Morroblivion GUI version .98b by Savant ________________________________ Description ________________________________ This application serves as a graphics user interface to Galadrielle's ESP_converter, otherwise known as Morroblivion. The GUI helps customize converter settings, manipulate resources, and execute the converter. Requirements ________________________________ This application requires the following to run sucessfully: Morrowind Oblivion Morroblivion v.98b .NET Framework 2.0 or higher (If you can run Oblivion Mod Manager, you should have the right version) Installation ________________________________ Extract the contents of this folder into the folder housing the converter. Morroblivion.exe should share the same folder as ESP_conv.exe. Open Morroblivion.exe, and the rest is straight forward. This application is currently in development, and I cannot guarantee converter settings will not be messed up by it. It is recommended you make a backup copy of your Morroblivion folder prior to first use. Conflicts ________________________________ This application should not cause conflicts with any mods, with one exception. At the user's request, this application deletes morroblivion resource files prior to conversion, so that resources may be updated to reflect current converter settings (namely, texture replacment). This will as a result delete any mesh replacements made using Von Djangos's "Armors of Morrowind" and "Weapons of Morrowind" mods. This can be easily fixed by reinstalling these mods after conversion, or simply not using this feature. I may also release a future version of Object Replacer to correct this issue. Usage ________________________________ When you start the interface, the most important buttons of the program you'll see at the bottom of the window: save and convert. "Save" saves the settings for the converter you specify while using this program. "Convert" simply runs the converter. Before you start pressing those buttons, though, perhaps you'd like to fiddle with the converter's settings first? (afterall, that's most of the purpose of the interface). On the most general level, you can specify what folders Morrowind and Oblivion are installed to, and what files you'd like to convert. This can be done under the Tools>Settings menu option. In addition to typical converter settings, you may also opt here for features provided by this interface in this Dialog. By selecting "Overwrite files," this application will delete old morroblivion resource files from previous conversions, allowing updates to texture replacement settings to be reflected in game. By selecting "Modify load order," this application will modify the load order of morroblivion_ob.esm, fixing a problem causing large amounts of "invisible" or "underwater" exterior cells in English versions of Oblivion. On the most detailed level, you can specify converter settings on an object-by-object basis. This can be done under the several tabs you first see when you start the program. Each tab represents a converter setting you can modify: Object Replacement Here, you can replace Morrowind objects with objects or meshes from Oblivion. Morrowind objects are specified by their CASE SENSITIVE editor ID, and may include modded content. You MUST supply what type the Morrowind object is, using the combo box to the right of the editor ID text field. Oblivion Objects are specified by their form ID in Oblivion.esm, and may NOT include modded content. You can remove a morrowind object from conversion by selecting "Remove" in the combo box to the right, modify a Morrowind object's placement by selecting "Modify", or specify an object is a particular type (such as a tree, furniture, LOD, or an animation). Resource Replacement Here, you can replace Morrowind textures, meshes, and sounds with files from Oblivion. Morrowind textures are specified as texture files relative to Morrowind\Data Files\Textures. Oblivion textures are specified as .dds files relative to Oblivion\Data\. Keep in mind replacement of any meshes or sounds requires you to convert from within this interface (I've added this feature, myself). Map Marking Here, you can add Map markers to the Morrowind landmass. Specify the type of marker, the name of the marker, and the marker's position. For Town markers, you must give a name for the town, and an ABSOLUTE position for the marker. For all other marker types, you must specify the CASE SENSITIVE name of an interior cell, and its position RELATIVE to that interior's teleport marker residing in an Exterior cell. Armor Binding This is a little difficult to explain. If you've played Morrowind, you'll recall you were really able to customize the armor you wore--for instance, you could wear pauldron (shoulder guards) seperate from your cuirass, and you could simultaneously wear two different types of gloves on each hand. Oblivion simplified this system, and you may need to specify to the converter how these armors will fit together if you are converting something other than Morrowind and its expansion packs. Source armors when occuring together will be replaced by the target armor. Both source and target armor segments are specified using their CASE SENSITIVE editor ID. Furniture Tweaking Finally, If you've played Morrowind you'll remember you couldn't sit down without the help of mods, so here you can modify a Morrowind static to be used as furniture in Oblivion. To do so, you must specify how characters will interact with the object (such as whether it will be used as a chair, a bed, etc.) Specify the CASE SENSITIVE editor ID of a morrowind static, the type of furniture it is (numbered 1 through 14 - furniture types are undocumented in the converter.), and the position/rotation of a character who sits or sleeps on it. All furniture statics must be specified as such in the Object Replacement tab using the "Furniture" object type. Keep in mind the converter comes with all the settings needed to convert Vanilla Morrowind, and you'll only need this if you'd like to further improve your stay in Morrowind, or possibly convert a mod. Under each tab, you may add an entry you specify to the list, remove a selected entry from the list, or replace a selected entry from the list with an entry you specify. You may also "Comment out" entries using the check boxes to the right of each entry. This will remove the entries from the converter's consideration, allowing you to make comments in your converter settings, or temporarily remove entries for experimentation. Entries you entered manually may also appear commented out becuase of incorrect file syntax. This is done automatically by this application to ensure syntax errors do not cause problems with conversion. If this occurs, DO NOT uncomment these entries! Many syntax errors will cause entire blocks of converter settings to not run properly. Furthermore, such entries will just be automatically commented out the next time you start up this application. The best response to incorrect syntax is to use this application to re enter the line in the converter settings. This application should be far less likely to enter invalid syntax than manually editing settings files. You'll also notice autocomplete will help you find the names of Morrowind Editor IDs and resource files. By default, autocomplete can fill any editor ID or file name from Vanilla Morrowind and Oblivion. If you'd like to add the editor IDs or files used in other ESMs, ESPs, or BSAs, just go to Tools>Autocomplete. FAQ ________________________________ What is Morroblivion? Morroblivion is a project attempting to import the landmass of Morrowind into the Oblivion game Engine, centering around a .esp converter and a .nif both made by the member, Galadrielle. Wasn't this project banned? Bethesda has indeed banned discussion of the mod on its official forums, and has requested TesNexus and Planet Elder Scrolls take down the download for the converter. This was in response to Morroblivion's ability to transfer 3rd party content (meshes, textures, and sounds) into Oblivion, which Bethesda is obligated to prevent by the producers of this content. Nevertheless, mods that rely on the converter still can be posted, and updates to the converter can be posted on sites, elsewhere. Its our ultimate hope we can recreate or replace the objects in Morrowind, and legitimately release the mod on these sites. What does Morroblivion convert? Morroblivion converts almost all objects in Morrowind, with the exception of creatures and some animated statics (waterfalls, fires, etc.). Any object that cannot be converted can be replaced by a similar Object from oblivion by specifying the replacement in the converter settings this application alters. Quests, most scripts, and dialog outside the CS are also unable to be converted, thus far, though mods exist to alleviate some problems. Will this work in my language? If your version of Morrowind is in English, it will convert to Oblivion in English, if its in French, it will convert to French, if its in ancient Klingon, it'll convert to ancient Klingon. So far, though, the interface I made only displays English. If you'd like to change that, just PM me a translation of this readme and the MorroblivionGUI.en.txt you find in this download and I'll make sure to include it in the next version. I cannot convert on Vista Vista is not allowing the converter to access a file in C:\ Move the converter to the base of C:\ and if all else fails, create a copy of Morrowind and Oblivion somewhere other than in Program Files. I receive an error when converting the file "wolf/skin4" This almost always happens when converting Bloodmoon for the first time. Just rerun the converter a couple times and the problem should resolve itself. I receive another error while running the converter. Check that you have all the right files, have specified the right folders for Oblivion and Morrowind, and if all else fails, the majority of problems can be fixed by running the converter more than once. How do I reach Morrowind? There are a number of mods which are capable of doing this without using the console. The .esp packaged with the converter works best for French users, while CNME, Anvil Alternate Arrival, and Morroblivion Travel Quests work best for English users. If you're not interested in using these mods, simply open the console in game (hit '~'), type "player.coc BalmoraVSTemple" (no quotes), and you will be teleported to the temple in the city of Balmora. I'm experiencing large amounts of "invisible" or "underwater" landmass. This is a problem with the load order of morrowind_ob.esm. Simply check "Modify load order" under Tools>Settings, convert, and the problem will be fixed. People in Morrowind are missing arms. Some clothing is not entirely converted. If you prefer to use oblivion clothing over low quality Morrowind clothing, the mod "Morroblivion Object Replacer" will fix this issue. I'm experiencing a number of missing meshes As mentioned before, the converter is still in development, and many things have yet to be fixed. Some issues can be alleviated by customizing converter replacements using this application. Where can I recieve updates about the project? Links to a number of resources can be found under Help>About... in this application. The most up to date resource is obviously the official thread, located in When is the next converter update? It'll come when it comes. Galadrielle not too long ago has stated the next version is in the works, just so you don't get worried. How can I help? Anyway you'd like! The English Morroblivion community has no centralized leadership, so whatever hasn't been done yet is fair game. Quest modding and 3D modeling is most sorely needed, but if you don't have many skills, bug testing and even spreading the word about the mod works just fine. Speaking of which, I could even use some testers for this app. :) History ________________________________ .98b,2008/10/17 Autocomplete feature find/replace feature Ability to replace morrowind meshes and sounds. Improved flexibility of code Licensed under GPL3.0 .98, 2008/10/04 Rewrote into C# updated to .98x converter undo/redo feature drag/drop feature copy/paste feature numerous productivity enhancements .9, 2008/08/11 Initial release for .97x converter in Java. Credits/Thanks ________________________________ Timeslip For letting me borrow code from his reknown Oblivion Mod Manager Ghostwheel For his work mapping the BSA and ESP file formats of Morrowind and Oblivion The Morroblivion community For keeping the dream alive. Galadrielle For letting all our work in Morrowind not be in vain. LHammonds For the Readme Generator this file was based on. The SharpDevelop community For the great open source alternative to Visual Studio used to make this application TESNexus.com For the one-stop-shop resource for authors and players, including its many quality Morroblivion mods. Bethesda For not one but two great games. Tools Used ________________________________ SharpDevelop http://www.icsharpcode.net/OpenSource/SD/ Rad Software Regular Expression Designer http://www.radsoftware.com.au/ IcoEdit http://www.mapletop.com/icoedit/faq.html Readme Generator http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp Licensing/Legal ________________________________ This interface is licensed under the terms of the GNU General Public License 3.0. Note, however, the converter this interface relies on is not licensed under these terms. This application is intended to be useful, but is provided as-is with no warranty, expressed or implied. I am not responsible if this application blows up in your face. Furthermore, blah blah blah blah... This application is currently in development, and I cannot guarantee converter settings will not be messed up by it, so once again, it is recommended you make a backup copy of your Morroblivion folder prior to first use.