Let me say that I just downloaded Morroblivion this past week (after lurking on these forums for well over a year), and was super excited to download the esp_converter-free version 0.34!
I am an experienced mod-user (not a modder), so know my way around Wrye Bash and other tools. I have a 250 mod stable FCOM++ game (with about 100 mods merged into it), so was a little worried if Morroblivion would play well with these. After considering cloning a clean install of Oblivion thru mTES4, I decide to just drop that and add Morroblivion to my current setup.
With Thermador's clear video instructions AND A REALLY WELL WRITTEN README, it worked! I was amazed when the game did not crash, but also amazed to see OBGE and other Oblivion goodies in Seyda Neen. *elated dance*
I have some questions though:
1) One instruction is to load Morrowind_ob.esm in slot 01, just after Oblivion.esm. BOSS currently places it later after a few other esms. Talking on the Beth forums about why the 01 slot was so crucial, Arthmoor (famous for his many mods, and current modder for UOP etc.) indicated that this requirement to be in slot 01 is due to (quoting him):
Without using tools such as Gecko, the 01 slot has to be occupied by mods that add new worldspaces with landscape LOD. For reasons unknown, some authors don't do this, and therefore have to jockey over control of the slot. Easily solved if Gecko's "move worldspaces" function is used PRIOR to generating the landscape LOD.
This issue doesn't just affect ESMs either. Any mod adding a new worldspace that has landscape LOD has this problem. Since the chances of any mod in ESP form getting the 01 slot are pretty slim, many of them don't display their landscape LOD at all.
So, can this issue be circumvented in the next version of Morroblivion using Gecko's move worldspace function. Maybe this is not possible for Morroblivion, but thought I would bring this up.
2)Are all the MW side quests added to the game? I see in the readme that main and guild quests are added, but no mention of side quests.
3) I started out in Seyda Neen after coc'ing to the Lighthouse (old method) to test. I noticed a few things:
- Fargoth's Ring is priced at 1,000,034 gold coins? Maybe some other mod is causing this in my setup, just wanted to check if others see this as well.
- Raflod the Braggart in the tradehouse just floats (no leg movement) when he walks. All others are walking fine. Something in his walk animation is screwed up? Can anyone else confirm this? His eye color is also not assigned per Refscope.
4) Wrye Bash v293 (latest stable release) throws a warning message when building the Bashed Patch/releveling NPCs/checking for Bloat etc.. A pop-up window announces that Morrowind_ob.esm has errors, but does not elaborate. Does not stop any of the functions, but thought I would ask why this happens, and if a fix is in place?
Any inputs are appreciated, and so is all your hardwork! I am looking forward to my adventures in Vvardenfell, since I've heard a lot about it, but never actually got into MW after coming from Oblivion (see my other post in the General Section).

5) Also, have some hidden
5) Also, have some hidden easter eggs from MW been added?
I remember this hidden shardaxe in a tree stump near the light house. I didn't see that? Has that been added? How about Fargoth's hiding place?
6) Also, can I use UESP's MW walkthru in case I am stuck in a quest? Or have some quests been deleted/altered?