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Morroblivion Project Release

Submitted by Daggers on

Morroblivion v68

Current Public Release

The Elder Scrolls Renewal: Morroblivion

Quest Notice: Morroblivion uses its own quest-line icons. You can find the corresponding icons here.

Download Morroblivion · Installation · Changelog

Morroblivion screenshot

Current Downloads

Notice: If Google Drive files are unavailable, it is usually due to download quota limits.

I. Complete Morroblivion Installer

Notice: The Fastest Server mirror provides a direct browser download. Please wait a few seconds after clicking and check your browser downloads before trying again.

II. Official Update

Notice: The v68 installer includes the current Morroblivion patch files. Version 68 currently has no separate patch downloads; the v67 patches 1-3 are for v67 only and are included in v68.

Start Here

Requirements → Setup → Download / installer → Configuration and load order

Requirements

Morroblivion requires legal installations of The Elder Scrolls III: Morrowind with the Tribunal and Bloodmoon expansions, and The Elder Scrolls IV: Oblivion with the Shivering Isles expansion. The installer verifies ownership before deploying the Morroblivion files.

Oblivion Script Extender is required. The actively maintained continuation is xOBSE.

Oblivion with the Shivering Isles expansion

Morrowind GOTY with the Tribunal and Bloodmoon expansions

CD/DVD, Steam, and GOG installations are supported. Steam users should follow the xOBSE installation notes for the Steam version.

Included Content

Morrowind, Tribunal and Bloodmoon content listed in this release:

View complete content list

Morrowind

  • House Hlaalu
  • House Redoran
  • House Telvanni
  • Fighters' Guild
  • Mages' Guild
  • Thieves' Guild
  • Tribunal Temple
  • Imperial Cult
  • Imperial Legion
  • Morag Tong, including the "Threads of the Webspinner" Sanguine items
  • Ashlander Clan Quests
  • Daedric Shrine Quests
  • Vampire Clan Quests
  • Wilderness Miscellaneous Quests
  • All City, Town, and Fort Quests

Tribunal

  • Tribunal Main Quest
  • Miscellaneous Quests

Bloodmoon

  • Bloodmoon Main Quest with Both Paths
  • Miscellaneous Quests
  • East Empire Company Quests

Supporting Plugins

Installation

The Morroblivion v68 installer automatically detects legal Morrowind and Oblivion installations before deploying the Morroblivion files. Install xOBSE separately, along with any OBSE / xOBSE plugins required by the Morroblivion options you enable.

As of Morroblivion version 68, the installer can automatically detect your installed Morrowind and Oblivion directories. When prompted for the Morroblivion installation directory, you may select your Oblivion directory or choose a different managed-mod directory if your setup requires one.

Please note that the official Installation Instructions topic and the PCGamingGoodies Video Installation are outdated for v68 and newer. They are still useful legacy references for load order, compatibility, and additional setup details not fully covered by the current installer.

Compatibility

Morroblivion Compatibility Patches

Morroblivion is located in a separate worldspace. It is generally compatible with mods that modify Oblivion's worldspace, including OOO, MMM, FCOM, Unique Landscapes, Better Cities, and similar Oblivion-focused mods, but those mods do not directly modify the Morroblivion worldspace.

Morroblivion is compatible with, and affected by, mods that modify Oblivion gameplay mechanics, including combat, magic, stealth, leveling, UI, and related systems.

The latest version is not compatible with most Morroblivion mods created before 2014, nor with original ESP Converter-based mods, unless the mod page specifically states that the mod has been updated or tested for the current release.

Potential incompatibility: Any mod that uses an older version of Morrowind_ob.esm as its master may be incompatible with the current release.

Starting the Game / World Transport

Alternate Start

 

Starting a new game with Morrowind_ob.esm active works as an alternate start. Instead of beginning in the Imperial City Prison, the game begins in the hold of the prison ship in Seyda Neen. As a result, the Oblivion Main Quest does not start automatically. A World Transport option can be used to start the Oblivion Main Quest.

 

World Transport

 

Being updated. The Oblivion Main Quest starts through a corpse outside the Imperial Prison Sewers.

 

Stability and Performance

 

If you experience seemingly random crashes, especially in wilderness areas, the cause is commonly related to cell-buffer overrun rather than a problem with a specific cell. Oblivion was not designed to load a project on the scale of Morrowind and all its denizens, but the following steps can reduce crashes.

  1. If you have 4 GB or more of RAM and are running a 64-bit version of Windows, apply the 4GB Patch to Oblivion.exe. This allows the 32-bit executable to use up to 4 GB of virtual memory instead of the usual 2 GB limit.
  2. Decrease graphical settings or install FastLOD with your preferred add-on.
  3. Install the recommended OBSE / xOBSE stability and performance plugins listed above.

 

Load Order and File Details

 

Morrowind_ob.esm

Main data file for Morroblivion. It contains the core landmass, dialogue, quests, and related records.

This file is required for Morroblivion to function.

Load order: Load directly after Oblivion.esm unless you are using EngineBugFixes. Even with EngineBugFixes, keeping this legacy order is still a safe baseline.

Morrowind_ob.esp

Loads the Morroblivion BSA archives and helps resolve possible conflicts with other mods.

This file is required for Morroblivion to function.

Load order: Load after any mod that changes vanilla idle animations, such as Personality Idles.

Note: This file contains one intentional ITM record. Do not clean it with xEdit.

Morrowind_ob - UCWUS.esp

Restores functionality for enchanted items with the "Cast When Used" enchantment.

This file is recommended for the full Morroblivion experience.

Load order: Load after Morrowind_ob.esp, with the other Morroblivion plugins. If you use Morroblivion clothing replacers with this plugin, create a Bashed Patch.

Morrowind_ob - Conversation.esp

Adds original Morrowind voiced lines to NPCs. Recommended for a more nostalgic Morrowind experience.

Load order: Load after Morrowind_ob.esp, with the other Morroblivion plugins.

Morrowind_ob - MorroblivionTreeReplacer.esp

Replaces default Morrowind trees with Oblivion-style trees.

Load order: Load after Morrowind_ob.esp, with the other Morroblivion plugins.

Any Morroblivion Map Replacers

Any plugin or replacer that alters the Morrowind map.

Load order: Load after all other Morroblivion mods.

 

Optional Add-ons / Resources

 

This list collects optional mods that have been used with recent Morroblivion releases and add meaningful experiences. Check each mod page for version-specific requirements. More mods are available in the [HUB] Mods for Morroblivion topic.

 

High-resolution texture resources

More than 1,024 high-resolution texture files, useful for powerful computers.

  • Mirror #1 (MEGA)
  • Mirror #2 (Fastest Server)

Legacy Releases & Archives

View legacy releases and archives

Experimental Builds: The previous v067 Experimental Release thread is now outdated. Use the Morroblivion Project Release v068 thread for current builds unless a newer experimental thread is posted.

Archive coverage is incomplete, and some older versions may no longer be available. The preserved builds below are provided as-is for historical reference and troubleshooting.

Morroblivion v064

Morroblivion v065 RC4

Morroblivion v066

Master File Installer

Resources

Morroblivion v067

Notice: If Google Drive files are unavailable, it is usually due to download quota limits.

I. Complete Morroblivion Installer

Notice: The Fastest Server mirror provides a direct browser download.

II. Official Update

Other

More than 512 low-resolution texture files, useful for less powerful computers.

Installation

Visit the official Installation Instructions topic for a detailed written guide, or check out the Video Installation. These legacy instructions are primarily useful for versions before v68.

Version

Current public release: Morroblivion v068.

  • Version 68 currently has no separate patch downloads.
  • The v67 patches 1-3 are for v67 only and are included in v68.
  • Use the Morroblivion Project Release v068 thread for current downloads and future release notes.

Karma: 5 (5 votes)
Last edited by Daggers on 2 Oct 2026 - 08:45.Owner-authorized automated edit: reorganize the official release post for readability and downloads; preserve technical guidance, links, archives and the existing discussion. Original author preserved; owner-authorized editing account Daggers, via controlled CLI revision API.

Community Discussion

This thread includes discussion of current and historical releases.

I do have quest makers, I did not relize they were not there for all quests, same with the voices.

Still a great update though, I noticed that pillow lady in Balmora walking around the town, neato!

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The Main Post of this Thread has been Updated 04/16/2011. >>> A New Download of Additional Support Files IS Required for v028 <<< >>> A Download of Morroblivion Miscellanesous Items IS Required unless you have the Resources <<< v028 contains a number of bug fixis I find as I am playing through the game (finally!). * Most significantly is Dagoth Ur's AI that caused him to respawn for some players I am also updating any NPC that follows you as part of a quest, but there are a lot of them and I don't know off the top of my head where they all are. There are several shortcomings in Oblivion's evaluation of AI that the Queen of the Ashlands was unaware of when she did most of these. I am fixing them as I encounter them. If somebody would put together a list for me, that would speed things up a bit... Mooncat and Thermador both provided some of the same fixes for Silt Strider Transport. Additionally * Henshu has added some Real AI to NPC's in Ald-Ruhn. * Henshu has also provided a fix for lanterns sticking out at a 90 degree angle. Thank you! *Eloth has provided beautiful replacements for many of the Miscellaneous Items in the game. These have been integrated into the Master, so a download of the Resources is Required. Do not attempt to use Eloth's ESP, as this will only cause duplicated items being added to some Leveled Lists. * Darth South has provided Beautiful new Custom Icons for Rings, and Improved Icons for Amulets. *RobertNeville777 has provided more voiced dialog for Silt-Strider Transport * Illspecko has fixed renting rooms in Vivec, plus too many other places for me to keep track of. * Mooncat has finally put a stop to Lucien Lachance visiting you if you commit Murder in Morrowind! * Mooncat has also fixed Divine and Almsivi Intervention so they now work properly. * I have bundled the Bonemold and Daedric Lord Armor fixes into the Support Files. >>> A New Download of Additional Support Files IS Required for v028 <<< >>> A Download of Morroblivion Miscellanesous Items IS Required unless you have the Resources <<<
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I've been following this mod for years. I've experienced the awful old installs and I'm REALLY impressed by what you've got up now. I'd like to thank everyone who's been working on this (I'd give credit to you all individually but there are too many to count and I've read this entire thread once over - won't do that again) and extend a congratulations. I'm also going to nose around and see what I can do. I'm pretty skilled with the Construction Set, so hopefully I can help out in some way :)

 

So thanks again, I really look forward to playing this and hopefully contributing! By the way, the installation is taking me the better part of a day, probably because my unzipping tool isn't working quite right.

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I am confused in the opening post it said current version .29 but were is the update on whats in it? Is it a type-o? Other than Stilt Strider and the opening of the game are any of the other MW voices back? Is there any one working on adding voiced dialouge to the game, to quests,etc? And lets say someone were to do the do the voice acting needed(say in audacity) How hard would it be to put those files in the game? (ignoring the lip syncing for a moment, lets just say using  generic mouth movements?

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I am in the process of uploading/upgrading from v028 to v029. Please be patient. These uploads take a while. There is a long thread about voiced dialog in the Bugs/Issues section.
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New release is expected to be released in a close time. It probably is half-finished, because my quest and faction icon are told to be absorbed. They weren't in v28

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The Main Post of this Thread has been Updated 04/23/2011. I have updated the Installation instructions; please review them. Hopefully this will answer some of the upgrade questions that are inevitably asked. v029 contains Mostly new material. * Mooncat provided fixes for some Thieves' Guild and Morag Tong Issues. * I fixed a couple of miscellaneous quests, but did not really do much debugging I have updated a couple more NPC's with the proper AI that follow the player during quests, but I worked a lot of extra hours this week, so mostly I just assembled the Master. Darth South has provided FOUR new Custom Icon Mods!. * Books, Ingredients, Quests, and Factions. These are Beautiful! * Never in my wildest dreams did I ever imagine we would get this far. Thank You! Additionally * Henshu has added the first part of AI to NPC's in Sadrith Mora, but Sadrith Mora is not finished. * Henshu has also provided the first of her new Musisians! More will follow! * Henshu has recreated the House Guard Shields and given them to the appropriate guards. *Eloth has provided a second batch of replacements for many of the Miscellaneous Items in the game. These have been integrated into the Master, so a New download of the Resources is Required. * Eloth has substituted Oblivion Apparatis for Morrowind Apparatis everywhere they were placed in the game. This will pretty much whack the Thieves' Guild "Gransmaster Retort" quest until I can get it updated, so it would be best not to start this quest unless you already have a Grandmaster Retort. * I have also bundled Eloth's Ingredient Replacer into the Download * Hashmi has updated all the 6th House Creatures with better Animation and Havok. Thank You! * Tleemessick has provided more Object plament fixes for Vivec, Balmora, and Seyad Neen. I have also made available the mod that I use with Eloth's Visual Overhaul. My version updates the land and grass, but not the weather (because I did not want the shotened LOD visibility). I will no longer be updating "Additional Support Files 1." New additions will go into "Additional Support Files 2," which I have already started because I received new content from Henshu after I had already started uploading vol 1. A new upload of Additional Support Files 2 will be made available as soon as I can get the material from Hashmi, but am currently unable to download his fixes. >>> A New Download of Additional Support Files 1 IS Required for v029 <<< >>> A New Download of Additional Support Files 2 IS Required for v029 <<< >>> A New Download of Eloth Misc Items & Ingredients IS Required for v029 <<< >>> A New Download of Henshu Lute Music IS Required for v029 <<<
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Does this mean I should wait a little before installing all this, or is the current Additional Support Files 2 good to go for v029?

Also, glad my fixes were viable!

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I do not have a recommendation. It is up to you to install now or wait. However, if installing now, a Download of Additional Support Files 2 is definitely required otherwise the game is likely to crash if you come anywhere near Henshu's Musicians. They need their Lutes!
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All righty, let's give v029 a whirl!

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It has been almost two weeks since Eloth released his Visual Overhaul. I think that the excitement of this amazing work has made us forget to properly thank Eloth for the MASSIVE amount of time he spent on it. And, he has tirelessly worked to provide fixes and updates. Eloth has spent more time on Morroblivion than anybody, including me. Eloth has also provided countless improvements to the Master, plus now his Miscellaneous Items and Ingredient Replacers, plus all the creatures, and on, and on, and on... Everybody please go to his thread and remember to give Eloth a big THANK YOU!!! http://morroblivion.com/forums/morroblivion/mods/1449
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A new version of Additional Support Files 2 is now available. This file now contains the missing textures for Azura and Ascended Sleepers.
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I have uploaded the music files from Morrowind. Rename your current Music Folder, then extract this to \oblivion\data. This will then play Morrowind music instead of Oblivion music.
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What is "Morroblivion Complete Installation"? i don't get it

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I don't even know how to try to explain this if it is not self-explanatory. At one time people had to create Morroblivion from Morrowind by using the ESP converter, but it was very buggy and people had endless trouble with it. I just got tired of all the tech support so I uploaded the whole thing. At one time the Complete Installation was just that, a Complete Installation (of the Morrowind conversion to Morroblivion), but we keep adding to it so there are lots of other files needed now. I'd like to redo the Complete Installation again, but my installation is no longer capable of generating a vanilla Installation since I have added Eloth's Overhaul plus everything from HelpfulPerson.
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CRACK_2 wrote: What is "Morroblivion Complete Installation"? i don't get it

Read the FAQ Page, the Download Page, and the Installation Page, and all of the links therein.  You'll figure it out.

 

David Budreck wrote: I'd like to redo the Complete Installation again, but my installation is no longer capable of generating a vanilla Installation since I have added Eloth's Overhaul plus everything from HelpfulPerson.

This is why Wrye Bash is so great for installing mods :)  I will see if I can put together an updated 'complete installation' when I get back.  Or you could just unzip all of the archives that are posted here to a new folder and then recombine them into one archive or something like that.

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I agree with thermador. Wyre Bash is almost a necessity, especially when you have 100+ mods like myself. It can be rather tricky when you're importing sources from other masters and esps, but its soooo worth it once you get the gist of it. Btw, thank you everyone for fixing the wyre bash load order problem when updating the bashpatch.esp.

Morroblivion has been successfully revived in a whole new light due the mad skillz, dilligence (and a god-awful amount of patience) of all you awesome modders!

Mod on!  (and take a well deserved break.)   :-)

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The Main Post of this Thread has been Updated 04/30/2011. I have updated the Installation instructions again; please review them. Hopefully this will answer some of the upgrade questions that are inevitably asked. I have also gotten the Installer working again, so this version is wrapped in the installer instead of just being a stand-alone file. v030 contains Mostly new material. * I fixed a couple more miscellaneous quests, mostly in the West Gash region Northwest of Caldera. * I have updated a couple more NPC's with the proper AI that follow the player during quests. RavenSW has provided the Much-Needed Weapons Rebalance! Thank You!!! * In my mind this is the last truly game-breaking issue left over from conversion. * RavenSW also provided a fix for floating Urns in tombs. Darth South has provided another Custom Icon Mod for Keys. * It is amazing how much of a difference his Icons make in-game! Additionally * Tleemessick has provided more Object plament fixes for Pelagiad. * Illspecko has finished fixing all the Inns in Vvardenfell so that Players can rent rooms. * Eloth has provided updated meshes & textures for his Miscellaneous Items and Ingredients. These have been integrated into the Master, so a New download of the Resources is Required. * I forgot to fix the Grandmaster Retort Thieves' Guild Quest. * I also forgot to update Garding's AI for the Dram Bero Quest. >>> A New Download of Additional Support Files 2 IS Required for v030 <<< >>> A New Download of Eloth Misc Items & Ingredients IS Required for v030 <<<
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It's like I get gitty every weekend when a new version comes out. lol.

Got a load order problem via wyre bash. Other than that, excellent work! I can now see some of the changes you made which I hadn't noticed until now.

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Just wanted to say thanks to all the modders for all their hard work on this project.
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The Main Post of this Thread has been Updated 05/07/2011. I have started playing through Morrowind and will debug the quests as I encounter them. Having never played Morrowind, and having not done most of the quests, I just cannot debug them based on the information I typically get in the bug reports. I have already run across four different quests where the important questgiver was dead before I got there. I was able to move random mosters far enough away from two of them to prevent this, but a 5th level, unarmed, unarmored NPC does not stand much of a chance against a blighted Shalk. I still have a very difficult time understanding why people think this is desirable or superior to making essential questgivers essential. I was able to save three of these by making them essential in my own mod so that I could play through the quests, but with the Wandering Scholars quest, I did not have a save that went back far enough so that he wasn't already dead, at least not without redoing a bunch of other stuff. It will take me quite a while to get around Vvardenfell, because I'm the type that never passes anything by, that explores every cave and tomb along the way. Morrowind was obviously not designed for this; it was designed to move from quest to quest, so five times I have gotten quests, only to have the questgive tell me that I've already killed whomever, so no opportunity to play or debug. Oh well, I certainly hope they work... I have finally made it up to Gnisis, so I can now debug the first part of the Imperial Legion Quests. v031 contains bug fixes for 8-10 miscellaneous & house quests. * I fixed all the quests around Caldera, up through Gnaar Mok and Gnisis, except for Din. I updated Din's AI but have not added quest markers nor escorted him back to Gnisis. He is one of the important NPC's that would have died several times before I could even get to or see him. RavenSW has provided the first part of his Training Overhaul! Thank You!!! * This was the first thing I had added to my list of things to do way back when. * RavemSW has also provided a stand-alone mod that restores Morrowind Conjuration Spells Darth South has provided two more Custom Icon Mods, one for Potions, one for Misc Items (part 1). Tleemessick has provided more Object plament fixes for Ald-Daedroth to Ald-Ruhn. * Eloth has provided updated meshes with havok for Potions and Chests so that you can pick up the potions and open the chests. I have bundled these fixes into the Additional Support Files 2 package so that you don't need to redownload the whole thing, but have also reuploaded a new version of his entire replacer. * I Updated the Grandmaster Retort Thieves' Guild Quest to accept either a Morrowind Grandmaster Retort or an Oblivion Master Retort (but Not a Morrowind Master Retort). * I have updated Garding's AI for the Dram Bero Quest. >>> A New Download of Additional Support Files 2 IS Required for v031 <<<
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thank you sir

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As always, great stuff!

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Thanks for the update!

I myself wouldn't mind though if some important questgivers were marked as "essential", given that it was the best way to fix the problems.

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Excellent! Thank you for all your hard work. As far as the problem with some people not liking the way you choose to do certain fixes I feel that unless they are one of the limited people who have made major contributions to this project you should just not worry about what others say and include the fixes that you can in the ways that you can. What you guys have done with this game is amazing and you can't please all the people all the time.

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David, if you think that some NPC's need to be made essential, I'm all for it.

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Thank you for the support. I have no idea what I'm going to do with Essential characters. I had made most of the important players Essential in the quests that I have done, which are the Main Quest and three House Quests. But, the Queen of the Ashlands did all the rest, and she did not make anybody essential. Debugging and adding Quest Markers and AI is not the same as doing the quest, and I am running out of energy for this project. I have already switched from primarily modding and debugging, to primarily playing and just debugging as I go. And, from primarily working on the Master, to primarily assembling it. Morrowind Quests and design have some serious shortcomings, like showing up at the Fighters' Guild for work, and then getting one contract after another for people I've already killed. That just isn't any fun. It chalks up a lot of completed quests, but isn't any fun. I had attempted, when I was going through the Imperial Cult, to start initially disabling the bad guys until you got the quest, but the result is an empty cave on the Bitter Coast until you get the quest. Not ideal. What would really need to be done is place some more generic bandits/smugglers, and then enable the specific gang of baddies at the appropriate time. But that would be adding content and be moving further and further away from Morrowind. And, this needs to be done all over the place. I was exploring Shal, for example, when I came upon a strikingly dressed bad-girl Mage type. That reeked of Quest, so I saved and went to the Wiki to check her out. Sure enough, if I was to fight her then, that would be yet another quest completed before I ever even got the quest. And, the chests need to respawn, and the Bandits and smugglers need to respawn, which is impractical because they all have unique names. A respawning "Bandit" is much different than a respawning "Boler Bandas" or "Novrynea Falen." And, everything needs to be leveled. But there is no point to leveling NPC's because their loot, armor, and weapons are not leveled.
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Why does everything need to be level? So you mean like level scaling the baddies?

Btw, your work rate is impressive, I am quite surprised at how often these updates are coming out. Good job.

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Not everyone playing Morroblivion is a green recruit off the boat. A 30th level Oblivion character will just walk through Morrowind. Aside from that, Morrowind was balanced for Morrowind, not for Oblivion. It is hopelessly obsolete given that everything is now Oblivion: Character advancement, combat, magic, weapons, etc. The first quest Caius gives you is designed for 4th level characters. If, like me, you do not go immediately to Balmora, but instead dungeon crawl your way there, then the whole dungeon is a pushover. Everything is a pushover. Oblivion players can also have companions...
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i have made it clear way back that morrowind creatures need better stats, we could try with 50% better values(health, damage etc) in the first place,

 

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The "leveled vs. non-leveled" issue is a huge problem in vanilla Oblivion.  (I have detailed the problem in the FAQ for the uninitiated.).  A fully leveled world (vanilla Oblivion) is ridiculous at times, but a fully static world (vanilla Morrowind) is just as ridiculous at other times.

I propose we aim for a "balanced static world", something like OOO, where Creatures/NPCs are leveled, but there each has a max level and a min level, and their equipment/loot is not leveled, but set to an appropriate level based on their min/max level range - from the OOO faq (and more detail here):

OOO 1.3 is more static than default Oblivion, but not completely static. Some creatures and NPCs still level with you, but only within constraints. These have now minimum and maximum levels, so you will frequently run into places where the residents have a minimum level that's way above your own, making them too difficult for you to beat. By the same token, once you reach a medium level you'll start to find areas where the maximum is lower than you, making the residents much easier to beat than in vanilla. For example, at a high level you will find that common bandits no longer pose much of a threat (but they may have a boss who is still a threat).

Also, within their possible level range, creatures and actors tend to vary in level. Some could be as low as 16 levels as their next “equal” type. For example, encountering bandits at level 10 may result in some bandits in the group being level 16, while others could be as low as level 2. This effect really increases variety and feel for each enemy as if they were unique.  

This would be a big task, however, and should be probably be added to the "Tasks" in help requested.

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Why not implement something like Diablo (and possibly Francesco for Oblivion) ... have some areas with High level and/or more numerous enemies .... so that the challenge can be retained at higher levels ... and have some areas with low level and less numerous enemies so that the sense of accomplishment doesn't go away either.

A simple example of this could be to have a pack of blighted nix hounds in the Ashlands wilderness ... and solitary, normal Nixhounds near roads in the West Gash. Or maybe some unique (named) versions of  the Humaoid creatures that spawn up at higher levels (Menta-na and Molag Grundal?).

Ofcourse things like this should , in my opinion, me 'mods' that people can choose on their own discretion ... and not part of the main project.

 

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I'm sorry, I should have clarified. To me, "Leveled" means "Leveled like OOO." I would never play Oblivion without OOO ever again. Morrowind definitely needs an Overhaul like OOO, and as Hashmi suggested, should be a mod rather than the Master. Just like the other things I had mentioned that add content and diverge from the original game. That is why I stopped trying to fiddle with the quests. Doing it halfway is probably worse than doing nothing at all, and doing it right starts getting too far away from the original. The real question, however, is not whether it would be a good thing, but who is going to do it? We still don't have a completed Tribunal or Bloodmoon, and no projected ETA on when they might be. Oblivion does have a difficulty slider.
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My thoughts on leveling. is make the parts around the main quest leveled and make the other regions fixed...

 

If you are having a hard time picking out the level for the region, then flip a coin and stick with it. Whatever it turns out to be, it will be fun :)

 

and fun is good :)

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The main post of this thread has been updated with my conclusions about crashes. After a great deal of trial and error, and time spent trying to track this down, I have come to the conclusion that crashes are caused by a combination of factors working together: * A Massive Worldspace that contains all the cities with all their NPC's * The entire worldspace is completely without pathgridding (except in cities) * 3-5 times the number of creatures appearing in the wilderness as Oblivion * Many more base NPC's to keep track of than Oblivion * Poorly optimized Meshes * No small-resolution LOD Meshes The Oblivion game engine is simply not designed for what we're doing to it. The effect is similar to overclocking your CPU. You can get away with it for a while... There is no one answer, and no one solution. The mod listed above helps. Save often. Save before entering or exiting the Worldspace. Run Morroblivion with as few extra mods as possible. Crashing is part of life with Modded Oblivion. The same is true with Morroblivion. I wish there was a better answer, but it is no one thing, no one place. Crashes cannot be reliably duplicated or duplicated in the same place by different players.
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maybe the reason for the unstable gameplay and crashes, is because all the trees are set to be

viewed when distant(vwd) but no _far.nif meshes have been made yet.

Just a guess :)

This is because my own version of the master used only oblivion trees, and was stable as a rock, i have

never experienced any crash with it, and i have been running like crazy all around the island :)

 

 

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btw is it possible by scripting to increase the difficulty slider only when your in morrowind?

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

 

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Eloth, that makes a lot of sense because I don't experience any crashes and I have always played with distant land, distant trees, distant buildings, all that turned OFF, and my master visibly setting at like 75%. (just my personal pref). Other people have also reported issues with distant trees in the bugs and issues thread...

Also OBSE has getgamedifficulty and setgamedifficulty commands. It would be easy to add these to the script of one of the world transport mods
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The Main Post of this Thread has been Updated 05/21/2011. v032 contains fixes for two bugs I caused in v031. * I had deleted a duplicate Levitation potion. It was only used in two places, but one of these places was the dialog where Caius sends you off to find a cure for Corprus Disease. So, this whacked the quest. I apologize. * The other problem I caused in v031 was attempting to disable freed slaves, in dialog, that the player is currently talking to. I knew this was a no-no, but thought I could get away with it if I moved the NPC first. Obviously Not. * Darth South has provided another Custom Icon Mod for Misc Items (part 2). * Tleemessick has provided more Object placement fixes for 24 more interior cells. This is an enormous amount of very tedious work. He deserves a lot of credit for sticking with it! * Henshu has provided working AI for most of Sadrith Mora, except for the guards. She has also been working on her Musicians, and now has 5 of them playing lutes and one playing drums. Henshu has also overcome our initial problem with NPC's following the player around like puppy dogs, so this has enabled proper Guild Ownership. Henshu has set Guild Ownership for most of the guilds in Morrowind. Thank You! * Hashmi has updated Undead, including adding the last original creature from Morrowind. We now have restored ALL the denezins of Morrowind (but not Bloodmoon yet). The Bone Lord is especially cool the way it's arms fall off! It now leaves a lootable pile of bones intead of a problematic body. * HelpfulPerson has provided Beautiful new custom meshes for most of the unique amulets, like the Madstone, Teeth of the Urshilaku, etc. Thank You! In the next version of the Support Files I will include a fix for missing Ghostgate that occurs after installing Eloth's Visual Overhaul. My Master does not include separate meshes for the ropes and the fence. His does. Prior to his upgrade I had combined the ropes and fence in Nifscope. This was noticed too late for inclusion in this release; it will be included in the next release. >>> A New Download of Additional Support Files 2 IS Required for v032 <<<
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The Main Post of this Thread has been Updated June 18, 2011. BLOODMOON AND TRIBUNAL!!!!! The Queen of the Ashlands has given us a massive update! I am not totally clear what is "Done" vs what is "Done and Tested." But I believe the Entire Bloodmoon Main Quest is finished, both sides, Werewolf and Regular. I am not clear enough on Tribunal to say, but Tribunal looks to be most of the way complete. Additionally: * I have updated the Mages' Guild Wizard Staff Quest. This should make it possible for people to continue/finish the Mages' Guild Quest Lines. * I have made all the Quest-Giving NPC's "Essential" that appear in the wilderness. Morroblivion must be more dangerous for NPC's than Morrowind was, because I encountered one dead Quest-Giving NPC after another in my travels. It got to the point of being totally rediculous. * I have pulled 23 additional landscape texture edits from Eloth's Master in anticipation of an update from him on his Beautiful Landscape mod. * Eloth has supplied FOUR other item mods that update or replace all remaining Morrowind items still missing from the Conversion. * Tleemessick has provided more Object placement fixes for 21 more interior cells, B & C. * Henshu has provided a small AI update for Athryn Sarethi and a few other minor fixes. * I have included the Travel Lanterns Update from Opal Eyed Fan, thank you! * DDMLink has provided more bug fixes for Vampire Clans. * This version of the Support Files 2 provides a fix for the Ghostfence being whacked by Eloth's Visual Overhaul. It also addresses the ability to pass through the Ghostgate as normal. * There is an update to required extra mods. The Queen of the Ashlands has used the Almalexia Mod to place Almalexia, so this mod is now required before you meet Almalexia. >>> A New Download of Additional Support Files 2 IS Required for v033 <<< >>> Bloodmoon Werewolf Body was not included in the Support Files. It is Required. <<<
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Nicely done!  Got it installed, seems to be working fine.  Glad to hear Queen of the Ashlands is back in the game!  We need her.  :)

 

EDIT: Anyone else having problems with wall-mounted lanterns falling off the walls as soon as you enter an area?  This was probably introduced with the addition of Havok to the lanterns with the lantern fixes...

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The Main Post of this Thread has been Updated June 25, 2011. I have not received anything from anybody else, so this version is just some updates I have made. I have partially addressed the "Barbarian and the Book" quest that Completed in Error a few seconds after installing v033. I have deleted the previous quest and recreated it to give everything new ID's. I have remarked out the bad script, but NOT updated it for what it is really supposed to be doing. So, The Barbarian and the Book Quest is NOT currently playable; please do not proceed with it. I have spent the past week or so exploring Sheogorad. In my travels, I have been addressing locations where NPC's are in close proximity to beasts, typically Daedra. I have gotten everybody in all locations in Sheogorad to play nice with each other, including Assumanu, but unfortunately in the case of Assumanu, to do so I had to make everybody hostile, even though two of them aren't supposed to be openly hostile. In the case of Rotheran, I had to completely remove the Scamps and Daedra from the Arena because without going totally custom here, there is no way to keep them from killing all the slaves. I have added Ilmeni Dren's glove to Varona Nelas's inventory. I have also made the Ice Blade of the Monarch Quest playable. Eloth has provided some updated meshes and textures, and I have packaged the Werewolf Body into the Support Files where it belongs. >>> A New Download of Additional Support Files 2 IS Required for v034! <<< NOTE: Version after Version I indicate that "A New Download of Additional Support Files 2 is Required", and with Version after Version there are significantly fewer downloads of the Support Files than the Master. Then people wonder why things don't work properly. >>> A NEW DOWNLOAD OF ADDITIONAL SUPPORT FILES 2 IS REQUIRED FOR v034! <<<
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The Main Post of this Thread has been Updated July 16, 2011. I have finished my journey completely around Vvardenfell. It has taken me more than three months real time, and in doing so have clocked in over 300 hours of game time! I have explored every location on the map that is outside the Ghostfence, and have "Found" exactly 450 places. Sheogorad was intensely disappointing. I had been looking forward to that being my favorite place in Morrowind because I Love these type of rocky islands, but alas, it is totally superficial and lacking in all the wonderful detail included everywhere else. Therefore, my favorite area by far is still the swamps along the Bitter Coast. Eloth's wonderful landscaping has made them my favorite place in any game, ever! Thank You Eloth! In my travels, I have been updating dungeons as I go so that the NPC's don't fight the monsters. I think I've gotten all of them, including Daedric Shrines, but if I missed any, please let me know! Having finished my initial journey, I have started back on debugging Quests. * I have Finished & Debugged the entire Imperial Cult Questline. * I have Finished & Debugged the entire Imperial Legion Questline. * I have Finished & Debugged ALL the Wilderness & Ashlander Miscellaneous Quests. * The second stage of House Hlaalu Stronghold would only work if the miners were recruited in the proper order. * Baladas Demnevanni's Books Quest was halting progress in House Telvanni. * All but two of the quests in the Temple Questline were stopping progress too soon. They were checking for having spoken to Sul-Matuul instead of having spoken to Azura and becoming the Neravarine. I have updated these and have played through all of Tuls Valen's Quests in Ald-Ruhn. Didact has provided new faces for 920 NPC's! This is almost 1/3 the entire population of Morrowind! They are Beautiful! much better than simply hitting "Generate." Thank You Didact!!! Opal-Eyed-Fan has provided a fix for unique jewelry crashing the game when equipped. Telemesick has provided object placement fixes for 23 more cells. Iceburg333 has provided a fix for Morrowind "Lava." He added a collision layer so things will no longer fall completely through the lava, and has also added Fire Damage equal to Oblivion lava. Beave has started helping with cleanup and quest fixes! He has updated the "Price on your Head" topic so that now Thieves' Guild members really will remove the price on your head! He has also fixed some typos and done some general cleanup. Thank You! >>> A New Download of Additional Support Files 2 IS Required for v035! <<<
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Great job everyone! Man, I need to play the main quest still ;)

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Yeah, great job all of you :)

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Before anybody has to mention this, I have found and already addressed two bugs for the next release: 1. The "Price on your head" topic that starts appearing on all NPC's. 2. I included the meshes for Lava, but forgot to includ the script for fire damage. I have already made at least a dozen edits for v036...
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Oh, i will postpone my Morrowind run until next release then. I guess we can expect new version very soon which fixes those bugs? Still, amazing work from all of you, its still amazing to see how fast this project has evolved.

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Will you be adding Ashlander's Bloodmoon creatures in 036?
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Ashlander has converted the creatures, but they still need to be added, and placed, in-game. There are existing placeholders for Reikling, so I might be able do that one, but I do not have the knowledge of Bloodmoon to do the rest. Only the Reikling and Frost Boars exist in Leveled Lists. It will be quite a while till I make it to Bloodmoon and could start debugging the quests, or would be in a position to look into creatures. There is no ETA unless somebody with the knowledge and ability can place these in-game. There are also placeholders for Frost Boar, but these have not been converted. I do not even have the knowledge of Bloodmoon to know if Frost Boars need to be converted or not, or whether my use of Oblivion Boars as placeholders is sufficient.
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fthe boars in bloodmoon were known as Tusked Bristlebacks they had 200 health were immune to frost poison and paralisis and packed a wallop. the oblivion plac holders are perfectly fine the only minor issue is that the rikling riders  will be riding a diffrent model nothing big. the grizzly bears from oblivion are also sufficent both model look the same and have similer stats, you could just have them retextured for the snow bears. same goes for the wolf, I've played morrowind for yeats and can help with some knowledge of quests and other tid bits

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