Integrates some of the more popular Oblivion mods to be more organic to the Morroblivion world.
After starting my Morroblivion adventures I was disappointed to find out that several of my favourite mods were not very compatible with Morroblivion. So I decided to create a series of compatibility patches, then I decided this would be best as a single project that could benefit everyone and hopefully be easier to maintain and distribute.
Morroblivion Cava Obscura - This is the Morroblivion version of Cava Obscura (also known as Darker Dungeons or Let There Be Darkness) using the same philosphy that a little bit of ambient light is still good. Every dungeon, cave, tomb, shrine, barrow, ruins, mine or appropriate interior cell (such as prisons) has had it's ambient and fog lighting reduced by 90%. Bring a torch! Or a light spell! Or nighteye! Well they are all useful now.
- Reduces ambient and fog lighting in all appropriate interiorsby 90%
Supreme Magicka - Supreme Magicka 0.90b is a requirement. This was the first mod that I decided to integrate. I found it frustrating that many of the good spells (even ones that were originally in Morrowind) could not be accessed in the Morroblivion world because nobody was selling them.
- Add Supreme Magicka spells to Morroblivion spell trainers
Update: Instead of replacing a lot of Morrowind spells, I just added all the "new spells" from SM and some that were clearly not available in Morrowind. There will be some lap over, a few summon spells, fortify jump and summon spells. But the spells are spread across 14 spell trainers so it should feel more intergated.
Current work in progress..
Fearsome Magicka - Similiar to Supreme Magicka, this will add a custom NPC to belongs to House Telvanni and will have lore friendly dialogue references to "Chronomancy" that will sell the Fearsome Magicka spells;
- Add custom NPC that belongs to House Telvanni somewhere that sells FM spells
Oblivion XP - This is one of my favourite leveling mods but unfortunately it is very incompatible with Morroblivion quests. It's a very mixed bag when using it and definetly doesn't represent the right balance of XP. Generally I just turn off quest based leveling when using Oblivion XP but now the quests will all have appropriate XP.
- Adds quest support for Morroblivion quests for Oblivion XP
Update: I scrapped plans for Oblivion XP, it was unreliable and time consuming and Morroblivion is completely playable without quest exp being granted. Just adjust the exp bonus for exploration and kills to give more and problem solved.
These mods are possible future mods that will be integrated.
Enhanced Economy - There is nothing inherently incompatible with Enhanced Economy for Morroblivion but some features have no effect on Morroblivion. For example, Local Economy features to create a more dynamic trade environment where certain cities sell stuff for more or less. Illegal Looting so that some farms and public areas have things that are illegal to loot. And my favourite, Merchant Quests where merchants ask you to go retrieve certain object from a local tomb or dungeon. The integration will aim to include the following in order of priority;
- Local Economy feature support so that certain cities buy things for more or less accordingly
- Illegal Looting to make farms and certain public areas illegal to loot
- Merchant Quests where merchants ask the player to perform quests to retrieve an item from a local tomb or dungeon
Release and Testing
Download v03: http://www.mediafire.com/?fo7te4eoepp2zir
Also please post any suggestions or if anyone would like to help! Thanks!
Download updated Cava Obscura thanks to qwertyasdfgh: http://www.sendspace.com/file/2bglt4