I think we have to start a new project soon :)
for people who still don't know what i'm talking about. follow this link http://www.elderscrolls.com/
I think we have to start a new project soon :)
for people who still don't know what i'm talking about. follow this link http://www.elderscrolls.com/
Snow Accumulation was comfirmed almost straight after Skyrim was announced. It is completely dynamic and it is as likely to be in the game as the province of Skyrim and dragons.
I am puzzled,if rain is just an ambient effect,how can it interact with roofs and other objects.?
Ambient effects are really only effects overlayed across the players screen.?
But if rain is an object [every drop?] then it could be given collision detection to interact with any other object.?
I dont know really. I will try to find the mod I told.
That'd be cool, as this really is an interesting question. Rain with collision would be enormously resource demanding, I would think.
Its object detecting, IF object above player disable rain.
http://www.uesp.net/wiki/Tes3Mod:Morrowind_Code_Patch
that mod?
"Rain/snow collision. Rain and snow now collide with statics."
That is the one. And it Worked, I use it in my morrowind .
SB: But you'd still have to have the rain enabled in some parts of the screen. For example if you're on a roofed porch, you don't want it to rain on you, but it still should rain beyond the porch roof... right?
I never tried the Morrowind rain mod, but I expect it to work like that, YES! There was a Oblivion mod that did the same thing.
When object above player, then disable rain effect on player. There was a YouTube movie showing it. The rain outside was then faked with a texture, but the textures and rain boxes had to be placed by hand.
In morrowind was not that way. If you looked the roofed section from outisde, there was no rain in, so the rain does not stops when the player enter under the roof (it also works with the fungus trees)
I will try to get some screenshot in game if I can take one.
Edit: Sorry SB, I tested it, and since last time I played was on a netbook, I didnt realize the magnitude of the effect, and you are right, its exactly as you said!
Last month I watched a Skyrim movie showing rain inside as well. That tricked me to start a new “no rain inside” project. Unfortunately I was unsuccessful in projecting rain further away from the players view.
My idea was based on a massive extended grid of rain boxes around the player. If an object is above the player then the rain effect on player is stopped and a close outer ring of rain boxes is activated. Every rain box will check if an object is located above it. If so the rain box is deactivated and a more distant ring of rain boxes is activated and so on.
SB, that's brilliant! So the trouble was with rain falling far away? And the player could see that lack of rain in the distance/ the player sees through the near rain and can tell its not raining far way?
Hmmm. I assume that different cells can't have different weather. If cells could have their own weather then you could just cover the player's cell with the boxes...
Man, I just don't know, but I hope you keep working on it and let us know your progress! I like hearing how these things unfold.
First of all quit pressuring them this mod is not even finished yet, Secondly That sounds atrocious Morrobliviskyrim? They technically combined Morrowind with Oblivion to make this except with better graphics and more pre-installed mods (Such as a professionally built Combat enhanced mod that already alots dismemberment) Thirdly, Skyrim will already be epic enough they have 10x the quest line of Oblivion and that wins me right there alongside with 200+ voice actors and more cities and more realism so please quit being so assinine about this I don't mean to be "That Guy" but really it is infalliable anyhow the Administration already said "Cannot be done thanks to the different game engines used" or the "It would be like adding Daggerfall to Morrowind, it's just impossible" it cannot be done on the basis of two completely different engines and technically Gamebyro engine they are using Creation which is really, incredibly different from the two so please quite down and let THIS finish first and quit bothering the poor people, they are busy enough fufilling the wishes and needs for this gaming community in general, do not abuse their charitibility by being demanding and cruel.
I agree with s0m3gu7,lets just play skyrim for a while and use it`s CS [Creation Set] then if a few months from now we can bring it all together into one box it might be worth the effort.
but if Skyrim is as good as the reviews say then imo it would be better staying as stand alone.
Whatever the outcome I will still be enjoying playing morrowind in oblivion,thanks to the hard work and dedication of the main contributors on this site.Thanks! guys.
Hey everyone, great to see the excitement and abition still going. Even with Skyrim out now, Morroblivion is still a blast.
Porting Oblivion into Skyrim isnt strictly impossible, but it may as well be. There are some things we'll need first (and it could be monumentally difficult). The different game engines makes something like this MUCH harder than coming up with the original Morrowblivion converter.
However, ALL HOPE ISNT LOST. If a conversion program is to be made, there's one way I can see it happening, but it'll take time, and programmers (my friends and I are can program, but we're... novices when compared to a task like this). A rough way to think about it would be in the following easier-said-than-done-steps.
1)We'll need to know the internal file structure's for oblivions esp's (that is, we need to know how to read from and write to esp files). Fortunatley, this has been done already, there are a number of programs made by modders that can open up esp's, tinker with them, and re-save without a problem. Unfortunatley, there dosnt seem to be much information that I can find on how to actually do it, but we know its possible.
2) We'll need to be able to do the same thing with Skyrim's mod-files. The construction set is comming, and its only a matter of time before the file structure is figgured out. We're lucky that bethesda gives us so much access to thier files and modding tools, if this were a different engine, decoding the filestructure would be even more of a pain in the ass. But this is something we'll have to wait for, unless some tallented programmers come our way, and we'll still have to wait for the construction set to even begin.
3) Write a program that reads data from an oblivion esp, and inserts it into a Skyrim one. This part will take a tone of work, there's an endless amount of things that can go wrong, and it's a huge task (and its madness). It should be possible, because for MOST things in Oblivion, there will be an equivalent in Skyrim. (e.g, NPC, worldspace, dialog, item, activator). But we're going to need to know the file structures inside out! We'll need to interpret every piece of data about every element in the oblivion esp, and understand where we need to put it in the Skyrim one. How that data needs to be rearanged, what data needs to be left behind because Skyrim dosnt have a place for it, and what data needs to be fabricated with a placeholder because Skyrim has something new that wasnt in oblivion.
Its possible guys, but i think we'd almost be better off doing it manually, and either way could take years. Although seeing as we have a lot more activity on the site now days, it could be possible. To do it manually, we'd start with the world space, maybe try to take the heightmap from oblivion and generate it in skyrim. Then... the rest is just incredibly daunting.
I think everybody should just enjoy our achievenents in Morrowblivion and the new and shiny Skyrim for now. Once the construction set is out for a while, maybe there'll be some developemts that'll make this task possible, for now though, anything we start is going to run into a solid wall very fast, and the project will probably stagnate for a few years anyway like Morrowblivion did all those years ago.
I'd love to see it happen though. And I'm sure we arent the only mod community thinking about doing this, someone else might surprise us with a way to begin in the future!
The best way to go imo would be to get skyrim into oblivion,then you could do morrowind move on to oblivion and then just walk or whatever into the skyrim world..just dreaming.:)
maybe we could do that but change everything up. So lets say I walk into cyrodil there wont be any oblivion gates. And kvatch will be rebuilt and bla bla bla.
So basically create a world in the same place but with two hundred years of changes.
I dont think this belongs in my other thread so I posted it seperately.
I was thinking that maybe we could converter features from oblivion and morrowind into skyrim instead of just re creating the game. Like we could add dungeons from oblivion and morrowind into Skyrim instead of just recreating Morrowind and oblivion. Maybe we could have our own questline. And also at the time that Skyrim takes place isnt Vvardenfall supposed to be destroyed? The game storylines would conflict and it wouldnt feel right. So I think we should just integrate features from this game into Skyrim instead of just converting the game itself
You might be able to do that by just getting the heightmap for oblivion or morrowind into skyrim and fill it in as you want from there. Theres a lot to fill in though ;) If it were me i'd probably end up painting the wilderness with trees and then giving up and wandering around in it for a while before heading back to skyrim. Your idea sounds like the type of Total-Conversion mod that im sure a bunch of mod teams will try, so maybe we'll get to see something like that.
I'm really dissapointed at the lack of TC's that were finnished in Oblivion actually. There was Nehrim, which was epic untill you realise that almost all the NPC's have only 1 dialog line. And then... there was Morroblivion. Geez, I think we have the best mod for Oblivion, its so epic that we mannaged to get it this far.
I'm still waiting on Daggoblivion. Also morroblivion has way to damn many bugs, By the time this is coded and released, and a quarter of the way through bugfixing, it will be The Elder Scrolls VI.
You could always code an Oblivion-Skyrim converter and with morrowind already in oblivion, totally skip the extra conversion while keeping most of the bugfixes. I wonder if there is capability in this new engine for landmass connection, maybe the overmap is dynamic?
We're just speculating now, Morrowoblivion was built off a half-converted bunch off data, and a load of different versions untill david came in and started organising things, for the project that we have today, the bugs that still pop up arent much to complain about, and they're being ironed out.
IF we were to attempt another engine jump, I'd suggest we get a converter nailed out. That in itself would be a massive job, although I've found a bit of info on the oblivion esm structure so it might not be so far-fetched. Im interested in seeing if Ironman's got anything interesting he's found based on his backwards esm conversion.
I dont know how the programming would work but maybe a solution to the time jump would be setting up a mod similiar to the one use to travel between the Cyrodiil and Vvardenfell in morroblivion and put some little story to it like its a scar left over that has been harnessed. But like i said i know nothing about programming maybe the logic idea will help.
merged these two threads on morroblivion-skyrim conversions... there are wayyyy too many threads on skyrim hehe :)
i am with Hashmi1 - we will have to wait at least until the construction set and TES5edit are out to see what can really be done with this stuff
EDIT: also, did you guys see this Skyrim/Oblivion/Morrowind heightmap comparison:
Also, there is a Skyrim ESP/ESM content viewer in the works (currently just views content) as well as Bash 3k (Wrye Smash), Skyrim Script Extender, and BOSS for Skyrim. All the old faves!
EDIT2: Also, Nexus Mod Manager, the successor/replacement of OBMM / FOMM has been released as a beta.
I've been thinking about this too. I hope that we keep this site and do like tes nexus did, where they made a skyrim nexus that's still part of tes nexus. That way we could keep our modder base and add to it through Skyrim. Then people would work on both and go back and forth. I'll want to work on the skyrim thing, I'd guess, and I don't want to be split between this site and the other. If Morroblivion expanded, that would be perfect.
If we can convert Morroblivion to the Skyrim engine without losing anything then I am all for it. I'm sure any other mod teams with stuff for Oblivion would say the same - there are a lot of great Oblivion mods that should be ported to Skyrim.
But if the conversion process isn't 100%... well, no one is going to want to take steps backward just to get their mods into the Skyrim engine.
So until there is a solid converter - something WAY more effective than the original Morroblivion ESP converter - there's not much to do.
Would we be working toward converting Oblivion to Skyrim's engine, or Skyrim's game to Oblivion's engine?
I'd move we move Oblivion toward Skyrim's engine...
Thats what I think, upgrade the games to the new tech. Morroblivion should be able to be converted allong with Oblivion. Im sure Morrowblivion will continute to get updated, but by the time we get started on this project it might be very close to completion. In any case we can figgure that out when the time comes.
Just out curiousity, Raditz, are you majoring in Comp Sci?
Nah I'm actually doing an architecture degree, so I focus on a lot of 3D stuff for that. Im doing all my elective subjects in programming though (the design electives are useless when it comes to any real-world value). I worked on a lot of modding things with friends in high school, maps for Halo 1, and morrowind and oblivion, and the Unreal Engine. I've always been interested in game developement so I want to extend a bit in that direction while im still in the education system. Also a lot of my friends chose programming for their uni degrees, and we always toss around game ideas a lot, so I'm trying to keep active. Even though my abilities are quite shallow, I'm pretty good at what ive been taught, I just dont have any real experience.
Hi, I am new to the forums, lately I have been reading up on all you guys have done here at Morroblivion and a similar mod for Fallout NV and Fallout 3.
I have an idea but don't know how hard or effective its implementation may be.
We all know that Skyrim already has placeholder LOD heightmaps for a vast swath of tamerial that would be perfect for tossing in Morroblivion as new regions. I am wondering if we can't just workaround the Skyrim CK and implement the stuff as is. I assume Morroblivion is centered around Oblivion own coord system, so why not just move the origin point to the origin point of Skyrim. Putting the origin into Oblivions own LOD heightmap of Skyrim.
I have also seen a lot of modders porting their old Oblivion mods over too, which tells me that the format might be similar enough that a file could be created integrating the Skyrim LOD heightmap with the adjusted Oblivion world map.
What I am saying is if we make oblivion think its way the hell over there, maybe we can convince skyrim it is there too. Of course I am sure it will be bug laden, but I am just thinking until we can make it up to Skyrim standards.
after playing skyrim, my inspiration on improving morroblivion drop to zero, so im eagerly awaiting
the skyrim CS, and hoping someone will whip up an oblivion to skyrim .esm/.esp converter.
The oblivion engine is highly limited compared to skyrim, especially graphically
eloth,
Am I alone in noticing that compared to the oblivion user interface,skyrims inteface is confusing and also if anyone changes the mouse button settings like I do [mouse1 [activate[in menus] fight R/H [ingame]] and mouse2 to move forward and mouse3 to block or use [L/H] then I find that the "Drop" function does not work on "D" for me but the "Store" function does.
So I can`t drop anything onto the ground.
I have also noticed that "Drop" is not listed in the controls menu.
In oblivion it was easy and made more sense.
Also at least in my game using [Ultra graphics] the trees do not sway in the wind,but the grass does,in oblivion it looked more natural to me.And imo the terrain looked less cartoony in oblivion.It is like walking in an oil painting with only the creatures/grass/NPC`s moving and in 3rd person it looks like an old Amiga game to me.
I think that skyrim should have just been an add on for oblivion.
Ironman, the keybinding in skyrim pisses me off to no end, if you change the draw/sheath key, you in adition to being unable to drop items unless their going into a chest or corpse, and you cant unlock dragon-shouts. I also hate how menu options that you highlight with the mouse get 'jammed' sometimed, and you have to mash around with the arrow keys and mouse wheel, or exit and re-enter the menu or convo to fix it.
I can use dragon shouts with no problem,when you have learned them they are in the Magic slot under the Tab key,and I seem to be able to set most things onto the 1-8 keys,but that drop missing really bugs me as it is too easy to forget that I am in a different interface.
And btw the way the trees do move [sometimes and very slightly],but on the top a mountain in high wind they should be really moving faster imo,the grass does.
But there might be a setting in skyrim.ini to make them move more.?
I am getting futher into the game now,and there are lots of great quests [most of them are hard too,which is cool :)].
Am I the only person really dissapointed about the loss of attributes in skyrim? This is worse than the dumbing down of weapon skills from Morrowind to Oblivion.
I also really hate the idea of 'unlocking' perks.
The whole game looks like they took Oblivion, hit it on the head a with a hammer until it started drooling and mumbling something about Baby Ruth, and then spent the rest of their time on the graphics engine. Typical console sellout.
This wouldn't bother me so much if I thought modding could add attributes back in, but considering we couldn't even get more diverse weapons skills back in for Oblivion, I don't see how something like attributes could be recreated for skyrim.
Unless some truly outstanding mods come out to address these issues, I'm not even tempted to buy Skyrim. I'll stick with my modded Oblivion with realism mods, thanks.
I've really grown to like Oblivion's interface: I think its intuitive. However, You can't sort by weight, value, health, damage, etc. And that makes me sad because its less power to the people.
I tried keybinding once, when I first started playing, but realized that wasn't viable. In my opinion, keybinding doesn't even exist in Skyrim. Let us hope that this is patched.
I move back and forth between 'dumming down' and 'simplifying to make more elegant'. I think I lean toward the latter. It seems that they removed some freedoms in order to enhance our suspension of disbelief, and I think overall it works. Of course I hope the work on fixing the bugs and keybinding!
Hey guys, incase you havnt heard (I hadnt), the new Wrye Bash is out! Thanks to Timer5 for the link. http://www.skyrimnexus.com/downloads/file.php?id=1840
Looks like the team were awesome enough to include the source for it as well. Ill take a look at it later and hope this bad-boy isnt too much for me to comprehend. I'm sure some of you guys are better programers than me anyhow, cant wait to see if this leads anywhere! Although... we're still waiting on the Creation Kit.
I think that the idea of morrowind/oblivion and skyrim all in one is cool,but we need to remember that morrowind happened earlier than oblivion,and skyrim is set 200 years after the oblivion story.
So imo the only guys that could get any real interest going would be those that played the whole of morrowind [morroblivion] then did the oblivion story,then moved into skyrim.
For those that jump forward then backwards in time,imo it would seem pointless.
But it is going to be hard to start in morrowind and end in skyrim,because skyrim is new and hard to ignore.
I like role playing through time without jumping ahead untill the story does,so np`s for me.
I had a feeling you guys would be all over this!
It's hard to say how things will work without the CK, but what I'm wondering is how hard/easy it will be to convert enchantments and spell effects, not to mention missing features like spell making. I'm hoping-praying that the CK lets us actually add new spell effects, in which case all we have to do is figure out how to express certain effects like fortify attribute and what have you. If it involves some scripting, I'm happy to help script ourselves up some of the old magic effects back.
I like that Morroblivion doesn't contain any way to travel between world spaces on its own, since it lets me choose a mod to travel between them. For most characters, a simple NPC who lets you charter ships would be enough. But for my first Morroblivirim character, I'd want something like this:
Boy, he does get screwed over by the Imperials a lot, doesn't he?
Other things to consider (I may be jumping the gun here, but this is a project that excites me. :P ):
Okay, I've drifted from useful input to flights of fancy. I'll stop myself here. Not much I can really do to help until you real programmers have a converter up, anyhow.
Mooncat,
The transport is already in morroblivion and you can take ship to oblivion and back in one of 3 ways [the addons are in the download section].
I was thinking about getting morroblivion and oblivion ported to skyrim,as we already have the morrowind part nearly done.
I quess we could add skyrim onto the existing transport mods.?
I like what you're thinking mooncat!
Hey, and the Nevervar catches a disease that makes him live forever, so maybe he is the oblivion hero that lived all those 200 years...
I've noticed that there is a folder called lodsettings in skyrim\data. It has a tamriel.lod. So we could always update this file and fill in the mising parts of tamriel, to scale...
You know, it would be a lot lot easier to keep morroblivion in its own cells as you'd have to rescale everything to fight skyrim's vvardenfell scale anyhow...
Thanks Raditz, I just downloaded the new wyre bash! I didnt know about it until you posted the link, so thank you!
ironman,
My point was that I like the fact that it's an addon, and not part of the main plugin. It means that we can have a few transport options according to what you want.
For instance, I don't think I could use the same transport mod in Skyrim. I can ignore the few years that pass between Morrowind and Oblivion, but the 200 years between Oblivion and Skyrim is a bit too extreme to traverse in a boat.
Unless it's a really good boat.
I agree with the idea of having transport mods separate from the main conversion, so people can mix and choose what they want. Thats what mods are for after all, anyway we'll see how we go once some things start getting converted.
Mooncat, great ideas for lore-compatibility. Those should be reasonably doable with the construction kit too, unlike some of the other more outlandish proposals that I have read on the bethsoft forums... they fit with the date ranges too - added in ()
There are going to be two camps of people:
With three games worth of content, more perks and more creature balancing are going to have to be added, or leveling up is going to have to be slowed down a LOT.
I've got you know Mooncat. To sail forward, and then back in time, it WOULD have to be a good boat, lol.
One method of transport would be reading an elderscroll and 'traveling' back and forth in time. This really is lore friendly, as crazy as it sounds.
I think you HAVE to be able to go back and forth in games, otherwise what's the point of the project?
To get all the perks in SKyrim, you'd need to be level 256. Elys uncapper makes that possible. (She did one for oblivion too. I use both).
Using the uncapper would offset the level stump, but enemies would become too easy. Is there a way we could easily let enemies level higher / uncapp enemies?

If you want I can track back
If you want I can track back the morrowind mod for rain, perhaps there is some clue in them. (I got it installed in an old morrowind installation I belive!)