CoolShady and Nic-Vs Morroblivion Expansion by CoolShady and Nic-V
Oblivion » Miscellaneous
Added: 25/01/2008 - 11:21AM
Updated: 12/05/2008 - 01:39AM

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1.4 Latest version

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Uploaded by CoolShady


Last updated at 1:39, 12 May 2008 Uploaded at 11:21, 25 Jan 2008

Name: CNME, CoolShady and Nic-V's Morroblivion Expansion
Version: 1.4
Date: 11/05/2008
Category: New Lands
Requirements: Player-Created MOD(s): Morroblivion Converter by Galadrielle
Author(s): CoolShady and Nic-V

This is the unofficial expansion for the landmass of Morroblivion as made possible by Galadrielle. We plan on building on this further down the track including: replacing all the scripts, scheduled NPC's and a whole new story line!

You will need to have successfully converted Morrowind to Oblivion using the Morroblivion tool.

v1.0: Added the ability to travel between the all the various town's and cities using the strider ports (Silt Strider model not included yet)
v1.1: Added the ability to travel between all of the boat ports
v1.2: Added new way of getting to Morrowind. Added a boat in Anvil that will take you to Seyda Neen.
Vivec is now VWD (Visible When Distant) Still some pop in issues beacause of the Oblivion engine.
Added transport between Mournhold and Ebonheart. Uses the same people.
v1.3: Fixed transport options for Gals Arethi in Sadrith Mora, now reads Molag Mar, not Tel Branora.
All people that offer transport now actually remove the required amount of gold.
All NPC's that offer transport have been made essential to help prevent them being killed until NPC's have AI.
Fixed land rip that was by Vivec.
Added more immersive dialogue for Silt Strider and boat NPC's that offer transport.
Ridable guars have been added to barns just outside the main gate in the cities Balmora, Vivec and Aldruhn. These are free to take at this point, to get peoples opinion.
Added generic transport between the different Mages Guilds.
Added generic transport between all of the cantons in Vivec.
v1.4: Removed the stables in Balmoa, Ald'Ruhn and Vivec due to land issues.
Fixed issue where the Silt Strider driver in Seyda Neen would not offer the travel options.

CNME Bloodmoon Details
v1.0: Added the ability to travel to Solstheim and back from Khuul and Fort Frostmoth.

1. Extract the files into you Data folder. C:\Program Files\Bethesda Softworks\Oblivion\Data (default)
2. Start Oblivion, tick the box next to CNME & CNME Bloodmoon.

1. Go to your Oblivion Data Files location: C:\Program Files\Bethesda Softworks\Oblivion\Data (default) and delete the files labelled CNME & CNME Bloodmoon.

Simply replace any future versions with the one that you currently have installed.

There should be no issues reagarding incompatibility.

Known Issues or Bugs
There should be no issues or bugs but if you find anything please email CooShady at [email protected]

v1.0, 26/10/2008 - Initial release, added all strider ports to Morrowind.
v1.1, 28/10/2008 - Added all boat ports around Morrowind.
v1.2, 28/10/2008 - Added new way to travel to Morrowind. Boat now in Anvil that will take you to Seyda Neen
Vivec is now VWD (Visible When Distant)
Added transport between Mournhold and Ebonheart.
v1.3, 13/02/2008 - Added more immersive dialogue for NPC's that offer transportation.
Added riabable guars.
Added Mages Guild transport.
Added transport between Vivec cantons.
v1.4, 11/05/2008 - Fixed minor issues with compatibility.
Removed stables in the 3 cities.

CNME Bloodmoon History
v1.0, 28/10/2008 - Added the ability to travel to Solstheim and back from Khuul and Fort Frostmoth.

Feel free to send CoolShady a PM on the Bethesda forums, undername: CoolShady or email me on: [email protected]
Feel free to contact Nic-V on the Bethesda forums, undername: Nic-V or send an email to: [email protected]

- Many thanks to Galadrielle for making this mod possbile with her conversion program.
- Thanks to Bethesda Softworks for making this brilliant game and making a community in the process.
- Extra thanks to Nic-V for his patience in teaching me how to mod and making this whole project possible.
- Thank you goes out to Enzer who found all the things that we missed or needed to fix, for his suggestions and the awesome dialogue.

Tools Used
TES Construction Set - http://www.elderscrolls.com/downloads/updates_utilities.htm
Readme Generator - http://lhammonds.game-host.org/obmm/tools_..._generator1.asp

You can do whatever you want with this mod but all I ask in return is that
you give me credit if you distribute any part of this mod. I would also like
to know what mods are including my work.