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The Best Morrowind Mods for Morroblivion

Submitted by DavidWolf on
FOREWORD: The last version of the ESP Converter v0.98b features the new amazing Mod Converter, now you can add your favourite Morrowind mods in the Morroblivion INI. Yes! You are going to be able to enjoy again those good old mods inside Morroblivion once more! So! I was thinking, what are the best mods for Morrowind that can be converted with Morroblivion? I mean mods that can add cool stuff in the game, also things like improved textures and meshes for weapons, architecture, clutter, flora, etc... and that will blend the Oblivion quality. Let me start with some of the best mods I found: Mesh Improvements - Replaces all the Dwemer Meshes DOWNLOAD HERE Flask Replacer - Replaces the Meshes and Textures of the Flasks DOWNLOAD HERE AST Redware Texture - Replaces the Redware Textures DOWNLOAD HERE Darknut's Little Weapons Mod - New High Quality Textures and some (but very good) Meshes DOWNLOAD : V.1 - V.2 - V.3 Darknut's Dwemer Ruin - Retexture for the Dwemer Ruins DOWNLOAD HERE Darknuts's Greater Dwemer Ruins Volume 1 - Improved Dwemer Ruins, great atmosphere and ... well its just awesome DOWNLOAD HERE Fork of Horripilation Replacer by Oriphier - New Meshes and Textures for this weapon DOWNLOAD HERE SkullCrusher Replacement by Oriphier - New Meshes and Textures for this weapon DOWNLOAD HERE Spirit Eater Replacer by Oriphier - New Meshes and Textures for this weapon DOWNLOAD HERE Fang of Haynekhtnamet Replacer by Orphier - New Meshes and Textures for this weapon DOWNLOAD HERE Umbra Sword Replacement by Oriphier - New Meshes and Textures for this weapon DOWNLOAD HERE Ice Blade of the Monarch Replacer by Oriphier - New Meshes and Textures for this weapon DOWNLOAD HERE Chrysamere Replacement by Oriphier - New Meshes and Textures for this weapon DOWNLOAD HERE Better Trees - Much better looking trees DOWNLOAD HERE This is all for now, if you want to share your fav mods plase do so! Don't forget to leave a working link and a description;D Seeya!
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Last edited by DavidWolf on 5 Sep 2010 - 23:35.

@daemonnnn: You have no right to come to other people's post and make a judgement like that, if a post has been revived or reopen, is because people think that somehow the post still relevant. I'm trying to be as nice and polite as I can but at this point you're starting to become really annoying to be honest. So you complain about Spam, but you are the one who is spaming in the forum, watch your actions instead of your words. And we are free to post what we want, so if no one is trollin in your posts and everyone is being respectful with you, you should at least try to do the same and RESPECT us as well. What goes around, comes around.
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There is a mod for morrowind called fishing academy that lets you drive a ship. Also, I think the quality of these "replacement" mods are terrible aside from the dwemer clutter one.
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Darknut will not like his mods being integrated with Morroblivion without permision. He, and a few other people brought down a huge texture and modeling project with Morrowind that has been going on for years. I think it would be best to stay away from using his mods.
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Hi has any tried converting morrowind visual pack and does it work
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First of all I want to start by saying (as I'm sure you've all been told many a time before) that this project you've all undertaken is by far one of the more ambitious and for me mind blowing example of player created work to date. I have been an avid fan of TES since months prior to the initial release of Morrowind. I come back every now and again to try and mod the ideal Morrowind experience and for several years now secretly wished I could have done so using Oblivion's tech. Sure enough, you have done so and amazed in the process. With that said I would like to offer my prior experience in experimenting with Morrowind mods and suggest/inquire if they have been explored by you guys. - The work of Vitality 7 Vitality created several enviroment redesigns for Balmora, The Bitter Coast Region, Ascadian Isles, and also a done Ice Cavern and Neverhalls. The quality of this work is phenomenal. Here is a link to Vitality's work that currently exist on Planet Elder Scrolls http://planetelderscrolls.gamespy.com/View.php?view=User.EntriesListing&id=63014 Edit: I noticed someone briefly mentioned Vitality prior but was unsure if the files were useable and hence posted this. - SoVvM br1 I realize quest, clothing, and armor (also assuming weapons) are not usable. So my list is currently short but I am exploring and seeking to make suggestions in the future. After beginning to browsing on both PES and ESNexus I came across this and was curious if it would work with Morroblivion or conflict. Initially I thought it was connected with your project and soon thought otherwise after reading. http://www.tesnexus.com/downloads/file.php?id=16976
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@Wolf3131: I think you misunderstand. These mods are for morrowind. They improve morrowind, so its converted form in morroblivion is better. You see, if you installed Darknut's texturepack for morrowind it will auto-convert to morroblivion ... giving a much better look. On a side note, we DO have permission from Darknut to use his textures directly as well. DavidWolf took permission and I myself have also asked Darknut and got a favourable response. SoulSaver000: Visual Pack converts fine.
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http://morrowindoverhaul.net/forum/index.php?topic=26.0 You need google transtlate to read it (it's in italian) its a mod collection, im downloading it right now, 1.5 gb and am going to see how the morroblivion conversion works with it. From what I can see this might give us a great jump to start from.
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to Wolf3131: First, when I was doing my plugin for MOTF, I ask Darknut and he gave me permission. And second, that's off topic since we are not talking about mods for Morroblivion, but mods for Morrowind that can be merged within Morroblivion. to Sot: Link is not working :( Seeya!
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It been such a long time since I updated this topic! There's some new amazing mods that you have to check it out! Imperial Housing Retextured V2 by AnOldFriend - Replaces all textures that are associated with the imperial houses as well as a few other objects that use the same texture. Some textures in the screenshots are not included in this set. DOWNLOAD HERE Vivec-Velothi Retextured V3 by AnOldFriend - Replaces most textures for Vivec and Velothi architecture. DOWNLOAD HERE Shacks and Docks Retextured by AnOldFriend - Replaces the textures for the Shacks and docks. DOWNLOAD HERE AOF Containers by AnOldFriend - Nice texture replacer for most containers in the game, good quality, and rusty looking! DOWNLOAD HERE AOF Potions by AnOldFriend - Better looking potions? You bet! This is an amazing replacer for the alchemy bottle potions for the game! DOWNLOAD HERE Hlaalu Retextured by AnOldFriend - Nice and refreshing change, this textures looks really good in balmora! DOWNLOAD HERE Vurts Ascadian Isles Mod by vurt - A complete overhaul of the Ascadian Isles Region, new trees, mushrooms, flora, etc... Highly recomended for those who love dedicated modders and good quality! DOWNLOAD HERE Vurts Ashlands Overhaul by vurt - Well if you want a more scary looking Ashland Region, this is the right mod for you, it adds new creepy trees and also spiderwebs, and some other extra goodies! DOWNLOAD HERE Ebonheart Expanded: Shady District by Kyromods - If you think that Ebonheart is plain boring, and that it needs a little more of "flavor", this is the right mod for you! It will add new houses, merchants, trainers and a lot of dirt! Good for those looking for realism and atmosphere! DOWNLOAD HERE Weapon Mesh Pack Resource by psymoniser (for Modders) - Great looking weapons for you mods, viking oriented, only meshes no textures! DOWNLOAD HERE Mostly New Trees by ericthered1090 (for Modders) - With the advent of vurt's new trees. Some of the old yet useful resources have fallen into an older graphics bracket. Therefore I set out to make them closer to on par with the look Morrowind is sporting these days. Mainly I have aimed at making them fuller, but have also tweaked a few other things as well. DOWNLOAD HERE Telvanni Models by karpik777 (for Modders) - This mod adds several meshes to the telvanni set. Originally created by JonSatriani for Oblivion, I have converted them for use in Morrowind. DOWNLOAD HERE Happy modding everyone! ;)
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How are you to go about installing Morrowind mods onto Morroblivion if, say, you have already installed Morroblivion without mods?
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@xDemonJohn: Morrowind mods get integrated into morrowind_ob.esm if you select them on conversion (or reconvert). However we are now working on a standard and unified morrowind_ob.esm and it isn't possible to merge morrowind mods to it ... not without giving up all the fixes that the cmmunity has made. You might as well remake the mods in the OBlivion CS.
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Hello ;) ! Again just want to say what an amazing project this is and that I am a HUGE fan of the people involved. Wish I had known about this earlier as I have been playing a heavily modded Morrowind for years and just daydreaming about something like this.

I also want to applaud the moderators of this forum for being so active and willing to help. You guys are amazing and I appreciate the time you take out of your lives to do this.  

So I have read through alot of the posts/threads regarding the Esp converter and converting mods to morrobilvion. However, I am still really confused as to what I personally need to do in order to play one of my old morrowind mods (specifically texture/mesh mods). From the last post by Hashmi above it sounds like one cannot convert mods anymore.

I have some basic questions and I hope they are not a bother or annoyance to anyone (btw Im using Wrye Bash for all my mod organization and implementation):

1. If I have Morrobilvion v.30 installed and I want to get the trees from, lets say Vality's mod, do I run the converter with ONLY the Mod? Will this produce a version of Vality's mod compatible with Morrobilvion and will it produce a stand-alone esp for that mod? Or does running the converter only work if you re-convert the entire morrowind world?

2. If I run the converter will it produce a NEW Morrobilvion.ob that overruns YOUR Morrobilvion v.30? How will this affect the quests and everything else you guys have accomplished?

3. When you say "remake the mods in the Oblvion CS" what does that mean exactly? Can you provide some step-by-steps if it is not too much trouble?

Again, sorry if these questions have been answered elsewhere. i always try to search thoroughly before posting but in this case I simply either do not undertsand the information already presented or I cannot find the help Im looking for. I really really appreciate the time :)

Thanks!!!
Sara ;)

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I'm sorry, but there is no going back, and no easy way to do what you want. Anything is possible, but it is exactly as Hashmi described in the post just before your's. It is possible to include Morrowind Mods as part of the conversion process. These are bundled by the converter into Morrowind_ob.esm. You cannot use Morrowind_ob.esm from convesion and Morrowind_ob.esm v031 at the same time. It is either one or the other, not both. It would certainly be possible to run the conversion, and then extract the added Morrowind Mod portion, but that would be a great deal of work, and whoever did it would certainly need to know what they were doing. I have, essentially, done that very thing to extract spawnpoints and trees from Eloth's version of the Master.
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David,

Thanks for the reply. it would be nice to run the converter and end up with a sweet little esp ready to go for OB wouldnt it ;) Ah well, the good things always take the most effort...;)

So by "extract the added Morrowind Mod portion" do you mean if I backup your esm, run the converter, and open the new morrowind_ob.esm in the CS I could get from it what i want and make my own mod? Im sorry if im asking too many questions. I just LOVE Morrowind and made my own hugantic mod back in the day. If I could just get the old meshes and textures converted i would be fine doing all the scripting and stuff again in the Oblivion CS. I am confident enough in its use to mod morroblivion, but dont want to have to start from scratch so to say.

Anyway Thanks again, Im a big fan ;)

Sara ;)

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The short answer is Yes. I'm probably oversimplifying, but the actual concept is not, by itself, difficult. It's the practical application of actually doing it that is a lot more work than it seems. The converter will not overwrite anything, ever, so anthing to be converted needs to be moved out of the way, like Morrowind_ob.esm. When you open a converted Master, there will be Hundreds of errors. All you can do is ignore them all. Then find all the objects/edits/etc., that you want and do something to flag them as having been edited in some way. Save the result as a mod. When finished, move the conversion version of Morrowind_ob.esm (and Bloodmoon and Tribunal) out of the way and use the v031 master. Your mod will now contain the edits, but with the clean master. It is identifying Everything that you want to pull in that is the hard part. You cannot, for instance, just grab an object in a room and move it, and then expect it to show up in the mod. Not by itself, because it is a placed reference to a parent form. You would first need to go edit the parent form so that it also becomes part of your mod, THEN move it in the room to place it there in your mod. It is complicated, and trust me, will take a lot of going back and forth to make sure you get everything. Save OFTEN, and keep different versions as you go.
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Ok I think I get it.

If im using BASH I should uncheck and then uninstall morroblivion, which should then remove all folders and data from the oblivion directory. Then convert morrowind and the mods I want using the converter 0.98. At this point I should open the new converted esm in cs with no active. Then could I prefix all the parent names with something like "ob_whatever"? Save it as a new mod. Move the converted esm out, re-install morrobilvion v31 with bash, install the new mod with bash, and then run it? (or spend next month of my life having a blast recreating the custom scripts, npcs, armor, weapons, and effects for the converted mod;) ) 

If it is a texture or mesh edit its going to be applied by the converter right? And all new cells, interior and exterior will be recreated right? I just have to worry about the objects? Will the new mod save the new cells too? Or do I need to rename the cells?

Man youre a genius! Thank you :) please tell me if i am buggng you!!!

;) Sara

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I do not think you need to go through most of that. Objects that are the same don't need to be converted anyway, and since the converter will not overwrite anything, no harm done. The one thing you would definitely need to move would be Morrowind_ob.esm. However, there is always some wisdom in "better safe than sorry" so that part is your call, but I personally wouldn't bother. You could always do it again if results are unsatisfactory... What you are running the conversion again for is the new content, and that won't have any of the same ID's so will convert everything. There is a hard-coded limit of ten mods that can be included. If this is for your own personal use, then you could get around that limit by combining the mods yourself in the Morrowind CS, then converting. I would certainly hope at some point that you will help with our project in some way... like maybe trimming some of the grass :) http://morroblivion.com/forums/morroblivion/mods/763
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