EDIT: UPDATE AS OF 3/22/2014
I have been granted permission by Vurt to release the converted Mesh/Texture trees I have made from his original Morrowind mod for Morroblivion. Below I have attached the zip file containing those files and a readme on instructions for installation for Morroblivion. :)

| Attachment | Size |
|---|---|
| 5.83 MB |

Just like with any Morrowind mod, it needs to be ported before it can be used with Morroblivion. If it's just new models, they need to be converted to Oblivion format. If there's also a esp, the converter can be used, but it's kinda tricky.
So if I were to convert the .nif models, could I then rename them to the models I desire to replace in Oblivion, drop and overwrite? And if so, the will renaming the models screw with their associated textures?
I'm not sure if I understand you correctly, but yes, you can replace current Morroblivion tree models with different ones by placing them in the appropriate folder.
Edit* I've managed to get vurt's tree into Morroblivion, now it's purple, even though it's using a default texture and looks correct in Nifskope. Anyone know what might be causing this?
Purple means missing texture.
If you converted the mesh from Morrowind format without altering anything, texture path is probably still using the Morrowind format.
Open your nif in NifSkope, then expand NiTexturingProperty -> NiSourceTexture - this is where texture path is stored. If it's just "<texture name>.dds", you'll need to alter it to be like in other Oblivion meshes: "textures\<some other subfolder(s)\<texture name>.dds". Do this for all NiSourceTexture blocks.
Then make sure the texture you specified exists within "Oblivion\Data\textures" folder.
Also, you'll need to make a normal map, if you use the texture from Morrowind. It should be named exactly the same as base texture, but with "_n" suffix.
Fist part in ( pdf ) is on Texture Conversion and what files are Needed.
If you're using the nif coverter and setup the converter's ini correctly and all the textures are where they're supposed to be then the converter will place the textures and a blank normal map file into your Oblivion directory.
roxon_55 wrote:
I downloaded all the files and followed the tutorial and the Niftexture wouldn't load the texture. It gives an error box that says, "Invalid input was received! Unknown NIF record type (offset0x00000047)!"
It gives me this error for any nif I try to open directly from C:\Program Files (x86)\Steam\steamapps\common\Oblivion\Data\Meshes\morro
Brainslasher wrote:
Do you mean the Niftexture program or Blender? I thought I had read that with Blender you don't need to convert the texture anymore, but I didn't load any texture on the nif in Blender. Also I tried to bypass niftexture and use paint.net to resave the texture as a tga file and then make a normal map, but obviously that is incorrect.
qwertyasdfgh wrote:
I used a texture path straight out of the unpacked textures that came with Morroblivion. Specifically the same one used on other trees in the Ashland: C:\Program Files (x86)\Steam\steamapps\common\Oblivion\Data\Textures\morro\x\txuashtreeubarku01.dds
Texture path should be relative, i.e. Textures\morro\x\txuashtreeubarku01.dds
Oblivion uses only dds textures. And if you're using existing texture from Morroblivion, you shouldn't worry about normalmaps.
Nif converter that Brainslasher mentioned comes together with ESPconverter, which was used originally to create Morroblivion. It is made for converting nifs in batch, but it's not as good and flexible as converting manually.
If you still can't get it to work, just upload your converted mesh here. Otherwise I can only guess what could be wrong.
Oh man, thank you guys for all your help! My persistence is paying off...now that I have gotten the texture to work, I've found a little purple cube next to the tree, take a look:

I'm guessing this has something to do with when I converted the mesh?
Also on another note, I'm going to replace all the ashland trees with Vurt's. Can I share the converted replacements here for others if I give all credit to him or should I try to track him down?
It's a default object in Blender. You need to delete it before importing the mesh (right click on it in Blender and hit "X")
From the already converted mesh you can remove it in NifSkope: right click -> Remove Branch
I've updated the original post with the zip file containing the replacement trees for Morroblivion. I PM'd Vurt and he gave me permission on nexusmods.com
I have to say, these look really good. Are you also planning on converting other replacers? Like for example Vurts Solstheim Tree Replacer?
I've moved this thread to 'Mod Releases' section and added to the mod list.
Brainslasher wrote:
Now that I have it down, I'm sure I could. I just admired the ashland models so much I felt the obligation to do so. I'll have to download the files and take a look...
hello, can you converted this mod:
http://www.nexusmods.com/morrowind/mods/37856/?
http://www.nexusmods.com/morrowind/mods/37489/?
http://www.nexusmods.com/morrowind/mods/37400/?
http://www.nexusmods.com/morrowind/mods/37249/?
http://www.nexusmods.com/morrowind/mods/35400/?
http://www.nexusmods.com/morrowind/mods/37038/?