For those of us who remember 2006..............
Modding Oblivion wasn't really easy at the beginning you know.
Very true, that's for sure.
I was around on the forums when Windy figured out how to hack bowmorphs in NifSkope.
It was just that.....a hack....a trick to make NifSkope believe that two different models were the same model, and create the morph for us in between the two.
I was manually entering the over 200 x,y, and z coordinates of the vertices by hand (unsuccessfully I might add) before Windy's discovery.
Yeah, the lack of exporter was a really serious problem.
That said, the Blender Nif Scripts are, to my mind, better than the exporter would have been. For those of us who remember 2004, the exporter released for Morrowind had a ton of problems - principle among them the fact that it only worked with a particular version of 3DS Max that was out of date
then. In so far as the lack of exporter spurred NifTools' work, that's a good thing. Of course, the headaches you and others endured, and at least one... side effect that I can think of, are quite bad.
Here's a question for you all.
Can you export a working bowmorph from Blender even now?
According to a thread by Lhammonds earlier this week, yes, but it needs testing.
If Bethesda releases a construction set for ES5 (which I believe they will). The modder's will be there, and the game will make sales that it normally would not have as people know that the game will have free content they can add (which is a selling point to a game).
I loved Morrowind but loved it more when I discovered mods.
I bought Oblivion KNOWING that I would add mods to it (never thought I would be creating mods for it though........), and it was a deciding factor in my purchase.
Certainly true, but it's a
really small selling point.