Our Basic Goal 

Our basic goal, first and foremost, is to make the game playable. Secondly, to create a stable environment where other moders do what modders do--but without worrying about conflicting with every other mod out there.

The stuff you are talking about would be perfect for one of the first Bona-Fida Morroblivion mods!.

However, again, be careful that you don't waste your time doing what somebody else has already done. I would recommend checking out the extra AI mod from Cool Shady & Nick V here

I believe they have already started with Balmora factions, etc. If nobody else picks this up, then eventually I will probably include parts of it in the Master, but you are welcome to it.

Or, if you would like to help us directly, please feel free...
====================================================
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.
=======================================================================================================================================
Version 003 Released 

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...

=========================================================================================================================

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...

Version 003 Bad Merge 1st Try 

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.
=========================================================================================================================

Version 003-B Released 

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.
=========================================================================================================================================

20 Second Fix 

OK, it took about 2 minutes to tear out 5 days worth of work.

Then it took me 20 seconds to Fix the compatibility problem with Cyrodiil.

When this is all over, I may just have to go kill myself...

EDIT

OK, now that I've had a chance to calm down. The issue was simply a matter of priority. All Morrowind Dialog belongs to one big happy "MorroDefaultQuest." It's priority had been set to 90, so it simply overrode all Oblivion Dialog. 

The term "fix" was used somewhat liberally when I said "20 second fix" because this will need to be addressed more thorougly later, but at least now I can get on with my life.

Maybe I won't have to kill myself after all 


My Compatibility Fix Did Not Work 


I regret to say that the fix I have been working on for the past five days does not work. In fact, if anything it makes matters worse, if that is possible.

So, tear it all out and back to the drawing board...

I believe the appropriate saying would be "Fools will go where Angels Fear to Tread."

I do have one more thing I can think of before the ugliness of tearing a good portion of the dialog out the ESM and putting it into an ESP--like every other Master/Mod combination out there does. That is to add a faction criteria to every line of dialog in Morrowind. Yoshimo and I had decided long ago to leave every NPC in the factMorro Faction so that something global like this could be applied. Now I am certainly glad we did.

However, before getting back to compatibility, I am going to concentrate on rebuilding the dialog that was lost when the Main Quest was merged from Morrowind Rebuilt. That way, anybody who wants to play in Morrowind rather than Cyrodiil anyway can keep playing and testing while I figure out whatever I need to do to get compatible.

I apologize to everyone who wants Morrowind to be Compatible with Cyrodiil.

It will be a while longer yet...

Working On Issues 

There are two main issues I am focusing on at the moment.

First, is Caius not accepting the package. When researching this, I see that the problem is much deeper than I had first thought. There are Many Dialog Topics whose Child Dialog Responses did not make it through the merge, not just one or two. These will all need to be reconstructed. That will take me a while.

Second, is reported conflicts with Vanilla Oblivion. I believe I know the root of the problem, but am still uncertain of the best way to fix it. I have been working on my first inclination all weekend, and am still going. I do not know whether this will work, but Morroblivion is Uncharted Territory, so there is little to go on. If this does not solve the problem, I do have a Plan B, but don't really like it and will only go to it if I have to.

That still does leave Hlaalu Helms and Cliffracers, but these will both be addressed as well.

Yoshimo is working on other errors, such as missing references, etc.

In the meantime Eloth keeps sending me more absolutely beautiful stuff! I am chomping at the bit to go see it in game! But for now I'm not doing much playtesting...
=========================================================================================================================================
v003-C is Uploading Now 

I am going to release v003-C as a Beta on a different thread just so that everybody knows that I have had some issues. I hope they are resolved, but I won't know until some people start to test it.

The file is uploading now. It takes a while...
=========================================================================================================================
Morrowind_ob.esm v003-D 

The Main Post of this Thread has been Updated 10/13/2010

I have made some changes to the Post/Readme. Please Review this Thread.

Well, it is finally here, v003-D. I am sorry about the B-C-D Nonsense. I just didn't want to start calling anything v004 because there was no new content, just fixing things that I broke in v003.

v003-C Added:
 -- Missing Dialog from Morrowind Rebuilt by the Queen of the Ashlands
 -- Cliffracer Hotfix supplied by Eloth
 -- Hlaalu Helms have been fixed
 -- Morrowind/Oblivion Hotfix for compatibility between Morrowind and Oblivion Quests
 -- Suppressed annoying "Current Events" chatter by NPC's as if Morrowind was a distant place...

v003-D Added:
 -- Morrowind/Oblivion Hotfix has been updated to a better, more Permanent Fix
 -- Some Faction Relations have been tweaked (but people still don't really care for each other)
 -- Minor Landscaping in Balmora
 -- Main Quest has been Debugged through the first Quest and into the Second

I have playtested searching for Caius, Reporting to him, giving him the Package, getting the First Assignment, and then getting the Quest for the Puzzle Box from the contact at the Fighter's Guild.

I jumped around on some rooftops to make sure I wasn't randomly attacked, and while the NPC's didn't really like me too much, they did not attack me either.

I have not followed the Quest any further than that, so I do not know how far it works Properly, but Yoshimo spent a lot of time in that Dwemer Ruin fixing it up. He made due with what he had to work with for Dwemer Machinery before we got the Missing Meshes from Eloth.

Eloth's Missing Dwemer Meshes are NOT included yet, nor has any attempt been made to go back and revisit the changes Yoshimo made in that first Dwemer ruin. If somebody wants to volunteer for that, this would be a good project after v004 is released this weekend.

>>> You Must Be At Least 4th Level To Start The Main Quest <<<

I have also not Playtested this with a character that is lower than 4th level to see how it behaves. If somebody would like to do that and let me know if it is minding it's manners, that would be great...
========================================================================================================================================

Morrowind_ob.esm Version 004 

The Main Post of this Thread has been Updated 10/16/2010

Version 004 is ready. This Absolutely Requires the Support Files. Please Download them as well.

Version 004 includes:
 -- Cleanup to fix errors in Conversion and/or Merging. This addresses nearly all remaining errors.
 -- Missing Dwemer Machinery and Corridors from the Conversion. These have been supplied by Eloth.
 -- Missing Lava Vents supplied by Eloth.
 -- LOD Meshes for Vivic Cantons by Yoshomo
 -- Ash Storms by Yoshimo (these look really Great!)
 -- Creatures 1.2 by Yoshimo
 -- Creatures 1.3 by Yoshimo
 -- Additional object placements and item tweaking by Yoshimo

This version brings back nearly all native denezins of Vvardenfell, along with some really great effects for Ash Storms. The addition of missing Dwemer meshes is very welcome as well.

Sot decided to do some more tweaking of his Armor Rebalance, and Rosenkreuz is not quite ready with his Economy, so neither of these is included. It had been my intention to include Items supplied by Eloth, but I just got distracted and excited about all the creatures and Ash Storms, and totally forgot about them. My Apologies.
=========================================================================================================================

Morrowind_ob.esm Version 006 Available 

The Main Post of this Thread has been Updated 10/19/2010.

Version 006 includes the Main Quest debugged through Quest #7 Sixth House Base and into Quest #8 Corprus Cure.

It also includes the Armor and Economy balance by Sot and Rosenkreuz.
 * Thank you to Sot for the Armor Rebalance!
 * Thank you to Rosenkreuz for the Economy Rebalance!

The Dreamers and Dagoth Gares are totally naked. Dagoth Gares is totally unarmed as well. I put him in a robe for now, and gave him an Adamantium Sword. I'm sure that isn't right, but he was a Creature in Morrowind. Any ideas?

Yoshimo's Levitation Script does not work when applied to a Potion. I have mentioned this before, but Levitation simply does not work reliably indoors in Oblivion. Caius gives you three potions of Levitation at the start of Quest #8.
=========================================================================================================================

Version 007 is Now Available 

The Main Post of this Thread has been Updated 10/23/2010

This new version is very exciting because it addresses one of the fundamental problems with Morroblivion that made it totally unplayable. Most of the NPC's were totally unarmed.

Together the Queen of the Ashlands and Eloth have brought back nearly every magic Amulet, Ring, and Weapon in the game, and now Eloth has made them accessible through Leveled Lists and by adding them to NPC inventories.

Yoshimo has added Eloth's Steam Centurion to the game and Leveled Lists. The Steam Centurion is also included.

* Magical Amulets, Rings, and Weapons
 * Missing Shields
 * Missing Bows
 * Steam Centurion by Eloth, made available by Yoshimo

* Leveled Lists adding items to containers and to 630 NPC's (yes, I counted them).

Thank you Eloth!

Additionally, this version brings the Main Quest through finding the Corprus Cure. See my notes about Yagrum Bagarn on my Main Quest Thread.
=========================================================================================================================

Morrowind_ob.esm Version 008 Now Available 

The Main Post of this Thread has been Updated 10/25/2010.

The Main Quest has been finished through #9 Mehra Milo and the Lost Prophisies, and into #10 The Path of the Incarnate.

However, most of this version is Yoshimo's work.

Yoshimo's mod contains a wide assortment of fixes including the beginnings of removal of all non-functional projectile weapons, the addition of the pools in Urshilaku Burial Caverns using Eloth's model, a cluster of sidequests in Ald'Ruhn with Iendus Sarandus, a sidequest near Pelagiad with Maurrie Aurmine and Nelos Onmar, enabling of all the initially disabled Dwemer architectural tiles, and alchemical apparatus effectiveness balancing.

This is in addition to all the usual object placement fixes, vendor fixes, AI fixes, factional relation fixes, container fixes, and spell and enchantment fixes.
=========================================================================================================================
Morrowind_ob.esm Version 009 Now Available 

The Main Post of this Thread has been Updated 10/27/2010

No More Useless Projectile Weapons!!!

Eloth and Yoshimo had both started replacing things as they saw them, but after Eloth's NPC mod, Yoshimo decided he had enough of useless junk and set about getting rid of ALL of them.

And he did.

I was going to clean up in case he missed anything, but there was nothing left to clean.

From Yoshimo's Readme:
 This mod aims to remove all unusable Morrowind arrows, crossbow bolts, throwing stars, throwing knifes, and darts from the game. It will replace them with usable Oblivion arrows and make sure the modded NPCs have their bows. It probably eliminates 99.5 percent of them. There were a few items related to quests I have not played and do not understand. There are some silver Blood Moon arrows I do not know about and a whole gang of thieves with black darts. There is a sidequest where you are given ebony throwing stars as a reward. I have not touched any of that stuff. But I think a person should now be able to often play for a whole evening.

Thank You Yoshimo!
=========================================================================================================================

Morrowind_ob.esm Version 010 Now Available 

The Main Post of this Thread has been Updated 10/29/2010

Version 010 came much more quickly than I had anticipated. Yoshimo has placed Hashmi's Kwama Queen in 38 Egg Mines and has done more cleanup on several dungeons.

He has included fixes for creatures, factions, and loot in Ilunibi and Tel Fyr. Fixes for spells, enchanted weapons, vendors, object placement, non-wild guar AI, NPCs, and other stuff.

This version also includes some Dwemer Meshes that were still disabled pointed out by Panda, as well as a rob that made NPC wrists invisible that I had missed when replacing clothing. Thank you.

This version also includes a custom Icon for Malipu-Ataman's Belt made for m by gbrassfield and Hashmi. I know that it is actually the icon for the Horator Belt. There are three more icons I am waiting to be finished, then each will have their own custom icon. Thank you both!

=========================================================================================================================

Morrowind_ob.esm Version 011 Now Available 

The Main Post of this Thread has been Updated 10/31/2010

v011 contains a fix for "Meldor," a Bosmer Armorer in Balmora that apparently got lost in Conversion, or else the Queen of the Ashlands had something really weird in mind.

Thank you to The Frederick for pointing this out to me.

The Main Quest was ready for a release anyway. I had been floundering with the Path of the Incarnate for what seemed like forever in between back to back to back releases from Eloth and Yoshimo.

So, I have gotten past the Path of the Incarnate, and past the first of three Hortator Quests.

Thank you again to The Queen of The Ashlands! I would NEVER have been able to do this myself. It is AMAZING how much time and effort she had put into this!
=========================================================================================================================

Morrowind_ob.esm Version 012 Now Available 

The Main Post of this Thread has been Updated 11/07/2010

v012 was a lot of fun! It was especially nice to get some feedback!
 * Thank you to the Hyperion Witch!
 * Thank you to Panda!
 * Thank you to Frederick!

This version includes the Main Quest debugged through the end of the Fourth Trial. The start of the Fifth Trial, Urshilaku Nerevarine, is technically available any time after picking up Moon-And-Star, so it was there, I just made a few tweaks.

This version also addresses Huleeya. If you try to leave the Black Shalk Corner Club with Huleeya without first placating the thugs, they will attack you. I also strung Dagoth Gares' speech together so the player isn't picking a slew of dialog topics (and possibly making small talk about Dunmer and Morrowind!). I think it flows much better this way.

I have also made Caius actually leave his room when recalled. He now turns ownership of the room properly over to the player so the player isn't stealing things! And, he tidies up a little before leaving. This makes Caius' Room truly usable as a player home, while not straying from lore.

I stayed totally within what was already in the room, except for adding one dresser which looks totally natural in the room. There are now 14 containers in the room that the player can use. (I'm not wild about the sacks under the bench; but let me know what you think!).

Caius's Departure is triggered by picking up the note in Mehra Milo's room. If you have played past this, you will need to disable Caius and set ownership of the cell through the console, otherwise reload a save prior to picking up the note.

The Fourth Trial Quests are triggered by picking up Moon-And-Star, OR, by talking with Nibanni. If you have proceeded past this on the Redoran Hortator Quest, then you will need to go back and talk to Nibanni again about the Fourth Trial. Asking her about the Fifth Trial shows Map Markers for the Ashlander Camps.

Caravaneers are now Essential, so they won't foul up Silt Strider Transport if they fall off their perch! Panda also spotted a couple of items of troublesome clothing that I had missed.

I almost forgot to mention that I have cleaned up the "%PC..." from ALL Dialog! Thank you to Some Chump for enlightening me on a MUCH easier way of doing this. It was still laborious, as there were 579 "%PCName" alone, plus "%PCRace," etc. I'm sure I made some mistakes. If so, I need the Exact text so that I can find it to fix it.

=========================================================================================================================

Morrowind_ob.esm Version 013 Now Available 

The Main Post of this Thread has been Updated 11/14/2010

This release is mostly about the Main Quest. I have finished debugging the Fourth and Fifth Trials, and on to meeting Vivec in his Palace. I have attempted to chop this lengthy dialog into bitesized chunks. Please let me know if you think something else should be split up.

Please, somebody that knows Morrowind well, please double-check this. I would never know if something important is missing...

I have fixed a couple of bugs pointed out by Hyperion Witch, thank you.

I have also Capitalized All the Dialog Topics. It just looked sloppy to me for some of them, like "healer" and "trader" to be in lower case, some mixed improperly, and some Capitalized. So, I took a few hours and went through them all...

Plese, Somebody, help Hyperion Witch Playtest this for me...

=========================================================================================================================

Morrowind_ob.esm Version v014 Now Available 

The Main Post of this Thread has been Updated 11/27/2010

All Files have been uploaded.

This version is the most exciting ever! It includes the Complete Morrowind Main Quest!

Plus, I have rebuilt all the Morrowind Leveled Lists based off a Master provided by Eloth where he had put placeholders in for all the creatures to preserve them. Thank you Eloth!

* Fully Complete Morrowind Main Quest
 * Fully Rebuilt Leveled List and Creature Spawnpoints
 * Radits' Crime Fix
 * All Dagoth's have had their aggression increased significantly
 * The Resist Disease given at Tel Fyr will now all be Resist Disease instead of Silence
 * Capitalized all Dialog Topics so they don't look so sloppy

* Eloth has provided a fix for Cliffraces that makes them lootable and gives them full world Havoc, meaning, no more etherial Cliffracers hovering in mid air! He has also improved their behavior.

=========================================================================================================================
Morrowind_ob.esm Version v015 In Process 

The Main Post of this Thread has been Updated 12/12/2010

Version 015 contains numerous bug fixes and improvements. It also contains the first stages of the first two quest lines being addressed after the Main Quest: House Redoran and the Morag Tong.

Work is still ongong on Both Quest Lines; neither is complete.

Thank you to Eloth for a truly Amazing stream of Creature Updates!
 * Alit with Havok
 * Betty Netch
 * Bull Netch
 * Greater Bonewalker (Lesser Bonewalkers now use these as Placeholders instead of Zombies)
 * Kagouti with Havok
 * Nix-Hound with Havok
 * Scribb fix with Partial Havok

============================================================
Morrowind_ob.esm Version v015 Now Available 

Make Sure you download and install the Support Files 2. This is Required!

Thank you to all thoes that have helped with this version! Updates came so quickly that I hope I did not lose track and forget to mention somebody:

* Eloth
 * Raditz
 * Didact1
 * Seferoth
 * ChasenCharran
 * HelpfulPerson

I was not able to get belts to work properly, so I snipped the belt out of Vvardenfell Imports Netch Leather Cuirass as a temporary placeholder. I had NOT wanted to use this belt because it does not look anything like any of the belts it is taking the place of. But, I did want to get rid of my Misc. Item Placeholders, so I took the time to update all the references so that when some real belts come along
 they will be easy to slide right in.

=========================================================================================================================

Morrowind_ob.esm Version v016 Now Available 

The Main Post of this Thread has bee Updated 12/19/2010

v016 includes the Entire House Redoran and Morag Tong Quest Lines.

v016 really is a leap forward in modding terms, as I have updated Guild Advancement for all eleven joinable Factions (not including Vampires). This includes monitoring Skills, Abilities, and Quests Completed, and communication back and forth between each quest, the Advancement Quest, and supporting Dialog.

It should now also, theoretically, be possible to properly join every guild in Morrowind.

It will now be much easier for somebody else to work on other quests/quest lines. I have provided an additional document with notes for modders on Factions and Guild Advancement.

Included in v016
 * House Redoran Quest Line
 * Morag Tong Quest Line
 * Shalk by Eloth
 * Dwarven Spectres by Hashmi
 * Updated audio provided by Eloth & Didact for the confrontation with Dagoth Ur
 * I have assigned Oblivion Quest Icons to ALL Morrowind Quests
=========================================================================================================================

v017 Progress Update 

Thank you, Orator, for the words of encouragement.

But, I think Galadrielle deserves most of the credit you are giving me. Galadrielle is the true genius behind the Morroblivion conversion. My part has just been to make it playable. It's getting there...

I had been hoping to release v017 Sunday or Monday, but didn't make it.

v017 will include the first stages of House Hlaalu and House Telvanni Quest Lines, including advancement through Kinsman/Mouth, and the ability to start the first stage of the Stronghold.

Eloth has a fix for the miscellaneous construction equipment around the strongholds, but it will take some doing to extract that from his Master, so I have no ETA, but will add this at some point in the future. Currently the strongholds are completely barren the first time you visit them to check on progress.

For House Hlaalu, I have finished all of Nileno Dorvayn's Quests. For House Telvanni, I have finished the Quests for three of the five Mouths in Sadrith Mora. I will also need to finish the first of Aryon's Quests so players can reach the rank of Mouth and are qualified to start the Stronghold.

Stronghold quests are incredibly time consuming to work with, and it took me far longer to make sure Rethan Manor was working properly than I had ever imagined it would, so that put me behind.

At this rate, I will probably have to wait to the end of the Weekend, approximately 1/9 for v017.

v017 will also include:
 * Bone Lords by Eloth
 * Ascended Sleeper with Havoc by Eloth
 * Kwama Worker with Havoc by Eloth
 * Neon Lights by Eloth
 * A fix for the smoke effects near Red Mountain by Eloth
 * (Hopefully) Updated furniture Markers by Eloth (somebody will need to rotate most of these)
 * Didact's Wonderful Patch that includes more enchanted items and about 200 or so NPC Faces
 * More of Chasen's beautiful Redguard Females
 * Radits' Morag Tong Dialog Patch

* A few other miscellaneous bug fixes. I have updated the aggression of every NPC in Balmora, etc.

* Plus, I have identified and fixed the issues with Map Marker placement on the map

Also, an update to the World Transport mod that will enable starting the Oblivion Quest Line. This also fixes issues with the Imperial Prison cell, which is currently totally whacked if you do manage to get there...
=======================================================

Morrowind_ob.esm Version v017 Now Available 

The Main Post of this Thread has been Updated 01/09/2011

It seems like it has taken forever to get this version out! But, there has been quite a bit done.

I have started the House Hlaalu and House Telvanni Quest Lines
 * House Hlaalu: completed all of Nileno Dorvayn's Quests, plus the first stage of the Stronghold
 * House Telvanni is actually most of the way complete; all but 11 Quests are complete.

Read the Quest Notes before doing the Quests. 

* Bonewalkers by Eloth (Edit: Did not actually make it into this release)
 * Ascended Sleeper with Havoc by Eloth
 * Kwama Worker with Havoc by Eloth
 * Neon Lights by Eloth
 * A fix for the smoke effects near Red Mountain by Eloth
 * Updated furniture Markers by Eloth (somebody will need to rotate most of these)
 * Didact's Wonderful Patch that includes more enchanted items and over 200 NPC Faces
 * More of Chasen's beautiful Redguard Females
 * Radits' Morag Tong Dialog Patch

* A few other miscellaneous bug fixes. I have updated the aggression of every NPC in Balmora, etc.

* Plus, I have identified and fixed the issues with Map Marker placement on the map

* An update to the World Transport mod now gives two options for starting the Oblivion Main Quest.

EDIT: I have just realized that Bonewalkers somehow didn't make it into this release after all. I had changed them, but apparently the change was lost. Oh well, they will be in v018.
=========================================================================================================================

Morrowind_ob.esm Version v018 Now Available 

The Main Post of this Thread has been Updated 01/16/2011

Version 018 Contains the entire House Telvanni Quest Line.
 * House Telvanni
 * Morag Tong Patch that should fix remaining issues with joining the Morag Tong
 * Bonewalkers by Eloth (Hopefully for real this time)

Nobody else has submitted anything for this release, nor were any other significant bugs reported, so this release is basically about House Telvanni.

Eloth has provided an update to the Steam Centurion which will be included in the next version of Support Files 2.
=========================================================================================================================
Morrowind_ob.esm Version v019 Now Available 

The Main Post of this Thread has been Updated 01/30/2011

Version 019 Contains the entire House Hlaalu Quest Line.
 * House Hlaalu
 * Freeing Slaves is now tracked and updated properly
 * Quest Markers have been added for the Morag Tong

Nobody else has submitted anything for this release, nor were any other significant bugs reported, so this release is basically about House Hlaalu.

Hashmi has provided an Animated Silt Strider which will be included in the next version of Support Files 2, but I have not gathered enough new material to warrant a new version of Support Files 2.
=========================================================================================================================

Morrowind_ob.esm Version v020 Update 

Thank you for the support HP. It is definitely appreciated.

After nearly two full days of hacking and merging, I have finally figured out what causes problems with merges into the master, and what doesn't, and what to watch out for that will totally whack everything.

Unfortunately, it will probably take several days to prep the Master for the last of the Queen's mod.

I don't know if anyone has done the math, but this release will contain over 200 quests!!!

Expect a thing or two to go wrong along the way. Playtesters will definitely be needed!!!

I will probably resurrect my Main Quest Thread, and update it for the new Quests,

Morrowind_ob.esm Version v020 Update 

Unfortunately, the merge did not go smoothly 

My first attempt whacked pretty much all the dialog that the Queen of the Ashlands had painstakingly reconstructed.

I am now struggling with importing this massive mod. I'll have to do it in piees.

I do not think I'm going to make my proposed schedule of a release by tomorrow.
============================================

Morrowind_ob.esm Version v020 Update 

I have just received a Massive mod from the Queen of the Ashlands!

I have taken down the link for v019 because v020 will be such a Major Release!

v020 Will Include:
 * AI in Gnaar Mok by Didact
 * Enchantment Fixes by Noebus
 * Animated Silt Strider by Hashmi
 * 3 Bloodmoon Quests by Orator

Entire Quest Lines by the Queen of the Ashlands
 * Fighters' Guild Quest Line
 * Mages' Guild Quest Line
 * Thieves' Guild Quest Line
 * Tribunal Temple Quest Line
 * Imperial Cult Quest Line
 * Imperial Legion Quest Line

* Many Miscellaneous Quests by the Queen of the Ashlands

This will finish the Bulk of the Quests in Morrowind!
========================================================

Morrowind Complete Installation Updated 

2/10/2011, I have updated the Complete Installation, and have removed the separate Support Files.

Since Eloth has finished most of the creatures, I'm not getting many new additions to Support Files, so the installation options have become much more stable. It was time to update everything.

I am no longer supporting the Conversion + Support Files (1) Option. I was getting lost on what files go with which version, and most new players don't even know what the conversion is. So from now on I will only be hosting the Complete Installation.

Any new files I receive will be added to a new "Support Files" download, but there is currently nothing that is not included in the Complete Installation.

The Complete Installation is now 3 Parts instead of 2. Total Size is about 444 MB.

The currently available 3 Part Complete Installation has a few additions from the previous 2 Part Complete Installation + Support Files 2, such as Hashmi's Animated Silt Strider, an improvement to the Steam Centurion from Eloth, and updates to some lights by Eloth that now do not crash the CS when running Havok Sim.

However, none of these are techincally "Required," so Downloading the new 3 Part Complete Installation is Optional if you had already downloaded the previous 2 Part Complete Installation + Support Files 2.

I have removed references in my thread to the Converter. It is still available on the Downloads page for those that want it. I have also cleaned and updated the thread.

I have also added links for Hashmi's wonderful Texture Replacers!
================================================================

Morrowind_ob.esm Version v020 Now Available 

The Main Post of this Thread has bee Updated 02/11/2010

Thank You to The Queen of The Ashlands!!!
 -- I think she is really Azura in Disguise!

v020 is the Most Massive Update Ever
 * AI and faces in Gnaar Mok by Didact
 * Enchantment Fixes by Noebus (considering differences in Morrowind/Oblivion)
 * Animated Silt Strider by Hashmi
 * 5 Bloodmoon Quests by Orator

Entire Quest Lines by the Queen of the Ashlands:
 * Fighters' Guild Quest Line
 * Mages' Guild Quest Line
 * Thieves' Guild Quest Line

* Tribunal Temple Quest Line
 * Imperial Cult Quest Line
 * Imperial Legion Quest Line

* Many Miscellaneous Quests by the Queen of the Ashlands

This finishes the MAJORITY of the Quests in Morrowind!!!

I have updated the Installation Guide, and have added some Troubleshooting tips.

I was unable to finish reconciling the Vampire Quests from Ddmlink. They will be in v021.
 My apologies.

Please don't forget that I have created a new Thread for Quest Troubleshooting.
=========================================================================================================================

Morrowind_ob.esm Version v021 Now Available 

The Main Post of this Thread has bee Updated 02/13/2010

Thank You to The Queen of The Ashlands!!!
-- I am now convinced that she really is Azura in Disguise!

I know it is very soon after v020, but was important to get this out.
* Finishes the rest of the Miscellaneous Quests -- ALL Morrowind Quests are now Available!!!

* Vivec Restored by Hashmi
* Vampire Clan Quests by Ddmlink
* The Bitter Cup Retexture by Helpfulperson

* The first part of Thermador's Merchants/Cell Ownerhip fix. This is a Massive project! Than You!

* Addresses a couple of miscellaneous bugs, like Advancement past Mouth in House Telvanni.

There is now an extra "Morroblivion Additional Support Files" available.
--> This is required for Vivec and the Bitter Cup

Vivec Race for Robert's Male Body is no loger Required -- nor even used if you still have it.
=========================================================================================================================

Morrowind_ob.esm Version v022 Now Available 

The Main Post of this Thread has been Updated 02/19/2011

This version contains numerous Bug Fixes, plus a significant amount of new material. Thank You to everybody that is contributing! I have merged SIX mods into v022!

* Addresses a Significant Bug introduced in v021 that caused most Merchants not to trade.
 * Addresses problems with not being able to finish Meeting Sul-Matuul & Starting Sixth House Base.
 * Addresses several pieces of armor that I had missed or gotten wrong when I updated them.

* Updated the AI on approximately 2/3 of all NPC's. This should stop NPC's from attacking on sight!

* Additional Items & Placements by Nobeus
 * Faction corrections for Mages' & Fighters' Guilds by Nobeus
 * Finished resolving conflicts in Vampire Clan Quests by Ddmlink
 * The first two parts of the Tribunal Main Quest by Orator
 * The first parts of Bloodmoon, including some Werewolf Preparation by The Queen of the Ashlands
 * Updated & Improved Vivec by Hashmi (Special thanks for this fix!)
 

Special Modder's Note
 I have edited somewhere around 2000 NPC's in this version. If Anybody is working on a Mod from ANY Previous Version that touches Any NPC, please send me what you have now, so that I can resolve conflicts, then start fresh with v022.
=========================================================================================================================

Morrowind_ob.esm Version v023 Now Available 

The Main Post of this Thread has been Updated 02/27/2011

This version contains a major bug fix where merchants, especially in the Mages' Guild, would stop trading. I want to make it clear that this was my Fault, NOT the Queen of the Ashlands. There are still pitfalls and land mines along the way when merging, and I am finding them as I go.

* Thank you to Nobeus who took the time to double-check (and tweak) all the Armor in Morrowind!
 * Additionally, Four Other Mods of his are included in this release!

* Creatures Rebalance by Nobeus
 * Picture Books by Nobeus
 * Enchanting & Spellmaking by Nobeus
 * ALL Disabled Lights have now been Enabled! by Nobeus

* More work on Merchants by Thermador. This is an Ongoing project.
 * The first Furniture Fixes by XJDHDR. This is also a Massive, Ongoing project.

From The Queen of the Ashlands:
 * The Bloodmoon Main Quest has been completed to the Skaal Test of Strength.
 * A few more Bloodmoon Miscellaneous Quests have been added (and others started).

Thank You to Everybody!
=========================================================================================================================

Morrowind_ob.esm Version v024 Now Available 

The Main Post of this Thread has been Updated 03/12/2011.

V024 is Mostly a bug fix. I'm sorry, but I didn't keep track of everything fixed like I should have.
 * Fighters' Guild Advancement
 * Join the Thieves' Guild Topic showing up Everywhere
 * House Redoran & House Telvanni Strongholds
 * NPC's following the player around in Guild & Council Halls
 * A few more than I can't remember, sorry.

Additionally
 * The annoying "Travel Bug" has been addressed by Xris. Thank You!
 * It is now possible to obtain the (fixed) Dragonbone Cuirass
 * Thermador has provided an update to his ongoing Merchant/Cell Ownership fix.

Thank You!
=========================================================================================================================

Morrowind_ob.esm Version v025 Now Available 

The Main Post of this Thread has been Updated 03/19/2011.

v025 is exciting for several big reasons!
 * Morroblivion is finally protected with an Installer. Thank you to Glorf97 and Thermador for this!
 * Yagrum Bagran has been restored to his old self by Hashmi!
 * Dwemer Weapons by Zu are included. These are Spectacular!

Additionally
 * Didact has provided Faces and updated AI for 237 more NPC's
 * Haldur has retextured the Ash Storms Red. They are Beautiful! (I like red)

I have also fixed numerous bugs pointed out in the Bug Reports. Thank you to everybody.
 * House Hlaalu Hortator
 * Thieves' Guild Quests past Captain
 * Several miscellaneous Quest fixes
=========================================================================================================================

Morrowind_ob.esm Version v026 Now Available 

The Main Post of this Thread has been Updated 03/27/2011.

The Installer thing is Inside the RAR Archive, rather than the other way around. This is much cleaner and does not result in the "???" file is corrupted issue. I don't know why this didn't occur to me last time...

v026 adds Quest Targets and Map Marker Updates for Three complete Quest Lines
 * Tribunal Temple
 * Imperial Cult
 * Imperial Legion

I also did quite a bit of bug fixing as I went through these, especially Imperial Legion, but also includs numerous other things brought up in the bugfix section. Thank you to everybody!

Additionally
 * Didact has provided more Faces and fixes
 * Haldur has provided extended, more descriptive Quest Journal Updates

I had wanted to get at least one more Quest Line done, probably Mages' Guild, but didn't make it. The Imperial Legion took me far longer than I could have imagined, and I just ran out of steam.

I forgot to mention, that in v025 I had also added Faction Icons (borrowed from Oblivion) for the remainder of the playable Factions that I had missed originally.
=========================================================================================================================

Morrowind_ob.esm Version v027 Now Available 

The Main Post of this Thread has been Updated 04/09/2011.

>>> A New Download of Additional Support Files IS Required for v027 <<<

v027 is a truly Massive and Exciting Update! There is an enormous amount of new material!
 * Citadel Dagoth
 * Morrowind Daedra
 * Voiced Dialog
 * Radiant AI
 * Quest Markers
 * Custom Icons
 
v027 adds Quest Targets and Map Marker Updates for the last three Quest Lines that needed them:
 * Fighters' Guild
 * Mages' Guild
 * Thieves' Guild

Numerous bug fixes were provided by Thermador and others. Thank you! Not having done these myself, and never having actually played through them really puts me at a disadvantage!

Additionally
 * Citadel Dagoth by Hashmi restores the original confrontation, Dagoth Ur, and Azura.
 * Creatures Revisited adds Morrowind-Style Frost & Storm Atronachs, Daedroth, and Dremora.

* Hensu has added some Real AI to NPC's in Balmora, Caldera, and Ebonheart.

* Tleemessick has fixed Hundreds of misplaced items in Vivec.

* Darth South has provided Beautiful Custom Icons for Armor, Weapons, and Amulets.

*"Me" extracted the voice files from Morrowind, RobertNeville777 placed them into the game.

* SpoonyBrad has provided updated 1st Person meshes for morrowind clothing.

* Mooncat finshed/debugged the Bal Molagmer Thieves' Guild Quests.

* Haldur has restored the Blight on Red Mountain. I had wanted to update it so that this is cleared after defeating Dagoth Ur, but didn't get to it; that will have to wait for another day.

* Illspecko has made it possible to actually rent rooms in Balmora.

* Thermador has provided Two updates, one to Merchants, one to Cell Ownership.
 (In addition to sending me about a dozen bug fixes!
=========================================================================================================================

Morrowind_ob.esm Version v028 Now Available 

The Main Post of this Thread has been Updated 04/16/2011.
 

>>> A New Download of Additional Support Files IS Required for v028 <<<
 >>> A Download of Morroblivion Miscellanesous Items IS Required unless you have the Resources <<<
 
v028 contains a number of bug fixis I find as I am playing through the game (finally!).
 * Most significantly is Dagoth Ur's AI that caused him to respawn for some players

I am also updating any NPC that follows you as part of a quest, but there are a lot of them and I don't know off the top of my head where they all are. There are several shortcomings in Oblivion's evaluation of AI that the Queen of the Ashlands was unaware of when she did most of these. I am fixing them as I encounter them. If somebody would put together a list for me, that would speed things up a bit...

Mooncat and Thermador both provided some of the same fixes for Silt Strider Transport.

Additionally
 * Henshu has added some Real AI to NPC's in Ald-Ruhn.
 * Henshu has also provided a fix for lanterns sticking out at a 90 degree angle. Thank you!

*Eloth has provided beautiful replacements for many of the Miscellaneous Items in the game. These have been integrated into the Master, so a download of the Resources is Required. Do not attempt to use Eloth's ESP, as this will only cause duplicated items being added to some Leveled Lists.

* Darth South has provided Beautiful new Custom Icons for Rings, and Improved Icons for Amulets.

*RobertNeville777 has provided more voiced dialog for Silt-Strider Transport

* Illspecko has fixed renting rooms in Vivec, plus too many other places for me to keep track of.

* Mooncat has finally put a stop to Lucien Lachance visiting you if you commit Murder in Morrowind!
 * Mooncat has also fixed Divine and Almsivi Intervention so they now work properly.

* I have bundled the Bonemold and Daedric Lord Armor fixes into the Support Files.
=========================================================================================================================

Morrowind_ob.esm Version v029 Now Available 

The Main Post of this Thread has been Updated 04/23/2011.

I have updated the Installation instructions; please review them. Hopefully this will answer some of the upgrade questions that are inevitably asked.

v029 contains Mostly new material.
 * Mooncat provided fixes for some Thieves' Guild and Morag Tong Issues.
 * I fixed a couple of miscellaneous quests, but did not really do much debugging

I have updated a couple more NPC's with the proper AI that follow the player during quests, but I worked a lot of extra hours this week, so mostly I just assembled the Master.

Darth South has provided FOUR new Custom Icon Mods!.
 * Books, Ingredients, Quests, and Factions. These are Beautiful!
 * Never in my wildest dreams did I ever imagine we would get this far. Thank You!

Additionally
 * Henshu has added the first part of AI to NPC's in Sadrith Mora, but Sadrith Mora is not finished.
 * Henshu has also provided the first of her new Musisians! More will follow!
 * Henshu has recreated the House Guard Shields and given them to the appropriate guards.

*Eloth has provided a second batch of replacements for many of the Miscellaneous Items in the game. These have been integrated into the Master, so a New download of the Resources is Required.

* Eloth has substituted Oblivion Apparatis for Morrowind Apparatis everywhere they were placed in the game. This will pretty much whack the Thieves' Guild "Gransmaster Retort" quest until I can get it updated, so it would be best not to start this quest unless you already have a Grandmaster Retort.

* I have also bundled Eloth's Ingredient Replacer into the Download

* Hashmi has updated all the 6th House Creatures with better Animation and Havok. Thank You!

* Tleemessick has provided more Object plament fixes for Vivec, Balmora, and Seyad Neen.

I have also made available the mod that I use with Eloth's Visual Overhaul. My version updates the land and grass, but not the weather (because I did not want the shotened LOD visibility).

I will no longer be updating "Additional Support Files 1." New additions will go into "Additional Support Files 2," which I have already started because I received new content from Henshu after I had already started uploading vol 1.

A new upload of Additional Support Files 2 will be made available as soon as I can get the material from Hashmi, but am currently unable to download his fixes.
=========================================================================================================================

Morrowind_ob.esm Version v030 Now Available 

The Main Post of this Thread has been Updated 04/30/2011.

I have updated the Installation instructions again; please review them. Hopefully this will answer some of the upgrade questions that are inevitably asked.

I have also gotten the Installer working again, so this version is wrapped in the installer instead of just being a stand-alone file.

v030 contains Mostly new material.
 * I fixed a couple more miscellaneous quests, mostly in the West Gash region Northwest of Caldera.
 * I have updated a couple more NPC's with the proper AI that follow the player during quests.

RavenSW has provided the Much-Needed Weapons Rebalance! Thank You!!!
 * In my mind this is the last truly game-breaking issue left over from conversion.
 * RavenSW also provided a fix for floating Urns in tombs.

Darth South has provided another Custom Icon Mod for Keys.
 * It is amazing how much of a difference his Icons make in-game!

Additionally
 * Tleemessick has provided more Object plament fixes for Pelagiad.
 * Illspecko has finished fixing all the Inns in Vvardenfell so that Players can rent rooms.

* Eloth has provided updated meshes & textures for his Miscellaneous Items and Ingredients. These have been integrated into the Master, so a New download of the Resources is Required.

* I forgot to fix the Grandmaster Retort Thieves' Guild Quest.
 * I also forgot to update Garding's AI for the Dram Bero Quest.
=========================================================================================================================

Morrowind_ob.esm Version v031 Now Available 

The Main Post of this Thread has been Updated 05/07/2011.

I have started playing through Morrowind and will debug the quests as I encounter them. Having never played Morrowind, and having not done most of the quests, I just cannot debug them based on the information I typically get in the bug reports.

I have already run across four different quests where the important questgiver was dead before I got there. I was able to move random mosters far enough away from two of them to prevent this, but a 5th level, unarmed, unarmored NPC does not stand much of a chance against a blighted Shalk. I still have a very difficult time understanding why people think this is desirable or superior to making essential questgivers essential. I was able to save three of these by making them essential in my own mod so that I could play through the quests, but with the Wandering Scholars quest, I did not have a save that went back far enough so that he wasn't already dead, at least not without redoing a bunch of other stuff.

It will take me quite a while to get around Vvardenfell, because I'm the type that never passes anything by, that explores every cave and tomb along the way. Morrowind was obviously not designed for this; it was designed to move from quest to quest, so five times I have gotten quests, only to have the questgive tell me that I've already killed whomever, so no opportunity to play or debug. Oh well, I certainly hope they work...

I have finally made it up to Gnisis, so I can now debug the first part of the Imperial Legion Quests.

v031 contains bug fixes for 8-10 miscellaneous & house quests.
 * I fixed all the quests around Caldera, up through Gnaar Mok and Gnisis, except for Din. I updated Din's AI but have not added quest markers nor escorted him back to Gnisis. He is one of the important NPC's that would have died several times before I could even get to or see him.

RavenSW has provided the first part of his Training Overhaul! Thank You!!!
 * This was the first thing I had added to my list of things to do way back when.
 * RavemSW has also provided a stand-alone mod that restores Morrowind Conjuration Spells

Darth South has provided two more Custom Icon Mods, one for Potions, one for Misc Items (part 1).

Tleemessick has provided more Object plament fixes for Ald-Daedroth to Ald-Ruhn.

* Eloth has provided updated meshes with havok for Potions and Chests so that you can pick up the potions and open the chests. I have bundled these fixes into the Additional Support Files 2 package so that you don't need to redownload the whole thing, but have also reuploaded a new version of his entire replacer.

* I Updated the Grandmaster Retort Thieves' Guild Quest to accept either a Morrowind Grandmaster Retort or an Oblivion Master Retort (but Not a Morrowind Master Retort).
 * I have updated Garding's AI for the Dram Bero Quest.
=========================================================================================================================

Morrowind_ob.esm Version v032 Now Available 

The Main Post of this Thread has been Updated 05/21/2011.

v032 contains fixes for two bugs I caused in v031.

* I had deleted a duplicate Levitation potion. It was only used in two places, but one of these places was the dialog where Caius sends you off to find a cure for Corprus Disease. So, this whacked the quest. I apologize.

* The other problem I caused in v031 was attempting to disable freed slaves, in dialog, that the player is currently talking to. I knew this was a no-no, but thought I could get away with it if I moved the NPC first. Obviously Not.

* Darth South has provided another Custom Icon Mod for Misc Items (part 2).

* Tleemessick has provided more Object placement fixes for 24 more interior cells. This is an enormous amount of very tedious work. He deserves a lot of credit for sticking with it!

* Henshu has provided working AI for most of Sadrith Mora, except for the guards. She has also been working on her Musicians, and now has 5 of them playing lutes and one playing drums. Henshu has also overcome our initial problem with NPC's following the player around like puppy dogs, so this has enabled proper Guild Ownership. Henshu has set Guild Ownership for most of the guilds in Morrowind. Thank You!

* Hashmi has updated Undead, including adding the last original creature from Morrowind. We now have restored ALL the denezins of Morrowind (but not Bloodmoon yet). The Bone Lord is especially cool the way it's arms fall off! It now leaves a lootable pile of bones intead of a problematic body.

* HelpfulPerson has provided Beautiful new custom meshes for most of the unique amulets, like the Madstone, Teeth of the Urshilaku, etc. Thank You!

In the next version of the Support Files I will include a fix for missing Ghostgate that occurs after installing Eloth's Visual Overhaul. My Master does not include separate meshes for the ropes and the fence. His does. Prior to his upgrade I had combined the ropes and fence in Nifscope. This was noticed too late for inclusion in this release; it will be included in the next release.
=========================================================================================================================

Morrowind_ob.esm Version v033 Now Available 

The Main Post of this Thread has been Updated June 18, 2011.

BLOODMOON AND TRIBUNAL!!!!!

The Queen of the Ashlands has given us a massive update! I am not totally clear what is "Done" vs what is "Done and Tested." But I believe the Entire Bloodmoon Main Quest is finished, both sides, Werewolf and Regular.

I am not clear enough on Tribunal to say, but Tribunal looks to be most of the way complete.

Additionally:
 * I have updated the Mages' Guild Wizard Staff Quest. This should make it possible for people to continue/finish the Mages' Guild Quest Lines.

* I have made all the Quest-Giving NPC's "Essential" that appear in the wilderness. Morroblivion must be more dangerous for NPC's than Morrowind was, because I encountered one dead Quest-Giving NPC after another in my travels. It got to the point of being totally rediculous.

* I have pulled 23 additional landscape texture edits from Eloth's Master in anticipation of an update from him on his Beautiful Landscape mod.

* Eloth has supplied FOUR other item mods that update or replace all remaining Morrowind items still missing from the Conversion.

* Tleemessick has provided more Object placement fixes for 21 more interior cells, B & C.

* Henshu has provided a small AI update for Athryn Sarethi and a few other minor fixes.

* I have included the Travel Lanterns Update from Opal Eyed Fan, thank you!

* DDMLink has provided more bug fixes for Vampire Clans.

* This version of the Support Files 2 provides a fix for the Ghostfence being whacked by Eloth's Visual Overhaul. It also addresses the ability to pass through the Ghostgate as normal.

* There is an update to required extra mods. The Queen of the Ashlands has used the Almalexia Mod to place Almalexia, so this mod is now required before you meet Almalexia
=========================================================================================================================

Morrowind_ob.esm Version v034 Now Available 

The Main Post of this Thread has been Updated June 25, 2011.

I have not received anything from anybody else, so this version is just some updates I have made.

I have partially addressed the "Barbarian and the Book" quest that Completed in Error a few seconds after installing v033. I have deleted the previous quest and recreated it to give everything new ID's. I have remarked out the bad script, but NOT updated it for what it is really supposed to be doing.

So, The Barbarian and the Book Quest is NOT currently playable; please do not proceed with it.
 

I have spent the past week or so exploring Sheogorad. In my travels, I have been addressing locations where NPC's are in close proximity to beasts, typically Daedra. I have gotten everybody in all locations in Sheogorad to play nice with each other, including Assumanu, but unfortunately in the case of Assumanu, to do so I had to make everybody hostile, even though two of them aren't supposed to be openly hostile.

In the case of Rotheran, I had to completely remove the Scamps and Daedra from the Arena because without going totally custom here, there is no way to keep them from killing all the slaves.

I have added Ilmeni Dren's glove to Varona Nelas's inventory.
 I have also made the Ice Blade of the Monarch Quest playable.

Eloth has provided some updated meshes and textures, and I have packaged the Werewolf Body into the Support Files where it belongs.
=========================================================================================================================

Morrowind_ob.esm Version v035 Now Available 

The Main Post of this Thread has been Updated July 16, 2011.

I have finished my journey completely around Vvardenfell. It has taken me more than three months real time, and in doing so have clocked in over 300 hours of game time! I have explored every location on the map that is outside the Ghostfence, and have "Found" exactly 450 places.

Sheogorad was intensely disappointing. I had been looking forward to that being my favorite place in Morrowind because I Love these type of rocky islands, but alas, it is totally superficial and lacking in all the wonderful detail included everywhere else. Therefore, my favorite area by far is still the swamps along the Bitter Coast. Eloth's wonderful landscaping has made them my favorite place in any game, ever! Thank You Eloth!
 
In my travels, I have been updating dungeons as I go so that the NPC's don't fight the monsters. I think I've gotten all of them, including Daedric Shrines, but if I missed any, please let me know!

Having finished my initial journey, I have started back on debugging Quests.
 * I have Finished & Debugged the entire Imperial Cult Questline.
 * I have Finished & Debugged the entire Imperial Legion Questline.
 * I have Finished & Debugged ALL the Wilderness & Ashlander Miscellaneous Quests.

* The second stage of House Hlaalu Stronghold would only work if the miners were recruited in the proper order.
 * Baladas Demnevanni's Books Quest was halting progress in House Telvanni.

* All but two of the quests in the Temple Questline were stopping progress too soon. They were checking for having spoken to Sul-Matuul instead of having spoken to Azura and becoming the Neravarine. I have updated these and have played through all of Tuls Valen's Quests in Ald-Ruhn.
 
Didact has provided new faces for 920 NPC's! This is almost 1/3 the entire population of Morrowind! They are Beautiful! much better than simply hitting "Generate." Thank You Didact!!!

Opal-Eyed-Fan has provided a fix for unique jewelry crashing the game when equipped.

Telemesick has provided object placement fixes for 23 more cells.

Iceburg333 has provided a fix for Morrowind "Lava." He added a collision layer so things will no longer fall completely through the lava, and has also added Fire Damage equal to Oblivion lava.

Beave has started helping with cleanup and quest fixes! He has updated the "Price on your Head" topic so that now Thieves' Guild members really will remove the price on your head! He has also fixed some typos and done some general cleanup. Thank You!
=====================================================

Two Bugs in v035 

Before anybody has to mention this, I have found and already addressed two bugs for the next release:
 1. The "Price on your head" topic that starts appearing on all NPC's.
 2. I included the meshes for Lava, but forgot to includ the script for fire damage.

I have already made at least a dozen edits for v036...

=========================================================================================================================

Morrowind_ob.esm Version v036 Now Available 

The Main Post of this Thread has been Updated July 24, 2011.

I have been very busy playing and debugging Quests! I am playing through the Quests from the context of a game, not using console commands, etc. A fair number of the Quests needed tweaking in one way or the other, but when I say I have "Finished & Debugged" it means I have fixed any/all bugs that I encounter, and have successfully Completed the Quest Line in-game.

In v035:
 * I have Finished & Debugged the entire Imperial Cult Quest Line.
 * I have Finished & Debugged the entire Imperial Legion Quest Line.
 * I have Finished & Debugged ALL the Wilderness & Ashlander Miscellaneous Quests.

Now in v036:
 * I have Finished & Debugged the entire Mages' Guild Quest Line.
 * I have Finished & Debugged the entire Fighters' Guild Quest Line.
 * I have Finished & Debugged the entire Thieves' Guild Quest Line.
 --> This includes all the Thieves' Guild Bal Molagmer Quests.

* I added a lost Legion Quest not included in the final version of Morrowind.
 * I have finished & done a couple of other stray quests in Vivec.
 * I have done all the Daedric Shrine Quests except Molag Baal.

* I am about 30% finished with House Hlaalu, Stronghold Stage 2 Completed
 * I am about 90% finished with House Redoran, Stronghold Stage 2 Building
 * I am about 85% finished with House Telvanni, Stronghold Stage 1 Building

* I am about 40% finished with the Temple Quests

I have played through the Fighters' and Thieves' Guilds Quests in Tandem, and have
 made sure that they do not conflict with each other.

Edwinna is still actually checking for Magician Rank, even though she says Conjurer.
 This fix will have to wait for v037.
 

Additionally, I went through every Tomb in Vvardenfell and fixed the mist that is supposed to appear above ash pits. I cannot believe how much of a difference this one change has made!
 Now we really need somebody to put some more cobwebs in all the tombs...

I have included Iceburg333's Script for Lava to cause Fire Damage that I forgot to include last time. Standing in Lava now Hurts! Thank you!

Telemesesick has provided several more Object Placement fixes.
 

As a final note, I will be leaving Vvardenfell for Cyrodiil when I finish going through all the
 Quests. I expect this to be on or around August 12th. That gives me two full weeks/weekends,
 plus a little extra.

I am not going to attempt Bloodmoon before leaving.

I will continue to assemble the Master, and will come back to visit for Bloodmoon, and when the
 Queen of the Ashlands finishes East Empire Company, and then Tribunal...
 

Included in this version of Additional Support Files 2:
 * Unknown has provided hooks that actually hold things up again.
 * Hashmi has provided updates to the Kagouti and Storm Atronach.
 
=========================================================================================================================
Morrowind_ob.esm Version v037 Now Available 

The Main Post of this Thread has been Updated July 24, 2011

Didact1 has provided 80 more absolutely Beautiful faces. Thank You!

I have finished going through Morrowind.

For this version I have completed the Tribunal Temple, all three Houses, and the Main Quest.

I have successfully completed (and debugged) 373 Quests in-game.

I have tweaked the final battle with Dagoth Ur so the crank works and the doors don't keep sliding around. I also found the bug that failed to recognize completion of all three houses. This only affected people that had completed either House Redoran or House Telvanni first. When I had gone through them the first time, I wasn't a member of any House as none of the Houses worked yet, so the bug did not affect me.

I have updated the AI of all the Cattle so they don't wander around and chit-chat with the Vampires. I was going to do the same for Slaves, but there are 140 of them and I just didn't have the energy. I will do that at some point in the future.

I am now going to use my World Transport Mod to travel to Cyrodiil and start the Oblivion Main Quest.

This will be the last release where I am actively working on this project until I come back for Bloodmoon, East Empire Company, and Tribunal. I have no ETA on when that will be.
=========================================================================================================================

Morrowind_ob.esm Version v038 Now Available 

The Main Post of this Thread has been Updated August 21, 2011
 
Even though I am no longer actively working on Morroblivion, I still worked on it 

There were a couple of things outstanding that I have now finished.
 
I have updated the AI of all the Cattle and Slaves so they no longer wander around chit-chatting about current events with the Vampires or Slavers.
 
I have also set the AI of any NPC with a "GameMode" block in their script as "No Low Level Processing," in an attempt to help streamline & Speed things up.
 
Darth South has provided 104 Beautiful new Icons for Miscellaneous Items. Thank You!
 
Thermador sent me a patch for dialog about the player not wearing anything, but I have just deleted everything associated with it. The way Oblivion deals with "detecting" clothing is fataly flawed in multiple ways, and just about everybody that has run into this reported it as a "bug." If it isn't any fun for people, then it has no place in the game.
 
Other than that, the list of contributions has been getting smaller and smaller. People that have things reserved on the Help Requested Page have not sent me anything in Months.
 
So, unless some other people start stepping up, what we have now is the way it is going to stay.
 
I no longer have anything outstanding that is gnawing at me to finish.
 
===================================================================

The quesion of compatibility is a tough one. It took me many hours and a LOT of working with the Master to really wrap my head around how it works.

My original thread lead people to believe that any mod was guaranteed to be incompatible, while Thermador's editing of my thread inferred that there is no problem whatsoever with mods that used previous versions of the current Project Master File.

Neither is true.

With a Master File that continually changes, yes, there is ALWAYS going to be the potential for conflict, and I have rewritten the statement on my post in an attempt to be more clear.

That is why assembling the Master is a job unto itself; it is not just a matter of merging everything together, but involves checking for--and resolving conflicts. There are Always conflicts.

This has more to do with what the mod edits than anything else. A mod that edits NPC's is definitely going to be problamatic, as hundreds of NPC's have been updated between v034 and v038: Faces by Didact, and Factions, AI, and scripts by me. Whle mods that add references to the wilderness will almost Never cause problems.

To check for conflicts, get a copy of Tes4Edit and learn how to use it. This can be challenging as Tes4Edit is not entirely intuitive for some. However, ALL Mods should be cleaned with Tes4Edit prior to release anyway to remove unwanted or accidental edits (commonly known as "mod dirt").

v039 will be released later today or tomorrow with the missing icons that were supposed to be in v038, plus RobertNeville's wonderful work on voiced dialog. Thank You!!!
=========================================================================================================================

Morrowind_ob.esm Version v039 Now Available 


The Main Post of this Thread has been Updated August 27, 2011

I apologize for having somehow managed NOT to include Darth South's beautiful icons in v038.
 They are included in v039.

RobertNeville777 has spent all summer working on Morrowind Voiced Dialog! Thank You! These are included in this version.

This should make a significant difference in atmosphere. Dialog is still a Work in Progress; there is a LOT of dialog to do, and it is a LOT of work!

Please stop over to his thread and tell him how great these sound!
===================================================
This is not something new to v039, it dates back several months and many versions ago.

Henshu changed it so that musicians would play her lute music in taverns instead of whatever music is currently playing, provided that you have downloaded and installed Henshu Lute Music.

EDIT: I have heard the music play myself, so I know it's in there. To do this, she substitutes a 5-Minute silent MP3 to quash the normal music, then plays her's separately.
====================================================

Morrowind_ob.esm Version v039 Removed 

I'm sorry, but there is no real way of rectifying the mismatc in ID's when Robert's mod is merged into the Master. This will, unfortunately, always need to remain a Mod.

I have placed a link to Robert's mod in my list of mods.

This is, unfortunately, not the first time a release has been a disaster. v003 was too.

I will go back to what had been done on v039 before dialog, merge a mod I just received from Telemessick, and then release v040 as soon as I can.

Unless something else happens, I should be able to do this tomorrow.
=========================================================================================================================

Morrowind_ob.esm Version v040 Now Available 

The Main Post of this Thread has been Updated August 29, 2011

Voiced Dialog from RobertNeville777's mod being merged into the Master is a no-go. Doing so changes the ID's of the voice files, so none of the links that he spent hours and hours on will work.

Please stop over to his thread and tell him how great these sound!
 
* v040 contains the 104 Darth South icons that were supposed to be included in v038.

* Object Placement fixes for 33 more cells by Telemessick. Thank You!

If you downloaded the Additional Support Files 2 for v038 or v039, then you do NOT need to redownload it now. If you have not downloaded this in a while, then you will need the 104 icons from Darth South that are included.
=========================================================================================================================

Morrowind_ob.esm Version v041 Now Available 

The Main Post of this Thread has been Updated September 3, 2011

This is a maintenance release; there is no new material.

I have reset NPC's that had "No Low Level Processing" checked. This should fix any problems people were having with NPC's following the player.

I have also re-uploaded Additional Support Files 2 with the Fixes Darth South provided for his icons.
=========================================================================================================================

The Main Post of this Thread has been Updated September 11, 2011

PATH GRIDS!!!

I spent all weekend generating Path Grids for every cell in the Morrowind Worldspace that would take them. My character is nowhere near Vvardenfell, so I won't be able to see the effects of this, but I am, Obviously, finding it somewhat difficult to let go of this project I have been working on for a year!

Please let me know if you notice any difference!

Darth South has finished his Icons for Miscellaneous Items. Thank You!
 Darth South has provided the first of his Icons for Clothing.

Morroblivion has the most Beautiful Icons of any mod out there!!!

Iceburg333 has provided some fixes for black edges around some of the plants in Bloodmoon.

OldWolf58 has started updating AI. He began with correcting the Stopgap "fix" used in many guild halls to prevent NPC's from following the player around like puppy dogs. Unfortunately, this stopgap "fix" caused them to shake their heads wildly.

I had gotten permission from CemKey some time ago to incude his Water and Waterfall meshes for the Vivec Palace, but kept forgetting to include them. So now, here they are in Additional Support Files 2.
=======================================================

Morrowind_ob.esm One Year Anniversary 

A year ago today I released v001 of Morrowind_ob.esm.

I released v042 yesterday.

There were 4 sub-releases of v003, so technically, there have been 45 releases in 52 weeks. I would say that is a pretty good track record of constant improvement. We have kept the pace up for an entire year!

I originally came to this project because, and only because I had enticed Yoshimo into joining the project. He was the modder, not me; I was just along for the ride. Yoshimo was an excellent and very experience modder; I was not. Who could have seen that Yoshimo would bail after only a few weeks, but I wouldn't?

I had never released a mod, AND I had never played Morrowind. Yoshimo kept sending me these long E-Mails as if I had any idea what he was talking about. When I saw the bare ropes that at the time were the "Ghostfence," I thought it was supposed to be that way. When I went to Vivec for the first time I asked a friend if there was supposed to be a big rock floating in the air over Vivec, or if that was some bug in conversion. When somebody was telling me about a crash when they got to Hla Oad, it sounded to me like he was talking about an NPC, so I went looking in the CS for an NPC named "Hla Oad."

Hashmi educated me on the difference between Hlaalu and Redoran helms.

I STILL have a hard time with, cannot remember, and cannot spell all the goofy names in Morrowind 

I did not have a clue how to make an NPC follow the player during a quest, or how to go about making this whole thing work. I just put my head down, worked on one thing at a time... and learned.

So, nobody should ever say that they aren't going to help because they don't know how.

Of the people that were active a year ago, only Hashmi, Eloth, and I are still around. So, what are we going to accomplish during the next year? And, who is going to help us get there...
=========================================================================================================================

The Main Post of this Thread has been Updated September 25, 2011

It is somewhat strange releasing this while not having worked on it myself, other than to resolve the inevitable conflicts that occur when two people update the same NPC's at the same time.

Archangel221 has updated Training!!! I have had this on the list for a year! Thank You!

OldWolf58 has updated more NPC's with basic eating/sleeping AI. This will eventually eliminate the need for our stopgap "Shanking Heads" fix in guild halls altogether. Thank You!

Darth South has provided 81 more Icons for Clothing. These are much sharper and clearer than the default vanilla icons, and he has stuck with and continued to update his project for Months. Thank You!
=========================================================================================================================

The audio files are not "Missing" from Support Files 2; they were removed.

Audio Files were included with v039 and a merge of RobertNeville777's "Voiced Combat and Greetings" mod.

Unfortunately, the merge changed the expected ID's on the voice files, so none of them would play.

v039 was removed within two days of having been put up, and v040 was released the next day.

I had hoped more people would give Robert some feedback on this mod; he worked all summer on it.

Please visit his thread and let him know that you appreciate all the effort!
====================================================

The Main Post of this Thread has been Updated October 1, 2011

Darth South has finished his Icons Project!!! We now have beautiful custom icons for Everything!

I have said this before, but Morroblivion has the best icons Anywhere! Thank You!

Eloth has provided a massive update that puts more goodies into some of the chests, and Locks ALL the chests in Vvardenfell that are supposed to be locked. Thank you!

OldWolf58 has provided more NPC's with basic eating/sleeping AI.
============================================================

Morroblivion AI Packages is NOT compatible with the current Project. This falls under the category of "Most old Morroblivion mods," and is incompatible for reasons I have described elsewhere.

I've already gone over the specifics about this, so I'm not going to go through it again.

I do not recommend using Morroblivion AI Packages. Use it at your own risk; it will conflict.

I do not know anything about "Creatures of Morrowind" 0.91 Beta by Von Djangos, and could not find any reference to it. However, I am beyond integrating such mods myself. We would need somebody to investigate this, contact the author for permission, and integrate it into Morroblivion.

Are you interested in doing this? Any additions to Morroblivion are welcome, but I am no longer actively working on the project myself; I'm just coordinating things and assembling the Master.

We have all the native creatures of Morrowind, however, so I don't know what such a mod would add.
 
EDIT:

Just for the heck of it I dug up a copy of "Morroblivion AI Packages." I have no idea how you can even say that you "didn't find any incompatibilities." There are conflicts all over the place! The whole mod is one big conflict of the current project: Scripts, Clothing, Equipment, AI Packages, Aggression, Factions, Faces, everything.

If you use this mod, some of the NPC's won't be wearing any pants!

This mod was designed to be used with specific Object Replacements applied to an original conversion from Morrowind to Oblivion using the ESP Converter; it is NOT COMPATIBLE with the current project!
=========================================================================================================================
The Main Post of this Thread has been Updated October 8, 2011

This version includes Popo14081976's updated "Siting in Morroblivion!!!"

This was an amazing, incredible amount of work! Popo went WAY Beyond the call of duty for this one! He edited the meshes to remove clipping so that Sitting/Standing animations worked properly. He then replaced all the furniture in Morroblivion with updated versions that had the proper furniture markers.

Popo also edited objects that got in the way when sitting.

All in all, Popo edited 7977 objects in 804 interior cells, plus 234 objects in 63 exterior cells!

Thank You Popo!!!
 
Eloth has provided three separate mods, one that places missing smoke on chimneys in Caldera and Ald-Run, one that restores Cursed items in Daedric Shrines, and one that tweaks leveled lists/item placements for bows.
=========================================================================================================================

The Main Post of this Thread has been Updated October 16, 2011

Eloth and Hashmi have teamed up to restore the Morrowind trap system and Probes!
 Hundreds of doors in dungeons and tombs are now trapped, so watch out!

Eloth also provided a little atmosphere by adding buzzing flies to all the dead bodies laying around.

Thermador has provided an update/fix for boat travel.

Popo has provided some cleanup and a few more edits for chairs and stools.
 >>> Thank You Again Popo! <<<
 
SpeedyG869 has started trimming the grass that pokes up through sidewalks and around entrances. I have been wanting somebody to do this for Months! Thank you Speedy!

Speedy's work is embedded in a new upload of "Grass & Landscape Mod for Eloth's Visual Overhaul -- Now with Trimmed Grass" as it is not compatible without Eloth's visual overhaul installed.

If you have Eloth's Visual Overhaul installed, then this mod is Highly Recommended!
=========================================================================================================================

The Main Post of this Thread has been Updated October 29, 2011

Eloth has provided extensive tweaks and fixes for traps and probes.
 Eloth has also upgraded most of the Rugs in Vvardenfell. These are beautiful.
 Eloth has also given spells and weapons to hundreds of NPC's that were unarmed.

Thermador has provided an updated lanter hook that should keep lanterns from falling off the walls.
 Thermador has also provided a tweak for character generation to avoid CTD's during setup.
 Thermador has also updated the music played in hundreds of interior cells! Thank You!
=========================================================================================================================

The Main Post of this Thread has been Updated November 6, 2011

This release is for Hashmi's Vvardenfell Creatures.

Please stop over at Hashmi's thread for details, pictures, and to thank him for all his hard work!
 
* Golden Saint
 * Scamp
 * Clanfear
 * Hunger
 * All the various Kwama, including Scribbs and the Queen

This is a massive expansion, and REQUIRES a new download of Hashmi's Vvardenfell Creatures:
 
Once merged into the Master, a mod like this is NOT compatible as a stand-alone mod. If you are currently using Hashmi's creatures mod, please deactivate it.

I have also reworked the Installation Instructions.
=========================================================================================================================

December 26, 2011

We finally have a Real, Functioning Levitation Spell!!! Thank you to Eazzy!!!
Hashmi has fixed several meshes, including some rings not turning invisible, the ground model for the Imperial Studded Leather Cuirass, and some Chandaleer objects. 
*Fixes are included in Additional Support Files 2.
*qwertyasdfgh has finished the Object Placement Fixes!!! Thank you!
This includes repositioning THOUSANDS of individual items almost everywhere in the world. The amount of time spent on this was Enormous, so everybody give a round of applause that this is finally finished!
qwertyasdfgh also provided two other fixes for stacks of gold and Renting Beds. Thank You.
In answer to some suggestions, I use RAR instead of 7z because in my own head-to-head tests RAR outperforms 7z every time; the difference can be negligible to significant.
=========================================================================================================================

January 8, 2012

Who would have thought, more than a year ago when I released v001, that we would ever make it to v050?
This version includes updated "Region" names by Qwertyasdfgh, so that now when you are in Balmore the game says "Balmora" rather than "West Gash Region." This is one of thoes things that may be subtle, but will make the game feel more immersive. 
I have also included Qwerty's Fix for the sound made by Ashlander tent doors.
Dobbs has provided a small object placment fix for Arrille's Tradehouse.
Thermador has provided TEN Mods for this version! Thank you Thermador!!!
These include:
*Aleri Duro Fix
*Dareleth Ancestral Tomb Entrance Fix
*Darts of Judgement to Daggers of Judgement Fix
*Hospitality Papers Fix
*Huleens Hut Fix
*Irgola Fix
*Mysterious Killings Fix
*Potion Recipe Fix
*Public Areas Fix
*Vassir-Didanat Ebony Mine Entrance Fix
=========================================================================================================================

February4, 2012

Thermador has cleaned up and Finished the Morag Tong Quest Line including "Threads of the Webspinner" Sanguine Items! Thank You!!!
This means that you can now play through ALL the Vanilla Morrowind Quests!
Thermador has also provided some cleanup for the Thieves' Guild Quest Line.
Qwertyasdfgh has updated the sounds Containers make when you open or close them. 
They now sound like they are supposed to... instead of all sounding like Barrels!
Qwertyasdfgh has also provided a Massive Cell Ownership and AI mod. 
This should clear all individually owned objects so that merchants won't try to sell you everything they own! 
Thank You!!! This is one of the little things that has always bugged me, and always kept me from doing any serious shopping.
Qwertyasdfgh has also provided a new mesh for the Bonemold Bow, so that it doesn't just look like a Chitin Bow.
I have made some fixes to the Love of a Bosmer Quest, and cleaned up some dirty edits that were pointed out by Qwertyasdfgh. 
A couple of different people have said something about the missing animation for PlayDrum, but the animation is NOT missing when I look for it. 
I did make one attempt to clean this up anyway, but that caused a cascade of other errors and I rolled back. 
It is more difficult than normal to "fix" something that doesn't need fixing when I look at it, so somebody else will have to address this if it happens to them.
I have also bundled the INI files for Eazzy's
=========================================================================================================================

April 22, 2012

I have updated a couple of things from the Bug Reports, but mostly v052 is by Qwertyasdfgh.
Thank You Qwertyasdfgh for not letting this project slide into obscurity!!!
Qwertyasdfgh has provided Eleven different mods for this release, including Finally Addressing Dagoth Gares, Dagoth Ur, Vivec, and Azura being Playable Races... Plus item placement fixes for 700 items!
* Animated doors inside Bars (Included New Meshes so Additional Support Files 2 Required)
* Cell Water Height fix for cells not containing water (this bugged me too, Thank You!)
* CharacterGen class used for NPC's has been replaced with "Commoner" like they should be
* Evidence Chests where Stolen Goods are Confiscated when Arrested now work properly
* Eye fix on several NPC's that were missed even after all this time
* Idle Animation Fix that I had somehow missed including in v051
* Item Fixes for various things that were not working properly
* Item Placemtent Fixes for 700 Individual Items Thank You!!!
* Pelegaid Armorer interior cell fix
* Spelling has been corrected on dozens of objects &people (Capitalization will come in v053, sorry)
* And, Playable Races not supposed to be Playable have been changed to Unplayable
I have tested the Playable Races vs. Unplayable thing in-game, but there is still some room for doubt in my mind that this will work properly. 
Please report any problems with speaking to Dagoth Gares, Dagoth Ur, Vivec or Azura.
There are also 53 enhanced meshes by Qwertyasdfgh included in the Additional Support Files 2.
=========================================================================================================================

June 10, 2012

v053 is very exciting to me personally because it includes full Havok for the Dreug!
The Dreug was the Last of the old style Morrowind Creatures that just froze in place when they died, and your could pass right through their bodies as if they wren't even there. 
Now Qwertyasdfgh has updated the dead bodies so that they behave like dead bodies!
Thank You Qwertyasdfgh!
In Additon, Qwertyasdfgh has provided 14 Different Mods for this release. And, proving that Qwertyasdfgh is not the ONLY one currently working on this Project. 
Thermador has provided a host of fixes for Seyda Neen!
This version incldes all Qwerty's Mods from his "Various Additions" Thread that do not change gameplay to suit personal preferences.
If you are using one of the mods included in this release, you need to deactivate them! Normally mods just harmlessly override things, but because ID's are changed when merging, most of these will not override, but will in fact duplicate and cause problems, so be warned.
* Ald-Ruhn Shops Locked Fixed
* Assurnabitashpi Marker Corrected
* Bitter Coast Dragonflies
* New Meshes for Bull Netch
* Full Havok for the Dreug, plus fixes for Ash Ghouls and Betty Netch
* Fixes for the chests and doors in the Dwarven Bone Quest
* Hospitality Papers in Sadrith Mora now work like they are supposed to
* Lock Spells have been Fixed
* Transport to Magas Volar by use of a Magic Amulet
* Skaal Guard Fix so they don't keep popping up in unexpected places (like Anvil)
* Slave Pens updated so the Slaves actually spawn Inside their Pens!
* Capitalization Fixes that were supposed to be in v052
* Updated meshes and textures for the Steel Club
* Fixes for Ash Ghoul, Hrelvesuu (Daedroth), Corprus Stalker, Mating Kagouti, Dwarven Specture
* Removed unnecessary script fron signs and fixed placement
=========================================================================================================================

July 29, 2012

The most exciting part of this release for me is Real Lava from Qwertyasdfgh. 
Qwerty has made changes to the "Lava" of Morroblivion to make it much more like... Real Lava!
Qwertyasdfgh has provided Five Mods for this Release!
* Full AI in Maar-Gaan, including some new Idle Animations!
* An Animated Gondola that rocks in the water like it is supposed to
* Some tweaks to MQ02 Dialog
* A working Slowfall Spell
* Real Lava!
Additionally........................................................
* AsteriaSennal has provided a Master Trainers AI Update
* IronMan has ressurected Ten Pace Boots and placed them in the game
Gidz89 has provided EIGHT Mods for this Release!
* Bitter Coast Ambient Swamp Sounds
* Some tweaks & Fixes for the Census & Excise Office
* Ebernanit Shrine Marker Fix
* Eydis Fire-Eye Dialog Tweaks
* Journal of Tarhiel Cosmetic update (To remove the stupid formatting characters)
* Skink-In-Tree's-Shade Dialog Tweaks
* Southwall Corner Club Fixes (Should prvent sleeping in beds from Killing NPC's!)
* Tharys Ancestral Tomb Placement Fixes
V054..............................................................July 29,2012
* Morrowind Rebuilt by The Queen of the Ashlands
* Vivec Restored by Hashmi
* Yagrum Restored by Hashmi
* Citadel Dagoth by Hashmi
* Creatures Revisited - Daedra by Hashmi
* Creatures Revisited - Sixth House by Hashmi
* Creatures Revisited - Undead by Hashmi
* Vvardenfell Creatures - Final Round by Hashmi
* Miscellaneous Items Replacer by Eloth
* Ingredients Replacer by Eloth
* Icon Replacers (et. al.) by Darth South
* Sitting in Morroblivion by Popo14081976
* Morroblivion - Levitation by Eazzy
* Vampire Fix by Sandoril
* Water Level Fix by Pauldamasterman2
* Improved Map Markers by Pauldamasterman2
* CNME & CNME Bloodmoon by CoolShady & Nick-V
,,,,,,,,,,,,,,,Absorbed Or Replaced 
* Armors Restored has been superseded by the Armor in this Master
* Morroblivion Greetings is made obsolete by this Project
* Alternate Arrival is replaced by MorrowOblivion_World Transport.esp
* Morroblivion "Better Map" by Coleruto is included in the Support Files
* Morrowind Jewelry by Palpenious is included in the Support Files
* Colovian Helms by McMuffin are included in the Support Files
* Dwemer Weapons by Zu (among others) are included in the Support Files
* Vivec Palace Water & Waterfalls by CemKey are included in the Support Files
* Ash Storms, and Creatures 1.1, 1.2, 1.3, 1.4, 1.5 and 1.6 by Yoshimo
Most, but not all, have been updated with Havoc so they are lootable.
* Trapped Doors and Morrowind Probes for disarming them have been restored.
* NPC's no longer fight each other most of the time.
* NPC Aggression has bee updated so they no longer attack the player on sight.
* NPC Merchants now Trade Properly; Merchant Containers are systematically being added.
* It is now possible to rent rooms in every Inn in Vvardenfell.
* Furniture Markers have been added and rearranged so that NPC's can sit properly.
* Vampires have been set to the proper faction and given Vampire abilities.
* Morrowind Vampirism has been restored, and separated from Cyrodiilic Vampirism.
* Armor Values, Weights, and Pricing have been balanced with Oblivion.
* Weapon Values, Statistics, and Pricing have been balanced with Oblivion.
* Weapon Costs and that of Many other outrageous items have been balanced.
* Most Magic Amulets, Rings, and Weapons have been restored.
* Most Unique Clothing Items have had their Enchantments Restored.
* Spells and Enchantments have been fixed 
(where differences in the games allows).
* Morrowind Ash Storms have been added.
* The Blight Storms have been Added to Red Mountain.
* Lights and Candlesticks have been Fixed.
* The Ghostfence has been fixed.
* Guild, Gondola, and Silt Strider Transport have been fixed.
* Mummies in Urshilaku Burial Caverns have been restored.
* Animated Silt Striders have been added.
* Collision and Fire Damage have been added to Morrowind "Lava."
* Water level of interior cells has been adjusted.
* Map Markers have been added and Updated to use Oblivion standards.
* Running Havok Sim no longer Crashes the CS.
* LOD Meshes for Vivic Cantons are Included.
* Caius now really does leave, passes ownership, and tidies up the place before leaving.
* A Separate Mod is being released that connects Morrowind to Cyrodiil.
....................................................................................

August 1, 2012

All Guild Faction Quest Lines are now Complete:
* House Hlaalu
* House Redoran
* House Telvanni
* Fighters' Guild
* Mages' Guild
* Thieves' Guild
* Tribunal Temple
* Imperial Cult
* Imperial Legion
* Morag Tong - Including "Threads of the Webspinner" Sanguine Items
All Miscellaneous Morrowind Quests are now Complete..................................
* Ashlander Clan Quests
* Daedric Shrine Quests
* Vampiric Clan Quests
* Wilderness Miscellaneous Quests
* All City, Town, and Fort Quests
>>> This completes ALL the Quests from Morrowind <<<..................................
Both Paths of the Bloodmoon Quest Line have been Finished, including Werewolves.
Bloodmoon Quests have NOT been Debugged, and from what I understand, there are problems
>>> Proceed at your own risk with Bloodmoon <<<........................................
* All Bloodmoon Miscellaneous Quests have been Finished.
The Tribunal Quest Line is under construction; it is partially complete.
* All Miscellaneous Tribunal Quests have been Finished.
* The East Empire Company Quest Line has NOT been finished.
.......................................................................................
This Project attempts to address errors or omissions encountered during the conversion
from Morrowind to Oblivion for Morroblivion.
* The Morrowind_ob.esm Master now loads cleanly in the CS without error.
* Most Armor has been redirected to use Vvardenfell Imports meshes.
* Morrowind Clothing that caused invisible body parts on NPC's has been replaced with Oblivion.
* All Useless Morrowind Projectile Weapons have been replaced with functioning Bows & Arrows.
* The Akulakhan, Heart of Lorkhan, and the final Battle have been Fully Restored.
* Vivec has been restored from the Original; he now sits cross-leggen in mid-air.
* Dagoth Ur and Azura have been restored from the Originals.
* Yagrum Bagarn has been restored from the Original.
* Morrowind Levitation has been Restored.
* Most miscellaneous items & ingredients have been upgraded with better models.
* New Custom Icons for most Morrowind items, including Quests and Factions.
* Morrowind Lore Dialog has been fixed; Oblivion Rumors have been suppressed.
* Morrowind Voiced Dialog has been added.
* The Annoying "%PCName" and the like have all been cleaned up.
* Crime has been fixed. Ordinators and House Guards will now arrest you.
* ALL Morrowind Creatures have been Restored! (not including Bloodmoon yet)
............................................................................
.....................................................................................................................

Morrowind_ob.esm Version v055 Now Available
 
The Main Post of this Thread has been Updated September 9, 2012
v055 restores the factions of the Kwama back to the way I had them when I played through to make sure everybody played nice with each other.
This version includes 13 mods from Qwertyasdfgh, and Seyda Neen AI from Oblisgr.
* Fixes for 2 Miscellaneous Quests
* Skooma Pipe Animation Fixes
* Cushion Replacements for Round Cushions
* Cushion Replacements for Square Cushions
* Fix for the Drarayne Pillows Quest
* Miscellaneous Items in Ebonheart
* Fix for the Gaenor Quest
* Miscellaneous Items in Gnisis
* Fixes for the Morag Tong Writs/Quests
* Fixed the whole "NoLore" Dialogue thing
* Updated scripts and deleted redundant/useless scripts
* Moved some quest dialog to Service Refusal where they should be
* Miscelleanous Items in Vivec
People probably don't realize it, but seemingly simple things like cushion replacers required fixing the position of 113 individual items in 38 cells. This is a lot of work! Thank You!!!
* Enhanced AI in Seyda Need was provided by Oblisgr. Thank You!

September 9, 2012

This Project attempts to address errors or omissions encountered during the conversion
from Morrowind to Oblivion for Morroblivion.
* The Morrowind_ob.esm Master now loads cleanly in the CS without error.
* Most Armor has been redirected to use Vvardenfell Imports meshes.
* Morrowind Clothing that caused invisible body parts on NPC's has been replaced with Oblivion.
* All Useless Morrowind Projectile Weapons have been replaced with functioning Bows & Arrows.
* The Akulakhan, Heart of Lorkhan, and the final Battle have been Fully Restored.
* Vivec has been restored from the Original; he now sits cross-leggen in mid-air.
* Dagoth Ur and Azura have been restored from the Originals.
* Yagrum Bagarn has been restored from the Original.
* Morrowind Levitation has been Restored.
* Most miscellaneous items & ingredients have been upgraded with better models.
* New Custom Icons for most Morrowind items, including Quests and Factions.
* Morrowind Lore Dialog has been fixed; Oblivion Rumors have been suppressed.
* Morrowind Voiced Dialog has been added.
* The Annoying "%PCName" and the like have all been cleaned up.
* Crime has been fixed. Ordinators and House Guards will now arrest you.
* ALL Morrowind Creatures have been Restored! (not including Bloodmoon yet)
--- Most, but not all, have been updated with Havoc so they are lootable.
* Trapped Doors and Morrowind Probes for disarming them have been restored.
* NPC's no longer fight each other most of the time.
* NPC Aggression has bee updated so they no longer attack the player on sight.
* NPC Merchants now Trade Properly; Merchant Containers are systematically being added.
* It is now possible to rent rooms in every Inn in Vvardenfell.
* Furniture Markers have been added and rearranged so that NPC's can sit properly.
* Vampires have been set to the proper faction and given Vampire abilities.
* Morrowind Vampirism has been restored, and separated from Cyrodiilic Vampirism.
* Armor Values, Weights, and Pricing have been balanced with Oblivion.
* Weapon Values, Statistics, and Pricing have been balanced with Oblivion.
* Weapon Costs and that of Many other outrageous items have been balanced.
* Most Magic Amulets, Rings, and Weapons have been restored.
* Most Unique Clothing Items have had their Enchantments Restored.
* Spells and Enchantments have been fixed (where differences in the games allows).
* Morrowind Ash Storms have been added.
* The Blight Storms have been Added to Red Mountain.
* Lights and Candlesticks have been Fixed.
* The Ghostfence has been fixed.
* Guild, Gondola, and Silt Strider Transport have been fixed.
* Mummies in Urshilaku Burial Caverns have been restored.
* Animated Silt Striders have been added.
* Collision and Fire Damage have been added to Morrowind "Lava."
* Water level of interior cells has been adjusted.
* Map Markers have been added and Updated to use Oblivion standards.
* Running Havok Sim no longer Crashes the CS.
* LOD Meshes for Vivic Cantons are Included.
* Caius now really does leave, passes ownership, and tidies up the place before leaving.
.....................................................................................................................
This Master File Absorbs, with permission, or addresses areas edited by the following
Morroblivon Mods. These should all be removed:
* Morrowind Rebuilt by The Queen of the Ashlands
* Vivec Restored by Hashmi
* Yagrum Restored by Hashmi
* Citadel Dagoth by Hashmi
* Creatures Revisited - Daedra by Hashmi
* Creatures Revisited - Sixth House by Hashmi
* Creatures Revisited - Undead by Hashmi
* Vvardenfell Creatures - Final Round by Hashmi
* Miscellaneous Items Replacer by Eloth
* Ingredients Replacer by Eloth
* Icon Replacers (et. al.) by Darth South
* Sitting in Morroblivion by Popo14081976
* Morroblivion - Levitation by Eazzy
* Vampire Fix by Sandoril
* Water Level Fix by Pauldamasterman2
* Improved Map Markers by Pauldamasterman2
* CNME & CNME Bloodmoon by CoolShady & Nick-V
* Armors Restored has been superseded by the Armor in this Master
* Morroblivion Greetings is made obsolete by this Project
* Alternate Arrival is replaced by MorrowOblivion_World Transport.esp
* Morroblivion "Better Map" by Coleruto is included in the Support Files
* Morrowind Jewelry by Palpenious is included in the Support Files
* Colovian Helms by McMuffin are included in the Support Files
* Dwemer Weapons by Zu (among others) are included in the Support Files
* Vivec Palace Water & Waterfalls by CemKey are included in the Support Files
* Ash Storms, and Creatures 1.1, 1.2, 1.3, 1.4, 1.5 and 1.6 by Yoshimo

=========================================================================================================================

November 18, 2012

Current Release Version is v056.

A New Download of Additional Support Files 2 IS REQUIRED for v056

This version includes an amazing variety, and quantity of fixes from Qwertyasdfgh and Thermador, plus new material from Qwertyasdfgh, Idle, and EnvyDeveloper!

Thermador, in addition to maintaining this site and looking after the administration of it, has continually provided patches and bug fixes. Thank you!

Included in v056 are 8 Mods From Thermador:
 * Alof and the Orcs Quest Fix
 * Dagoth Ur Door Crank Fix
 * First Step of Stairways (this was very badly needed, thank you)
 * House Hlaalu Death of Ralen Hlaalo Fix
 * Merchant Fixes
 * Poor Pilgrim Quest Fix
 * Telura Ulver Fix
 * Telvanni Agents Fix

Included in v056 are 17 Mods from Qwertyasdfgh!
 * Apologies (Rash of Insults) Quest Fix
 * Berwen's Stalker Quest Fix
 * Control the Ordinators Quest Fix
 * Death of a Taxman Quest Fix
 * Distand Water (has added extra water around Vvardenfell and Solstheim)
 * Enchanted Weapons Fix
 * Gondolas Fix
 * Heart Ring (Item on Dagoth Ur) Fix
 * Imperial Prison Ship Crime Fix
 * Jailbreak Fix
 * Levitation Scrolls Fix
 * Miun Gei Fix
 * Trap Script & Ebony Helm Fixes
 * White Guar Quest Fix
 * Widow Vabdas Deed Quest Fix
 * Wizard's Staff Fix

And...
 * Mighty Dagoth Ur

It is probably best that I do not say anything about Dagoth Ur, other than this mod was Sorely Needed, and Thank You!!!

Also included in v056 is the first new Morrowind Quest to be Added in well over a Year! EnvyDeveloper has added the 1st Quest of the East Empire Company Quest Line, with more to follow... 

And finally, Idle has Updated Dagoth Ur so that he is weakened by the killing of his Ash Vampire Brethren the way that he was in the Original Morrowind.

As a final note, I have included some texture path fixes pointed out/submitted by Roxon_55. This should, hopefully, fix the issue some people had with Lava.

Thank You to Everybody!!!




 






