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Starting out in Morroblivion, a few questions

Submitted by anithinks on

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).

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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?

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All Morrowind and Bloodmoon Quests are available. I indicate which are done at the top of the main release thread. Tribunal has been started, and the Queen of the Ashlands is currently working on the East Empire Quest line. I believe all the Tribunal Miscellaneous Quests are available. That being said, I am still working through them to debug/make sure they work properly. I will release v035 this weekend with a bunch of new Quest fixes. I do not receive any Wrye Bash errors when making a Bashed Patch, and Morrowind_ob.esm opens in the CS cleanly without errors. I also use Tes4edit to check for errors before release (most of the time). I therefore cannot explain or identify what your problem with Bash could be. The price of fargoth's ring will have been affected by one of your other mods, like LAME, or instance. I have thought about splitting Morrowind like they did Silgrad Tower, but the project is still very much under construction, and we have a LOT more work than time. Silgrad Tower is my one experience with a split mod, and that one DOES cause errors for me in Bash, so it is doubtful if I will ever really try that for Morrowind. I have never seen any NPC that floats, but there are still some NPC's that do not have any eyes; it's not that the eye color has not breen set, but that the NPC does not have eyes at all. These are fixed when we notice them, but there are 3051 NPC's in Morrowind, so it is a big project. Didact has just updated the faces of 513 NPC's that will be included in the next release.
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Most, but not all items, from Morrowind have been recreated. However, a large portion of their magical effects are still messed up. I don't know why some magic items but not others made it through the conversion.
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Thanks for your responses and clarifications David.

Yes, I use LAME, and that may indeed have modified Fargoth's ring - it has quite an enchantment there! I tried using it, but it would not be worn by my PC - I guess there is a script check for that, eh?

Any comments on using TES4Gecko "move to worldspace" for the next version?

IIRC, there is no point in cleaning esm files - someone else mentioned this in the TES4Edit Cleaning Guide on Beth forums...

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I already answered splitting Morowind_ob in my previous post. I also indicated that all Morrowind Miscellaneous Quests were available on my Main Project Release page, and that I have FCOM+++ installed in my Installation Guide. Maybe slow down your excitement a little and read what I have written.
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Oh! nevermind then. I didn't correlate that splitting Morroblivion was the same as using TES4Gecko - again, I am no modder, so the inner workings are all gobbledeygook to me.

Thanks for the response, and keep up the awesome!

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By the way, this is the error I get for loading the Morrowind_ob.esm file in Wrye Bash.

I am using v035 of the esm, as well as WB v294 (beta). This issue was true for the last stable release of WB v293 as well.

Error:

<br />Some mods had load errors and were skipped:<br />* Morrowind_ob.esm: GRUP.ANIO: Attempted to read past (77485683) end (77485682) of file/buffer.<br />
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Ya, I think I've gotten that message as well....

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