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Puddles
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[RELZ/WIP] Morrowind - Oblivion Crisis

First off, without Haldar's permission to use his mod as a basis, this mod wouldn't have ever been conceived. This mod is supposed to make Morrowind contemporary to the rest of Tamriel during the Oblivion Crisis. As such, all of Morrowind's main quests related to Dagoth, the Tribunal, and the Blood Moon are (hopefully) properly disabled. I've been able to accidentally get Blood Moon started, but hopefully I fixed that. The destruction of Ald'ruhn is extremely detailed, and I spent more than a week tediously going through every quest and NPC in Ald'ruhn to avoid killing anyone who would make a non-MQ uncompletable. Necessary NPCs are moved to evacuation camps or neighboring guild halls with new AIs. If I missed anyone, please let me know -- that's why this is still a WIP.

  • Everything from morroblivion_-_oblivion_crisis.esp_3 (with Haldar's permission) is included in the new .esp, with some minor modifications.
  • Ald'ruhn goes through several stages. Triggers are the destruction of Kvatch, infiltrating Dagon's shrine, and the destruction of the Great Gate outside Bruma.
  • Non-essential NPCs are slain during stage 1, quest-essential NPCs are relocated to their nearest neighboring Guild location, Vivic's Redoran plaza, or Fort Buckmoth with new AIs and bedrolls. Quests that required an item from Ald'ruhn have been given an alternative method of acquisition.
  • The city does indeed RISE UP AND ATTACK the Daedra, which...is kind of laggy. Hedgehog12 provided the (slightly buggy) model used for the unique horseshoe crab-esque mud crabs. I don't know who created the troll skeleton-rigged crab I used for Ald'ruhn, but it wasn't me.
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scotty35503
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Okay, this is effing awesome.

Okay, this is effing awesome.

Will I be able to use this with my existing save? I've used this character to play through Morroblivion entirely and am now working my way through Oblivion's quests. The quest I'm on is the one right before the Great Gate at Bruma. Will there be any strange side effects if I activate this mod now?

Thanks for your work on this!

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There 'shouldn't' be, but..

There 'shouldn't' be, but...be sure not to be in Ald'ruhn or Ghostgate when you activate the .esp, and when you load your save you should start seeing some yellow text in the top left corner. Stay where you are, let that all finish rolling, then save your game. You might want to close Oblivion and then open it again. The scripts only run once, but they are really big (Ald'ruhn has like 120~ NPCs for the script to address), so if you start doing complex stuff right afterward without refreshing the game's RAM it might crash.

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Gotcha. Thanks for the heads

Gotcha. Thanks for the heads up. I guess once I do this, there's no going back. I have 638 hours on this character and I've attached some bit of sentimentality to his personality. It'll be a strange feeling not being able to return to classic Ald'ruhn with him in the future. But this will enhance the realism of Morroblivion for me. I pretty much never go to Morrowind anyway, because it kind of breaks immersion that the Oblivion Crisis is restricted to just Cyrodiil. I've been waiting for this mod since I first started my character like four years ago.

Are there any Oblivion gates in Vvardenfell now or are you still working on that.

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Oh, almost forgot, any tips

Oh, almost forgot, any tips on Load Order? Obviously this won't be recognized by BOSS yet.

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There's no other gates atm.

There's no other gates atm. Haldar's original version of this had them, but he removed them due to some unspecified bug. I assume it's related to Oblivion Gates being meant to transfer from the worldspace Tamriel to a random Oblivion worldspace, but Morrowind has its own worldspace. Eventually I'll add a few more Gates, however -- like the one in Ald'ruhn -- if I can't figure out how to make them work they'll have a tweaked script stating "Mehrunes Dagon's power in Morrowind is so great that a barrier prevents my entry". Dagon is reviled and feared by most of Cyrodiil, but in Morrowind he's still a figure of worship...so it makes sense to me that breaking his gates might be harder/impossible in Morrowind.

As for load order, I'd put it below all the standard Morrowind mods, but above anything you have modifying Morrowind's leveled creature lists.

 

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Alrighty then, thanks for

Alrighty then, thanks for your help! :)

Edit: Just noticednoticed that Morroblivion NNpcs now have Oblivion dialogue when walking up to them. Could this be something leftovleftover from Haldar's mod? (Apologies forfor the janky formatting...mobile devices never work well with these forums)

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Yes, that's part of Haldar's

Yes, that's part of Haldar's work so they have something to talk about other than out-of-date Morrowind rumors.

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Did you think of trying a

Did you think of trying a Dwemer style Gate in Morrowind.

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I'm probably alone in this,

I'm probably alone in this, but my computer rolls over and dies when I try to go to Ald'ruhn. I caught a glimpse of that crab, though, and the gates. This looks awesome.

Even with TLB on my computer couldn't handle everything going on.

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Rename your Distant Lod to

Rename your Distant Lod to something else and have another go.

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Hm...I'll work on a more slim

Hm...I'll work on a more slim version where not every building in Ald'ruhn comes to life and a few less Daedra spawn, maybe that will help.

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Just a patch fixing some

Just a patch fixing some dialog issues I noticed.

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