Dreamers Expansion by Aoimevelho
Morrowind » NPCs
Added: 28/12/2013 - 08:48AM
Updated: 03/08/2014 - 09:26AM

127 Endorsements

2.3 Latest version

1,364 Unique D/Ls

1,657 Total D/Ls

18,088 Total Views

Uploaded by ivolga


Last updated at 9:26, 3 Aug 2014 Uploaded at 8:48, 28 Dec 2013

- Leveled lists with dreamer items are improved;
- Plugins are cleaned by Tes3Cmd.

- Fixed NPC doubling bug in both DNGDR merged versions;
- Dreamer Warriors are added to the game;
- Adjustments are made to leveled lists which distribute clothing items to dreamers;
- A couple of new items are included.
The goal of this mod is not only to make dreamers more diverse (and creepier), but also to make raiding 6th House bases more challenging: no more harmless naked level 1 NPCs with identical stats, armed only with sticks.

There are 3 types of dreamers now:
1) Type A: No corprus or initial stage of corprus. This disease neither increases their strength yet nor makes them incapable from casting spells. These are just simple, ordinary people, enslaved by Dagoth's dreams: commoners, noblemen, traders, priests, herders, etc., they don't have any advanced military or magical training so they can't pose a threat for a skilled adventurer.
They are low-leveled (1-5), clad in simple or torn clothes, with varied stats and abilities, armed with daggers and some occasional magical trinket or throwing weapon. You can't catch blight diseases from them.
They have coughing or - rarely - praying animations from Animated Morrowind by Arcimaestro Antares.
You won't find this kind of dreamers beyond the Ghostfence often - mostly they aren't tough enough yet to survive the journey to the Red Mountain or to endure its climate.

2) Type B: the next stage of corprus progress - visible signs of corprus, wounds, bandages (corprus has reached the stage when dreamers cut off pieces of flesh from themselves). Corprus has changed them so they aren't able to use magic and can't remember how to use enchanted objects anymore, but it is compensated by higher melee skills. Their level is 5-10.
They can give you a blight disease.
I used for them dreamers' faces by Soti (I intentionally didn't use Soti's 3-eyed faces: they look cool but I think only Dagoth Ur and his brothers have the 3rd eye as it is the sign of their transcendent nature). They have long claws which they use to tear off pieces of corprus meat from themselves.
Corprus makes them tough and allows them to survive beyond the Ghostfence, so they can be met in all major 6th House Citadels.
Most of them have dreamers' A and B animations from Animated Morrowind by Arcimaestro Antares.
Workers in Akulakhan's Chamber have miner's animation from Animated Morrowind by Arcimaestro Antares.

3) Dreamer Warriors will stand outside guarding some 6th House bases. They will appear only after Ilunibi quest, since: 1 - at this point the player is already supposed to know about the existence of the 6th House bases; 2 - the 6th House has increased it's influence. However, most of 6th House bases are supposed to be secret, and warriors standing outside would surely give up their location. So I added warriors only to the bases' entrances in Ashland, where the 6th House can operate more or less openly.
Dreamer Warriors will disappear after Dagoth's death.

4) Dreamers from the last group are sort of like mini-bosses - there are only few of them, in some major 6th House bases. Concerning their corprus stage, they are closer to the 1st group, but the difference is that these are not some ordinary people enslaved by Sharmat's dreams, but skilled sorcerers who willingly searched and joined the 6th House. Thus they became favored by Dagoth Ur, and he gave them more power and more control over corprus.
You'll recognize them easily - they wear my new 6th House Armored Robe.

I've incorporated into this mod wonderful Dagoth Bonemold armor by Petiboy. You'll be able to find pieces of this armor in various 6th House bases - same as in the original mod, but now Dagoth Bonemold is also worn by the Dreamer guard in Mamaea. And if you use the version merged with "Greater Dwemer Ruins", then Dreamer guards added by GDR will also wear this armor.

There are 4 main ESPs, use only one of them:

1) DreamersExpansion.ESP - basic version.


2) DreamersExpansion(GHDcompatible).ESP - use this esp if you have Madgod's Great House Dagoth mod installed.


3) DNGDR+DreamersExpansion.ESP - Dreamers Expansion merged with Greater Dwemer Ruins by Darknut. Use it instead of both DreamersExpansion.ESP and DN-GDRv1.ESP. You still need all resources from the original DNGDR mod!
(Note that DreamersExpansion.ESP and DreamersExpansion(GHDcompatible).ESP are fully compatible with DN-GDRv1.ESP on their own. But the merged version enhances dreamers added by DNGDR, adds Petyboy's Dagoth Bonemold armor to dreamer guards etc. so for more seamless experience I recommend using the merged version.)


4) DNGDR+DreamersExpansion(MRMcompatible).ESP - same as above but with Mountainous Red Mountain compatibility.


- DNGDR+DreamersExpansion_GHDpatch.ESP - patch for Madgod's Great House Dagoth mod. Use it only together with DNGDR+DreamersExpansion.ESP or DNGDR+DreamersExpansion(MRMcompatible).ESP. (This patch contains only modified CalmCorprus script so that the new dreamers won't attack you if you join the 6th House.)
IMPORTANT: the patch should be loaded AFTER the main file.


Better Bodies
Morrowind Code Patch (with enabled bump mapping)

Forum thread: