Strange. That's the opposite of what every experienced modder was saying at the time. And I can tell you that I never came across a mod that said "requires MWSE" for Morrowind, but there were many that said "requires OBSE" for Oblivion.
It's quite the opposite. Mods that need MWSE to do something *might* require OBSE when ported to Oblivion. Mods that need OBSE will most certainly require MWSE / MWE.
My Oblivion Stealth Overhaul was one of the first mods that required OBSE, because vanilla Oblivion has no way of getting weapon length and armor type. The Morrowind port I made later was quite less elaborate despite requiring MWE's scripting functionaliy.
And most of the discussions I read concerning scripting were always about how much more difficult it was compared to Morrowind.
Again, that's very strange. Oblivion is much more tolerant when it comes to syntax, even allowing c-like constructs like:
set flag to Player.Getitemcount "myitem" > 0 || (Player.Getitemcount "somethingelse" > 0 && Player.Getav Intelligence >= 50)if flag dosomethingendif
whereas Morrowind would require you to write
set flag to 0if ( ( Player->Getitemcount "myitem" ) > 0 ) set flag to 1elseif ( ( Player->Getitemcount "somethingelse" ) > 0 ) if ( ( Player->GetIntelligence ) >= 50 ) set flag to 1 endifendifif ( flag == 1 ) dosomethingendif
(And don't you dare remove the spaces around the brackets)Of course you *could* still use the old Morrowind constructs in OB, even use -> for pointers; of course you could heed the old Morrowind syntax conventions, but why would you want to?
Believe me, I'm a declared and very dedicated Oblivion-hater. But when Oblivion did one thing better than Morrowind, then it was the scripting.
The main reason that there are more OBSE mods than MWE mods, and more complicated scripts in OB than in MW might be that Morrowind simply didn't need as much modding at stuff that required dedicated scripting to manipulate or emulate engine mechanics, because it did most things right in the first place.