Tried it out. Definitely a step in the right direction. A few things:
-You did name some of the landscape textures in the wrong way, e.g. morro\TxUBMUdirtU01Pdds - instead of morro\TxUBMUdirtU01.dds
-Darnim's interiors are named Ildril (or Ildrin?) instead of Darnim.
-The Morrowind worldspace is called Morroblivion instead of Morrowind.
As an aside, my Baan Malur council hall is all black but it seems that yours is fine?
Thanks for testing and feedback. I fixed the landscape texture naming. I also made more substitution files (the *.csv files) for Morroblivion land textures and creatures. And I've also fixed AI packages for NPCs and creatures... so basically, this is now nearly the equivalent of what the ESPConverter would produce (except that the ESPConverter also converts meshes/textures/sounds). The one big thing missing which the ESPConverter is able to do is converting simple scripts. And of course, the major advantage that this ModExporter has over the older ESPConverter is that it is 64bit and shouldn't run out of resources and crash due to too many records.
Regarding "Darnim/Ildrim", there's nothing hardcoded for the name of interior cells -- make sure you're using the latest version of TR and that you are looking up the latest official naming of the affected town/setttlement. I intentionally named the worldspace Morroblivion so I could easily identify output from the modexporter vs the old ESPConverter.
Here is testbuild02: no dialog yet, it will take me several weeks (at minimum) to research and implement a solution for migrating dialog from the Morrowind system to Oblivion system.
The next thing on the todo list is fixing the FormID importer to lock in FormIDs for all referenced records in TR_Mainland and TR_Preview... Otherwise, your exported TR_mainland/TR_preview will be incompatible with mine and incompatible with the next person -- meaning everyone would have to make their own custom mods/replacers/patches... and that sort of defeats the purpose of sharing mods. However, I need to take a break as I am pretty burnt out after my several weeks of working full-time on the modexporter to get it to this point... but don't worry -- I'll at least update the TR_Fixes patch so people have fast-travel markers. Update:
The new TR_universal_fasttravel.esp patch is now posted. If you are using TR_Fixes_12, then you don't need this. This is a version which only has travel markers and the pathfinder NPCs. It is completely independent and compatible with all Tamriel Rebuilt mod versions. It only requires the base v064 Morroblivion / Oblivion setup, however, you will probably want to have a TR_Mainland.esp and a TR_Preview.esp installed so that you have a landmass to stand upon. **NOTE: the town/settlement names in the fast-travel markers are all old (circa 16.03) so they will not match the new name assignments in the later version of TR.**
Sorry -- testbuild02 accidentally broke filename paths... will upload a fix soon-ish. Just uploaded modexporter-testbuild02b_bugfix_update.7z. Just extract this over the top of testbuild02 and over-write the exe file.
Understood. Turns out that Ildrim will be the new name for Darnim, just the exterior hasn't been updated by the TR team.
Tried it with the new converter and Baan Malur no longer has the pink ground. There are still some missing meshes here and there, and some black meshes but there's already massive improvements regardless.
Keep up the great work. :)
Yeah the most recent version has some major differences compared to the version used for the first converter.
Ponyrider0, how much dialogue is there in TR compared to Morrowind vanilla? I know the structure of dialogue between the games is totally different...
Vanilla Morrowind has 2,358 Dialog Topic records and 23,693 Dialog Response records.
As of version 16.12, TR_Mainland has 1,251 Dialog Topic records and 19,755 Dialog Response records.
Also, I should clarify that those are unique or modified records. Nearly all generic Morrowind Dialog records (Rumors, Secrets, Advice, My Job, My Background, Mainquest events, (Vvardenfel)Faction) will already work when talking to TR NPCs. What I'm talking about doing, is converting the dialog which is unique to TR factions, quests, locations, etc.
Yeah, that's going to be a PITA to convert I imagine, since Morrowind has those things were you can ask more information about X term an NPC uses, iirc.