Its OpenMW not Morrowind, everything you showed is OpenMW. You do realize its a brand new game engine written from scratch, and its exactly what I said before where the later game support is separate from the Morrowind support. You have zero understanding of the engine at all if you think its just as easy as loading files. Oblivion uses ESM4 vs ESM3 from Morrowind, completely different format and is not compatible, which is why OpenMW had to write a whole new ESM loader and has to re-implement every ESM4 feature separately from the Morrowind stuff, and is only capable of loading cells and rendering statics (incorrectly) and broken NPCs. The videos from cc9cii are done in a separate fork of an old version of OpenMW where he worked more on later game support, and that got partially merged upstream into OpenMW.
If you read my posts, you would see that I watched those videos nearly 10 years ago, hardly reliable. Looking at the description of the older videos, you're right he does use an older version of OpenMW. Still, we all draw from the same well, so to speak. There is still spaghetti code from Morrowind days even in Starfield's version of Creation Engine, to the point that it's harder for new devs to even know what the fuck is going on with it. Only those who worked on it for years truly know. New engine or not, I am still infinitely more impressed with what these devs have done, cc9cii especially, than anything Bethesda has done recently. Especially with this new demake, which wasn't even done by them directly.
Still, if it walks like a duck, looks like a duck, it's a duck. We're still talking about Morrowind here, souped up Morrowind in a new engine but it's still Morrowind. You can call it what you want, everyone will still call it Morrowind at the end of the day.
It has completely different shaders for later games because guess what they aren't the same, Morrowind didn't even use shaders for anything other than the pixel water. Oblvion uses a different NIF version, and Skyrim a different version again with a bunch of custom additions made by Bethesda. You cannot load Morrowind meshes in Skyrim without a conversion step in between, much like how you cannot load Skyrim meshes in Morrowind (Morrowind, not OpenMW) without a conversion step. If you think Starfield is the first time they made a substantial change to the engine then its not even worth arguing with you because you clearly don't know what you are talking about. Just give me tophats.
Do you really think there was a major change in the engine between Oblivion and New Vegas? Most people wouldn't notice, only modders who worked on these games for years could tell the difference. I don't consider Skyrim and Fallout 4 engines to be an upgrade since they gutted the RPG elements and turned the games into borderline action games, except it's still gamebryo so it's both shitty and janky. They are downgrades, as far as I am concerned, and the new tech they do have aren't worth the limitations they brought on. I know modders who had big ambitions for Fallout 4 but quit when they realized how limiting it actually was when they wanted to create complex quests and what not, hence why most quests in both Fallout 4 and Skyrim come down to generic "KILL LOOT RETURN". Upgrade my ass, Starfield's engine at least innovated in some aspects we haven't seen before, but it's still way too janky and completely, hopelessly outdated by today's standards. Still, it is impressive when you compare Starfield to, say, Oblivion, but that's not a high bar to clear considering that Oblivion still has better RPG mechanics, immersion ect, it's only the technical aspects that are impressive in comparison to that 2006 game.
Sorry, no tophats for you. You're going to have to argue for hours that a souped up Morrowind isn't Morrowind and is a completely new game that looks and plays like Morrowind instead. Also, my original point was that the engines between these games are so similar that *they might as well* be the same thing, not that they were literally the same thing. Maybe learn some reading literacy, altho it is educational that you gave everyone a bit of a technical lesson on how these games work. No matter what you call this engine, future assets and features are still being backported, so I am still not wrong. Installing a script extender does not make a new game, neither is a few new fancy changes, but feel free to list every single one here if it will make you feel better.