ESP converter V0.92
-------------------

by Galadrielle, 23 Aug 2007

Hello, the goal of this small program is to try to convert mods (files ESP and ESM)
of Morrowind towards 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 version beta thus be careful, it was tested successfully on the Morrowind.esm file
(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
* NIF_conv.ini: text file containing the different filepaths
    - Morro_Path: Morrowind "Data Files" folder path
    - Morro_BSA: BSA file containing mod NIF and DDS files if any
    - Obli_Path: Oblivion "Data" folder path
    - Sub_Dir: sub folder where converted data (NIF, DDS...) will be written
* 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
* eye*.dds : new eyes
* iconWeap.dds : icon for converted objects
* *.ini: other text files containing replacement lists from Morrowind to Oblivion for various objects
         (land texture, statics...)

How does it work?
-----------------

Easy, just drag and drop the mod file on the program, a new file with the suffix "_ob"
will be created beside the original. Copy the new file to Oblivion "Data" folder with
other mods, then open it in the Oblivion TESCS.
There can be error messages, this is normal, with morrowind.esm there are around 20 messages approximately,
answer yes in all cases. Then save the mod file, it can still be 1 error
or 2 concerning the landmass, again it is normal.
The MOD file is ready.

All mod files (meshes, textures, sounds...) are copied to the different folders
of Oblivion and thus usable for others mods (with the agreement of the author of course ;o)).

** To convert Morrowind.esm and travel to Vvardenfell: **

First copy and rename original Morrowind.esm file to Morrowind.esp.
Then it is necessary to follow the steps indicated above. The file morrowind_ob.esp created and
cleaned in the TESCS is directly usable in Oblivion. I advise you to transform it into an ESM file
if you want to have environment sounds (I use the basic method: rename it in .esm and
write 0x01 at byte 8 instead of 0x00, with UltraEdit e.g.).

Just select morrowind_ob.esp (or .esm) in Oblivion start menu and play!
To go in Balmora type in the console: "cow Morrowind -6,-5".
For other locations of Vvardenfell I let you discovering them ;o)

If you already have converted it with a previous version of my program, first delete all "morro" sub folders
in Oblivion "Data" folder (use Windows search function), any existing converted file will not be replaced.

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 weather (for the moment no ash storms, etc...), environment sound, lights,
NPC (all men will have the same faces, clothes are not converted), some creatures that exists in Oblivion,
books and misc items (pillows...)

What this program cannot (still) do:
----------------------------------------------

It is limited by NIF Converter of course for all complex NIF files
No dialogues nor quests (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

This program was tested only on the file morrowind.esm, but it should work on bloodmoon.esm.
For other ESP/ESM file it's up to you to try ;o)

And don't forget that redistribution of original or modified/converted Bethesda assets is illegal.

Have Fun!


Versions history
-----------------------

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 the wiwiland community for their support and help
* Thanks to Bethesda for giving us such 2 beautiful games :)