The body by the Imperial Sewers isn't showing up. Is there anything I can do to make him show up or is there another way to start the Oblivion main quest?
Well, as long as you're using the v10 ESP file, you should be able to go anywhere else, such as the Imperial City market district or something, wait in the game four days, then travel back to the Imperial City Sewers exit and he should have respawned. I hope. http://www.uesp.net/wiki/Oblivion:Respawning
If that doesn't work, maybe there is some bug where the knight didn't get enabled. You could try typing
CATDeadKnightREF.enable
in the console. Although I am not 100% sure that is the right ID for the knight; I would have to look in the CS to see what his ID is.
Finally, if that doesn't work, I will have to take a look at the scripts in the ESP file when I get home and I can get the appropriate console commands for you to run. Or, if you have the CS installed, you can open my ESP file, open the script editor (pencil icon) and then open CATDeadKnightScript and look and see what it does when you click on the dead night in the game). There are a bunch of things, like, "player.additem amuletofkings 1" and a bunch of startquest/setstage stuff. You would have to write those lines down and then type them in in the console in-game.
Morrowind came out in 2002. Voice acting every line in the game wasn't feasible given the technology at the time and the budget Bethesda (a much smaller company back then) had to make the game.
I honestly don't think a voiced project is actually feasible due to the amount of lines there are imo. Would love to see it done but it won't ruin my Morrowind experience haha.
Thermador I saw that this mod could conflict with alternate start mod, This becouse your mod handle some object that can interfere with alternate start. Also I saw that in some cases the mq01 quest (escaping prison) could start before you are in cyrodill. It really conflict with "Main quest delayer with alive kvatch", but even with the without alive kvatch version. I'm trying to do a compatible version for personal use, but this for now will work only on a new game.
It will conflict with anything that modifies the player starting location. That is the only serious conflict it will cause. If the other mod is lower in your load order, and is overriding the CAT mod, the result will be that you don't start with the menu of choices of where to start the game. Instead, you will start somewhere else, wherever the conflicting mod tells you to start. But the transport NPCs will still be there and you will still be able to travel.
If there is any other conflict caused by my CAT mod, it is probably safe to override it (by placing the other mods lower in your load order).
Or you can open up all the mods with conflicts in TES4edit and see what they are.
The conflicts aren't only override modded record. It's a resource conflict. If you kill characters of the first scene you will disturbing a mod that handle or delay that scene(scripted event interrupted). In this way the conflict winner is the mod that run before and not the last mod in load order.
However I modified the scripts of this mod to make it work with Main Quest Delayer (this is the mod that handle the escaping prison quest). But this work only with a new game becouse some scenes are breaked.
Oh. Yeah, a lot of characters from the default Oblivion Chargen Quest are disabled via script.
Otherwise they will be walking around Cyrodiil all the time. So yeah, I guess it's not compatible with those. You can always reverse my script commands in an existing game. So like where it says NPCref.disable, just open the console NPCref.enable to reverse what my script did.
1 alternate start mod handle the disabled or killed npc or object so they don't walk around Cyrodill all the time, even if the chargen quest isn't completed.
2 Script event are broken so even using commands (in console or in scripts) to undo what your script did the scene cannot be played(or sometimes they doesn't work).
So I installed Morroblivion and everything works except for this mod. The game automatically starts in Morrowind without even giving me a choice and the Jo'Tesh npc is missing. I ended up using the mod that gives you a spell to open a portal to Cyrodill so I could get there. When I got there I walked over to the outside of the sewers and the dead body wasn't there. I decided to delete the CAT files that the Morroblivion installer added, download the newest update from here, and add it manually. Now the npcs are present but I still don't get a choice on starting, just automatically start in Morrowind.
I don't mind starting in Morrowind as long as the npcs are still present, I just thought I'd let you know. I tested this with no other mods installed, just Morroblivion.
Try an Earlier Version of the Transport Mod to see if it Works for you i use V07 has no Problems.
Teleport Spell will Take you to Morrowind But it Will not Activate ( Player in Morrowind )
you need Player in Morrowind to Activate All NPC, to Work with Quest Correctly ,,
Make shore you Have all ( Morroblivion--Morrowind ) files a Bottom of Load Order with
Transport Mod
Morrowind Maps
Morrowind_ob.esp
This order at Bottom ,, Not to many people have Problems with Transport Mod if you are using WB Cut the Files out of Transport Mod Directory in Archive, and Paste them into your
Oblivion\Data -- Directory and Say Yes to Overwrite All Files..
Morroblivion Installer only Creates 1 File, ( Morrowind_ob.esm ) ,, If you are Creating Other files you are doing something Wrong
This mod didn't load properly for me until I moved it up in the mod order; it may be conflicting with something else in the Morroblivion v60 patch (I have no other mods installed besides what's needed for Morroblivion).
Okay, so I'm having problems with this as well. I'm using Morroblivion v061, and when I click New to start a new game, the Oblivion intro (voiced by Captain Picard) plays and then I begin in Morrowind on the Ship. Jo'Tesh is there and offers to take me to Cyrodiil (haven't actually tried yet to see if it works), but no matter what I do, I don't get the option of where to start, or the Morrowind intro. I've tried every combination of load orders I can think of, moving the transport mod .esp up and down, moving other .esp's up and down the load order to see if there was a conflict, but nothing seems to work.
Good news for all the people wanting to take their existing Oblivion characters to Morroblivion - I've updated the mod to work with newly released v063 master file.
However, the old "alternative start" wouldn't work very well with new master (which has it's own starting location selection now) so I had to remove the "quick start" options from the mod (scrips are still there for legacy, but they aren't active). Sorry if someone really wanted to use them.
Travelling from the Khajiit in IC Prison now works correctly though.
Uninstall all previous versions of this mod you might have before updating.
Link for Transport Clip, when you Come Up on Deck out of Prison ship Sharmir does not Talk to You Unless you Click on Him,, you go Down the Plank to Census office go in Office Socucius sitting at his Desk to Take Notes, does not Talk to Player on Chargen till you Stand on Opposite Side of Desk
I am new to Morroblivion and was wondering how folks transport to Cyrodiil as the game started in Morrowind. I just started Morroblivion today and have been looking for a way to get to Cyrodiil not that I am anxious to leave the wonderful world of Morroblivion that you guys have made but at sometime I may want to play Oblivion and I was thinking there has to be a way to get there. So I google searched the subject and found this mod and bingo it works like magic. Thanks for making this and for Morroblivion. I've been looking for a new game and even though Morrowind is very old it is a whole new experience playing it in Oblivion style. This is awesome work. :D
I had a game started in morrowind then i installed this mod, once i travel to Cyrodil it puts me in the imperial city and i cannot figure out how to start the main quest. How do you start the Oblivion main quest if you start in Morrowond?
The newest v63 and up version always starts you in the Morrowind prison ship, right? I kind of like starting with the extra loot from the Oblivion standard start, is there any way to make it start you in the Imperial Prison?
I love the morroblivion mod. I have installed it. However I have an existing character and when I traveled to Vvardenfell, the dark elf did not talk. I do not know what to do to get it to work.
Any help will be appreciated.
I have also asked this same question in the morroblivion mod releases topic.
I'm having a serious issue with this mod; the Khajiit who ships me from Morrowind to Cyrodil is there, but neither boat and neither Khajiit can be found in Cyrodil. I thought there might be a mod conflict with Unique Landscapes, but disabling it changed nothing. My character is currently trapped and unable to get to Morrowind. I'll include screenshots of my mod list and will be happy to give any further information.
I have an unknown bug in my game. I have configured Morroblivion v64 correctly, Menu Que, and OBSE correctly. World Transport Chargen And Transport is at the top of the load list, however, the ship never appears in Anvil or any of the other designated areas. Can anyone please help with this?
I have an unknown bug in my game. I have configured Morroblivion v64 correctly, Menu Que, and OBSE correctly. World Transport Chargen And Transport is at the top of the load list, however, the ship never appears in Anvil or any of the other designated areas. Can anyone please help with this?
The ship in Anvil was removed over 6 years ago (please refere to this post https://tesrenewal.com/comment/5436#comment-5436). To use the v64 of the Chargen and Transport mod, from Cyrodiil, you must go to the Imperial City Prison Courtyard and talk to the Khajiit sweeping the grounds there. There is a corresponding Khajiit on the deck of the Imperial Prison Ship in Seyda Neen.
I really love this mod, it fits in very nicely with the main game which is always a good thing. :)
The link to version 10 doesn't seem to be working.
BurningStarlV wrote:
Fixed, sorry!
Fantastic!
The body by the Imperial Sewers isn't showing up. Is there anything I can do to make him show up or is there another way to start the Oblivion main quest?
Well, as long as you're using the v10 ESP file, you should be able to go anywhere else, such as the Imperial City market district or something, wait in the game four days, then travel back to the Imperial City Sewers exit and he should have respawned. I hope. http://www.uesp.net/wiki/Oblivion:Respawning
If that doesn't work, maybe there is some bug where the knight didn't get enabled. You could try typing
CATDeadKnightREF.enable
in the console. Although I am not 100% sure that is the right ID for the knight; I would have to look in the CS to see what his ID is.
Finally, if that doesn't work, I will have to take a look at the scripts in the ESP file when I get home and I can get the appropriate console commands for you to run. Or, if you have the CS installed, you can open my ESP file, open the script editor (pencil icon) and then open CATDeadKnightScript and look and see what it does when you click on the dead night in the game). There are a bunch of things, like, "player.additem amuletofkings 1" and a bunch of startquest/setstage stuff. You would have to write those lines down and then type them in in the console in-game.
i cant hear the voice of anyone
help?
There aren't any voices. Morrowind had very little voiced dialogue.
you wanna tell me there is no voice in morrowind ?
Yes. That is what I want to tell you. LOL...
Morrowind came out in 2002. Voice acting every line in the game wasn't feasible given the technology at the time and the budget Bethesda (a much smaller company back then) had to make the game.
I honestly don't think a voiced project is actually feasible due to the amount of lines there are imo. Would love to see it done but it won't ruin my Morrowind experience haha.
Thermador I saw that this mod could conflict with alternate start mod, This becouse your mod handle some object that can interfere with alternate start. Also I saw that in some cases the mq01 quest (escaping prison) could start before you are in cyrodill. It really conflict with "Main quest delayer with alive kvatch", but even with the without alive kvatch version. I'm trying to do a compatible version for personal use, but this for now will work only on a new game.
It will conflict with anything that modifies the player starting location. That is the only serious conflict it will cause. If the other mod is lower in your load order, and is overriding the CAT mod, the result will be that you don't start with the menu of choices of where to start the game. Instead, you will start somewhere else, wherever the conflicting mod tells you to start. But the transport NPCs will still be there and you will still be able to travel.
If there is any other conflict caused by my CAT mod, it is probably safe to override it (by placing the other mods lower in your load order).
Or you can open up all the mods with conflicts in TES4edit and see what they are.
The conflicts aren't only override modded record. It's a resource conflict. If you kill characters of the first scene you will disturbing a mod that handle or delay that scene(scripted event interrupted). In this way the conflict winner is the mod that run before and not the last mod in load order.
However I modified the scripts of this mod to make it work with Main Quest Delayer (this is the mod that handle the escaping prison quest). But this work only with a new game becouse some scenes are breaked.
Oh. Yeah, a lot of characters from the default Oblivion Chargen Quest are disabled via script.
Otherwise they will be walking around Cyrodiil all the time. So yeah, I guess it's not compatible with those. You can always reverse my script commands in an existing game. So like where it says NPCref.disable, just open the console NPCref.enable to reverse what my script did.
This can be true on a vanilla game, but :
1 alternate start mod handle the disabled or killed npc or object so they don't walk around Cyrodill all the time, even if the chargen quest isn't completed.
2 Script event are broken so even using commands (in console or in scripts) to undo what your script did the scene cannot be played(or sometimes they doesn't work).
I managed to Crash Transport Mod V10,
Cut my save put away in another Directory Start new Game worked well Player standing in cave Flames in Front,,By the Game Loads..
Radar
Map
ReFscope
Destination Load panel comes up Picked Vvardenfell as normal
Flying Camera
Quest Frostcrag
Quest Mark&Recall
Quest Safe Zone
Quest Thank you for Installing ClintMichs Beautiful Imp City
It cannot handle all the above Left player stand there 1 Hour went Exit
Worked out what caused the Prob Forgot a couple years ago had trouble with Flying Camera Mod for some Reason you have to set it up 3 times
Then Camera works properly Uninstalled it Transport v10 didn't Crash
So I installed Morroblivion and everything works except for this mod. The game automatically starts in Morrowind without even giving me a choice and the Jo'Tesh npc is missing. I ended up using the mod that gives you a spell to open a portal to Cyrodill so I could get there. When I got there I walked over to the outside of the sewers and the dead body wasn't there. I decided to delete the CAT files that the Morroblivion installer added, download the newest update from here, and add it manually. Now the npcs are present but I still don't get a choice on starting, just automatically start in Morrowind.
I don't mind starting in Morrowind as long as the npcs are still present, I just thought I'd let you know. I tested this with no other mods installed, just Morroblivion.
Try an Earlier Version of the Transport Mod to see if it Works for you i use V07 has no Problems.
Teleport Spell will Take you to Morrowind But it Will not Activate ( Player in Morrowind )
you need Player in Morrowind to Activate All NPC, to Work with Quest Correctly ,,
Make shore you Have all ( Morroblivion--Morrowind ) files a Bottom of Load Order with
Transport Mod
Morrowind Maps
Morrowind_ob.esp
This order at Bottom ,, Not to many people have Problems with Transport Mod if you are using WB Cut the Files out of Transport Mod Directory in Archive, and Paste them into your
Oblivion\Data -- Directory and Say Yes to Overwrite All Files..
Morroblivion Installer only Creates 1 File, ( Morrowind_ob.esm ) ,, If you are Creating Other files you are doing something Wrong
This mod didn't load properly for me until I moved it up in the mod order; it may be conflicting with something else in the Morroblivion v60 patch (I have no other mods installed besides what's needed for Morroblivion).
Okay, so I'm having problems with this as well. I'm using Morroblivion v061, and when I click New to start a new game, the Oblivion intro (voiced by Captain Picard) plays and then I begin in Morrowind on the Ship. Jo'Tesh is there and offers to take me to Cyrodiil (haven't actually tried yet to see if it works), but no matter what I do, I don't get the option of where to start, or the Morrowind intro. I've tried every combination of load orders I can think of, moving the transport mod .esp up and down, moving other .esp's up and down the load order to see if there was a conflict, but nothing seems to work.
Did you Try an Earlier Version of the Transport Mod
Yeah, tried that after posting, Version 9 is working perfectly now.
Good news for all the people wanting to take their existing Oblivion characters to Morroblivion - I've updated the mod to work with newly released v063 master file.
However, the old "alternative start" wouldn't work very well with new master (which has it's own starting location selection now) so I had to remove the "quick start" options from the mod (scrips are still there for legacy, but they aren't active). Sorry if someone really wanted to use them.
Travelling from the Khajiit in IC Prison now works correctly though.
Uninstall all previous versions of this mod you might have before updating.
Thanks a lot for updating this.
Nice! Thank you qwertyasdfgh.
http://youtu.be/TY9cgxsk034
Link for Transport Clip, when you Come Up on Deck out of Prison ship Sharmir does not Talk to You Unless you Click on Him,, you go Down the Plank to Census office go in Office Socucius sitting at his Desk to Take Notes, does not Talk to Player on Chargen till you Stand on Opposite Side of Desk
Thanks qwerty! I updated the first post with a link to your post.
I am new to Morroblivion and was wondering how folks transport to Cyrodiil as the game started in Morrowind. I just started Morroblivion today and have been looking for a way to get to Cyrodiil not that I am anxious to leave the wonderful world of Morroblivion that you guys have made but at sometime I may want to play Oblivion and I was thinking there has to be a way to get there. So I google searched the subject and found this mod and bingo it works like magic. Thanks for making this and for Morroblivion. I've been looking for a new game and even though Morrowind is very old it is a whole new experience playing it in Oblivion style. This is awesome work. :D
Go to the prison sewer exit.
Oh wow should have thought of that thanks!
Where do i extract the files into? the oblivion directory?
Into Oblivion/Data
got it beforehand, but thanks anyways :P
The newest v63 and up version always starts you in the Morrowind prison ship, right? I kind of like starting with the extra loot from the Oblivion standard start, is there any way to make it start you in the Imperial Prison?
Change settings in Morroblivion.ini so you Can or Load a Save you Have in Cyrodiil around Level 4
I love the morroblivion mod. I have installed it. However I have an existing character and when I traveled to Vvardenfell, the dark elf did not talk. I do not know what to do to get it to work.
Any help will be appreciated.
I have also asked this same question in the morroblivion mod releases topic.
I'm having a serious issue with this mod; the Khajiit who ships me from Morrowind to Cyrodil is there, but neither boat and neither Khajiit can be found in Cyrodil. I thought there might be a mod conflict with Unique Landscapes, but disabling it changed nothing. My character is currently trapped and unable to get to Morrowind. I'll include screenshots of my mod list and will be happy to give any further information.
Thank you
Khajiit should be at the Prison 8.am to around 5.pm
I did not see either Khajiit during this time frame.
Enclosed are screenshots.
In the Prison on the Steps she is a Sweeper.
Is this different from the CAT mod from the resource pack in the project release thread?
Does this mod still work with updated morroblivion?
robireid12321 wrote:
As far as I know, the most updated version of this mod is already integrated into the main install for Morroblivion v064.
I have an unknown bug in my game. I have configured Morroblivion v64 correctly, Menu Que, and OBSE correctly. World Transport Chargen And Transport is at the top of the load list, however, the ship never appears in Anvil or any of the other designated areas. Can anyone please help with this?
DeltaTrix2013 wrote:
The ship in Anvil was removed over 6 years ago (please refere to this post https://tesrenewal.com/comment/5436#comment-5436). To use the v64 of the Chargen and Transport mod, from Cyrodiil, you must go to the Imperial City Prison Courtyard and talk to the Khajiit sweeping the grounds there. There is a corresponding Khajiit on the deck of the Imperial Prison Ship in Seyda Neen.
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