IMPORTANT: If you are using Morroblivion v63 or newer, qwertyasdfgh has provided an updated version of this mod. Get it HERE.
The rest of the information below is provided for informational purposes, regarding how this mod works and so forth. However, it only applies to the versions below, NOT to qwerty's updated version for Morroblivion v63 and newer. Changes in the main Morroblivion master file mean that the below versions (in this post) are NOT compatible with Morroblivion v63 and newer.
I highly recommend always using the latest version of Morroblivion, so the information below should be of little interest to most people.
This mod will conflict with anything that alters the beginning of the Oblivion main quest (e.g. 'main quest delayer' mods) and anything that alters Oblivion character generation (e.g. 'quick start' or 'alternate start' mods). Don't use them together! If you must use these mods, use Dave B's world transport mod instead.
While Dave B's world transport mod does the trick, I wanted to expand upon that with these additions:
- gives you options of where to start - YES!
- gives you options for quickstarts to skip the tutorials - YES!
- improves world transport realism - real dialogue, character interaction, realistic costs (1000 gold) and time delay (3 days) for world transport of this magnitude - YES!
- minimally impacts the game for maximum compatibility with other mods - 3 NPC's, a handful of objects and startmarkers, two cells, two quests, five scripts, two global variables, some AI packages etc - all cleaned in TES4edit - YES!
- works properly regardless of whether you have an existing Oblivion character, an existing Morroblivion character (but haven't used this mod yet) or if you are creating a new character to start out in either place - YES!
- plays the morrowind intro video if you are starting a new game in Vvardenfell OR if you haven't been there before - and it plays only once, and you can skip it if you want - YES!
- plays the morrowind intro music when you start a new game in Vvardenfell - YES!
The mod has been cleaned in TES4Edit but you should still check it if you're paranoid.
It has been tested by me with Morroblivion v024 through v052. It should continue to work with all future Morroblivion versions. If I get hit by a bus, updating the mod is pretty easy - everything I added begins with CAT (or aaaCAT for quests/topics).
You should use this mod instead of Dave B's World Transport mod, as they perform the same function. I don't think anything should conflict if you use both, but using both is pretty redundant and I can't imagine anyone will want to do this.
With this mod installed, you will start in an empty cell. A message box pops up (not immediately, but 5-10 seconds after you set your character's name and race) asking you where you want to go. There are four options. The "quickly" options are quick-starts that skip the tutorials.
- Vvardenfell, as usual: Normal Morrowind Start - just like how Morroblivion is now. You can use the world transport NPC on the ship in Seyda Neen to go to the Imperial City. To start the Oblivion main quest, you can find a dead knight outside of the usual sewer exit to the Northeast of the Imperial City Prison.
- Vvardenfell, and quickly: Fast Morrowind Start - puts you at the exit of the census and excise office with the package in your inventory and the Morrowind main quest started. Make sure to set a class and a birthsign when you exit (similar to the sewers in oblivion). You can talk to Jo'Tesh on the ship in Seyda Neen (during the day anyway) to go to the Imperial City. To start the Oblivion main quest, you can find a dead knight outside of the usual sewer exit to the Northeast of the Imperial City Prison.
- Cyrodiil, as usual: Normal Oblivion Start - allows you to start Oblivion as normal, in prison. You can talk to Kisimba the Imperial City Prison Courtyard (during the daytime anyway) to get to Morrowind later, and start the main Morrowind quest as usual.
- Cyrodiil, and quickly: Fast Oblivion Start - puts you right by the sewer exit with a chest of loot from the Chargen quest. Make sure to set a class and a birthsign when you exit. You can talk to Kisimba the Imperial City Prison Courtyard (during the daytime anyway) to get to Morrowind later, and start the main Morrowind quest as usual.
There are two NPCs added to the game. Jo'Tesh is on the deck of the ship outside Seyda Neen during the daytime). Kisimba is in the Imperial City Prison Courtyard during the daytime. They require 1000 gold to transport you between nations, and have a little unique dialogue of their own. Yes, I did stick to the Lore so this mod blends in well.
- Thanks to Dave B and his World Transport Mod - it helped out a lot in writing this one.
- Thanks to Xris for fixing the travel glitch, which gave me the methodology to put together this mod.
Download & Installation
1) Download one of these two files - CHOOSE ONLY ONE:
Link to LATEST version 11
Link to LATEST version 10 for people using realism mods like Real Hunger, Real Sleep, Vim and Vigor etc. The only difference is that in this version no time passes during transport, so your character doesn't die of starvation.
2) Extract the .7z file to your Oblivion\Data\ directory like any other mod OR install them properly with Wrye Bash - It's OK to overwrite files (if any) as there are some duplicates of those in my Morroblivion Complete Installation.
3) Upgrading from the previous version: just copy over the new files, activate the new mod in your load order, and deactivate the old mod in your load order
4) Any load order should be fine, it's not a complex mod. You should avoid using this mod in conjunction with any other mods that alter Oblivion's default character generation and tutorial process or any other fast start mods. When in doubt, put my mod at the end of your load order and disable all mods that alter character generation.
v1: Initial release
v2: Fixed a bug if you install this mod + morroblivion and want to use a pre-existing oblivion character
v3: Fixed a bug if you install this mod and already had a character you made in morrowind but you hadn't started the oblivion main quest. Also fixed an error where two 'amulet of kings' ended up in your inventory if you made certain choices. Added some more dialogue to the transport NPC's as well.
v4: Fixed a floating chair for one of the transport NPCs... didn't notice it until I went to take some screenshots.
v5: Added the ability to play the morrowind intro video when starting a new character in morrowind, or when travelling to morrowind for the first time. Replaced some dialoge so that the transport NPCs greet you based on what choices you've made to start the game (yay realism). Fixed some script issues. Toned down the fire in the starting cell so that your character's face is lit better. More realistic pricing for this kind of transport (1000 gold) and time passing by (6-7 days depending on which way you're going).
v6: A few more dialogue fixes for the transport NPCs and several fixes for the "Vvardenfell, and quickly" option.
v7: Huge rewrite, fixing numerous bugs, including problems with being able to start the official DLC quests and issues with Jo'Tesh not staying in place. Added AI to both NPCs, re-wrote Kisimba's character slightly, and moved Kisimba to the Imperial City Prison courtyard for continuity with the Morrowind storyline.
v8: Added Darth South's quest Icon and added playing the Morrowind Title Music if you start a game in Morrowind
v9: Fixed some issues, including: "Fast Morrowind start does not enable dialogue to free slaves" and "Fast Oblivion start means that some of the assassins in the tutorial are still alive". Also updated the mod for some minor changes to the master file.
Link to OLD version 9
Link to OLD version 9 for people using realism mods like Real Hunger, Real Sleep, Vim and Vigor etc. The only difference is that in this version no time passes during transport, so your character doesn't die of starvation.
Link to OLD version 8:
- Link to OLD version 8 for people using realism mods like Real Hunger, Real Sleep, Vim and Vigor etc. The only difference is that in this version no time passes during transport, so your character doesn't die of starvation. http://www.mediafire.com/file/qv3uhabl0vkeb9n/Morroblivion_C...
Link to OLD version 7:
Link to OLD version 7 for people using realism mods like Real Hunger, Real Sleep, Vim and Vigor etc. The only difference is that in this version no time passes during transport, so your character doesn't die of starvation.
Link to OLD version 6:
NONE!!! :-) Finally, nothing in this section. Still, if you are starting a new character for real, like a totally new game with a new character you are taking up to level 50, then you should use one of the "as usual" start points just to be safe.
Here are some screens from the beginning:
Now with character confirmation in Seyda Neen (just like in Oblivion)... you will not get this screen, of course, with a pre-existing character or if you choose one of the Cyrodiil start points with this mod.
Here is the Oblivion Quickstart, note the loot chest, which contains most of the items from the CharGen Quest that you skip (obviously this chest only appears if you choose the Oblivion Quickstart)
On the left, Jo'Tesh on the ship in Seyda Neen. On the right, in the Imperial City Prison Courtyard, Kisimba, hard at work:
And here is the dead knight that shows up if you haven't started the Oblivion main questline yet (either in your existing Morroblivion game, or if you start a new game with this mod, but choose one of the Vvardenfell start points) -- go pay him a visit if you want to start the main Oblivion questline: