This is something that does not exactly fit anywhere. But this seems as good/bad a place as any, so why not?
For those who do not know, Morroblivion is a modding project for Oblivion. It recreates Morrowind using the Oblivion game. Basically, it is a series of mods for Oblivion, that add Vvardenfell, and all the quests and characters from Morrowind. You have to own both Oblivion and Morrowind to use it.
https://tesrenewal.com/ is where you can find Morroblivion, as well as other cross-game projects like Skywind and Skyblivion.
You can download the core Morroblivion mod files http://tesrenewal.com/forums/morroblivion/mods/753. There are also links to a handful of other mods you will need to run it, like OBSE, Elys Silent Voice, etc...
There are a number of optional mods you can use that come bundled in with the main pack, like an improved map.
There are also some standalone mods people have made for Morroblivion. You can find most of them with a search on Morroblivion on the Nexus. You can also find a https://tesrenewal.com/forums/morroblivion/mods/2031, but a lot of the links are old and now broken.
https://www.nexusmods.com/oblivion/mods/49190 - makes some improvements to the game world, adding more buildings, landscape effects, and so on. Basically it makes the world seem less empty.
https://www.nexusmods.com/oblivion/mods/40795 - this allows you to officially move into Gilnith's shack after you do the Tax Collector quest in Seyda Neen. I had trouble with this. After taking ownership I was away for a few days. I came back to find that I was no longer the owner, and it was considered stealing for me to get my stuff out of the chest inside. So don't use it.
http://www.mediafire.com/file/ai3zxnekn76fd5a/Morroblivion_Portal_to_Vvardenfell_v1.0.zip/file - Automatically gives you a spell that creates a portal between the Morroblivion game world and the regular Oblivion game world. Very handy for going back to Oblivion to pick up modded items that have been placed in containers in the Imperial City or such places in Cyrodiil. Or to buy modded spells from mod-added NPCs, and stuff like that.
Because it uses the Oblivion engine, it plays just like Oblivion does. You use the Oblivion face generator to create your character. It has the Oblivion skills and spell system. It levels up like Oblivion. It uses the same animations as Oblivion.
But it has new meshes for all the Morrowind items and such, like buildings, ships, and so on. It has the Morrowind plants, though alchemy still works the same say it did in Oblivion (since the Oblivion game engine). The music is the Morrowind music, which is really nice. They even kept the original Morrowind voices for many, if not all characters. You need the Silent Voice mod because not everything is voiced, so sometimes you will just get text when you talk to people. But the generic greetings are in the Morrowind voice actors.
There are also Morrowind-style weapons and armor, like Chitin and Netch Leather armor, Nordic Ringmail, and so on. The Imperial Armor is the Morrowind style, except for the shields, which are the standard Oblivion Imperial shields.
It really feels like playing Morrowind, but without the less than stellar graphics and awful animations.
I have been playing January in Morroblivion for a few days now. She has been exploring the area around Seyda Neen, and is living in Gilnith's Shack (she completed the tax collector quest and killed Gilnith). Today she swam out to Fort Firemoth, and has been battling her way through the hordes of skeletons outside. She now has just over 1700 iron arrows that she took off of dead skeleton archers.
I am not sure if Firemoth has a quest that you are supposed to start in Seyda Neen by talking to the guy in the Census Office or not. I will have to go back and check.
Thanks for providing another great resource of helpful info. I greatly enjoyed Oblivion's engine, leveling and gameplay. Never touched Morrowind, and watching a few vids of TES3 gameplay kept me away - so this seems like a wonderful idea.
You get the Siege at Firemoth quest from Sell us Gravius. Name still makes me laugh
I looked it up to find out it was Sellus, not the guy you talk to once you get off the boat and do your chargen stuff with. I never noticed the play on Sell Us' name!
I finished Firemoth. It was fun at first. But the giant rat horde with its guaranteed diseases was annoying. So was the final big boss. He healed all damage every second. In the end I got so annoyed with it that I just used the console to kill him. If the game wants to cheat, I can do it too.
Aside from that goulish swimmer, MW looks nice and January looks quite happy in its swamps and badlands. Haha, RATS. . . it's always rats!
So does it still have the “potato faces” or did they fix that?
It is Oblivion, so potato faces and horse faces are evident. But they really did make an effort to do the best they could with what the game allows. Better than vanilla Oblivion.
Acadian: I think the swamps are my favorite part of Morrowind. They have a very lively feel. Plus I cannot feel the humidity or get stung by the mosquitoes...
January looks like she's quite enjoying MorrowindyBlivion. On the rats, I know what you mean. Most of the rats Buffy sees in Tamriel are bigger than she is - or at least outweigh her.
I discovered something a few days ago. Morroblivion uses the Morrowind system of determining your total Magicka, which is your Intelligence x1 plus a few other things. Oblivion uses Int x 2. So I created a mod to change it to the Oblivion way. Now magic is a lot easier.
A guar! They did a wonderful job with the guar in ESO.
I love the pensive pose January is using in some of these shots.
Shady Slim is one wierd looking. . . thing.
Ahh, dungeon crawling!
The Cast When Used enchantments in Morroblivion seem to be broken, and none of them work. http://www.mediafire.com/file/r0r0182vp5q235y/Oblivionized_Enchants%2528V1%2529.zip/file is a mod that is supposed to fix that. I am trying it out today.
Looks like it works pretty good. A lot of the enchantments are offensive spells on pieces of clothing. Morrowind did that a lot. They did not work in Morroblivion. This mod changes them to protective spells instead. So a Firebolt ring becomes a Resist Fire ring. Now those things are useful again.
I came across an odd bug with Clannfears. They go aggressive when they see you, and the combat music starts. But they will not actually attack. They just stand still. Even when you are hitting them. Apparently it is an issue with them having the wrong animations. If you look down to the bottom of https://tesrenewal.com/forums/morroblivion/morroblivion-problems/3097 there is a link to a fix of new animation files. I have not found more clannfears to test it on yet though.
I have also been having some issues of CTDs of late. This is a common complaint with Morroblivion. The thought seems to be that there is so much stuff in the game world that it slows people's machines to a crawl, and then causes the CTDs. There are a number of suggested fixes.
https://www.nexusmods.com/oblivion/mods/9139/ - this is a mod that wipes the game's cached data when you leave a cell. The idea is to keep down on the data the game has to manage. You can do it manually with the console, using the PCB command. But no one's got time for that!
Completely turning off Distant Land in the game's video options is another suggestion. Which makes everything hazy after a certain distance so you cannot see anything far away. I tried that and got a CTD within 10 minutes. Then I got a CTD while inside a tomb that literally only had 4 rooms.
I finally used https://www.nexusmods.com/oblivion/mods/15781 to generate all new LODs. So far I have had no CTDs. But I might have simply not played long enough to get one.
Finally, I am having an odd issue with Mudcrabs and Rats being friendly. At first I thought it was my fault, as I had one of my friendly animal mods active when I started the game. But I shut that off a week ago, and am still seeing this.
What is weirder is that the rats were hostile to me at first. But sometime in the last few days they just started ignoring me. Even if I walk up to them and click on them, they do not react to me at all. I looked them both up in the construction set, and the mudcrabs are set to have an aggression level of 5, which is really low. So they are not supposed to attack you. The rats, OTOH, have an aggression level of 100, the highest it can go.
I have not added any mods that affect animals, or their behavior, or even any NPCs at all. So I am not sure what is going on.
I hope you can get the minor bugs with MOB sorted out. If anyone can, you'd be the one.
Darn, was hoping it might have occurred to Jan to remove her armor before showering.
Beautiful scenics! I especially liked the Bitter Coast Sunset.
Jan is very picky about who she allows to see her showering. Even I don't get to see that!
Those animation files I downloaded worked on the Clannfear. I encountered one yesterday, and it attacked like it should.
The plot thickens on the friendly rat front. Experimenting has shown that rats are friendly when there are no other hostile critters nearby. But if a hostile creature comes near, the rat turns hostile as well. I can shoot a Cliffracer from long range, and a rat beside me won't turn hostile. So I suspect it has to be in the same cell as the other hostile creature. I am now also finding some Nix Hounds behaving the same way, while other Nix Hounds are always hostile.
I am also glad to say that since I generated new LODs, I have not had any more of those CTDs. So that appears to have fixed that issue.
What I like about this mod is it looks like the author(s) left the barren areas pretty much alone. It's something I was a little worried about, I wouldn't want to see lush forests in those areas. But the rest of the land looks perfect.
Looks like you and Jan are having some fun. I am pretty much addicted to this game now that I've started Igodah up again. Only problem (for me) is all the NPCs are named, which means eventually the action moments become rather rare. For this reason I picked up some Skyrim for the first time this season. Lots of 4ct10n pwn4g3 in that game!
Anyway, Jan looks like Jan is having some fun exploring. Are creatures friendly to her? Or is that guar one of the non-hostile ones? When I start playing this game on PC I'm going to get a mod which makes most non-diseased creatures neutral. Fighting cliffy after cliffy after cliffy after cliffy after cliffy after cliffy after cliffyafter cliffyafter cliffyafter cliffyafter cliffyafter cliffyafter cliffyafter cliffyafter cliffyafter cliffyafter cliffyafter cliffyafter cliffyafter cliffyafter cliffyafter cliffyafter cliffy .... ARRRRRRGHGHGGHGH!!!!! gets especially tedious.
They did their best to faithfully recreate Vvardenfell from the original game. Even down to the hordes of Cliff Racers.
Aside from my weird issues with Rats and now Nix Hounds sometimes being friendly, Guar and Mudcrabs are friendly too. I think those are even supposed to be. Oh, and the Netches are friendly too, as they are in Morrowind. Same with the little Kwama insects with multiple legs, who beat their tails against the ground (edit: Scribs), and the Kwama workers.
I found lists of https://tesrenewal.com/comment/81667#comment-81667. To use console commands on quests, you have to use the formid of the quest, not the name.
Friendly nix hound. Plenty of nix hounds in ESO. A few NPCs have them as pets but most are hostile.
Knock 'em out with the ol' one-two.
Ewww. Jan will want to wash her hands after knocking that one out.
Not inviting decor. Looks like a former pole dancing studio.
That dremora looks pissed.
Flying high - wow, that is some serious acrobatics!
levitating flying! ... Jan really looks good in that kick-ass armor.
Friendly nix hounds, that's something I'd like to see, although cliffies are still at the top of my list!
Acadian: The problem with being a monk, is that you have to wash your hands after every fight...
Renee: She's levitating. She finally found someone who teaches the Levitate spell. It is the only way to get to some places in Morrowind. Sadly the Boots of the Apostle do not work. The Levitate on them is broken.
So glad you and January are enjoying MorroBlivion.
More great shots that capture the MW haunting feeling.
Love Jan's new cape!
That dungeon looks not for the faint of heart or for those afraid of heights!
Is Khuul a cool place to visit?
More levitation. Looks like a fun spell.
Acadian: A superhero has to have her cape.
Khuul is in fact, a very uncool place to visit.
Gosh, January looks great in MOBW!
The underwater dude. . . is that a cross between a mudcrab, octopus and Dunmer?
Acadian Isles? I have more than one? Who knew.
Acadian: The underwater crab-dude is a Dreugh. I guess the inspiration for the Land Dreughs in Oblivion. I really don't know how that works.
It looks like you have lots of Isles, Acadian. They are really rainy though. But that might just be January...
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