master 2=Bloodmoon.esm
Master 3=PNOG.esm
;Master 4=
;Master 5=
;Master 6=
And change it to:
; Master files to convert with ESP Converter,
; ignored by NIF Converter
Master 0=Morrowind.esm
Master 1=Tribunal.esm
Master 2=Bloodmoon.esm
Master 3=PNOG.esm
Master 4=YOURESP.esp
;Master 5=
;Master 6=
Just remove the semicolon and write the name of your plugin the way that the master files are.
Run the converter.
I think its kind of hard-coded in the converter. Everything gets merged into morrowind_ob.esm and and isolated esp to esp conversion is not possible .
Ideally you should try to recreate the mod in the Oblivion CS ... but if thats too much work there might be an alternative ....
Espconverter's step brother: TESport by lightwave http://projectmanager.f2s.com/morrowind/index.php
It does have its own (different) limitations ... mainly the lack of a Nifconverter (at least it did when I last checked) ... but it can handle esps. However maybe you can use both the morroblivion ESPconverter and TESport together ... and then make some manual changes to stitch it up?!
I used that and i converted my file. I added it to oblivion directory and converted all meshes. Moved them to mesh folder and moved textures to texture folder. Links meshes to textures. Checked my esp in the oblivion loader. went to pelgiad (where my arch mage tower is supposed to be) and its not there.
I don't really think that TESport would be suitable for a mod like that ...
TESport doesn't support meshes for copyright issues ... I think it doesn't even support having "placement data" for the meshes incase you can manualy convert them. Lightwave said that he did code the feature but disabled it. Also interior cell placement is missing for everything including NPCs.
Here is what TESport can convert:
a. All Global Variables.
b. All the external cell names.
c. The entire landmass with vertex colour shading and full nearest-match texture conversion.
d. All the NPCs core stats: Name, race, gender, Oblivion compatible class, vital stats, skills and basic AI, but currently no spells or faction association.
d. For each NPC, the most commonly used armour, weapons and clothing (shirts, pants, shoes and robes) are replaced for each NPC with their nearest Oblivion equivalent using textreadable lookup files in the 'tpdat' directory.
e. All NPC cell positions: All NPCs are placed in their original external cell co-ordinates.
f. All books are imported, though without any magic effects.
g. All Quest Journal entries (quest names, indexes and journal entries).
.....................
Regarding the archmage tower ... it might be some work but maybe you can convert it in the usual way and then use TES4edit to trim out the unneeded stuff ... and then turn it into an esp ...
Bad news Brutal, the mod is unusable. It is so corrupt that nothing will open it except the CS. There is a mismatch in the file header, among other things, and if you try to save this mod in the CS you end up with one NPC and one Book, period, nothing else.
Maybe reconverting will do better the second time around. Check the documentation to see if there is anything you can tweak or should watch out for.
I cannot imagine that there is any way for this type of stand-alone conversion to work. Since the only extra meshes are the mannequins, that obviously means that all the construction uses vanilla Morrowind meshes. These are NOT going to have the same ID's in Morroblivion as they did in Morrowind, and TesPort is NOT going to update the references properly. You will just end up with a mess, as is evidenced by the corrupt file.
In my opinion the ONLY chance you have of getting this to work is to add the mod to Morrowind, convert, and then try to separate this mod's pieces into their own mod--meaning everything that this mod adds or edits in the worldspace, plus the interior cells. The interior cells would proably come over into a mod fairly easily; it's building the towere itself that would be the hard part. Probly not quite as tedious as it sounds, but certainly a great deal of work.
1. Move the modified Morrowind_ob.esm out of the way
2. Add the mod to Morrowind
3. Run the converter
4. Open the CONVERTED Morrowind_ob.esm in the CS; say "Yes to All" to avoid all the errors
5. Mark all the world objects that go with this mod as changed.
---> the easiest way would be to cut the object and then "Paste in Place"
6. Duplicate all the interior cells and give them all new names
>>>DO NOT SKIP THE NEXT TWO STEPS<<<
7. Edit & Give the Mannequins new EditorID's.
8. Hand-Place all the mannequins using your new EditorID's. The existing mannequins will have the old ID's and will go poof when you save & reload. Hand-place all of them now. You need to do this BEFORE exiting or it will be MUCH more difficult to place them where they are supposed to be.
>>> Repeat Steps 7 & 8 for ALL custom items, such as books, NPC's, etc. added by this mod <<<
9. Re-Link all the doors.
10. Save as your own Arch-Mage Tower mod.
11. Exchange your converted Master with the Cleaned Master. You should now be good to go.
P.S. If you ever need to upload anything again, www.Mediafire.com is much better to use than uploading.com. That was horrendous.
You can open the original tesport.esp in notepad to have a raw look at the records.
Only one book and an NPC are present. Like I said ... interiors and object placement for everything except NPC's are not supported in TESport.