Morrowind
0 of 0

File information

Last updated

Original upload

Created by

Atrayonis

Uploaded by

Atrayonis

Virus scan

Safe to use

About this mod

Moves Tomb of the Snow Prince's version of Solstheim to the position it has on the Anthology map.

Requirements
Permissions and credits
Changelogs

Outdated; please use HoTV - Solstheim Tomb of the Snow Prince from now on!





But what does it do?


Basically every official map, starting with the paper map shipped with the Morrowind Games of the Year edition up to the paper map shipped with The Elder Scrolls Anthology places the island of Solstheim roughly above Vvardenfell's north- western coast, with the southern tip slight above the southernmost Sheogorad islands.

This is a remarkable consistent location in a game series that regularly changes cities' names, disappears them or moves them around the map.
The only problem is that this is not where Solstheim is located in the game itself. It's too far to the west and south.
     
It becomes even more problematic as soon as the western landmass of Tamriel Rebuilt is considered - Solstheim almost blocks the harbor of  Baan Malur (Blacklight) and is a spitting distance from both Dunkreath and Ystralond.
     
For an island that is considered a far-off backwater where legionnaries are sent as punishment, this is obviously nonsense.
     
Anthology Solstheim places the island where the maps up to the Anthology one agree it should be: 7 cells to the east, 6 cells to the north of its  in-game position. And, true to the name of the mod, it uses the version of Solstheim created by Wollibeebee in his Tomb of the Snow Prince mod..

Isn't it terribly incompatible with everything?

Owing to the large-scale cell movement and internal Object Reference renumbering, Anthology Solstheim is basically incompatible with everything that touches Bloodmoon, doubly so since Tomb of the Snow Prince included radical changes to the landscape.
If the mod in question is not in the list below, it is probably incompatible without patches/an edited version.
     
Known Issue:
  • The sea of Ghosts has dead references (items which were created in Bloodmoon, edited in Tomb of the Snow Prince and deleted in this mod). I cannot work around them without editing the Tomb of the Snow Prince ESM (which was expressively forbidden), so you will encounter "reference not found" errors when travelling across the sea west of Raven Rock. Do not hit "repair all" or "repair references" in Wrye Mash - this will undo all deletions. It's not something that can be changed as long as editing the ESM is not allowed.
    OpenMW 0.40.0 has solved this problem! It is now officially better to use than vanilla Morrowind!

Compatible:
  • Less Generic Bloodmoon, but it must load after Anthology Solstheim.
  • The changes of the Unofficial Morrowind Patch that were overwritten by the
    cell changes have been carried forward (this includes dialogue changes). This means that the patch can be used without problems.

Patches/Edits available:
  • Tamriel Rebuilt Alpha Build 14.08 has landscaping issues in a single cell, a patch is located in the Extras folder.
  • Bloodmoon Overhaul's cell changes are fully incoporated, but the fixed meshes and textures are only available in the Bloodmoon Overhaul archive.
  • The Neverhalls has a patch located in the Extras folder. Since the Neverhalls is an esp and one esp cannot override the files of another one, the objects added to cell -25/23 need to be removed by hand by editing The Neverhalls esp if they get in the way.
  • Darknut's Greater Dwemer Ruins has a patch located in the Extras folder. It modifies the exact same cell as The Neverhalls, so the same issues apply.


Confirmed/Currently Incompatible:
  • Felsaad Revamped
  • Frostmoth Docks Expanded
  • Frostmoth Repaired
  • Frostmoth Update
  • New Hirstaang Forest
  • Solstheim Castle
  • Solstheim Lighthouse
  • Solstheim Mages Tower
  • The White Wolf of LoKKen
  • ULS Solstheim    
  • Sea of Solstheim

Addons
  • Vanilla-ish Fort Frostmoth removes the town from Fort Frostmoth's interior, adds a Shield Wall interior (barebones, as befitting a military settlement), and turns one of the outer towers into a lighthouse. It also removes some of the more obnoxious trees and gives For Frostmoth's exterior the air of encroaching civilisation.


Who is to blame for this mess?
The Elder Scrolls, Morrowind, etc. are property of Bethesda Softworks.

 As usual, I am standing on the shoulder of giants.
 Credits and thanks go to:

 Lightwave for TESFaith,
 Slartibartfast for Bloodmoon Overhaul,
 Wollibeebee for Tomb of the Snow Prince,
 The countless people who made and improved the Unofficial Morrowind Patches,