[Tool-Vorstellung] Morroblivion

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Wenn man englisch lesen kann, dann ist man diesmal auch echt im Vorteil: es gibt eine ReadMe. Ich poste sie mal in nem Spoiler:

ESP converter V0.95
-------------------

by Galadrielle, 29 Nov 2007

Hello, the goal of this small program is to convert ESP and ESM files from Morrowind to Oblivion.
This program uses my other program NIF converter that is included.
The goal is to convert a maximum of original module objects. Of course the landmass as well as
textures, but also statics, activators, sounds of environment, weather, NPC...
This is only one beta version thus be careful, it was tested successfully on Morrowind.esm, Tribunal.esm
and Bloodmoon.esm (GOTY version, but that should work with all versions) and with Oblivion 1.2.

***************************
* Content of this version *
***************************

* ESP_conv.exe: the mods converter program
* NIF_conv.exe: the NIF converter program
* Morroblivion.ini: fichier texte qui contient les différents chemins d'accès:
- Morro_Path: Morrowind folder path
- Obli_Path: Oblivion folder path
- Master 0,1...6: master files to convert
- Archive 0,1...6: BSA files containing meshes and textures
- Mod 0,1...9: mods to include during conversion
* bhktemp.nif: template file used for Havok data generation
* template_n.dds: template file containing flat normal map for textures
* Meshes: replacement meshes
* Textures: replacement meshes textures and icons
* faces: facegen files for NPC faces
* faces\Heads.ini: text file containing faces replacement list between Morrowind and Oblivion
* faces\*.fgs: facegen race data correction
* faces\bretons... : folder with facegen files for each race
* faces\zero.fg : default facegen file
* iconWeap.dds : icon for converted objects
* OblivionReplace: contains object replacement files, these files indicate which Morrowind objets should be
replaced by an Oblivion one. The morrowind object is identified with its editor name, the oblivion
object is identified with its form ID
Syntax is quite simple: "Morrowind name=0xBADBEEF", "=" must follow the object name without any space,
then you indicate the formID in Hexadecimal preceded by "0x" as in C language.
Lines to be ignored are preceded by ";".
It's possible to indicate a translation, a scale or to indicate the object is a tree:

e.g.: nom_de_l_objet=0x123456 (4.0,-5.0,45.25) 1.5 tree

Morrowind object "nom_de_l_objet" will be replaced by Oblivion object that is a tree with form ID 0x123456,
it will be translated by (4.0,-5.0,45.25) and it will be scaled by 1.5.
* Morroblivion_en.esp: just a little mod to go easily to Vvardenfell
* MorroblivionTribunal_en.esp: just a little mod to go easily to Vvardenfell and Mournhold

*********************
* How does it work? *
*********************

Uncompress the archive anywhere you want (but not in Morrowind or Oblivion folders).

Before launching the program:
----------------------------

If you have already used a previous version of Morroblivion, please delete all "morro" folders that
have been created during the conversion and the files they contain (use the Windows "Search" function
with "morro" in "Oblivion\data" folder). If some files (NIF, textures...) already exist, they won't be
replaced and some errors could occur during the game.

You have to modify Morroblivion.ini file:

* verify games path, if you installed Morrowind in D:\my games\Bethesda Softwork\Morrowind
then you have to put:
Morrowind=D:\my games\Bethesda Softworks\Morrowind\
As well verify Oblivion game path

* indicate master files to convert and BSA files to use:

For Morrowind only:

Master 0=Morrowind.esm
;Master 1=Tribunal.esm
;Master 2=Bloodmoon.esm

Archive 0=Morrowind.bsa
;Archive 1=Tribunal.bsa
;Archive 2=Bloodmoon.bsa

For Morrowind + Tribunal:

Master 0=Morrowind.esm
Master 1=Tribunal.esm
;Master 2=Bloodmoon.esm

Archive 0=Morrowind.bsa
Archive 1=Tribunal.bsa
;Archive 2=Bloodmoon.bsa

For GOTY:

Master 0=Morrowind.esm
Master 1=Tribunal.esm
Master 2=Bloodmoon.esm

Archive 0=Morrowind.bsa
Archive 1=Tribunal.bsa
Archive 2=Bloodmoon.bsa

If you want you can include mods to convert with the master files like the famous Better Clothes mod:

Mod 0=Better Clothes Beta_1.4.esp

Launching conversion:
--------------------

Once Morroblivion.ini has been correctly modified, you just have to double click on ESP_conv.exe and that's it!

Conversion may be long, be patient. Errors can occur during conversion, non blocking errors are normal,
my program is not able to convert everything yet ;)

All files (meshes, textures, sons...) are copied in different Oblivion folders, in morro subfolders
(e.g. weapons are copied into "Data\Meshes\Weapons\morro").

At the end of conversion, a Morrowind_ob.esm file is created in "Oblivion\Data" folder as well as Tribunal_ob.esm
and Bloodmoon_ob.esm files.

After conversion:
----------------

You have to copy "Morroblivion_en.esp" in "Oblivion\Data" if you don't own Tribunal, else copy
"MorroblivionTribunal_en.esp".

Then just select "Morroblivion_en.esp" or "MorroblivionTribunal_fr.esp" in menu "Data Files" in Oblivion
and launch the game.

To go to Vvardenfell go to the Imperial City harbor, you will find a boat there.
To go to Mournhold, you have to see Asciene Rane at Ebonheart.

I don't know if dialogs will work because I'm using a french version.

****************************
* What this program can do *
****************************

Currently it converts all the landmass and interior cells, the statics if NIF Converter can convert
associated NIF file (e.g. no animated NIF so no banners...), the activators with the same constraints
as for the statics, the doors, the clothes, the weather (for the moment no ash storms, etc...), environment sound,
lights, NPC, some creatures that exists in Oblivion, books and misc items (pillows...), main dialogs, factions, magic,
weapons (most of)...

***************************************
* What this program cannot (still) do *
***************************************

It is limited by NIF Converter of course for all complex NIF files
No quests nor scripts (if you want to become member of Morag Tong, please wait)
No teleportation/transport
Activators don't work.
No sounds except environment sounds (attached to a region)
No typical creatures of Morrowind (but where is Rollie?)

**************
* Disclaimer *
**************

You use this programs at your own risks.
But don't hesitate to ask me if you have any problem or question:
galadrielle.wiwiland@free.fr
Don't forget to send me the "Morroblivion.log" file generated during the conversion.

And remember that redistribution of original or modified/converted Bethesda assets is illegal.

Have Fun!

********************
* Versions history *
********************

V0.95
* Corrections, generated files are usable directly.
* LOD data generation.

V0.94
* Cleaning and optimisation
* Clothes conversion

V0.93
* BIG bug fix in lights convertion
* Armors (thanks Ghogiel ;) )

V0.92
* PathGrid
* Books
* Creatures and Leveled Creatures (only those present in the "creatures.ini" file, i.e. those that exist in Oblivion)

V0.91
* Possible to replace Morrowind objects by Oblivion one using *.ini files
* Weapons, containers, flora
* NPC's IA has been fully implemented

V0.9
* first version (beta)

***********
* Credits *
***********

* Thanks to Ghogiel for giving me the right to use his beautiful bonemold and dreugh armors
* Thanks to Cryo for Indoril armor, beautiful job again
* Thanks to Savant for chitin armor
* Thanks to the wiwiland community for their support and help
* Thanks to Bethesda for giving us such 2 beautiful games :)
 
Wenn man englisch lesen kann, dann ist man diesmal auch echt im Vorteil: es gibt eine ReadMe. Ich poste sie mal in nem Spoiler:

ESP converter V0.95
-------------------

by Galadrielle, 29 Nov 2007

Hello, the goal of this small program is to convert ESP and ESM files from Morrowind to Oblivion.
This program uses my other program NIF converter that is included.
The goal is to convert a maximum of original module objects. Of course the landmass as well as
textures, but also statics, activators, sounds of environment, weather, NPC...
This is only one beta version thus be careful, it was tested successfully on Morrowind.esm, Tribunal.esm
and Bloodmoon.esm (GOTY version, but that should work with all versions) and with Oblivion 1.2.

***************************
* Content of this version *
***************************

* ESP_conv.exe: the mods converter program
* NIF_conv.exe: the NIF converter program
* Morroblivion.ini: fichier texte qui contient les différents chemins d'accès:
- Morro_Path: Morrowind folder path
- Obli_Path: Oblivion folder path
- Master 0,1...6: master files to convert
- Archive 0,1...6: BSA files containing meshes and textures
- Mod 0,1...9: mods to include during conversion
* bhktemp.nif: template file used for Havok data generation
* template_n.dds: template file containing flat normal map for textures
* Meshes: replacement meshes
* Textures: replacement meshes textures and icons
* faces: facegen files for NPC faces
* faces\Heads.ini: text file containing faces replacement list between Morrowind and Oblivion
* faces\*.fgs: facegen race data correction
* faces\bretons... : folder with facegen files for each race
* faces\zero.fg : default facegen file
* iconWeap.dds : icon for converted objects
* OblivionReplace: contains object replacement files, these files indicate which Morrowind objets should be
replaced by an Oblivion one. The morrowind object is identified with its editor name, the oblivion
object is identified with its form ID
Syntax is quite simple: "Morrowind name=0xBADBEEF", "=" must follow the object name without any space,
then you indicate the formID in Hexadecimal preceded by "0x" as in C language.
Lines to be ignored are preceded by ";".
It's possible to indicate a translation, a scale or to indicate the object is a tree:

e.g.: nom_de_l_objet=0x123456 (4.0,-5.0,45.25) 1.5 tree

Morrowind object "nom_de_l_objet" will be replaced by Oblivion object that is a tree with form ID 0x123456,
it will be translated by (4.0,-5.0,45.25) and it will be scaled by 1.5.
* Morroblivion_en.esp: just a little mod to go easily to Vvardenfell
* MorroblivionTribunal_en.esp: just a little mod to go easily to Vvardenfell and Mournhold

*********************
* How does it work? *
*********************

Uncompress the archive anywhere you want (but not in Morrowind or Oblivion folders).

Before launching the program:
----------------------------

If you have already used a previous version of Morroblivion, please delete all "morro" folders that
have been created during the conversion and the files they contain (use the Windows "Search" function
with "morro" in "Oblivion\data" folder). If some files (NIF, textures...) already exist, they won't be
replaced and some errors could occur during the game.

You have to modify Morroblivion.ini file:

* verify games path, if you installed Morrowind in D:\my games\Bethesda Softwork\Morrowind
then you have to put:
Morrowind=D:\my games\Bethesda Softworks\Morrowind\
As well verify Oblivion game path

* indicate master files to convert and BSA files to use:

For Morrowind only:

Master 0=Morrowind.esm
;Master 1=Tribunal.esm
;Master 2=Bloodmoon.esm

Archive 0=Morrowind.bsa
;Archive 1=Tribunal.bsa
;Archive 2=Bloodmoon.bsa

For Morrowind + Tribunal:

Master 0=Morrowind.esm
Master 1=Tribunal.esm
;Master 2=Bloodmoon.esm

Archive 0=Morrowind.bsa
Archive 1=Tribunal.bsa
;Archive 2=Bloodmoon.bsa

For GOTY:

Master 0=Morrowind.esm
Master 1=Tribunal.esm
Master 2=Bloodmoon.esm

Archive 0=Morrowind.bsa
Archive 1=Tribunal.bsa
Archive 2=Bloodmoon.bsa

If you want you can include mods to convert with the master files like the famous Better Clothes mod:

Mod 0=Better Clothes Beta_1.4.esp

Launching conversion:
--------------------

Once Morroblivion.ini has been correctly modified, you just have to double click on ESP_conv.exe and that's it!

Conversion may be long, be patient. Errors can occur during conversion, non blocking errors are normal,
my program is not able to convert everything yet ;)

All files (meshes, textures, sons...) are copied in different Oblivion folders, in morro subfolders
(e.g. weapons are copied into "Data\Meshes\Weapons\morro").

At the end of conversion, a Morrowind_ob.esm file is created in "Oblivion\Data" folder as well as Tribunal_ob.esm
and Bloodmoon_ob.esm files.

After conversion:
----------------

You have to copy "Morroblivion_en.esp" in "Oblivion\Data" if you don't own Tribunal, else copy
"MorroblivionTribunal_en.esp".

Then just select "Morroblivion_en.esp" or "MorroblivionTribunal_fr.esp" in menu "Data Files" in Oblivion
and launch the game.

To go to Vvardenfell go to the Imperial City harbor, you will find a boat there.
To go to Mournhold, you have to see Asciene Rane at Ebonheart.

I don't know if dialogs will work because I'm using a french version.

****************************
* What this program can do *
****************************

Currently it converts all the landmass and interior cells, the statics if NIF Converter can convert
associated NIF file (e.g. no animated NIF so no banners...), the activators with the same constraints
as for the statics, the doors, the clothes, the weather (for the moment no ash storms, etc...), environment sound,
lights, NPC, some creatures that exists in Oblivion, books and misc items (pillows...), main dialogs, factions, magic,
weapons (most of)...

***************************************
* What this program cannot (still) do *
***************************************

It is limited by NIF Converter of course for all complex NIF files
No quests nor scripts (if you want to become member of Morag Tong, please wait)
No teleportation/transport
Activators don't work.
No sounds except environment sounds (attached to a region)
No typical creatures of Morrowind (but where is Rollie?)

**************
* Disclaimer *
**************

You use this programs at your own risks.
But don't hesitate to ask me if you have any problem or question:
galadrielle.wiwiland@free.fr
Don't forget to send me the "Morroblivion.log" file generated during the conversion.

And remember that redistribution of original or modified/converted Bethesda assets is illegal.

Have Fun!

********************
* Versions history *
********************

V0.95
* Corrections, generated files are usable directly.
* LOD data generation.

V0.94
* Cleaning and optimisation
* Clothes conversion

V0.93
* BIG bug fix in lights convertion
* Armors (thanks Ghogiel ;) )

V0.92
* PathGrid
* Books
* Creatures and Leveled Creatures (only those present in the "creatures.ini" file, i.e. those that exist in Oblivion)

V0.91
* Possible to replace Morrowind objects by Oblivion one using *.ini files
* Weapons, containers, flora
* NPC's IA has been fully implemented

V0.9
* first version (beta)

***********
* Credits *
***********

* Thanks to Ghogiel for giving me the right to use his beautiful bonemold and dreugh armors
* Thanks to Cryo for Indoril armor, beautiful job again
* Thanks to Savant for chitin armor
* Thanks to the wiwiland community for their support and help
* Thanks to Bethesda for giving us such 2 beautiful games :)

Ja, ich kann nur nicht so gut englisch, bin doch ers 12 :cry: :lol:
 
O.K., dann übersetz ich mal den wichtigsten Teil:

*********************
* Wie geht es? *
*********************

Entpacke den Ordner, wo immer Du willst (nur nicht in den Morrowind- oder Oblivion-Ordner).

Vor dem Verwenden des Programmes:
----------------------------

Wenn Du schon eine Version von Morroblivion verwendet hast: bitte lösche alle "morro"-Ordner (verwende die Windows "Suchen" Funktion
mit "morro" im "Oblivion\data" ordner). Wenn ese die Files noch gibt, werden sie nicht überschrieben und es kommt zu Problemen.

Die Morroblivion.ini muss verändert werden:

* Falls Du D:\my games\Bethesda Softwork\Morrowind bitte angeben:
Morrowind=D:\my games\Bethesda Softworks\Morrowind\

Genau so beim Oblivion-Pfad.

* gebe die zu verwendenden Master-Files an:

Für nur Morrowind:

Master 0=Morrowind.esm
;Master 1=Tribunal.esm
;Master 2=Bloodmoon.esm

Archive 0=Morrowind.bsa
;Archive 1=Tribunal.bsa
;Archive 2=Bloodmoon.bsa

Für Morrowind + Tribunal:

Master 0=Morrowind.esm
Master 1=Tribunal.esm
;Master 2=Bloodmoon.esm

Archive 0=Morrowind.bsa
Archive 1=Tribunal.bsa
;Archive 2=Bloodmoon.bsa

Für die GOTY:

Master 0=Morrowind.esm
Master 1=Tribunal.esm
Master 2=Bloodmoon.esm

Archive 0=Morrowind.bsa
Archive 1=Tribunal.bsa
Archive 2=Bloodmoon.bsa

Wenn Du willst, kannst Du noch weitere ESMs einbauen, wie Better Clothes:

Mod 0=Better Clothes Beta_1.4.esp

Konvertieren starten:
--------------------

Wenn die Morroblivion.ini korrekt verändert wurde, musst Du nur noch auf die ESP_conv.exe doppelklicken und das war's!




Hab ich Dir geholfen?
 
Zuletzt bearbeitet:
Also ich bin mit den Beschreibungen von Midias klar gekommen, aber du hast mir trotzdem gehelft. :lol:

Nur ein Problem habe ich:
Ich habe jetzt alles wie bei Midias erklärt gemacht, auch die Morrowind_ob aktiviert, doch ich komme mit den Cheat nciht hin, kann mir den jemand nochmal sagen? :)
 
FALSCH, IN DER AKTUELLEN VERSION BRAUCHT MAN KEINEN CHEAT!

Zitat:

* Morroblivion_en.esp: just a little mod to go easily to Vvardenfell
* MorroblivionTribunal_en.esp: just a little mod to go easily to Vvardenfell and Mournhold

Zitat ende.

Man muss einfach die ESP, die man braucht, anhaken. Ich hab's für mich schnell übersetzt, kann ich uploaden, falls Interesse besteht.
 
FALSCH, IN DER AKTUELLEN VERSION BRAUCHT MAN KEINEN CHEAT!

Zitat:

* Morroblivion_en.esp: just a little mod to go easily to Vvardenfell
* MorroblivionTribunal_en.esp: just a little mod to go easily to Vvardenfell and Mournhold

Zitat ende.

Man muss einfach die ESP, die man braucht, anhaken. Ich hab's für mich schnell übersetzt, kann ich uploaden, falls Interesse besteht.

Muss man auch Morroblivion_en und so aktivieren?Ich dachte nur die Morrowind_ob, sonst is ja alles auf englisch?!
 
Nein, sonst ist nur der Anfang auf englisch. Wie gesagt, ich hab's übersetzt (war ne Sache von 2Minuten). Kann es uploaden, falls es gebraucht wird...
 
Sieht ganz geil aus, ich find mich aber im Morrowind-Inventar besser zurecht, es ist viel einfacher zu bedienen und so, aber sonst, ists eh ganz cool;)
 
Jap, es ist auch dort, doch wenn ich mit dem Schiffskapitän dort spreche, und mit ihm nach Morrowind will, wird zwar eine neue Cell geladen, doch dann bin ich an einem Ort, wo es nur blau ist, und ich falle dort herum. :huh:
 
Nach der Erstellung der esp bzw. esm durch den Konverter muss diese im Construction Set geladen und anschließend gespeichert werden. Dann funktioniert diese auch. Sonst gibt es nur hier und da ein Stück Landschaft oder eine einzelne Tür mit schwebenden NPCs dahinter.
Ich hatte nämlich am Anfang das Öffnen und Speichern im CS auch vergessen.
 
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Nach der Erstellung der esp bzw. esm durch den Konverter muss diese im Construction Set geladen und anschließend gespeichert werden. Dann funktioniert diese auch. Sonst gibt es nur hier und da ein Stück Landschaft oder eine einzelne Tür mit schwebenden NPCs dahinter.
Ich hatte nämlich am Anfang das Öffnen und Speichern im CS auch vergessen.

Vielen Dank, doch man kann (zumindest ich nicht) mit dem CS eine ESM speichern, ich werde sie als esp speichern und mal testen. :)
 
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