Skip to main content

Morrobliviskyrim

Submitted by maddog_latrau on

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/

Karma: 0 (0 votes)
Last edited by grumpycat on 14 Mar 2014 - 21:40.

That way or another if we manage to make that game I am going to make my extra mod. DeLOREAN!!!!!

Karma: 0 (0 votes)

Its probably possible to allow 1 character for each game-world. When the player moves between game-worlds, we  save an Actor-copy of the players character in a dummy cell, save its stats/percs in a script, dump their inventory in a chest. Each world would have its own Actor-copy/chest, essentilally, a unique character for each game. We can save/write over the Player-Character as the player moves between Morrowind/Oblivion/Skyrim.

We can even let the player choose to keep the appearance of their character when entering a new game-world for the first time, just strip them of their rank and gear. That way we dont have to mutilate the various balance systems! (and save ourselves a lot of work).

We could even save each characters co-ordinates and let them swap between games by using a book (or anything else convienient), like the Oghma Infinium (its a book in the game that apparently contains all knowledge). Not sure how we'd deal with each games journal entries though.

Karma: 0 (0 votes)

Raditz--I'd be interested in doing a playthrough like that, too.  More proof of the value of letting travel between the worlds be handled on an individual plugin basis.

For the record, I think each game should retain its own worldspace. I honestly just don't see a whole lot of benefit to keeping them all in one worldspace to begin with, especially since each game takes place in a different point in history. On the other hand, putting them in one worldspace will likely add a lot more work for the modders.

Another thing occurs to me--lots of Morrowind and Oblivion requests require you to persuade NPCs. From what I've experienced in Skyrim, disposition seems to be pretty binary: NPCs are neutral/rude to you, then you do something for them, then they like you. So I propose we create a "Persuade" topic that all persuadable NPCs in Morroblivion have. From there, you get one shot at (Persuade), (Intimidate), (Bribe), or (if they're a combat type) (Brawl). You can try each one once, and once one of them works, the disposition switch is flicked, they like you, and the Persuade topic for that NPC goes away. It might make it too easy to boost Speech that way, though. What to do?

Karma: 0 (0 votes)

LOL! Mooncat,yeah 200 years is a long! time,so how about that the boat could have a cryigenics [spelled wrong] device on it

Like Signory Weever used in Alien,then when you arrive in Skyrim,maybe with your head on the chopping block,you would be the same age.Dreaming...again!.:)

 

Karma: 0 (0 votes)

:P

As somebody mentioned (sorry, I couldn't dig out the comment from the posts), the Neravarine has eternal youth, so as long as you become Neravar Incarnate, you shouldn't have trouble getting to Skyrim. It's the getting back that's tricky.

I'm also all for the idea of using an Elder Scroll to travel back to the past when you want to revisit Morrowind or Cyrodiil.  I think it would make for an excellent addition to my previously proposed transport mod as a side quest you can take to gain free travel back and forth.

Now for something completely different!

Do we know yet whether combined chest/legs is hardcoded into Skyrim, or was it a design choice? I think I heard that in FO3, armor covered chest and legs, but in the CS you could make individual shirts and pants. I'm hoping that it's the same in Skyrim, as it'll make our jobs easier.  If leg armor and body armor are separate, however, I propose that Cyrodiil and Vvardenfell greaves + chest armor should provide a little less protection than Skyriim full body armor, since it's basically giving you an extra free enchantment slot.

Karma: 0 (0 votes)

Theres going to be a few things that will have to be either re-implemented or placeholder'd if we actually manage a conversion. The speechcraft one might not be too bad, we can just find the areas that rely on a pursuasion and patch some dialog around them (and some epic brawls). But we cant create our own spells in Skyrim, im not sure if that'll be an issue. Also the Chest/Legs armour have been combined so we'll have to put up with NPC's walking around with their stylish giant-yellow-missing-NIF box's untill we can get Skyrim-compatible armour variants going. Shouldnt be too bad. Ill attempt a poke around the Wrye code today, but i still dont know where to start with anything. Wrye can read the records in the esm's though, so the meat of what we need has to be in there somewhere.

Also I hope the dimentions for the exterior worldspaces are the same, if the x/y size of the outside cells is different we may need some fancy maths to get our objects lining up across the worldspaces properly. Im sure Bethesda would have kept it the same to make it easier for them to work with what they're used to, unless the new engine let them increase the distance between loading borders enough to justify changing the dimentions =s

Also Also (***SKYRIM SPOILERS***) how about using the 'Elder-Scroll + Time-Wound = time travel' thing to switch between games? We could slap a time rift right on the border of Cyrodill/Vvardenfell/Skyrim. Its almost crazy enough to be cannon.

EDIT -- Ok I got ninja'd on everything I had to say in this post...

Karma: 0 (0 votes)

I'm not a modder but is this any interesting for you guys? :)

 

http://forums.bethsoft.com/index.php?/topic/1297287-nifskope-110-rc1-out/

Karma: 0 (0 votes)

abadman- I've been checking the internet nearly compulsively for just this thing. Thank you so much for finding it!

Raditz: the idea of seperate characters is genius. However, I really LIKE the over balanced / unbalanced ness of the games. In oblivion I was in my high 50s level (using uncapper) and could kill anything, but had nothing to kill. Playing morrowind meant I could use my awesome skills to accomplish a purpose, and as silly as it sounds, I loved being so legendary-tough. So if we did seperate characters I think it should be an option, not forced. And people should be able to travel back and forth at any time, just like in morroblivion.

 

I think our next big step is to hear from our fearless project leaders. What do David, Thermador, Eloth, and Hashmi (among others) have to say about a possible move to skyrim and or new website addition?

If we do move on to skyrim, do we stop updating morroblivion for oblivion and port over, or do we run two seperate projects? I think there are definitly some people (I think I'm in this group) that won't want to let go of morroblivion just yet...

Karma: 0 (0 votes)

Whatever we finally decide to do we need that CK,any idea`s about if and when Beth will be releasing it.?

 

Karma: 0 (0 votes)

I'm sure we can handle things on our own if we stay organised, after all we cant expect David and the others who put so much work into giving us Morroblivion to start all over again. Hopefully they'll let use some of the new models/textures they made when we get to that stage. Also I suppose we can worry about a website once we have some actual work done? I'm sure the forums will be more than enough untill we get something substantial.

Also Ive been having a look at Wrye bash's code, as expected theres a lot of stuff going on that I dont follow, some of that has to do with being new to Python so I can get over that, but there are some things going on that i dont grasp at all.

Karma: 0 (0 votes)

Also the Chest/Legs armour have been combined

Sorry, I think I was terribly unclear. What I meant is this: I hear that in Fallout 3, pants and shirts were combined in the vanilla version of the game. However, when people got their hands on the GECK, they discovered that they could in fact make separate pants and shirts, and having merged pants and shirts was a design choice that had nothing to do with the engine's limitations. This might be the case here, too. If it is, I think we should slightly lower the combined armor rating of cuirass and greaves to make up for the fact that having both gives you an extra slot for enchanting.

On the other hand, if combined upper/lower body is hardcoded, then I see no reason not to just copy Skyrim's stats wholesale, and even use Skyrim's armor models until we're able to do our own conversions of the .nif files. (Okay, maybe we can't use Skyrim's models for, say, netch leather, but it would cover most armor sets.)

I'm sorry that all I'm doing is tossing around ideas that we won't be able to use for a while yet. I'm afraid I don't have time to take my old programming skills off the shelf and dust them off, otherwise I'd dive in and try to help with the Python. It looks like we have much more competent programmers working on this than me, anyway, so I'm just putting my ideas here so I don't lose them.

Speaking of which! For DLC, one thing that would be nice to implement once we have a working plugin file is messengers!  I move that we do away with the automatic journal entries (Oh! My uncle left me a mage's tower! Sweet!), and instead have Skyrim-style couriers deliver you the quest items and documents when you meet some preconditions.  Depending on how the Radiant Story manager works, we may even be able to set some cool pre-conditions for each--like, if you go around town casting spells, you get the Frostcrag Tower messenger. If you've murdered a few people, you get Deepscorn Hollow. That sort of thing.

Thoughts?

 

[ADDENDUM!]

Instead of disposition, NPCs now have relationship ranks. The ranks are as follows:

1=acquaintance, 2=confidant, 3=ally, 4=lover

We could add a "Persuade" topic that gives the player a chance to raise NPCs from Acquaintances to Confidants. It's be super easy to become best friends with everyone, but heck, it's already super easy to do that in Oblivion.

(For clarification, the ranks are what replaced disposition in Skyrim. This is how the Skyrim engine currently processes the relationship between PC and NPC. This is not a new system I am proposing.)

Karma: 0 (0 votes)

Am I sensing an MMORPG here? I think one day Bethesda will do it, but with probably a whole new story line with just a little back story of the original games.

Karma: 0 (0 votes)

In my fantasy Elder Scrolls world, this is my story..

I have always considered myself to be the Nerevarine.. Well out of all the games the character of Morrowind is the best! Corprus was not cured but rather all negative effects were removed hence a blessing (immortality/immune to disease)

Anyway the Nerevarine somehow arrived in Cyrodiil but not before leaving for Akavir. The Nerevarine; after the events of Oblivion travelled to Morrowind where he participated in various events from the novels and witnessed/saved many of the Dunmer from the explosion of Red Mountain...

200 years later, the Nerevarine travelled to Skyrim... Of course I understand the character is dragon born.. perhaps Saint Nerevar in spirit was a dragon? Well correct me but wasnt a dragon mentioned in one of the Nerevarine prophecies?

Anyway thats my gist... of course well theres the Sheogorath quest in Skyrim (if youve done it... you know what i mean)

Karma: 0 (0 votes)

Works for me!

:D

Karma: 0 (0 votes)

http://www.uesp.net/wiki/Lore:The_Lost_Prophecy

The prophecy mentions that the Nerevarine is "Dragon-born," so that would indicate that yes, the Nerevarine could theoretically be the same character as in Skyrim. Only problem is, if you have a Dragonborn in Oblivion, shouldn't you be able to wear the Amulet of Kings and light the dragon fires yourself? I guess you could say that the Amulet responds to the Septim line specifically, but it's hard to say conclusively one way or the other.

Never stopped me from doing it, of course.

Karma: 0 (0 votes)

True... But Akatosh' covenant was with Alessia and her descendants i think thus the Septim blood line so perhaps Dragon blood isn't part of it but nevertherless the Septims ARE dragon-born :D

Karma: 0 (0 votes)

Nice!

 

Karma: 0 (0 votes)

Last night I was playing with console commands to get a sense of what the new engine is capable of. I was able to make armor with the following magic effects:

  • Armor/Shield spell
  • Restore Health
  • Orc's Berserk power
  • Conjure Storm Thrall
  • Fortify Enchantment (Great way to break the game! Used it to make myself an infinitely-charged sword :P )
  • Fortify Destruction Damage (Oh yeah!)

This bodes well for us when it comes time to add new spell effects to the game. I also notice that each of the Alteration armor spells (Oakflesh, Ironflesh, etc.) have unique spell effect IDs. This makes me think that every spell in the game is completely custom built, instead of drawing from a set of spell effects like in Oblivion and Morrowind.  Not sure if this is good for us or bad for us yet.  (Definitely good for anyone making custom spells in the CK, at least.)

Spell Making

I've also been thinking about how to design spell making for the new system, but I'm worried about whether Skyrim's engine will allow us to create new forms for player-made spells.  (Also worried about making new menus, but there are plenty of workaround for that.)

I'm thinking, first of all, that spells will require some semi-rare item to be crafted.  Perhaps gems, with the type of gem corresponding to the type of spell and the quantity/quality of gems depending on the power of the spell.  (So, say, a powerful Master Destruction spell might take 5 flawless rubies or something. Just an example.)

Then the player chooses a casting style/range.  These can be target, target sustained, touch, touch sustained, self, self sustained, spray, rune, and charged (could allow more powerful spells for less magicka cost? I'm not a pure mage, so I'm not sure how the balance works here).

Then the player chooses a spell effect.  By taking the mastery perks in their matching school, they can add more spell effects to spells in that school. So a novice of Destruction could only create a simple, single-effect Destruction spell, but an Expert could create a Destruction spell with 3 effects.

At Master level, you're able to mix effects from that school into spells from other schools.  So as a Master of Destruction, you could create a Paralysis spell (Alteration) and add fire as a secondary effect.

It's more limited than spell making was in Morrowind or Oblivion, but for now I'm assuming that different casting ranges don't work well together. If we're lucky I'm wrong, and you can create a spell that heals you as you spray ice at the enemy, but for now the above makes the most sense to me in the context of Skyrim's magic system.

Karma: 0 (0 votes)

Hello you all fellah!

 

I've been using your Morroblivion and followed the project from the part full of bugs to the final version that we have today!
I am happy with your work and I am rly happy that I had the chance to re-play the best TES ever on a TES that was not good enought as Morrowind... Now, Skyrim is even worst than Oblivion (at least for me, no haters please) but the mechanics and stuff are good, so:

 

Im here offering my help when the time will come (if it will actually come) as a level designer and voice actor!
Im not good at coding or doing "Art works" as modeler or texturers do, but I wish to be helpful in anyway possible!

 

Well, tkx for reading this post! Hope that "Morroskyvion" will be done and I hope you will use my help as small as it may seem! Hope to here from you soon! Bye!! 

Karma: 0 (0 votes)

Im new so first of all hi!!! i just wanted to mention the storyline thing that people seem to be talking about. i think they should stay there own separate worlds and there shouldnt be an attempt to connect the storyline.  I think it should stay with the traditional morroblivion format of just having it so you can change worlds and enjoy all storylines separately.  I think radlts idea may be a good one to not bring anything or at least make it optional to bring stuff or not from one world to another for  people who may want that (most i wouldnt care about bringing with but bringing the grey cowl to skyrim would be cool). One problem with this is im not sure if the jumping would work from skyrim to oblivion because sometimes being able to jump high was almost necessary but thats just a thought.  it would be amazing to get both those games to skyrim graphics levels though :)

Karma: 0 (0 votes)

Welcome r912525!

I think the general consensus is that it will be like you suggested--each game is completely unconnected, it's own storyline--by default.  However, for people like me who want to play through all 3 games as 1 character, we'll be able to make a mod that adds the story connections.

Don't worry, nobody's forcing you to suffer through any additional quests I may write for this. ;)

Karma: 0 (0 votes)

First lets get the intro out of the way, Hi my name is D-Rex I love video games almost more than anything else, Bethesda and Bioware are my 2 fave game developing comps.. Secondly I'd like to say i know J.S. about programming, scripting, conversion etc. However I greatly appreciate your guys work with Morroblivion, fantastic job improving an already epic game, the human race has only come this far because of our never-ending want to improve and upgrade things (not always for the better :Sp ), but Mn. was one of the good ideas. Now i want to throw some ideas out there, ideas, not demands. I think it would be the day of RPG/TES Reckoning if a gathering of, well i don't know how to call all of you collectively one thing, programmers?, were to design an Elder Scrolls Experience, if you will, where like in the very first E.S. ever, Arena, you travel the entire continent of Tamriel. I guess you would use the Creation Engine you all keep taking about since Skyrim has awesome graphics and game-play (wouldn't mind seeing the rest of Tam. with these graphics ya know what im sayin'?) and I think that for those of you that like to write quest story-lines it would open the door to a whole plethora of opportunities to invent new clans, factions, maybe even some new guilds, pretty F'n sweet! There's more since you'd have the ability to go anywhere in Tam. you could explore probably do a quest where you discover the remains, or hidden tomb, of the character from the Battlespire! You could visit the long-descended relative of Cyrus from Redguard and do a quest for him/her, to get Cyrus' Cutlass or something. Anyways just some ideas from the ol' noodle of D-Rex. Keep bending the rules, and crossing the borders because "Without deviation from the norm, progress is not possible." -Frank Zappa R.I.P.
Karma: 0 (0 votes)

well thats good to know. ive always been so picky with mods i dont know what it is.  Ive never been able to do mods that you can really tell are mods.  ive only been able to do mods that seem like they should have been in the game.  most mods give you overpowered stuff or arent voice acted (or at least done well) so thats why ive never been able to do quest mods really because they break some stupid rule that my mind makes up of what is tolerable for me and mods.  For me a mod has to be something that i can believe was made by the developers in the game because it was done that well or felt like it fit which is why i think i would do well with the fact that they are kept there own worlds.  of course im mostly alone in my pickyness (which is not surprising with how ridiculously picky i can be) so whatever is done is done.  Makes me wish i knew how to mod because then i could make my own experience without having to hope someone else perfects something for me. all i know is that i played oblivion before morrowind which is why morrowind was almost impossible to play because of the combat (missing on hits when it looks like they connect) which is why i love morroblivions concept and to see that done with skyrim would be too incredible lol

Karma: 0 (0 votes)

@D-Rex: Welcome! It's always fun to see new faces around here. Sadly, I think what you're asking for is beyond the scope of this project, though yeah, that would be awesome. The problem is that we just can't make a converter for the older games.

@r912525: I can attest to you that Morroblivion is awesome, but a word of warning: Most of the dialogue is silent. And until somebody does all new textures and models for Morrobliviskyrim (Though I guess all that stuff already exists in graphics overhauls, huh?), then graphically it probably won't match Skyrim's beauty.

I'm similar to you, but my main problem is lore and dialogue style. I can't stand when modders add dialogue that is too modern or doesn't match the tone of the game (I sadly couldn't stomach the much-acclaimed Kragnir's Death Quest for this reason), and it bugs me when lore directly contradicts Elder Scrolls lore (I don't mind new stuff being added) or assumes too many things about my character's background.

Karma: 0 (0 votes)

@ mooncat

oh i know that morroblivion is mostly unvoiced and thats fine because the original one was not voiced and i agree with you about peoples attempts to voice a game can sometimes be way too out there when it comes to the tone.  I like a lot of mods that improve the expirience without changing too much story or anything.

SKYRIM SPOILER ALERT!!!!!!! (example of a type of mod that works for me but gives some skyrim story away)

An example is me trying to find someone who can mod skyrim to make it so you can become a werewolf again after you lose the curse by making it so you could have the underforge open after losing the curse  and making it so you can drink the blood again to get the curse again or something like that.  No extra dialogue would be needed and all you would need to do is make sure the quests would reactivate that are no longer there once you lose the curse and you can get rid of it again and repeat.  Its beleivable and would require no voice acting to do so and thats the kind of stuff i like

.END OF SPOILER

Karma: 0 (0 votes)

I haven't played Morroblivion yet, as I haven't got Morrowind (I will soon), but as I understand it, it keeps the two games fairly separate. This is probably the easiest way to do things, but I certainly loved the idea of walking between the lands doing the different quests.

This is obviously a problem when it comes to the 200 year gap between Oblivion and Skyrim. To have the full map, one would have to create two versions of the map for that accounts for other areas 200 years in the future, and Skyrim 200 years in the past. Too massive a project I think.

I would propose a non-canon solution to this (which people who love their lore may want to avoid), a small plotline that sees the Elder Scroll used to create a time wall, connecting the future of Skyrim to the past of Cyrodiil and Morrowind, any time you pass that barrier (completely invisible), you cross to the other areas time (clouds and heat and such can pass through so weather is constant). Oh and do I need to mention this avoids the problem of Vvardenfell?

This is a pure fanon explanation for sticking the current Cyrodiil and Morrowind onto the map and allow seamless transition and allowing you to play the games simultaneously. You could be some criminal scum in the Imperial City and have a courier tell you you're needed in Solitude.

You could stop too much interaction between games with a simple story addition, the peoples of the two times distrust each other, or the scholars of both sides see the dangers of integration, so have both sides agree to restrict travels (except to you of course).

 

Most of this just requires story explanations, on the technical side of things, update the assets, lump them all together, get the games working on the one map. Then interactions between the games can be added at the modders leisure. I of course simplify the enormous effort required by contributers, I just don't want to turn this wall of text into a cliff.

I realise it goes off the beaten path when it comes to lore, but I don't think it's possible to combine the games without keeping them entirely separate.

In other news, my first post. How'd I do?

Karma: 0 (0 votes)

Heck, you could say its due to the 'time wound'. I think it works perfectly.

Other news: Awesome! We seem to be getting a lot of 'newbies' and its really nice. I've heard that most people drop by, grab the download, and then disapear unless they have issues. So its been really cool to see all the people who have decided to stick around lately.

Karma: 0 (0 votes)

I'm glad that we've got so many ideas for how one should travel between games this time around, too. It means more options to suit different tastes.

I've been meaning to spitball ideas for how to convert different magic effects, but I wonder if I shouldn't make an entirely different thread for that? I'm worried that it could make this thread even more congested than it already is.

Karma: 0 (0 votes)

I'd like to make footprints in the snow or sand or mud or whatever else.  When I go inside with wet boots I'd like wet bootprints on the floor. Then, I want a mop so I can clean it up!!

 

Karma: 0 (0 votes)

I think there are some great ideas for how to make the worlds work together.  I find that the time wound idea like the one in skyrim might be cool like opening the elder scroll in one of the two added time wounds to skyrim would take you to the oblivion game or the morrowind game.  for example activating it at the oblivion time wound would take you to oblivon and then immediately it would start you with the movie that oblivion starts with and you would start in prison and the same thing with morrowind and to go between worlds you would just have to go to the wounds in those worlds (would have to be in a easy access spot).  I think besides that the games should be disconnected (besides maybe bringing the items from one world to the other).  perhaps a courier could bring you a note in skyrim early in game to tell you where to find the wounds from a friend perhaps and it explains that your living their adventures or something (would keep from having unvoiced dialogue except for in morrowind of course).

Now the huge problems i could see with this idea is that this option to expirience the adventures of the older games should be pretty quick after helgan (like how in morroblivion you can do it right after the prison).  now you wouldnt get the elder scroll until much later and just giving us one would lead to plot problems in the skyrim main quests and would seem kind of cheesy to recieve so easily which transferring worlds should be as easy as morroblivions idea of just getting on a boat.  so perhaps an idea to make that work while still being clever would be necessary because something should be done to explain the time issue at least from skyrim to oblivions world (you could probably keep the boat idea from oblivion to morrowind if you wanted).  if that problem could be figured out i think the rest should be good and it wouldnt mess with the lore pretty much at all.  The only problem left would be explaining why you can bring stuff which probably can just be avoided because im sure most would be able to let that go (would love to have the grey cowl in skyrim lol). 

these are just ideas and the only thing that i think we should all insist on is keeping it clever.  I think keeping the worlds separate like morroblivion did would be a good idea because it felt very simple and not overcomplicated (personally i think it would be strange to be in morrowind and having a courier giving me a message saying go to a skyrim dungeon or something lol or to see dragons when they shouldnt be around).  Of course i know nothing about modding so maybe my imput isnt necessary because it may be more complicated that way.  But if the idea is liked ill have to think of a way to make the time wounds/elder scroll thing work or maybe scrap it for a better idea.  Sorry for writing so much i should probably wait to see if morrobliviskryim is even possible before thinking of a way to connect the worlds plot wise . 

Karma: 0 (0 votes)

Cool idea to connect all of them :D ... (I still like mine better but hey thats my perspective and we can all come up with loads of alternative ways to connect them all)

Karma: 0 (0 votes)

 

Steph: haha, such a random post! But I really like the idea of footprints. They could use the same procedure they use to leave bloodsplats or spell hit textures. This would be a really neet mod!

 

Karma: 0 (0 votes)

I think it would be awesome if someone could recreate Vvardenfell at the time of Skyrim. Dunmeri near extinct, Vivec destroyed, large chunk of the island destroyed from eruption of Red Mountain, not to mention the strong Argonian presence. Also there is no way dragons were only reurrected in Skyrim there were some in Morrowind as well. I think there is a book in Skyrim that tells of a dragon who survived the dragon war that still lives inside Red Mountain. It would be a great place for story, but would require a large amount of edits to preexisting cells..  

Karma: 0 (0 votes)

My next random post is ...

We all should attempt to keep the morroblivion project alive and try to fix whatever else needs fixing. David is feeling bad with all this talk about skysteamrim and needs some reassurance.

I'm a clothing/armor modder. Everything I do is specifically for Roberts Female body.  But, if someone will provide the nifs and texture for the hgec body, I'll try to make some of the clothing look half-right.  I tried recently to get hgec from the nexus. It is an omod.  I don't do omods.

 

 

Karma: 0 (0 votes)

Bigfoot: This would be sweet, but also very large. We need to gather manpower!

Steph: I'm digging these random posts, lol.

I'm thinking that even if we port over, we should keep improving Morroblivion, as not everyone will buy skyrim, and production shouldn't stop. Hopefully our improved traffic / Skyrim's popularity will bring more modders.

I think you can unpack omods? It's been a while.

And ya, we need to cheer old David up...

Karma: 0 (0 votes)

i agree with steph also, the morroblivion project has gone way to far to not be finished and i am personally excited to see its polished finished result.  :)

I do also believe that this project should be done as well but i know there will be some times i would want to play oblivion in its old form even if skybliviwind or whatever is made and since morroblivion i cant go back to regular morrowind so morroblivion must be completed. 

Karma: 0 (0 votes)

Ya, I agre with r912525.

Hey, where'd you get such an odd name? My only guess would be Asimov inspired Robot serial number.... Am I close?

Karma: 0 (0 votes)

Random post.:)

If I win the UK lottery we could have a morroblivion party and invite Beth....hows that for a dream!.LOL.:)

 OOOPS! sorry steph,your turn for next random.:)

 

Karma: 0 (0 votes)

My username comes from my last name being put in numbers (besides the first letter obviously lol).

Karma: 0 (0 votes)

Ironman: Haha! That's perfect, lol

 

r912525- That's really cool! I'd try to decode it, but I'm terrible at that sort of thing. Very neat idea though. :D

Karma: 0 (0 votes)

Hi guys,

Fairly new to this forum though been playing morrowind, oblivion, skyrim and of course morroblivion :)

And I must say I have the outmust respect for all you guys making morroblivion, and all you that are streaming ideas for morroblivionskyrim.

As I know that voicing is very hard because every factor must be 100%, but I think I could do at least 3 vocies very good, as I said I believe I can so I will record some dialoge from morrowind and you guys can decide if its good or not. It would be very fun do be a part of this project because you're the best! :)

Where should I upload the files?

 

 

 

Karma: 0 (0 votes)

Welcome! sandrower,we use mediafire to upload and download most files,and dialogue recordings are always handy.

Sorry I have not given a proper link for mediafire.

 

Karma: 0 (0 votes)

Hey Sandrower!
Check out the thread here for voice over typed stuff. 

Once you upload some files to mediafire, post a link to them in that thread! ;D

Karma: 0 (0 votes)

I've had an idea for travelling between games. Something similar to the "mysterious door" in the Shivering Isles expansion pack for oblivion. There could be a time portal in fixed locations in Skyrim and Cyrodil, maybe standing stones or a modified oblivion gate. You go through one in Skyrim and you end up in Cyrodil 500 years earlier and vice versa. As for starting the MQ in Oblivion, something could go wrong on the first journey and you end up in the imperial prison. Enter Uriel Septim. "What is this prisoner doing here? This cell is supposed to be empty" (or whatever it is they say). I don't know what could be done about the Morrowind MQ though, and something would have to be tied in to the quest to that you have no weapons or armour when you go through the portal first time and end up as a prisoner. Just an idea, anyway.

This is also my first post by the way, so hi :D

Karma: 0 (0 votes)

Sounds cool Drey130504,but our biggest problem at this time is actually getting it all ported into the skyrim engine.

Only a quarter of the morrowind land and not all of the oblivion land are in the skyrim format.

And even if we can extend them we would still have to convert everything over including quests etc,,,so at this time I quess it`s just a dream that we hope we can make happen.

 

Karma: 0 (0 votes)

nice idea, I thought of the same thing but by speaking to a time wizard instead, the problem iv come across is having an option to choose what main story line the player wants to do first at the beginning of Skyrim. Merging Morrowind to Oblivion was simple because the into video for morrowind said "you were taken from the Imperial city prison without reason, first by carriage and now by boat", but starting off outside in Skyrim on a carriage and trying to have the option of starting morrowind, oblivion or skyrim main story line at the beginning of the game looks like a hard one as for the no weapons and armor at the start is an easy one by using the same principle as the "Evidence Chest" when going to jail

Karma: 0 (0 votes)

Not just Morrowind but Oblivion as well. There are a lot of skyrim players who I know who didn't get into it so much. One of them even gave me the 360 version of oblivion although I already have the pc version. Robertneville, we're keeping both morrowind and oblivion alive by this mod. People who dislike oblivion and avoid it like the plague have bought/reinstalled oblivion just for this mod. And I bet that people who dislike skyrim would give it a chance just to experience morrowind and oblivion in Bethesda's new tech. ;)
Karma: 0 (0 votes)

Assuming this crazy idea of porting Morroblivion to the TESV engine works, wouldn't we focus our effort on Morrowind first, and then maybe Oblivion later?

Karma: 0 (0 votes)

Yes, Morrowind first. The expansions aren't done yet and neither are the sanguine items.
Karma: 0 (0 votes)

Hmm I wish I could really help out... Truly, but I have no idea about anything in this programming business... plus time is a very limiting factor for me. The best I can do is scripting at a basic level and I can create perhaps a little more advanced scripts by looking/learning from pre-existing scripts... I knew how everything worked in regards to Morrowind CS, Oblivion CS was more troublesome... Hopefully Skyrim Creation Kit will be easy enough :) .. Anyway im keen to see where this Morroblivioskyrim (mispelt i know... haha) project goes

Karma: 0 (0 votes)