As of Morroblivion version 0.66 most creatures have been replaced by vanilla variants. The only exception to this are creatures that were exclusive to TES3 such as the Bonelord. Our approach to these creatures are to use the converted Morrowind assets and some modified skeletons, but there are issues with this approach.
- The converted skeletons and animations weren't made for the Oblivion engine, which means creatures don't have their full set of necessary animations. The animations included are just enough to get by but the more advanced ones like knockback and unequip/equip.
The only solution to this problem are completely new skeletons and animation sets for each of the TES3 creatures.
Useful Info
- The Definitive Creature Converstion Guide
- The Outlined Basics of Porting

Wow that is a scary hunger, love it, really good work there and good idea!
Thanks!
I've added a download link for Hunger in the first post.
Can you do this with the fabricants? :)
Unfortunately, can't think of any Oblivion\SI creature with even remotely close skeleton or animations.
However I do have a creature in the works, which is not in Morroblivion.
Here it is: Morrowind-style Lich
(Rigged to Oblivion Lich skeleton)
Below is the picture of Morrowind Lich for reference
That looks amazing.
A little bit of good news: I was able to fix the most glaring issues with converted Hulking Fabricant.
If anyone wants to take the task of placing them ingame - be my guest.
That's brilliant news! I'd love to do it. Looking at the Morrowind CS tells me that the Hulking Fabricant is only used 14 times in the game. Though it's probably best if I set up the creatures with the correct model isn't it?
Here's a fix for Alit attack animation - now they can actually deal damage.
Oh, fix for Alit! Brilliant! =D
New download: Liches
(I also changed a couple of undead bosses in Morrowind into Lich form)
Ingame pictures:
Download
Those look amazing, Qwerty! I just want to give you a hug!
I've always preferred skeletal liches and those in-game shots you posted look great!
You're awesome!! Thanks for sharing!
Best regards,
Jess
New download: Hulking Fabricants
With help from Brainslasher, all Hulking Fabricants are now placed ingame.
Link
http://youtu.be/zv6dfbzwECU
Link for Fabricant Looks Good running Around in Game, this 1 could have Escaped turned Up Early not on Activation..
This 1 is not in a Cell it is In the Worldspace, in My Load Order 050039EF
Well Done qwertyasdfgh
Thanks
I created and placed placeholders for the verminous fabricants and Centurion Archers. The verminous fabricants are based on the Clannfear but with fabricant sounds, stats and loot. Centurion archers are based on the normal Centurion Spheres. I also recreated the advanced Steam Centurion which is basically finished in this state because the Tribunal version simply uses the same model as the normal Steam Centurion, it is only scaled up. Additionally I made a Steam Centurion-based Imperfect, scaled up but with the same stats otherwise. Now the battle between Dwemer creatures and fabricants works as well, I added the necessary scripting. So, if the verminous fabricants and centurion archers ever get converted, all that would have to be done is to replace the skeleton and model. I also realized that having the Hulking Fabricants use the Clannfear combat style, they never did any combat at all, so that's fixed now too.
Ok you run TribunalCreatures.esp you don't run morro_fabricant01.esp
That's right, it's based on that one. You will however still need the assets.
Thanks :)
Unfortunately, I have no ETA on Verminous Fabricant conversion - for some reason Bip01 bone in its skeleton is rotated, which screws up all animations.
For Imperfect I'm thinking of just rigging it to Ogre - animations are similar enough.
Haven't even looked at Centurion Archers yet.
P.S. Why not use Hulking Fabricant model for both fabricant types for now? I mean, it's better than Clannfear anyway.
Rigging the Imperfect to an Orgre seems fine to me. The toughest part about it is the "waking up" thing it does but creating a completely new creature that's on screen less than 5 minutes does seem like too much effort wasted.
Centurion Archers are weird anyway. I'm not sure how they would work in Oblivion either way. Projectiles could be handled by giving them invisible bows, can creatures shoot projectiles without weapons in Oblivion? Maybe there's a way to alter the normal Sphere's model and let them use bows?
And yes, having both creatures with the Hulking Fabricant model seems like the best way to go for now. One thing though: Their footsteps don't make any sounds unfortunately.
And you're doing some great work, if I knew how to correctly convert animated meshes with Blender I would but they always come out screwed up, like a weird mutated science project. For example cogs that don't just rotate normally after converting them but also tilt during animations. Or a fan that just stops its animation half way through and when it does rotate it does so not very smoothly.
Edit: Here's the version that has verminous Fabricants use the Hulking models.
Done it :D
Well, not 'done' really - still a lot of tweaking to do so it doesn't deform in weird places, but the foundation is there.
He has "waking up" sequence? Heh, shows how well I remember Tribunal :)
But yeah, I don't feel like doing new animations - he'll just be awakened already when we get there.
On the bright side, I can make him break into individual pieces when killed :)
Yes, creatures can use bows (or any kind of weapon), but only with the appropriate set of animations for this weapon type + special bones in the skeleton to attach weapons.
This is controlled through animation file. Relatively easy to add (just text keys), but needs precise timing in milliseconds so the sound plays when legs actually hit the ground.
Doing animated statics is not as hard as creatures - you need to export geometry and animation separately, then combine in NifSkope. I've done it for dragonflies in Bitter Coast.
I also remember animating the dwemer fans, but probably lost the files somewhere. Luckily, simple rotation animation is not hard to do.
Do you maybe have a list if nifs that needs to be animated (and what animation to play)?
Thanks. I'll create a new thread once I make some progress on these.
I have uploaded a new version of Tribunal creatures with the following changes:
- Added Imperfect, rigged to slightly modified ogre skeleton
- Added collision box to Hulking Fabricant. This isn't proper Havok, just enough to make them lootable.
- Added sound to Hulking Fabricant footsteps
Download
Wow, this is perfect. And his leg even comes off when he dies!
Yeah, it does :)
This could be done with any joint really, by removing the ragdoll constraint from the skeleton.
Based on your latest version I added a few things. The dwemer creatures now don't bleed anymore, they emit sparks. I also added the script to the door in the Dome of the Imperfect which won't let you pass until he's dead.
I'm not seeing a valid link for the resources (though the esp file works fine). Wanted to know if it was still hosted somewhere, or if I could get a download. I'm eagerly looking forward to the great work here (love the screenshots I've seen so far and sounds awesome for the rest I haven't).
Everything from this topic is merged in the current master, so there isn't anything to download at the time.
All Tribunal Creatures should be in V063 not shore on Liches ,should not need .esp for Tribunal Creatures.
I don't know if anyone is still interested, but I recently got permission from Tyddy and Hedgehog12 over at Nexus to convert the made-from-scratch models for their Alit and Kagouti Morrowind mods to Oblivion and provide them for use with the Morroblivion project. The textures were hand-made, too, so there shouldn't be any legal shades of gray involved. I'm sitting on an updated Nixhound conversion, too, but I still haven't contacted the creator so I can't upload that.
Puddles wrote:
I downlaoded your file but alit don't work and kagouti it's "phosphorescent", especially with ENB
I think I know the problem with the Alit. I'll upload the fixed file later. I'm...not sure what to say about the Kagouti. I don't know how ENB works at all.
Ok, i wait fix for alit, and i will keep the phosphorescent kagouti ( i can see it better
)
This is site of ENB's description
http://enbdev.com/description_en.htm
The issue (hopefully the only issue) with the Alit was its nostrils. If you replace the .nif with this one, it should work fine. Not entirely sure what would cause that ENB issue...might just be some conflict between the lighting on H12's mesh and ENB's lighting system.
I did various tests and apparently the crash are caused by skeleton.nif. I have eliminate this file e now game don't crash and alit work properly ( with new appearance!! )
I hadn't realized I uploaded that test skeleton in the package, ack.