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qwertyasdfgh
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[FINISHED] Morrowind Official Mods Conversion

Morrowind Official Add-ons UESP Page


Adamantium Armor
This just adds Tribunal Adamantium armor to a couple of blacksmiths on Vvardenfell. This will take 15 minutes to recreate, but is it really needed? I thought that 'crafting' Adamantium armor in Tribunal was kinda cool.


Area Effect Arrows
Merged in v064 master.


Bitter Coast Sounds
Already in the master.


Entertainers
Merged in v062 master.


Helm of Tohan 
Note: Two brothers are quite weak and don't really stand a chance against cultists. Keeping them alive won't be easy.
Note 2: Helmet uses original Morrowind model. It looks like crap, but Vvardenfell Imports Adamantium Helm looks not much better and I wanted it to have unique appearance.

Merged in v060 master.


LeFemm Armor 
I don't plan to port this one. It's essentially just an armor mod for female character and Oblivion has no shortage of these. Moreover, I'll need to make\find fitting replacement for ugly Morrowind models.


Master Index 
Merged in v064 master.


Siege at Firemoth
Merged in v061 master.

Edited by: qwertyasdfgh on 11/21/2014 - 03:48
Brainslasher
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Wow, nice! I was wondering

Wow, nice! I was wondering about the official plugins. 

roxon_55
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http://www.mediafire.com/?bx1

http://www.mediafire.com/?bx1sg3nhdj2m7ri

Need a Directory Correction  or a New  Srrow.nif to suit New Directory  Structure.. Pic Weapon_Silver_Arrow.jpg..

Second Pic is not Related to This is on Animatioin, i Never ran Animation Fix other than to check pipe Smoking. Until it was Merged  it Clashes with other files  that change Animation. Is the Error worth worrying  about or just leave it Alone

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I changed arrow path

I changed arrow path intentionally to use vanilla Oblivion arrows. In order to work ingame arrow\quiver mesh needs to be set up specifically and currently we don't have replacements.

Idle animation conflicts like in your screenshot are automatically resolved by the game when it reads the idle animation tree.

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No Prob  Thanks

No Prob  Thanks

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I did the Tohan quest.

I did the Tohan quest. Everything worked fine. except the Helm is a little weird  you can equip it and another helmet, having two helmets equipped at once. It's not a huge deal, but a little strange.

 

Would love to see Firemoth again. It was my favorite of the original Bethesda plugins.

qwertyasdfgh
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Helm is a little weird you

Helm is a little weird you can equip it and another helmet, having two helmets equipped at once.

What other helmet can you equip it with? It is most likely the problem with other helmet, not the Helm of Tohan.

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You may be right. I believe i

You may be right. I believe i only tried one helmet, but I'll go back in and try out some others when I play today. The one You may be right. I believe I only tried one helmet, but I'll go back in and try out some others when I play today. The one ened to me with was a special Daedric helmet called "Daedric Face of Inspiration". I can't remember where I got the helmet from or if it was a part of a quest.

 

This isn't anything that I'm personally looking for a fix for. I just thought you might appreciate me mentioning it. I was excited to see that the Helm of Tohan quest had been added. The quest and everything seemed to work fine for me. me with was a special Daedric helmet called "Daedric Face of Inspiration". I can't remember where I got the helmet from or if it was a part of a quest.

 

This isn't anything that I'm personally looking for a fix for. I just thought you might appreciate me mentioning it. When I updated to 

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I don't know if you've

I don't know if you've already been working on this, qwertyasdfgh but I managed to convert the official Siege at Firemoth plugin using these instructions. I really just wanted to see if it actually works and what the process is like. And to my amazement it DID work! I only had to "gut out" the content that wasn't from the plugin which wasn't very hard and sort of chip around the island landscape using TES4Edit. The resulting esp loads fine in the construction set and can be edited and saved. Ingame many of the architectures are still initally disabled which I can resolve easily. Also some of the landscape doesn't show ingame but can be seen in the CS. In addition I had to remove the persistent objects planted into the world because their formids were conflicting with ones already in the master. This is why there are no exterior doors yet. Unless you were already planning on doing it, I could complete this quest. It's really only a matter of a little dialogue and some creatures.

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Binary Data SiegeAtFiremoth.esp587.02 KB
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Yes, I already tried running

Yes, I already tried running converter on Firemoth, but there were issues, the main one being landscape mismatch and it looks like your file has the same.
You can see it by opening exterior cells in TES4Edit, in all LAND records the very first subrecord ('Cell') is different, due to FormID clashes. This is the most likely reason of landscape being invisible ingame - check around Seyda Neen, last time I tried fixing those, the island got dumped there.
I'm not completely sure what to do with it, but it will almost certainly wreak havok if merged in this state.

Also, currently all new records are injected into Morrowind_ob.esm, fortunately this is easy to fix in TES4Edit, using 'Renumber FormIDs' function (just be careful with it).

The conflicting FormIDs you removed were overwriting something in Bamz Amschend, right? I get this with almost every Morrowind esp I convert - they don't necessary need to be removed, but can be fixed with 'Renumber FormIDs'.

Word of advice - when going through REFR records, pay attention to their FormID in converted plugin - if they start with '01F.....' - these are new references, coming from a Morrowind mod (you'll need to renumber them to avoid averwriting existing records), and if with '018.....' - these are Refs from original Morrowind (don't renumber them).

That's all that comes to mind right now. If you want to convert Firemoth, go ahead, I don't have any immediate plans for it.

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Thanks for the advice, I'll

Thanks for the advice, I'll see what I can do with the landscape. This will take longer than anticipated but now I really want to try.

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I wrote a script for TES4Edit

I wrote a script for TES4Edit to fix convertion issues. It uninjects "new" records and matches LAND formids.

Did a test run on your firemoth plugin, check it please.

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Binary Data SiegeAtFiremoth_0.esp584.6 KB
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My god, you're a genius! From

My god, you're a genius! From what I can tell having tested it ingame and in the CS and checking the FormIDs it works flawlessly. This definitely makes things a little easier. Thank you for this.

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Here it is: All of the FormID

Here it is: All of the FormID issues are gone, there is no landscape tearing and all of the the landscape texturing issues where the new cells ended have been resolved. I replaced the standard Oblivion Legion armors laying around with the Morroblivion ones. I also placed a lot of objects that somehow got lost somewhere in the conversion or replaced them, mostly containers, a LOT of mushrooms and the creatures, of course. The quest is done as well, complete with Quest markers. Also included are the Distant LOD files and landscape meshes so that you can actually see the island from afar. I want to thank qwertyasdfgh for his advice and zilav especially for cleaning up the esp. I see no issues with this esp at this time but maybe there is something I missed. If so, let me know. 

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Thank you! This is going to

Thank you! This is going to be another great addition to v061 master.

First post updated.

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I hope v061 does not require

I hope v061 does not require redownloading the entire 2GB+ assets package, and there is a simpler and smaller update from v060, rather than redownloading obe package again.

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Heya people it's been a

Heya people it's been a while! :) Haha i knew i should have released my Siege at Firemoth yesterday morning lol was just fixing up some scripting bugs aswell haha. Anyhow it took a while to get this i game with no landscape tearing or anything, my version will be kept up if anyone wants to play it, see here for more information. :)

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I wonder if the same script

I wonder if the same script which was used to clean up Firemoth could also clean up my TR conversion? Or at least what I have converted of TR...

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EnvyDeveloper wrote: I wonder

EnvyDeveloper wrote:

I wonder if the same script which was used to clean up Firemoth could also clean up my TR conversion? Or at least what I have converted of TR...

Ask Zilav! its definitely worth a try great idea we may end up finally getting TR! Just wished i had that script when i started my firemoth project it was workaround after workaround to get it done! :O

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I will probably have some

I will probably have some time in the next 1-2 weeks, so give me converted TR plugin file(s). Will also need someone to PM me the latest morowind_ob.esm

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I will, though it's a big

I will, though it's a big mess atm and not all of the cells are there. Can you convert directly from TES3 to TES4 or is it unlikely?

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There is no TES3Edit, so

There is no TES3Edit, so nothing I can do unless writing my own TES3->TES4 converter, which is unlikely. Will be a waste of time.

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Well, the issues with TR

Well, the issues with TR conversion are much bigger than with Firemoth. Basically it's just too big for ESPConvereter to process properly - it was discussed here.

 

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I tried splitting the TR

I tried splitting the TR files up. What happened is that Map 2 is virtually gone and so are the newer Sacred East areas. And I now have three master files which have everything in three separate worldspaces. Can it all be merged in one worldspace via TES4Edit or is it too much of a mess to fix?

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I've never used or even

I've never used or even downloaded TR so can't comment, I don't know what "maps" mean or how they are connected with each other or even their locations. But almost anything can be fixed with TES4Edit.

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zilav wrote:

zilav wrote:

I've never used or even downloaded TR so can't comment, I don't know what "maps" mean or how they are connected with each other or even their locations. But almost anything can be fixed with TES4Edit.

Their maps are really just their different releases which add new areas. Not 100% sure whether it is all one worldspace or not.

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As far I'm aware its only on

As far I'm aware its only on the main worldspace, they've just created the main land outside Vvardenfell.

 

 

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I'm having a go at the

I'm having a go at the Entertainers Plugin. All it does it add 3 books, place them into three houses and the rest is done through dialogue topics. It might take some time to complete but it's not very complex. So if anyone already started working on it, let me know and I'll stop.

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Here are the files of what I

Here are the files of what I converted of TR so far.

https://www.mediafire.com/?b8gac4pyg7kjurq

http://www.mediafire.com/download/s3blx215ojmm4f0/TR_Map3_ob...

Bearing in mind, the converter has skipped over a lot of the cells so not sure what to do to recover them.

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I'm having a go at the

I'm having a go at the Entertainers Plugin. All it does it add 3 books, place them into three houses and the rest is done through dialogue topics. It might take some time to complete but it's not very complex. So if anyone already started working on it, let me know and I'll stop.

Thanks. I've added a note to the opening post.

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Hi, Would love to see those

Hi, Would love to see those files but I'm afraid there's some sort of problem with the link, would it be possible for a re-upload?

Cheers

PS: Manage to download files, please ignore my previous post. Tx!

 

]

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Here's the converted

Here's the converted and debugged Entertainers plugin. I tested it a bit and everything should be working. If you find any bugs, tell me please.

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EnvyDeveloper wrote:

EnvyDeveloper wrote:

Here are the files of what I converted of TR so far.

https://www.mediafire.com/?b8gac4pyg7kjurq

http://www.mediafire.com/download/s3blx215ojmm4f0/TR_Map3_ob...

Bearing in mind, the converter has skipped over a lot of the cells so not sure what to do to recover them.

 

Any luck with an upload of meshes/textures?

Tx!

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JB. wrote:

JB. wrote:

EnvyDeveloper wrote:

Here are the files of what I converted of TR so far.

https://www.mediafire.com/?b8gac4pyg7kjurq

http://www.mediafire.com/download/s3blx215ojmm4f0/TR_Map3_ob...

Bearing in mind, the converter has skipped over a lot of the cells so not sure what to do to recover them.

 

Any luck with an upload of meshes/textures?

Tx!

I only uploaded the .esms and .esps as they are a huge mess atm. TR in Morroblivion/Skywind is simply a proof of concept. It either will be done or not.

That said, I can upload the assets tomorrow. 

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EnvyDeveloper wrote:

EnvyDeveloper wrote:

JB. wrote:

EnvyDeveloper wrote:

Here are the files of what I converted of TR so far.

https://www.mediafire.com/?b8gac4pyg7kjurq

http://www.mediafire.com/download/s3blx215ojmm4f0/TR_Map3_ob...

Bearing in mind, the converter has skipped over a lot of the cells so not sure what to do to recover them.

 

Any luck with an upload of meshes/textures?

Tx!

I only uploaded the .esms and .esps as they are a huge mess atm. TR in Morroblivion/Skywind is simply a proof of concept. It either will be done or not.

That said, I can upload the assets tomorrow. 

 

That would be much appreciated!

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I'll get the TR assets soon :

I'll get the TR assets up soon :)

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TR assets here: https://www
roxon_55
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http://youtu.be/Z62Z17ekyp8

http://youtu.be/Z62Z17ekyp8

Running around country side putting place on Map came across a Land Mass ,Had forgotten about Fort Firemoth

is their a Map i can Merge into Nemitis  World Map so it can show Landmass.

Edit

Nemitis Map Update to Include Fort Firemoth Uploaded wrong Picture this is right 1.

Is there anything Else needed on Map File Updated

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I converted Area Effect

I converted Area Effect Arrows and Master Index. I rearranged one piece of furniture and added a bed to the shop so Aradraen can sleep in it. I also added collision boxes around the propped up bows so you can't run against them. A more talented level designer might be able to expand her shop to add a living area.

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Awesome 

Awesome 

I'll be merging this in the next master.

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http://youtu.be/JhpAaPmcmJE

http://youtu.be/JhpAaPmcmJE

Question Master Index Played no Problems never played it in Morrowind, were they meant to be Linked in Morrowind so you could travel from 1 to the Other.

Well Done..