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Morroblivion Help Information

Submitted by Dave B on

 


Lets Communicate!
If you are going to work on something, say exactly what you intend to do! 


For anybody wishing to help, I have identified some things that need attention: 

NPC AI - Discussion Thread
The scale of Morrowind is vastly large compared to Oblivion, way too large for one person to accomplish. So coordination needs to be continuous, When creating AI Packages for any of Morrowind's NPC. Visit the discussion thread linked above for more details.

Bloodmoon Creatures - Discussion Thread
Bloodmoon creatures need to be re-rigged or have working Havok collision added to skeletons.

Collision for static objects - Discussion
This is needed to increase performance.

Clutter - Discussion
Replacing the various clutter models.

Quests - Discussion
Verify integrity of quest dialogue, ie adding back NPC's using player names and grammar corrections. Check if ALL dialogue lines are included and being used respectfully.
 
Universal-Cast when used "UCWUS" - Discussion
Add the correct enchantments to various armor and/or clutter. Currently UCWUS items display incorrect or missing enchantments.
 
 
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Last edited by Daggers on 13 Nov 2021 - 12:48.Updated for v065

Thank You. I replaced ALL Factions and Quest Icons with ones borrowed from Oblivion. However, more than these, I would rather have icons for the unique items found on the Wiki. Currently, some of these use default jewelry icons from generic Oblivion jewelry, etc.
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With bit of explanation I might be able to do it. I can not check as I am using my laptop; but I might be able to get you the icons. And if it is as simple as directly selecting the item from construction set and giving some sort of link to the picture, I might be able to do it.

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http://cs.elderscrolls.com/constwiki/index.php/Icons

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I believe I can do it. You have to just tell me the exact things to make. I have checked CS. I can do it. Not in one day, or week; but in time it can be done. By the way I am thinking of using icons from uesp.

http://www.uesp.net/wiki/Morrowind:Items

EDIT: Seriosly, just tell me which icons are needed. Weapons, factions, armors? David didn't wanted factions; but I could have done them very good.

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I appreciate the help, but you've got Morroblivion just like I do. Open it up and take a look; you can see which icons need to be replaced. They ALL need to be replaced except for the ones Hashmi already replaced; just pick the ones you think need it the most and do them. Don't keep asking and waiting for other people to tell you exactly what to do.
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EDIT: I am neither English nor American so I have sometimes problems with language. Now I understand. For ex. Chitin arrow uses Glass arrow's icon. However I should create a chitin arrow icon and link it to that image.

QUESTION: Should I make new images for for ex: morrowind daedric arrow, or should I just link it to Oblivion. If  so I can't find Oblivion icons. They are not where they are supposed to be. Icons folder only have the images of Morroblivion. So I can't link it...

 

I know I tire you much David, but be a little patient to me and you'll have your icons.

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Thank you. I would recommend going with the ones that bother you the most first. Then, do the ones that have generic Oblivion icons for Unique Morrowind Items. Like, for instance, Teeth of the Urshalaku had a generic Oblivion Jewelry icon. Hashmi made a beautiful custom icon from pictures on the Wiki. I don't think anybody "Likes" Oblivion icons, so it would be preferable not to use any Oblivion icons at all, but where they exist, they are generally better than Morrowind icons.
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I think I will first create a dds icon for every single base item in morrowind .

http://www.uesp.net/wiki/Morrowind:Base_Armor

http://www.uesp.net/wiki/Morrowind:Base_Clothing

http://www.uesp.net/wiki/Morrowind:Base_Weapons

Then link them with Morroblivion items. However in order to proceed truthfully, I may do the second stage as I finish one category of base items. And that category is not supposed to be only Armor, clothing or weapons. Like when I finish light armors I can link them etc.

Still my main problem for now is making icons transparent. I have tested some icons and they worked fine, however they were not transparent like Oblivion's icons. In the CSWiki link, I was told to make an alpha channel , whereas I couldn't decipher what that meant. If it is drawing a lighter yellowish color line near the object, I did it however not succeeded. Should I make them perfectly transperent or a relative yellow of Oblivion menu backgrounded icons are fine?

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Perfectly transparent, in case anyone is using an alternate menu system.  An alpha layer is also known as an opacity layer.  It is just a property of the type of file that you save in your image editing program.  What it MEANS is that you are able to make the background of the image transparent.

http://www.mediacollege.com/adobe/photoshop/transparent/background.html

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Tomorrow first thing I'll try it. If this works, then you'll have your icons at most in two weeks.

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Thank You. Icons will be one of the most truly Appreciated improvements that can be made to Morroblivion. I believe hatred for the Morrowind Icons is nearly universal...
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I have nearly finished designing weapon icons(Bloodmoon and Tribunal left)

Two questions:

1- Is the one's have IDs starting with 0, Morroblivion's items(in CS)?

2-How can I understand which icons have been designed by Hashmi?(Folder names would be enough) Altough there is a Hasmi folder, I have a feeling he might have done more.

 

You can check my progress from the issue page I am just about the start.

 

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Thank You! That is exciting! Hashmi did a few that are in the "Hashmi" folder, plus a few in the "Bforrest" folder.
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Now I see what Didact was referring to about the NPC's loving him. Something is definitely wrong, but I can't figure out what. Nileno Dorvayn in the Balmora Council Hall is supposed to stand still, but she doesn't. I've even tryied changing her package to something unique. None of the NPC's stay where they are supposed to; they all follow me around. It's ridiculous to see 6 or 8 NPC's all grouped around staring at me. They aren't chit-chatting about Colovia or anything, just standing there. It is driving me crazy, but I cannot figure this one out.
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It is driving me crazy, but I cannot figure this one out.

I would guess it's their AI packages for offering services.  It is set to "Continue if PC near" without having "Must Reach Location" also checked... 

Continue if PC near: "This package will not terminate (iterate to done) so long as the PC is nearby. Primarily used to keep shops open so long as the PC is in there, even if the package should have expired."

Must Reach location: "Package will not terminate until the location conditions are satisfied."

Try checking the 'must reach location' box and see what happens... should fix it.

 

Note also the description of 'Offer services':

Offers Services: If the actor is a service provider, he will offer services so long as this package is running. Actors that provide services will also try to keep the player in sight if not otherwise engaged in some task.

So the package won't terminate (and offer services will continue).  "Must reach location" forces the package to terminate (if it's checked, which it isn't).

I can't test this from work, but let me know how it goes. :)

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This is a basic Oblivion Package; it has not been modified at all, and works everywhere else except Balmora. Shopowners told to stay at Editor Locaiton Radius 0 do not typically come out from behind their counter to follow you around. When I selected Nileno in the console, then did an EVP, she immediately turned around and walked back to her editor location, then turned around and came right back. The things you mentioned do not really explain ignoring a zero radius editor location. When I tested House Hlaalu, I didn't have her following me around all over the place, nor did the rest of the gang. They were all more interested in chatting about current Cyrodiil events. Now, no chatter at all. I had seen NPC's bunching up in the Fighters' guild from way back when, so that's what I thought Didact was talking about, but not to this extent. Maybe my saves are getting bad; I've been using the same ones and same characther for all my testing for six months.
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Not just you, I'm having this problem too.  "Must reach location" didn't help, just tested it myself.

Balmora has been the most 'messed with' by multiple people (except for maybe Seyda Neen) so maybe it has to do with that... I can't figure it out.

 

EDIT: Got it figured out.  One of those multiple people was ME!

Note that in Hlaalu Council Manor, one NPC offers services (with that same package), but doesn't follow you - Aurnie Vanne, up at the very top floor.  It is because she has a second AI Package (wander) that ends the offer services package appropriately.

The reason why they follow you is  that the area has the ownership set to the faction "0Hlaalu" (I did this because this is what Oblivion does - each mages guild is owned by the faction "MagesGuild" so I though it would be OK). 

The difference is that in Oblivion, each NPC has more AI packages so they don't ever default to following you around to offer services and there is no weird conflict with a faction-owned cell.

I will fix this in my update this week and just set the ownership of faction halls to the head of the faction hall, rather than the faction itself. 

 

EDIT 2: OK, so if you set the ownership to an NPC who owns is in the cell, and that NPC also happens to offer services, then that NPC (and only that NPC) will follow you around, but at least it's not every NPC (at least, the ones that offer services and are the faction that is owns the cell). 

Ultimately this is about proper AI, setting cell ownership to a non-services-offering NPC will just have to be a workaround...

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A NEW QUESTIONS WHO IS ABLE TO ANSWER: There are many fine working icons, Do I have to replace them as well, or only dealing with the ones have problems(I can identify them) is enough? I Think it would be enough because the best I have in offer, is the same with those.

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If you think you can do better than existing icons, then do so. If you like the existing icons, or don't think you can do any better, then don't. Don't feel compelled to do them just to do them.
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I received an upload of 168 voice files from Morrowind by "me." Robertneville777 has volunteered to link them to dialog in the game. Thank You!
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I am going to try to do variety of NCP faces (the only thing what i can do... for now)

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Thank you. Just please be careful not to do faces that have already been done before. It is now getting to the point where you need to check them first.
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Ok I am finally ready to upload but not here ill have to do it at home because mediafire is blocked.

1. Morroblivion Faces Update + Hla Oad AI

- More faces updated, I basically went through a list of NPCs (not all) and did their faces. Also did Hla Oad AI and updated faces, I've already uploaded this for David so idk if this would be necessary

2. MorroblivionFacesEdit II +MarkRecall Scroll Fix

- More updates on faces however also adds a fix, the Mark and Recall scroll have the wrong enchantments, Mark scroll has no enchantment, I simply added their proper enchantments to them

3. Morroblivion_DaedricHelm_Fix

- using vvardenfell imports I changed the daedric face of terror and inspiration from the original morrowind meshes and redirected them to the ones from vvardenfell imports.

4. Morroblivion_ChrysamereEnch_Edited

- Added more charge for this weapon

5. Morroblivion_SaintsBlackSwordFix

- Changed the enchantments for the Saint's Black Sword. Its enchantment was funny really. Cast on strike and it heals and restores fatigue on your opponent. Changed it to 'absorb', also added more charge

I have tested the daedric helm and it works because im wearing one of them. the chrysamere and saints black sword works but their charge may need changing.

Elidon's Ward may need tweaking, its armour rating is WAY too high (60 to 70 i think) and restores health at 75pts constant effect. Also im awaiting permission from the author for his beautiful elidon's ward mesh: http://www.tesnexus.com/downloads/file.php?id=33417

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I will be looking forward to your package! I have already addressed the enchantment on Eidon's Ward, but not the Armor Rating. But, it would be better for you to do one of your scripts that adds a spell when equipped.
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LINK: http://www.mediafire.com/?dfan5mpk4mmjdrg

Ok, I'll update Elidon's ward when i get time, i really hope permission is granted for elidon's ward it would be a great addition!

In the meantime I'm working on new AI for Dagon Fel ALSO I have finally tested Gnaar Mok AI and it works!!! Well for me anyway, if you guys want I'll put up screenshots

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I have experience with the Elder Scrolls Construction Sets and I can do a good amount except scripting, meshes, dialogue, quests and AI.

So placement, ownership, and item creation (so long as a mesh is already made) is good for me.
Send me a PM if you need me to do anything. 

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Just a note that I have discovered that the textures for the Daedric Helm of Terror doesnt exist.... Well for me anyway, the texture is pink which = no texture. I have reinstalled vvardenfell imports but that copy was from a download a few months back so I'll redownload just to be certain. Anyone else have this problem?

Anyway on another note.... Here's an update what im working on.

- NPCs, edited vampire faces, Reavers, smugglers and frys hags encountered on Solstheim. Began NPC edits for Tribunal.

- More AI updates, I will begin AI for Khuul, after that Dagon Fel and the rest of the fishing villages. When all these are done I'll be doing the Ashlanders, if someone else would like to do them feel free to!

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Hi! I'm new around here, and the only mods I've done have been for personal use, but I do have AIs down pretty well now and would very much like to help with this project.

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Didact is doing fishing villages, etc. The most useful thing now would be the NPC's in guild halls. We found a "bug" in NPC behavior when NPC's only have one services package, belong to a faction, and that faction owns the cell. For instance, the Balmora Council Hall was ste to being owned by the Hlaalu, but, the result of this was that ALL the NPC's in the cell (except one) followed the player around like puppy dogs. This persisted even if the player was invisible; maybe the could smell the biscuits. For now, there are some workarounds, but they are not good ones, and not complete. I just did some testing of the Imperial Cult, and inside the Imperial Chapel ALL of the members grouped around me as if they were getting read for chior practice! I removed the faction ownership on the cell and boom, normal behavior again. However, "normal" behavior should not really be standing in one spot 24 hours a day in case the player ever wants to come over and buy something...
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Hey Didact, could I get a list of the NPCS or locations where you have already been editing the AI? Just want to make sure I don't start working on the same people you've already done :)

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I'm noticing a distinct lack of beds in most areas. Am I correct in assuming that you would prefer I not add any furniture where it does not occur in the original game? There will be a lot of insomniac NPCs, but I don't want to mess with whatever authenticity you want to preserve.

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Please, by all means, add Beds! That was never an issue in Morrowind because NPC's never slept!
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Alrighty, I'm starting with Caldera and afterwords I believe I'll move to Ebonheart, unless either of those are already being worked by someone else.
I saw at the begining that you prefer to get projects over time instead of all at once, just for clarity how frequently would you like uploads for this kind of project?

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I have been releasing updates at a minimu of every two weeks; most of the time every week. I was not really planning on a release today, more like Thursday, but I might still get a release out today, depending on how I feel in a couple of hours. So, once every week or two would be great, thank you. My recommendation is to start in Balmora, then Ebonheart, then Caldera, since that seems to be the general order in which most people go most of the time, and proportionately how much time they spend. But, it is up to you.
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I'm doing mostly fishing villages, so far Hla Oad and Gnaar Mok have been done up in terms of AI. Currently I am doing Khuul. As for NPC faces... I have been doing them as I play really, I have done faces edit whereever i go so its really random but I can confirm that as well as AI in a town/city I do their faces too, all ashlander camps have been done up and most Main Quest characters have also had their faces done up, I may revisit them and improve them later but not now.

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I think I'm going to try to get some of the Temple quests working properly, starting with Pilgrimage of Seven Graces (a number of which are rather buggy, and one of them sufficiently buggy that you can't complete it without just setting quest stage from the console). As far as I can tell, no one's currently tackling those.

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I have just addressed several things in the Temple, Imperial Cult, and Imperial Legion Quest Lines in this most recent release. Please make sure you are using v026 as ALL the quests in each of these lines have been updated, but by all means if I have missed something any help would be appreciated. I have not played through any of these, and am not the one that did them, so I'm really at a disadvantage in debugging them. As far as I know, the Pilgrimage of the Seven Graces works fine; all the shrines have their proper scripts. The only thing that really needs addressing is the drowning part with a Player.MoveTo while under water. I was thinking that placing a door and then Activating the door might work.
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Ah, well nevermind then; was still using v025 (only learned about Morroblivion a week or so ago; so strange to see mods getting actively updated every couple weeks...). The puzzle canal is the one that really bugged me, but I'll grab the updated master and see what's afoot before I think about poking at it.

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The quest killing bug I was referring to is gone. A simpler solution to the nuisance of Player.MoveTo suggests itself: just do what Morrowind does. It doesn't teleport you out of the water, it just restores your health (actually doesn't even refill your air gauge; a friendlier mod might give you a few seconds of water breathing to surface without losing more HP). Also, noticed that the hidden real Ash Mask at Gnisis temple is missing (haven't looked in CS, so it might just be somewhere weird; just noticed while running through pilgrimage). I'll put something together (based on current master).

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I downloaded all three parts of the morroblivion installations, but when i unzip them, there is no appllication to install them with, just a bunch of data files. The installation instructions don't really give any in depth instructions on how to install these, so could anyone help me? Thanks

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1- I know the name of the thread is Morrowind_ob.esm help requested; but this help is needed for desgning the game further.

2-I've checked Installation instructions again, and yes It is not very clear; so I will explain.

3-Those Compelete Installation Files are actually needed files for Morroblivion. Only think you should do concerning them is copying(or cutting) the Data folder to the location you installed Oblivion.

 

I also want to add that, I am not the most authorized person around so you must not consider this as an offical answer. I'm trying to help you personally.

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I've noticed that there are many carryable/equipable lamps and candles, but when equiped they aren't held correctly and when dropped they have no physics. Is this being worked on at all?

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I am not the most experienced modder (actually these will be among my first) but I have thoroughly enjoyed the fruits of everyone else's labor.  You have all done an outstanding job, BTW!  I figure I could take the Object Placement mod, fixing whatever needs to be put aright and straight.  Believe me, I have a lot of patience.  For now, I'll start with Balmora and work my way outward unless there are any objections.

Edit:  I received a suggestion to work in Vivec near the hidden entrance to the Morag Tong. There are some floating candles and barrels that need tending to.  So I've started there and am working my way around the Vivec areas.  If anyone has any more areas they would like me to look at, I would be happy to oblige.

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I've noticed that there are many carryable/equipable lamps and candles, but when equiped they aren't held correctly and when dropped they have no physics. Is this being worked on at all?

No, I don't think anyone is working on this.  That would be awesome though.

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Well I'll try to keep my focus on my AIs for now but maybe when they really frustrate me with inexplicable behaviors I'll dabble with nifscope a bit. If anyone else wants to do this instead that would be great, as this will a learn-as-I-go type process if I try to take it on myself. It just irks me, and I want my NPCs to be able to carry candles around.

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Well here it is, I've added basic AI to every NPC in Balmora, Ebonheart, and Caldera(including the mine). Everybody eats and sleeps, most people spend time wandering outside, and guards take day and night shifts. I had to add a whole lot of beds, which meant adding rooms. I tried to keep it logical and put them in areas that would be below ground, so the shapes of the building exteriors would still make sense. My interior design skills aren't stellar though, so any feedback or assistance in that area is quite welcome. Please let me know if there are any issues with behaviors not being appropriate for the NPC or not working correctly. I tried to do some more complex scheduling where I could but this game doesn't give me much to work with as far as individual personalities go. For instance that whole section of Balmora is called the labor district and I have no idea where those people are supposed to 'labor', so instead they wander the streets and many of them go drinking. Any suggestions there are welcome as well. Of course if you guys think I'm putting too much thought into this and should keep it simple, that's fine, I wasn't sure what you were expecting so I aimed for a level of complexity that would make the world a bit more realistic. 

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If you ask me you've done more than enough. Only thing I can suggest now is that there was a hunter in Balmora(can'T even remember his name), It wouldbe very cool to see him/her going out to the wild at day and return at night and sleep. Problem is were there enough HOUSES for people to sleep? I can understand adding beds...

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This is an amazing amount of Work! Thank You! It will take me a bit to digest this, but it will be included in the next release v027.
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Not everyone in Balmora or Ebonheart had houses. A lot of people sleep in the inns, if they hang out there anyway or seem like they could afford it, and I set up all of Balmoras wandering paupers with beds in the temple.. seems appropriate. There was one homeless woman in Ebonheart that I gave an alleyway bedroll. 
I see that the Argonian Nine-Toes has the 'hunter' class, is that who you were thinking of? He's a blades trainer and a suspect in the murder of Ralen Hlaalo,  so he's involved in a few quests, but I could have him go on weekend hunting trips anyway. 

Though you may have been thinking of Heddvild. She's a Nord 'Barbarian' that spends most of her time wandering the streets (she sleeps in Southwall now, I decided to pretend that Sottilde is her sister since niether of them have surnames) She wears fur armor, so she kind of has a huntery appearance. 

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Thanks David, it's exciting to work on a project that someone else is actually going to use XD
Quick question: when I continue should I keep working in the same esp file or start a new one?  I can't decide whether to do Ald-Ruhn or Vivec next... 

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