This is an attempt to make Morroblivion contemporary to events of Oblivion, by removing various time inconsistances.
Made for Morroblivion 061, should work with 062.
Changes are:
- restored original chargen (start in jail)
- removed all cliff racers. {{BASH:Delev}} added.
- disabled Jiub
- disabled Caius Cosades
- made morrowind topics work ok (little secret etc)
- disabled ability to join Great Houses
- restored Oblivion's starting timestamp
- disabled Maiq
- disabled all quests which would give same artifacts as in Oblivion
- disabled Tribunal MQ.
- added 2 spells to travel to/from Mournhold, sold in MG in Balmora
- added 70 oblivion gates all over Vvardenfell and Solstheim
- Ald'ruhn is now overrun with daedra.
- disabled the door to Dagoth Ur
- disabled Fargoth, removed his ring.
V 1.01 update:
- disabled Gothren, his Mouth and Bolvyn Venim
v 1.02 update:
- Reduced daedra count at Ald-ruhn to 10 (not counting those who emerge from gates) to lessen the impact on AI
- added price to corprus meat ingredients. Wicked stuff - but goot for preparing poisons.
V 1.03 update
- added a quest which has a script adding all those topics and closing MW chargen quest. Now this mod should be compatible with alternative start (in Tamriel) mod.
V 1.05 is posted below.
V 1.06 is posted below.
V 1.07 is posted below.
Mod is designed to be used with a new game.
Load order: put it along with other Morroblivion-enhancing mods.
Have fun.
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I like how this is looking, do you have any other plans for this?
Interesting idea. Out of curiosity, why did you remove Fargoth and Great Houses?
Also, what do you mean by:
?
Not now.
He looks like a dumbass to me tbh. I doubt he'd live all those 6 years ;)
As for Great Houses -- iirc Redoran has a line which fights vs 6th house, which is irrelevant already. Thought easier to disable whole thing, my time constraints are really heavy.
Just had to dig a lot to find where they initialize (addtopic) and to move their init to other script. It is not a pointer to a possible bug as wording might indicate, there are no bugs :)
v 1.01 released.
- disabled Gothren, his Mouth and Bolvyn Venim
Top post updated.
Added to the Mod List, under 'Gameplay' category.
Ok thanks.
Okay, just figured out that this mod exist an hour ago. AWSOME!!!
Where do I put it in my load directory though? heres a screenshot of where it is now, right now its messing up MORROBLIVION.
Thank you so much for this! I've been looking for something like that for years! Fantastic!
The mod still feels a bit unfinished at times though. NPCs still talk about the Nerevarine prophecies as if they were something that haven't happened yet, among other things. Given that you stated months ago that your time constraints were heavy and that you had no further plans for this mod, do you mind if I try to expand on it? (If so, I'd start with the dialogue and then move on if I can find the time to learn modding Oblivion enough. I haven't modded any TES games since Morrowind.)
At the time of writing this, Haldar has been missing for 7 months... anyone know what happened to him, and whether he'd object to me trying to continue his work? Thank you!
You can try contacting him on Nexus or official forums, maybe he checks there more often.
Good idea. I found someone called Haldar1248 on the Nexus and sent him a message, we'll have to see if he responds.
I just updated to Morroblivion v064 (I just had an old installation going, v57 or something) and I think the mod needs updating for that as well. I can't get it to work with the default character generation / transport at all, and there are all kinds of error messages in the Chargen scripts in the CS. Fortunately Haldar's mod seems to work with the Portal Spell mod (and for new characters, changing the Morroblivion.ini to get back the default Oblivion beginning does the trick it seems).
Haldar responded on the Nexus and it seems the mod isn't quite as dead as his post and absence here might seem. Apparently he's made some updates that he hasn't uploaded. I suggested some other changes he seemed to agree with and some he doesn't, but he sounded like he was going to try to take a look at the mod again. We'll see what comes out of that. So in the meantime I'll just be trying to mod/learn modding for my own personal use.
Here's a new version -- 1.05
Changes:
- updated for Morroblivion 064
- disabled joining great houses (for real this time)
- disabled ghostfence
- all bash tags added.
- Red Mountain weather is now same as in Ashlands
- various dialogue fixes - concerning slavery and Nerevarine
- added a rumor about why there are no Gates (which i had to remove as they werent working)
- adjusted price of some ingredients.
- opened doors in census office in Seyda neen.
- made some (not all) dreamers into Mythic Dawn Agents
- maybe some more fixes that i forgot about.
Have fun.
I wanted to ask whether it might be possible in a future version that is Oblivion Crisis function as an extension to the original mod, so that the changes of Oblivion Crisis are only activated whom to the main quest of Morrowind, Tribunal, Bloodmoon and Kvatch quest in Cyrodiil completed.
Greeting
Dunno. I have no plans for it anyway.
Shame about the gates, but awesome to get an update nonetheless!
v 1.06 up
- fixed volcano weather - for real now. Blight storms are gone, but ash storms are very likely.
- more dialogue updates in various topics.
- removed 'evil' flag from two main factions - 0factMorrowind and nolore, same with slaves and 'crouched ppl' factions.
- fixed guar hides quest, it was giving 11 rings instead of 1
Erm... Why?
It's a controversial change, i know it - and is a matter of personal reason. Having 0factMorrowind being evil messed with illegal looting feature of Enhanced Economy: actors (all except guards) were considered evil by that mod, thus lootable with no penalties or problems. All of them - good law-abiding citizens and bandits in the wilderness.
Other factions got it removed just in case.
Well, setting 0factMorrowind to non-evil will make it illegal to kill bandits.
Actor is only considered "evil" by the game if he belongs to only evil factions. At least one non-evil faction will make actor non-evil.
If Enhanced Economy detects otherwise, than it's a bug in that mod.
>> Well, setting 0factMorrowind to non-evil will make it illegal to kill bandits.
Aye, unless bandits are removed from that faction and added to some 'evil bandit' faction only.
>> Actor is only considered "evil" by the game if he belongs to only evil factions. At least one non-evil faction will make actor non-evil. If Enhanced Economy detects otherwise, than it's a bug in that mod.
You speak about 'isactorevil' command, it behaves exactly as you said. But EE took more serious approach -- it analyzes NPC's factions and if ANY of them is evil (even it is 1 evil for 10 non-evil factions) -- then NPC is considered 'evil' (for this mod) and legal to loot. So it's a feature, not a bug :)
And I didn't quite understand why each and every (or almost, i didn't check it through) NPC in Morroblivion belongs to 0factMorrowind faction -- even those ones who are destinied to be killed in some cave.
In which case they'll lose their Morrowind voices.
Dialogue conditions. It was all done by converter automatically.
Okay...so there are no good solutions it seems..
Version 1.07 added.
- really adapted for v064, removed unneeded changes
- Raven Rock is now available
- disabled Bloodmoon MQ and East Empire Company quest.
I was unable to download this mod. The picture below shows what the link pulls up.
Your browser is trying to open esp file as plain text. Try right-clicking on the link and selecting "Save File As" or something similar.
Version 1.08 is up
-- disabled Big Head and Sheogorath's fork: he and the fork are in Shivering Isles now.
-- disabled Sheogorath's quest.
-- reversed changes to factions from 1.06. Better this way.
-- restored Food flag to Scuttle, Ash Yam, Hackle-Lo and Holly berries ingredients that were removed earlier.
Might I suggest tweaking the greetings in/around Ald'ruhn so the inhabitants don't talk cheerily while the city is being torched?
Might I suggest tweaking the greetings in/around Ald'ruhn so the inhabitants don't talk cheerily while the city is being torched?
I wish there were a version of this mod that just added Oblivion gates.
All the links no longer work. Share. If you have this mod.
You Right Click ( Save Target As ) the .esp Downloads.
Thank you! I did not know that so it is possible.
So I had the absolutely terrible idea to use this as a foundation to create a Kvatch-esque invasion of Ald'ruhn with the mass murder of all non quest-essential NPCs by Daedra and the resurrection of Skar the Dread Crab Emperor. Let me tell you that I'm only 1/4th of the way done and it's already consumed like 6 hours of tedious scripting. :V
Dude, if you did that, you would be so freaking awesome I've been wantingmod like that sinceI discovered Morroblivion back in 2012
The mod is, for the most part, done. I'm not going to call it anymore than an alpha version, though, because the scope makes it tedious to test and I don't really have the free time during the holidays to test it. This evening I'll package the mod up so people can test it, if they want.
Thanks for your work on this mod !
Sounds like a great idea, but really wish there was a less aggressive version of this mod. I could almost imagine, completing the main quest in Morroblivion would cause the Invasion of Ald'ruhn, Kvatch Gate and Oblivion Crisis, to start. That way most of our Morroblivion/Morrowind experience would remain intact. Then focus on correcting dialogs and other minor issues.
That's awesome man! Are you planning to upload it anywhere?
...SO SORRY. I totally meant to upload this. Doing it now. x.x
I'm confused... has the new version been uploaded somewhere? Is it compatible with Morroblivion 064?
Germandeathkittiez wrote:
My expanded version of this mod is here:
https://tesrenewal.com/forums/morroblivion-mod-releases/relz...
There are still some incomplete bits and pieces in the mod, though...I'll try to upload my newest personal/beta version sometime this weekend: you might want to wait for that. I need to compare its edits to the Unofficial Patch, to insure it doesn't re-break anything.
Awesome, thanks! Maybe I'll try it if I have enough plugin space!