Morrowind_ob.esm
Main data file for Morroblivion, which contains basically everything - landmass, dialogue, quests and so on.
This file is required for Morroblivion to function. Load order: This must be loaded second under Oblivion.esm unless using EngineBugFixes.
Morrowind_ob.esp
This file is used for loading the Morroblivion BSA archives and to resolve possible conflicts with other mods.
This file is required for Morroblivion to function.
Load order: After any mod that changes vanilla idle animations (Personality Idles, for example)
Note: This file contains 1 ITM record, which is intentional and is not meant to be cleaned with xEdit.
Morrowind_ob - UCWUS.esp
Restores functionality of enchanted items with "Cast When Used" enchantment.
This file is recommended for full Morroblivion experience. Load order: after Morrowind_ob.esp, with other Morroblivion mods. If using together with clothing replacers for Morroblivion, making a Bashed Patch is required.
Dagger Galore Patch.esp
Continues updating the master file, fixes thousands of bugs. Load order: after Morrowind_ob.esp, with other Morroblivion mods.
Morrowind_ob - Conversation.esp
Adds original Morrowind voiced lines to NPCs. Recommended for nostalgic feeling :) Load order: after Morrowind_ob.esp, with other Morroblivion mods.
Morrowind_ob - MorroblivionTreeReplacer.esp
Replaces default Morrowind trees with Oblivion trees. Load order: after Morrowind_ob.esp, with other Morroblivion mods.
Any Morroblivion Map Replacers
Anything that alters the Morrowind map. Load order: after all other Morroblivion mods.
Version 002 Release
Clothing has been updated. The Download Link has been updated. The previous file has been deleted.
24 articles of Morrowind Clothing have been updated. A copule of these have been redirected at other existing Morrowind clothes, but the majority have been redirected to Oblivion items.
This address conspicuous invisible body parts on NPC's.
There is a much deeper problem when Morrowind clothing is worn by the player. Most of the clothing does not fit properly with Oblivion hands. Player wrists are problamatic with most Morrowind clothing, especially in 1st person view. In 1st person there is an invisible gap between the arm and wrist on every piece of clothing I tested.
Applying any type of fix to this would require updating Morrowind meshes to make them compatible with Oblivion hands, or redirecting all Morrowind clothing at Oblivion clothing.
Replacing ALL Morrowind clothing was not the purpose of this fix.
I came to this site a month ago to experience Morrowind for the first time.
I can hardly believe the progress we have made since then! Thank you to Yoshimo, Eloth, and the Queen of the Ashlands, and thank you to the authors of Vvardenfell Imports.
This version starts to make Morrowind playable. From now on things will only get better...
This version requres a Clean Save or New Game. I cannot stress enough how important this is. Persistant references have been moved, edited, or deleted. This is Very likely to cause CTD's in existing games.
This project is also incompatible with any mod created from a prevous version of Morrowind_ob.esm. Without going into too much confusing detail, when an object, like an NPC, is edited for the first time, a copy of that object is placed into the Mod. From that point forward, any discrepancy between the mod and Master is considered to be an edit made by the mod, regardless of whether or not the Master has changed in between.
NPC's and Dialog are the most vulnerable components since they are the most likely to be changed, and have so many different aspects that can be modified.
Only one mod gets to edit an object in the end. This mod is no excpetion...
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The MorrowOblivion_World Transport.esp Mod is compatible with v002 of our Cleaned Master, but is NOT compatible with v001 or uncleaned Masters from the Default Conversion. It references a Global Variable that was added in v002, and will Crash the game if transport is attemped with an incompatible version.
I was so preoccupied trying to get everything uploaded and the main readme file completed that I forgot to make a readme for this Transport mod. I will make one an reupload tomorrow...
Dialog is even more fragile than I had thought, and my first attempt at merging CNME Transport into the Master whacked all the Greeting, Hello, and Info topics from the rest of the game.
I apologize.
If you had downloaded v003 between the time it was first released and now, that version is bugged. Please delete it and redownload from the new link in the main Post.
The revised version of v003 whacked Silt Strider transport to preserve the rest of the dialog. I will probably have to add this back by hand, but at the moment I am unable to add a dialog topic in the CS. I need to get a damn microphone first...
This will have to wait because I've got to leave for work anyway. I will try to get a microphone today and see if I can coax the transport modules into working properly. Hopefully I can figure out a somewhat efficient way of doing this or updating any Quest information is going to be a nightmare.
All Quests share a common "Greeting" Dialog Topic, which is where a good deal of Quest coding is performed.
Yoshimo added ONE response to the Greeting Topic. This One addition had pretty much whacked the entire Qest Line. I had known that Dialog was finiky to mergeh and had looked at it before Merging, but looks can be deceiving.
I did not recognize what I was seeing, and for that I apologize.
I have added this one response into the main file directly, and have verified that transport is now working again in-game. I could not find any way of merging a modded version of the Greeting Topic. I have, therefore, included an additional resource for anyone interested in creating mods for, or helping with this project.
The "Dialog Template" contains Every Dialog Topic from Morrowind flagged as changed; therefore anything added to this template mod will bring all the other topics with it when merged. This is not an ideal workaround, but is the ONLY thing I can come up with.
In answer to the question about size, thank you for bringing the topic up. I have addressed this directly in the main post of this thread and in the readme. But, yes, the Cleaned Version of Morrowind_ob.esm is about 1/2 the size of the VERY dirty original. The original is so full of errors that it is amazing that it even runs.
Oblivion.esm MUST ALWAYS LOAD FIRST
Morrowind_ob.esm MUST ALWAYS LOAD Second
I have set my own load order starting with BOSS then being managed forward with Wrye Bash. This may cause problems with people that have the Oblivion.esm file dated later than my Morrowind_ob.esm.
For those that need help setting Load Order I can offer this:
1. Start with BOSS.
2. BOSS will probably not recognize any Morroblivion mod; these must be set by hand.
3. Use either Wrye Bash or OBMM to set the load order of Morrowind & Morroblivion mods
Morroblivion happens in a different worldspace than Oblivion, so where Morroblivion mods appear in the list really does not matter except possibly with COBL. I use COBL as part of an FCOM installation, so I personally cannot give advice on where it should be if used separately; for that I can just tell you to read the documentation carefully.
You would then only need to worry about the order of Morroblivion mods within themselves as a group, that is, which Morroblivion mod should load before which other Morroblivion mod.
Most of the Morroblivion mods I have looked at conflict with each other and conflict with this Master Project, so I am not going to give any advice on their use other than what I have said in the main post of this topic.
BOSS - Better Oblivion Sorting Software
http://www.tesnexus.com/downloads/file.php?id=20516
OBMM - Oblivion Mod Manager
http://www.tesnexus.com/downloads/file.php?id=2097
Wrye Bash
http://www.tesnexus.com/downloads/file.php?id=22368
First of all, I'd like to thank you for your effort and for keeping this alive.
I've tried both version 003 and version 003b and I think that there is a conflict with Oblivion Mage Guild main quest. I guess it is connected with Morrowind Rebuilt by The Queen of the Ashlands (which is somehow merged in the new esm), because I experienced the same conflict when I tried it.
I don't know a thing about modding and am afraid I can't help a lot regarding the cause of the conflict. But, when this esm is active, Mage Guild quests cannot be completed. For instance, if you have recovered Dagail's seer stone and then talk to her about it, she recognizes the fact and even take the stone from you, but doesn't proceed to write the recommendation. If you talk to her again, her reaction is the same as if you hadn't already given the seer stone to her. It seems that the quest cannot progress to the next step by some reason. It happens also with Bruma and Skingrad recommendations. Maybe it has to do with the Dialog problem you stated above.
In any case, I just wanted to let you know. The mod is excellent in every other aspect.
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