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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.

After few mathemetical equations, I have given up. It basically is impossible. Which one I should learn? Oblivion construction set or Morrowind. Or these two are same?
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Get Started with it Here: http://cs.elderscrolls.com/constwiki/index.php/Main_Page This page has a link to the Construction Set itself. www.tesnexus.com will be a good resource for questions, etc. There are a lot more modders there than here.
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I've changed my mind. Dialogues seem easier. I believe I can make many voices. Maybe not all of the 50000 but some... Would making some make harder to add these voices. Because the non-voiced dialouges may get harmed.
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The most exciting news of the day, despite House Telvanni being completed, has to be that Poco Loco has started working on the Bloodmoon Quest Line! This will be a very welcome addition to Morroblivion!
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I wonder how Poco will implement the werewolves and their half of the quest line.
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Perhaps the werewolfs of the north mod could be use dif permission is obtained. I can only imagine how tricky it would be to merge those.
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I think the only problem with Werewolves: Legends of the North is that part of the Bloodmoon questline involves the player possibly turning into a werewolf and W:LotN doesn't allow the player to become one. The werewolf meshes and textures themselves were created by a modder called JCarl. The resources are a modder's resource and can be found here. Since then, about half-a-dozen mods have used the meshes but only two or three allow the player to become a werewolf. The best mod I have seen in this regard, IMO, is Werewolves: The Curse of Hircine. Unfortunately, the mod became dead-in-the-water about 2 years ago with a number of bugs still present and since then, about three forks of this mod have been created which fix these bugs. The only problem is that while being a werewolf in the original mod was very similar to Bloodmoon, all of the forks do some very un-morrowind things to the whole concept. The best fork I have seen is this one and if permission to use it can be obtained, it shouldn't be too difficult to remove it's "bloat". In fact, I could probably do that if needed.
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I have started work on the Imperial Cult questline. Now, before you get too excited, I am an absolute beginner, and it took quite a lot of effort just to get the first half of the first simple fetch quest working. So, it will be slow goings, and I may very well quit out of frustration. But I've learned a lot doing the first quest and studying the other completed quests, and now I feel more confident. I just know it will take lots of time.
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That is great Orator! Thank you. I never did a quest before this, either. We learn by doing. Please make sure you read my Quest Modders Notes v018. However, I would like to suggest that you not start with the Imperial Cult, but instead start with some of the Miscellaneous Quests from Bloodmoon. At least for the moment.
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Is there a reason for that? Because I don't have Bloodmoon right now. I'd really prefer to do the Imperial Cult stuff since I have no interest in ever playing them, so knowing every inch of each quest and bug testing them constantly won't ruin anything for me.
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@Orator I already have the Imperial cult finished. It should be in the next release.
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Ah, OK. Then unless there's a problem, I'll do some miscellaneous quests, first with the miscellaneous quests in Ebonheart.
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Orator, I suggested Bloodmoon miscellaneous Quests because the Queen of the Ashlands does side and miscellaneous quests as she goes along. Please wait until the release with her Quests before diving into something. I know that she has not done Bloodmoon Quests. That is why I am recommending them.
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v019 has been Released. But, probably far more significant than that is that the Queen of the Ashlands has been hard at work on MOST of the remaining Quest Lines! Thank You, Lady!!! Your release will be the most eagerly anticipated event in Morroblivion History!
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what kind of ai have you done? im working on a quite advanced ai, like an alchemist merchant actually mixing potions, reading books, eating, taking a walk once a week, praying at sundays. i can make ai for all the merchants, while you continue your work on others.
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Each NPC in these areas have their own unique daily routine and I may even make it more 'advanced' by making them do certain things on certain days of the week. Fishermen get up early (catch of the day) and walk by the lake/river... I may even get them to go into the water but that will look kind of weird and they may get killed by slaughter fish... I have added eating packages which includes lunch and dinner and sleeping. Obviously not synced so some NPC will have lunch/dinner early or later and some NPC will go to sleep late or early. Very basic really... I'll be sticking to mainly the fishing villages around Vvardenfell and then perhaps move on to the bigger cities I won't be touching any NPC that are related to quests so that I don't run the risk of mucking up something.
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im almost sure someone has made a fishing animation, you can check at tesnexus
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Thank you Didact. Seyda Neen may have been done over repeatedly, but others are so old, and conflict so badly with the current project that your's will be like starting over again. Thank you. AI/NPC's are one of the most difficult things to check for conflicts/compatibility. So, if it is your intention to include them in the project, would you please send them to me in parts? That is, please don't wait until you have everything complete then send one big mod. That would be overwhelming. If you have finished Hla Oad and Gnaar Mok, would you please send them to me for inclusion in the next release?
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LINK: http://www.mediafire.com/?a6akoprmk3tnvcm Includes: Gnaar Mok AI Package + Gnaar Mok Face Edits Gnaar Mok AI Package: Every NPC in Gnaar Mok except for 'Gnaar Mok, Druegh-jigger's Rest'. The AI used is simple, each NPC has eat packages and sleep packages. NPCs outside will enter and exit their shacks over time (eat lunch/dinner/return home to sleep). Each NPC has different time schedules, some will go to sleep early or late as mentioned in my previous post. I know its basic but I'm still working on it. I want to 'perfect this' before revisiting Hla Oad. Two NPCs, the high elf outside and a breton inside his home reads books though. I haven't tested this yet because there are alot of things I need to do for the AI and I'll properlly test this soon. Future Plans: I may place chairs and benches outside for people to sit on and read books or eat, I haven't added any travel packages to the NPCs inside their homes I'm considering making them so they at least get a bit of fresh air on certain days or perhaps every day before returning to their home. They do however eat/sleep. Obviously I'll add more 'AI' to them to add more immersion such as do things on certain days. Gnaar Mok Face Edit: A seperate esp file, modifies the faces of NPCs in Gnaar Mok. Simple as that Hla Oad: I have tested my Hla Oad mod and I'll admit its a mess.... I'll need to sort things out for each NPC again, sort of starting again and I may actually... I've added unique AI packages such as reading books, eating at different times on certain days and such... I'll finish and perfect Gnaar Mok first before sorting Hla Oad out.
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This is wonderful! However, PLEASE don't separate your faces & AI into separate mods. Only one mod gets to touch an NPC, so take your pick either faces, or AI, -NOT- both. Since this is only a few NPC's I can update the face mod after merging the AI mod, but that means copy/paste, one AI package at a time, one NPC at a time... about a million times more work than if you had done both in the same mod.
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Here are three Bloodmoon miscellaneous quests. I wanted to make sure this will work for you before I do more. The quests are BM_SadSeer, BM_CursedCaptain, and BM_WomanScorned. http://www.mediafire.com/?86b61f6mhb3yo6x Notes: BM_SadSeer *There are no Draugr's in Morroblivion, as far as I could tell. They were needed for this quest. As it is, the dungeon the player has to go through (Kolbjorn Barrow) to find an item is empty of danger. *Kolbjorn Barrow has many places for fire (and even has fire sound effects going) but it's almost completely dark in there. There seems to be a very faint light at each of the light sources. BM_CursedCaptain *At the end of the quest, Thormoor travels to Thirsk. But Thirsk seems to be broken. While testing the quest, each time I tried going into the building, I immediately fell through the floor.
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So you mean to merge both files? if so I can release the updated AI merged with the faces if thats alright.
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Sorry, it's not that easy. You cannot "Merge" these two mods. A true Merge using Gecko will NOT give you the results you want or expect. You get to pick what you want, AI, or Faces. You Do NOT Get Both. Whichever touches the NPC last wins. That is why mods conflict with each other, and why I am putting everything into the Master, so it doesn't conflict. To "Merge" the two mods it is as I said, copy/past the AI one line at a time into the Faces mod. Or, copy the faces and paste into the AI mod. Don't worry about it; I've gotten pretty fast at doing that and there are only a few NPC's. Just, please, don't do it again!
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@David Budreck Have you ever used Wrye Bash to try merging mods? In the situation Didact1 created above, I imagine you would simply need to tag the AI ESP with Actors.AIPackages and the faces ESP with NpcFaces, open the Bashed Patch creater with only Morroblivion and the two ESPs in the Data folder, ask the patch to import only the changes from the above two ESPs then merge the bashed patch into Morroblivion's ESM.
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Would simply editing the faces of my Gnaar Mok AI mod work? lol I still don't get it.... Sort of. Sorry I'll try not to do it again
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The main editc of Oblivion Modding is that only ONE Mod gets to edit an object. Everybody seems to think that there is some relationship between Master and Mod, but this relationship also follows that basic Edict. There is no real "relationship" between Master and Mod. When a Mod edits an Object from the Master, a copy of that entire object as it exists at that instant in the Master is placed into the Mod. From that point forward the Mod's object is used, not the Master's copy, and not a combination of the two. If the Master is edited later, it's changes are ignored because the Mod has an entire copy of the NPC--as it existed the instant it was copied from the Master. So, the AI Mod scoops up an ENTIRE copy of the NPC, then edits the AI. The faces Mod scoops up the Exact same copy of the NPC, but edits the face. Each mod has a full copy of the NPC from the Master, including inventory, face, AI, flags, etc. Even if the Master is changed undernteath, it doesn't matter, because each Mod has their own complete copy of the NPC. "Merging" needs a priority order, because the last mod to touch an object wins. There is no picking and chosing, part of the NPC from one mod, a different part from a different mod, or even part from the Master. The Master is loaded first, so it always loses, and is always completely overridden by whichever mod is loaded last. Wrye Bash would not give the option of AI because the AI mod affects worldspaces and cells, and would not even by seen by Bash as a candidate for Bashing, but the faces would be possible. Wrye Bash follows this basic law, but with the advantage of scooping up a new copy of the NPC from the Master whenever it is rebuilt. However, if any other mod wants to change the NPC in between, SOL, the Wrye Bash copy of the NPC is used instead--or again, whichever is loaded last. This defeats the purpose of a clean Master that can be modded, and would also require a newly rebuilt Bashed Patch be used by everybody. I'm not even going to think about going down that road. It would get vey messy very quickly. Especially since, as I said, I've gotten pretty fast at copy/paste between mods, and there are only a few NPC's.
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so basically it means that when didact is working on the npc`s, he must edit the appearance, ai, faction, and everything else related, in one go. sounds time consuming hehe
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Or, do the faces AFTER the AI has been merged with the Master, and a new version of the Master is released that includes the AI. THEN editing the faces will no longer conflict. But, editing the Faces and AI in one Mod would not more or less work than making two mods. But, it would save me time when Merging.
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I once again want to thank you, for working on this thing so hard. I myself, wanted to help but didn't have the necessary skills however, you're doing it just fine. Number one thing good about this is that, this is definitely not a mod for oblivion. This is a new game using oblivion engine. Epically in the v20 it is going to be legendary. The game will be %75 completed. I don't know who is the Queen of Ashlands, but blessings of Akatosh upon ye!
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David, someone else asked this, but I can't seem to find where it is or if there was an answer. If I do more misc quests for Bloodmoon, will there be any problem if I continue to use the Morrowind_ob.esm version 19 if you already have or are about to release version 20? Also, can I keep using the esp of the 3 quests I sent you to add more? Because besides adding more Bloodmoon misc quests, I've also fixed some of the stuff with the old quests I did as well. Thanks.
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There would probably not be any issues at all with either v018 or v019, but my recommendation is to wait untill v020 since it will be Massive. Edit: 02/06/2011 There are progress updates on the Main Pronect Release Thread. v020 is going to take me several more days. What I need to do will be very tedious. I do not have an actual ETA.
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With v020, the majority of the Quests in Morrowind are now available. I am hopeful that this will give motivation to finish projects already started, and will motivate others to help. There is still a list of things to do on my "Help Requested" page... http://morroblivion.com/forums/morroblivion/mods/763
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I presume it truly will be finished, when both the Main Tribunal and Bloodmoon quests available.So we should be expecting the end in either v22 or v23...
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It would be nice to think we will be "finished" by v022 or v023. Have you looked at the list of things to do? As I mentioned in my main thread, I am not sure what I will do now... besides continue to assemble the Master. I suspect that I will start on some of the miscellaneous things on the list, like NPC Aggression, the Travel Bug, and trimming the grass, but at this point am not in any real hurry. After five months of nearly constant focus, I'm going to try to enjoy the game that I have been working so hard to make playable. I think I've done OK for somebody that has NEVER played Morrowind...
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I'm currently working on Bloodmoon. I have the Moon Sugar Investigation quest done, and a working Werewolf script.

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Eloth has sent me the first part of his Visual Upgrade! I will now start trying to figure out how to reconcile the differences between the two Masters so his Visual Upgrade can be used with the Project Master. I hope I have as much stamina for this as Eloth has had to make it!
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