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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.

reigenxd3

i still get the normal race menu like oblivion before the guy ask me my name is that normal?

It should be normal as long as the race menu is set in the Prison Boat (Morrowind) and not the Imperial City Prison (Oblivion).  I think the engine forces you to choose a race before anything starts, I haven't figured out a good way to smoothly work around it.

Karma: 0 (0 votes)

game crash when i click on ok in level up menu 

Oblivion.esm
Morrowind_ob.esm

Unofficial Oblivion Patch.esp

DLCshiveringsisles.esp
Morrowind_ob.esp
Morrowind_ob - UCWUS.esp

Morrowind_ob - Conversation.esp  
Morrowind_ob - Chargen and Transport Mod.esp
Morrowind_ob - Morroblivion Maps.esp

 

the game even crash when i deativate everthing but

Oblivion.esm
Morrowind_ob.esm

 

did i need Unofficial Patch

for shiveringsisles too?

Karma: 0 (0 votes)

reigenxd3

game crash when i click on ok in level up menu 

Oblivion.esm
Morrowind_ob.esm

Unofficial Oblivion Patch.esp

DLCshiveringsisles.esp
Morrowind_ob.esp
Morrowind_ob - UCWUS.esp

Morrowind_ob - Conversation.esp  
Morrowind_ob - Chargen and Transport Mod.esp
Morrowind_ob - Morroblivion Maps.esp

 

the game even crash when i deativate everthing but

Oblivion.esm
Morrowind_ob.esm

 

did i need Unofficial Patch

for shiveringsisles too?

You need Shivering Isles to run from the part of Oblivion correctly, and you need too the Unofficial Patch. Try to run in the follow order :

Oblivion.esm

Morrowind_ob.esm

Morrowind_ob.esp

Morrowind_ob - UCWUS.esp

Morrowind_ob - Conversation.esp  

Morrowind_ob - Chargen and Transport Mod.esp

Morrowind_ob - Morroblivion Maps.esp

Unofficial Oblivion Patch.esp

DLCshiveringsisles.esp

Karma: 0 (0 votes)

qwertyasdfgh

I can't tell you when v065 is getting released yet. Current version is fully playable, so you can install it and update later.

So, it's been a 1 year 10 months and one day since last update. Is this project officially dead?

It's a shame, because it looks like you've put a lot of work and love in this project, but it was in vain 'cause you've never completed it. I've watched some gameplay from 0,64 version and, yes, it's like 95% completed, but there still a tons of bugs and it definitely can use some more polishing.

Karma: 0 (0 votes)

Amiko Novich

So, it's been a 1 year 10 months and one day since last update. Is this project officially dead?

I can't speak about any "official" status but unofficially, Morroblivion is very much alive.  Just check out the other threads on the Morroblivion sub-forums.  There has been a steady stream of graphics updates, feature additions, bug-fixes and translation work over the past two years.  If you're just waiting for something "official" then you're missing out -- and that's a shame. [External image]

Karma: 0 (0 votes)

ponyrider0

I can't speak about any "official" status but unofficially, Morroblivion is very much alive.  Just check out the other threads on the Morroblivion sub-forums.  There has been a steady stream of graphics updates, feature additions, bug-fixes and translation work over the past two years.  If you're just waiting for something "official" then you're missing out -- and that's a shame. [External image]

First of all - thank you for your work on the project. I've already checked other treads and found out some of your mods.

I've never used any mods before, but I really like the Morroblivion idea, as I found vanilla Morrowind to be pretty dated in terms of interface, combat system, character speed, lvl-up system, quest markers, map etc. Can you sum up which mods in which order should I install to get most complete Morroblivion expirience? Any guides on instalation will be useful too, as I have no idea how it all works.

Karma: 0 (0 votes)

Unfortunately, Oblivion is notorious for being very difficult to mod for new users and even for experienced modders who have only used Nexus Mod Manager.  From my own experience, trying to figure out the different mod managers and realizing that their mod formats were often incompatible with each other was rather frustrating. 

Diana TES GoTH's Guide to Modding Morroblivion is very thorough and has a lot of step by step instructions with her own tips and tricks.  It can be very overwhelming, but if you put in the effort to follow the steps to install the required components all the way through installing Morroblvion v064, you will have a good working system.  Then you can skim the rest of the guide to see if there are any other mods you are interested in.

I'll try to start a thread with my recommended Morroblivion LITE mod setup in a few days.  My personal barebones list includes Oblivion Reloaded, Morroblivion-Fixes and Werewolf-Redone but that setup will still look outdated without some of the additional graphics replacers (OCO2, clothing replacers, body replacers, creature replacers, ENB etc).

Karma: 0 (0 votes)

ponyrider0

Diana TES GoTH's Guide to Modding Morroblivion is very thorough and has a lot of step by step instructions with her own tips and tricks.  It can be very overwhelming, but if you put in the effort to follow the steps to install the required components all the way through installing Morroblvion v064, you will have a good working system.  Then you can skim the rest of the guide to see if there are any other mods you are interested in.

I'll try to start a thread with my recommended Morroblivion LITE mod setup in a few days.  My personal barebones list includes Oblivion Reloaded, Morroblivion-Fixes and Werewolf-Redone but that setup will still look outdated without some of the additional graphics replacers (OCO2, clothing replacers, body replacers, creature replacers, ENB etc).

Well, it's really overwhelming) I will, probably, try it later. But your lite mod setup will be highly appreciated.

I'm also curious about Russian localization - I've heard that it exists for ver. 0,64, but I fear it could break any other fixes. Should it be okay if I will install clear version of Morroblivion, then localization, and then all other modes?

Also, isn't it possible to unite all your (and, may be, not only your) mods and release them as an unofficial 0,65 ver. of Morroblivion? It looks like you and some other people made a great job releasing a lot of useful mods - don't you want to take this project's future in your hands?

Karma: 0 (0 votes)

Several of the other active Morroblivion forum members are very knowledgeable about translation mods and compatibility.  I would ask them about load order.

Regarding making an unofficial v065, I may bring it up for forum discussion in the future but right now I want to focus on completing my current major project: full conversion of Tamriel Rebuilt to Morroblivion.

Karma: 0 (0 votes)

Thanks a lot and good luck with that!

Karma: 0 (0 votes)

FYI, I have unofficially announced a new Unofficial Morroblivion Patch project.

The goal is to merge all fixes/patches which were posted since the release of v64 (around Jan 1, 2016).

Karma: 0 (0 votes)

ANNOUNCEMENT:  The Morroblivion Unofficial Patch 2017-Nov-22 has now been released. 

It contains nearly all bugfixes posted since the release of Morroblivion v064.  You will need to start a new game to use this patch, so for people who want to continue using old saved games, please find the old individual patches at the 2017 Active Bugs and BugFixes List.

Karma: 1 (1 votes)

2nd attempt to get Morroblivion up and running. Failed yesterday, today uninstalled everything and started from scratch. Step I'm on currently. Downloaded "Resources" which is the file 'Morrobilivion_v064_Complete.7z.' When I right-click on the file to install in Wrye Bash I'm encountering an error code. I'm hoping somebody will know what it means and what step to take next.

EDIT: Re-installing Wrye Bash got me past this part and I was able to install. So I'm good!

Attachment Size
error message in Wrye Bash 236.19 KB
Karma: 0 (0 votes)

I may actually be able to explain that, if you're still around tdaweglowe. I tried to install through nmm today and got a similar error message. So I tried to install manually. When I did, 7zip gave me a data error on three of the core BSA files. (as a result, when I moved those files into the data folder to try to play anyway, all the meshes failed to load.) I can't seem to download from any other mirrors now, so I came here to ask if there's a chance of getting just the core bsas from someone. Specifically the errors I'm getting from 7zip are: Data error : 01 voiced conversations\Morrowind_ob - conversation.bsa Data error : 00 core\Morrowind_ob - Meshes.bsa Data error : 00 Core\Morrowind_ob - Sounds.bsa Edit: I got it to work with a fresh mega download. Apparently I had to delete the first download before mega would redownload it. I had some more problems till I replaced every single morroblion file as well, not just the ones 7 zip told me were corrupt.
Karma: 0 (0 votes)

I just updated to 064 and have the following issues and notes for the developers and everyone else who might find this helpful:

– Morrowind_ob.esm has to be loaded IMMEDIATELY after Oblivion.esm.  Morrowind_ob.esp MUST be loaded (otherwise, there is an error message in the game and meshes are missing), but it seems to override race records and thus shred any and every other mod which changes race records (eg., by adding eyes, hair, whiskers, etc).  This even applies to Cobl merged into a Bashed Patch (which is loaded far below/after Morroblivion).  Result: depending on which mods you have loaded, you can only stay with the initially set hair and eyes in the character creation.  This is a serious bug, I think.

– (this one is just a note for everyone:) nobody seemed to bother to explain that the „world transport mod” now is a stripped-down version of the Morroblivion Chargen and Transport v11, and that you CANNOT choose where to go but have to set it explicitly in Data/Ini/Morroblivion.ini where you want to start, Cyrodiil Prison or Prison Ship in Vvardenfell.  The only thing the World transport mod actually does is to add the two characters in the Imperial City Prison courtyard and on the ship in Seyda Neen.  If you start in Morrowind by default, YOU CAN NEVER run the Cyrodiil main quest because you never get the Amulet (at least, as far as I found out while playing, correct me if I am wrong here).

– A real error: When in Vvardenfell, Morrowind_ob – Sounds.bsa does not seem to be loaded, none of the Morrowind sounds (not even ambience, door creaking and stuff) are played, there's silence instead.  Only music and default Oblivion-side sounds.

– The Map of the Morrowind_ob Morroblivion Maps plugin is ridiculously small, but leaves enough room for a port of the Morrowind Mainland, is this on purpose?

I'd be grateful for a workaround to any of those issues, or a real patch (or a good hint, in any case ;-) ).

Karma: 0 (0 votes)

rekuli

I just updated to 064 and have the following issues and notes for the developers and everyone else who might find this helpful:

Welcome back to Morroblivion!  It seems that you must have been gone a long time because almost all of your questions/issues/bug reports are covered in the FAQ and Installation notes.  I highly recommend that you read them through carefully to get caught up on the last official release back in late 2014.  Once you're done there, you can go here to get caught up on the latest unofficial patch.  There is no updated bug list for 2018 yet, but feel free to look through the 2017 list...  I will cover the questions that are not clearly answered in the above links below:

...but it seems to override race records and thus shred any and every other mod which changes race records (eg., by adding eyes, hair, whiskers, etc).  This even applies to Cobl merged into a Bashed Patch (which is loaded far below/after Morroblivion).  Result: depending on which mods you have loaded, you can only stay with the initially set hair and eyes in the character creation.  This is a serious bug, I think.

Make sure that you are properly regenerating your Bashed Patch and that all Race replacer mods have the appropriate Bash Tags set.  Also make sure that there are no mods over-riding your Bashed Patch.  COBL races, eyes, hair replacers, Oblivion Character Overhaul, and many other graphic overhaul mods should be able to over-ride Morroblivion.  If you're still having trouble getting it to work, please post your load order.

– A real error: When in Vvardenfell, Morrowind_ob – Sounds.bsa does not seem to be loaded, none of the Morrowind sounds (not even ambience, door creaking and stuff) are played, there's silence instead.  Only music and default Oblivion-side sounds.

This problem combined with your previous problems makes me suspect that your installation of Morroblivion is corrupted.  I'm not sure how you "updated" to Morroblivion v064, but I recommend you do a clean un-install of Oblivion and re-install everything, making sure you read and follow all the instructions carefully.

– The Map of the Morrowind_ob Morroblivion Maps plugin is ridiculously small, but leaves enough room for a port of the Morrowind Mainland, is this on purpose?

I have no idea what the intentions of the official developers were since none of them have been active on these forums in over 2-3 years.  However, the fact that Map 1 of the mainland is sitting in the northeast corner of the default map suggests that you are probably correct.  Maybe you should check out this link.

Karma: 0 (0 votes)

thanks for the welcome, ponyrider.  Yes, it has been quite some time — I was still using the 025, believe it or not [External image]

As for the "update" and installation: I still was using the 025 release, but cleanly installed/uninstalled it via Bash, and manually made sure there really was no file left (I checked this another time after those errors showed up).

World Transport/Alternate Start: I read the FAQ, but most stuff wasn't stated as clearly as I wrote it in my last post, but only cross-referenced to other posts (and nobody does a cross-search for that info which ought to be there right at the download/installation post, believe me). Somehow, the current method via Ini file is a setback to most primitive pre-stone-age times, in strong contrast to older, more player-friendly releases which let the player choose where and how to start right inside the game (via the CharCreate/WorldTransport plugin).  This ought to be a strong issue for the next unofficial patch.

Bashed patch: I re-built the patch several times with different settings each, and even played around with the load order (throwing out all mods, too), eventually returning to the original one I had been using.  The only case where it worked as expected was a clean Oblivion-Shivering Isles-Morroblivion setup with nothing else.  But you gave me an Idea; I believe I haven't tried excluding anything from the Morroblivion esp/esms, I will try that.  Haven't found out what blocks the Morroblivion sounds, either; maybe it is one of the OBSE plugins.  If I need to post another help request, I'll put in my load order and some details about the bashed patch.

Thanks so far for your help! [External image]

btw: Took a look at the link and had to grin.

Karma: 0 (0 votes)

rekuli

...the current method via Ini file is a setback to most primitive pre-stone-age times, in strong contrast to older, more player-friendly releases which let the player choose where and how to start right inside the game (via the CharCreate/WorldTransport plugin).  This ought to be a strong issue for the next unofficial patch.

I've spent well over 200 hours trying to figure out how to put in a working chargen selection menu and other related tweaks.  It's beyond my current skill level.  If you have a working file which contains the necessary records, quests and scripts  then please send it to me as that would be very helpful for me to figure it out.  Thanks.

Karma: 0 (0 votes)

Hmm… you don't need to go that-around, just take the old chargen and transport mod (v10 and lower) and a pre-063 Morroblivion release's ESM/ESP, it shows you everything necessary — if I read the v11 release thread right, everything is still in the unmodified v11 release (ie., not the one packaged with Morroblivion, but the one dl-linked to in that post).  More frankly, you could (in theory) simply throw out anything chargen-related from the Morroblivion esm/esp and merge the chargen mod into them as a sane and user-friendly replacement and thus circumvent all and any unnecessary re-invention of the wheel.  In that process, you should also merge the esp into the esm, because the parts implemented via the esp cannot be overridden by other mods (TESIV engine specific problem, see why/how SI is implemented), and part, or all, of the chargen sequence is in there, as far as I could see from viewing it in a text browser (it was somewhat stupid by the developers to add an esp in the first place; the old releases didn't have one, for the same reasons which I stated, and worked fine).

Additionally, you could take a look at thermador's chargen patch (he built one for 025 when I had similar problems as now; ought to be in this thread way further up).  I can upload the old esm, if nothing is in the archives anymore, and the old chargen mod and thermador's patch, too.  Just let me know.  For your convenience, I have added an archive to this post containing everything required from the 025 release, including thermador's patches.

My chargen problems: I have found out that building a Bashed Patch when all of the Morroblivion files are not activated, and activating the Morroblivion esm/esps afterwards, circumvents the chargen problems, as long as one loads all of Morroblivion (including the world transport mod) and the additional MorrowindPortalToVvardenfell before any race-altering mods and the patch (both seem to hook into the Morroblivion Chargen/arrival sequence if the player hasn't done the Morrowind arrival sequence yet).

My audio problems: only unpacking the BSA helped…[External image]

regards, and let me know if I can help any further with the old files or the chargen re-implementation.

PLEASE NOTE THAT THE FOLLOWING FILE IS NOT FOR GENERAL USE; IT IS FOR PONYRIDER0 ONLY!

Edit: I had to remove the file again because of the possibility that some of its contents might cause somebody to make it a legal issue between Bethesda and TESRenewal.

Karma: 0 (0 votes)

rekuli

Hmm… you don't need to go that-around, just take the old chargen and transport mod (v10 and lower) and a pre-063 Morroblivion release's ESM/ESP, it shows you everything necessary — if I read the v11 release thread right, everything is still in the unmodified v11 release (ie., not the one packaged with Morroblivion, but the one dl-linked to in that post).  ...

Hahaha!  I am pretty dense -- I've invested over 4000 hours now into Morroblivion modding, and it took your comment for me to recognize the old chargen messagebox selection script sitting right in the v11 ESP!  Thanks for pointing that out!  (Of course, I've never claimed that I was a good modder/coder -- I'm just a hardcore Morrowind/Morroblivion player who learned to mod just to have more fun in-game.)

...My audio problems: only unpacking the BSA helped…[External image]

Perhaps you had/have loose asset files from an older Morroblivion installation which are over-riding the v064 BSAs.  That would explain why unpacking the BSA got the audio to work...

[/quote]

Karma: 0 (0 votes)

ponyrider0

Hahaha!  I am pretty dense -- I've invested over 4000 hours now into Morroblivion modding, and it took your comment for me to recognize the old chargen messagebox selection script sitting right in the v11 ESP!  Thanks for pointing that out!  (Of course, I've never claimed that I was a good modder/coder -- I'm just a hardcore Morrowind/Morroblivion player who learned to mod just to have more fun in-game.)

That's how all of us got into modding, isn't it? [External image] And the more complex the task, the easier to forget something, so don't worry — I'm always glad to help if I can, you're welcome.

ponyrider0

Perhaps you had/have loose asset files from an older Morroblivion installation which are over-riding the v064 BSAs.  That would explain why unpacking the BSA got the audio to work...

Nope, I already had removed all of it before I wrote the first post since 2010 above.  It is more likely that it is an issue of Oblivion being installed on a case-sensitive file system, as opposed to the Windows and MacOS default file systems, which are only case-preserving.  If you have two directories Sound/ and sound/, the game looks randomly into one of them first and finds no morrowind specific stuff there, and it does not search in the other one because it assumes, Windows-Style, that they are the same directory.  I had this behaviour with a lot of stuff, until I softlinked the lowercase directories to the upcased ones to have mods automagically installed in the according subdir trees where they ought to go, regardless of how they are cased in the mod archive file.  And the directories in the BSA are named „sound/voice” and „sound/fx”, prefixes which might in a sense „not exist” if there are „Sound/Voice” and „Sound/FX” directories which are being searched by Oblivion because it finds them first.  So I think it is quite likely that the fused virtual FS used to access the BSA did „not exist” from the point of view of Oblivion.

At least, that is my theory.  I might be completely wrong, as well [External image].

Regards, see you!

Karma: 0 (0 votes)

Hi, everyone! 

We finally got Morroblivion v065 released!  This is a culmination of a lot of hard-work by our community of Morroblivion enthusiasts over several years.  It represents the cumulative work of many volunteer mod-makers producing quests, items, models, bugfixes and other improvements.  It also represents the enthusiasm and determination of all the fans who have kept the Morroblivion project alive by continuing to download, play and share their experiences on forums, blogs, discord and youtube.  Thank you!

Currently, we are in the process of updating the website for v065 and cleaning up out-of-date information.  This may take some time since there are only a few volunteers handling many roles including website updates, tech-support, bugfixes and maintaining the installer and related files.  You can help out by reporting bugs in the game on the v065 Bug Reports thread or reporting broken links or out-of-date information you find on the main project release or download pages.  Please keep in mind that it may take us a while to address all of the reported issues.  Thanks!

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Waou ! thank you so much for this release, I know how involved you got into finishing this awaited update and how much time and work it did require !! hats off to you : ) ... Take some rest and take care, thanks again to the Morroblivion Project Team.

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v065... big achievement... congratulations! Big thanks to Ponyrider0 + Qwertyasdfgh + DaggerfallTeam and everyone else involved :)

Will you be including the optional Magic-Addon (v065 port) in the core install package of v065-RC3......

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No.  Morroblivion v065 is focused on bugfixes, especially now that we are in the release candidate stage.  Here are some helpful rules and reminders which I hope will guide you whenever you have a question regarding what might or might not be included in a future v065 release candidate:

  1. Morroblivion v065 is a bugfix release.  We are prioritizing fixing bugs in order to release a finalized version as soon as possible.
  2. Only mods which directly fix bugs that are in the current v065-RC build will be considered for merger into a future v065 release candidate.
  3. Any mods that do not directly fix a bug will not be considered for merger into a v065 release candidate.
  4. Any mods which add new features or improvements will not be considered for merger into a v065 release candidate.

 

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Yes I figured you didn't plan to merge Magic-Addon (v065 port) in to RC3 ESM, I meant will you be including the Magic-Addon (v065 port) with RC3 like you plan to include the UCWUS v1.4 ESP. Just thought because Magic-Addon is almost considered essential, it used to be included in v064 Unofficial patch package.

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This is the latest release candidate:

Morroblivion v065-RC3
2020-June-10

Project Documents have also been updated:

Like previous release candidates, these files have been completely cleaned of any mention of developer/beta release and are fully ready to be re-branded to official v065 by renaming the files.  There will be probably be one more RC prior to finalization of the v065 project.

EDIT: I replaced the link for the ESM Installer with a 7-zipped version to avoid browsers warning about downloading unknown executables.

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Wow. I just happened to stumble on this project recently and was surprised to see it had a new release after all this time. Thanks for working hard to put this all together and polish this project! I'm definitely polishing off my Oblivion to play it. :)

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Latest release of v065:  Release Candidate 4

Morroblivion v065-RC4
2020-June-26

Updated Documentation:

This release incorporates UCWUS v1.5.1 and the CWU Items v1.0.  So you do not need these additional mods with v065-RC4.  All bugfixes for v065-RC3 have also been merged into v065-RC4, so you do not need them.

 

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Ponyrider0> Thanks for all your hard work getting v065-RC4 released, and merging all the bugfixes for v065-RC3.

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Do we still need to d/l and install Clothing Galore separately, or was it included with v065?

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Morroblivion - Clothing Galore by qwertyasdfgh has been completely integrated in Morroblivion v0.65.

https://morroblivion.com/forums/morroblivion/mods/2587

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Thanks

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ponyrider0

Here is a google drive mirror of the v065-RC4 Resources File:

 

 

I'm going to be streaming oblivion next month and I thought it would be pretty funny to jebate everyone that comes in by only doing the morrowind content, lol. If I go to the main download page and download only the basic stuff listed under the Morroblivion Project Release [v065] will that give me the rc4 stuff or do I need to do more after installing the base 065? I'd really like to give the best experience possible to my viewers so I'd like the game to run as nicely as possible while also looking and feeling good. My twitch is DaPhoenixFighter btw. (Shameless plug. Sorry, lol.)

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Alfred

I'm going to be streaming oblivion next month and I thought it would be pretty funny to jebate everyone that comes in by only doing the morrowind content, lol. If I go to the main download page and download only the basic stuff listed under the Morroblivion Project Release [v065] will that give me the rc4 stuff or do I need to do more after installing the base 065? I'd really like to give the best experience possible to my viewers so I'd like the game to run as nicely as possible while also looking and feeling good. My twitch is DaPhoenixFighter btw. (Shameless plug. Sorry, lol.)

The stuff listed under the first post will give you the base v065-RC4 installation.  However, you will want to regularly check for bug-fixes and workarounds here: https://morroblivion.com/forums/morroblivion-problems/morroblivion-v065-bug-reports.  Since you are wanting to use Morroblivion for streaming, you may also be interested in my work to maximize stability while giving the best visual quality.  You can see all of those things in action on my latest livestream: https://youtu.be/r8zgJtOHJzg (I streamed for 6+ hours with only one crash at about 4.5 hours).  The load-order for that livestream is here: https://www.patreon.com/posts/40999086.  There are a number of not-yet-released mods which give the most stability and increased performance, the main ones being OCO1.5 for OCO2 (stability) and FastLOD (performance).  I'll try to post those and a few others early next week.

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Hola, esta version es estable? el instalador y los archivos "recursos" me instalan el mod completo o necesito algo mas? Estaba pensando en transmitir en directos este mod y quiero tenerlo completo ademas soy de habla hispana por lo que si hay traducciones de la ultima version me caerian perfectas aunque no es indispensable

Gracias por este increible mod lo habia querido jugar pero la ultima version era de 2015(creo) , la instalacion, manipulacion de sus herramientas, correcion de fallos, etc  me parecio complicada para mi nivel de modding basico y pense que el proyecto habia muerto.Me alegra ver que sigue vivo y modders como ponyraider0 dedicaron tanto tiempo para crear este mod que merece ser mas reconocido

Hello, is this version stable? the installer and the "resource" files install the full mod or do I need something else? I was thinking of broadcasting this mod live and I want to have it complete, I also speak Spanish so if there are translations of the latest version they would be perfect, although it is not essential

Thanks for this amazing mod, I had wanted to play it but the latest version was from 2015 (I think), the installation, manipulation of its tools, bug fixes, etc. It seemed complicated to me for my basic modding level and I thought the project was dead. Glad to see that it's still alive and that modders like ponyraider0 spent so much time perfecting this mod that it deserves to be more recognized.

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I'd say this version is as stable as it can get on the Oblivion engine. The download contains all that you need to run the mod.

There are a few known issues and also some fixes for them available in the Morroblivion v065 Bug Reports thread. You may want to download them as well.

I'm currently playing the mod and I'm enjoying it very much.

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Bullfrog

I'd say this version is as stable as it can get on the Oblivion engine. The download contains all that you need to run the mod.

There are a few known issues and also some fixes for them available in the Morroblivion v065 Bug Reports thread. You may want to download them as well.

I'm currently playing the mod and I'm enjoying it very much.

I wouldn't say it's the most stable it can become on the Engine, There are still a few tricks up our sleeves to possibly increase performance ;)
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please, can i ask a question?

are this file (morroblivion improved) https://www.nexusmods.com/oblivion/mods/49190

and maskar overhaul compatible with the last release of morroblivion? 

thanks for your kind response

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I can't seem to unpack the master files nor resource files from the 7z downloads provided for v065.  I can get them downloaded to my computer, but when attempting to unzip them, I just get errors.  I've tried re-downloading from the links provided on the cover page, and it just refuses to unpack.

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bigantennaemay1

I can't seem to unpack the master files nor resource files from the 7z downloads provided for v065.  I can get them downloaded to my computer, but when attempting to unzip them, I just get errors.  I've tried re-downloading from the links provided on the cover page, and it just refuses to unpack.

It sounds like your downloads are corrupted.  Try downloading from the google mirror: 

https://drive.google.com/file/d/1skvncL9BJUZDNIDO8H8KxjJEzCf0qEqw/view?usp=sharing

This was posted a few replies above.  Sorry, but I don't have permissions to edit the original post, so I can't add mirror links there.  If someone with moderator privileges reads this, please add it for us.  Thanks!

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Looking for any reference to a fix for using OBME with v64 that appears to crash the game on all Corprus disease quest updates. Specifically does v65 fix this? I don't see any reference to OBME in the release posts.

 

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Have been Running OBME since V52 have not Had These Problems.

Are you Running ArchiveInvalidationInvalidated.bsa You Need This so Morroblivion,

Will Read In Games {bsa} Correctly.

You Activate It In OBME

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Hi,
just a little consideration: it seems that the last releases of the blockhead mod may cause instability.
I had always a lot of random crashes (in some locations I crashed like the 99% of time, for example fast travelling from Sadrith Mora to Ebonheart will cause a 99% CTD) even without any other mod installed.
So I started removing things also from the OBSE folder and removing blockhead.dll seemed to fix these CTDs for me.

Sadly OCO v2 cannot be used without this mod.
So I keep on testing...

Based on my tests, version 10.2 (10.3 seems to have the same problems) of blockhead seems to be a lot more stable (as far as I can see now, I'll keep on testing).
So, uh, idk if this can help someone, but just in case I leave this here.
Greetings

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Hi, is 065 compatible with saved games from 064?  I was told in this March 2020 post that they wouldn't be.  Is it still true?  I know I could always try 065 and see.  But incompatibilities may be hard to spot.  I might have played a lot of hours before finding an unfixable issue, such as not being able to save and load games.  So has anyone loaded a 064 save and had no problem so far?

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I wouldn't risk it, especially if you was using Morroblivion Improved, which is incompatible with v065.

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Hi, I have installed Morroblivion v065 about 2 weeks ago. The main post now says it was updated on the 3rd. Does it mean that I have to update my installation and if yes, how is it done?

On another topic, it really is a joy to play this mod. It's the kind of project that seems like it will never be fully playable, but Morroblivion is and that's insane! :D

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Shikenshu

Hi, I have installed Morroblivion v065 about 2 weeks ago. The main post now says it was updated on the 3rd. Does it mean that I have to update my installation and if yes, how is it done?

On another topic, it really is a joy to play this mod. It's the kind of project that seems like it will never be fully playable, but Morroblivion is and that's insane! :D

Documentation has been updated tremendously on the 3rd... preparing for v066 in the next few days.
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