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Iniquity
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Happy New Year! And some interview!

Hello guys! I asked a couple of questions for qwertyasdfgh! And now I want to public his answers! Happy New Year, anyway! ;-)


1. Hello, please introduce yourself! What is your position in the project?
Greetings!
I'm currently the lead developer of Morroblivion project (which means I'm the one compiling the master file and uploading new versions of the mod).


2. How long have you been involved in the project? How did your involvement begin?
I've been here for almost 4 years now.
As for how I started, it was pretty random: I was searching for some mod and ended up on this site. Since Morrowind has always been my favorite ES game, I decided to give Morroblivion a go and was genuinely impressed by how good it actually was.
But, as it always happens, some small things needed fixing, so I fired up the CS and started improving the mod.


3. Who founded the project and in which year it was founded?
Morroblivion converter was originally created in 2007 by Galadrielle, but was abandoned after Bethesda Softworks banned it.
However, Morroblivion in it's current form was first released only in 2010, under the leadership of David Budreck (Dave B). Before that, everyone had to use the converter themselves.


4. What was reaction of Bethesda to the project? Did the company help or remain neutral?
It's well known that discussion of Morroblivion project was banned on Bethesda's official forums and, by extension, on Nexus back in 2008, shortly after the release of the converter. However, they took no legal action against this website, so, I guess, their stance is closer to neutral, than openly hostile.

5. What problems did you face at the beginning?
I wasn't here at the beginning, but from what I know the first major problem was eliminating various errors in the converted esm file.
And after that all content that wasn't ported automatically had to be recreated by hand, including all quests, scripts, quite a lot of dialogue lines, NPC AI packages and lots of other things.
Another issue was that not everyone working on the project had a lot of experience with modding this game, so some areas had to be redone several times by different people (one example being ingame crime system).


5. Is it difficult to maintain such a huge project?
Well, not as difficult as creating it in the first place :)
The sheer size of the mod makes it difficult to keep track of things sometimes - just Morrowind alone has over 300 quests with thousands of NPCs.
Thankfully, there's always UESP wiki to check things that I don't remember myself.


7. How do you describe the state of Morroblivion at the moment? Will you create 0.65, and what do you need to do to update to 1.0?
In the current build the main game and Tribunal expansion are fully playable, and Bloodmoon has some issues, which are being fixed.
Version 0.65 is in the works.
BTW, version numbers don't really represent the state of the project, i.e. v0.65 does not mean that the mod is 65% completed, but only that it's 
65th public release. At some point I was considering just upping version number to 1.0 once all quests are fully playable.

8. Does the project need people? How can they help Morroblivion? Where or to whom they might address?
There are very few active modders for Oblivion these days, so I don't realistically expect new people to join the project. However, if someone wants to, they are always welcome.
We have a forum thread describing areas which still need work.


9. I know that Morroblivion appeared almost at the same time with the TTW. Did you combine forces? Which release was first?
That's not actually correct, TTW was created much later than Morroblivion. I've never taken part in it's development (even though I made mods for both FO3 and NV), so I'm probably not a credible source on anything TTW-related.

10. It is impossible not to mention Skywind: are you involved in the project? How many people moved from Morroblivion to Skywind?
No, I'm not involved with Skywind for a variety of reasons. Back when Skywind project just started there were talks about collaboration, but it didn't really work out.
There were some modders who moved from Morroblivion to Skywind initially, but I'm frankly not sure how many of them remain. In projects like these, contributors tend to come and go, so I think that right now Skywind team consists primarily of people who never worked on Morroblivion.

 

Raubkopiesäbel
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Nice interview, I please me

Nice interview, I please me already very much on v0.65.

Happy New Year, Morroblivion Team.

Greeting

Mcloganator
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This was a very interesting

This was a very interesting read!  Thanks for sharing!

thetoast
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i have seen that you need to

i have seen that you need to boost the performance of this tc and i am not quite sure if somebody has suggested this yet but i looked at your collision box tutorial and there is one little step that you could insert in order to help increase the performance because some of your objects got doubles and removing them would help. for example this vivec part 

as you can see it removed 500 vertices from 1300 verts.

JB.
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Hi,

Hi,

Where do i get that tut on collision? and where to find an updated one? I do have similar problems with the exporter creating excessive vertices.  Any help/info will be appreciated.

Great interview and still looking forwards V65!