Morrowind

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CarrotFerret

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CarrotFerret

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23 comments

  1. Zaarin2
    Zaarin2
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    I think there's another mod that does something similar, but based on screenshots I think I like what yours does better--mixing the two instead of outright replacing Sheogorad's Azura's Coast-style terrain with Solstheim-style terrain and leaving it at that. Nice work.
    1. CarrotFerret
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      I'm aware of that mod. Funny thing is that it was released right as I was working on this.

      If anything, I would say mine is more of a "replacer" than the other one. If I understand correctly, the other Sheogorad mod adds snow but retains the mushrooms and the like, which is more of a blend of the two environments. I just wanted to see more pine forests in Morrowind.
    2. Zaarin2
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      I like that you've brought more Solstheim elements into Morrowind; I always like things that make the expansions feel less isolated or separate.
    3. CarrotFerret
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      That was my line of thought too.

      I felt like if Bethesda had the Bloodmoon assets on hand when they first made Morrowind, they would have used them on Sheogorad, if not for at least the sake of diversifying the province. As it stands in vanilla, there's little separating it from the Azura's Coast.
    4. StormDrummer
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      "I felt like if Bethesda had the Bloodmoon assets on hand when they first made Morrowind, they would have used them on Sheogorad, if not for at least the sake of diversifying the province."

      Honestly, I doubt it. The Bethesda people aren't exactly geographers. Look at all the lands that are on the same latitude as Skyrim...or how Windhelm is supposed to be its coldest city, when it's far south of warmer ones and most of Eastmarch is temperate to volcanic....or the utterly strange and random relationship Cyrodiil has with its maritime assets....

      Anyway, the mod looks intriguing.
  2. Naufragous77
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    Ran this through the CS for compatibility and it seems to run nicely with mikeandike's Epic Dagon Fel. A few trees are sticking out of the ruined rocks, but that's really a matter of interpretation. I see them as nature breaking through the terrain. Nice job from what I've seen so far!
    1. CarrotFerret
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      I'm glad! I figured it would be incompatible with just about any Dagon Fel overhaul due to the replacement of almost every shack with a Nordic style home, but I'm glad it still works.
    2. Naufragous77
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      A few minor clipping issues with trees, but they're hardly noticeable. There's one house in the town center that vanishes, most likely due to the switch in architectural style. The house is empty and there merely for visuals, so it's not really a big deal. When I have more time I'll see about going through the area more thoroughly and throw you a patch.
    3. stone1
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      Hi folks! Amazing mod. Love it! I see that a patch for Epic Dagon Fel was discussed...did that happen? I’d love to use both. But if not, this mod absolutely takes precedence.
  3. pizzapicante27
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    So Im going to be THAT person and ask, no Rebirth compatible right?
    1. SkeletorOmega
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      I'm planning on playing it with rebirth as I looked in the CS and if this is put after rebirth, it seems as though they are compatible. There are no clipping issues or heightmaps that block entrances to the new dungeons of this mod. So it seems worth the try to me.
  4. Reizeron
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    I haven't tested this mod in-game yet, but took a look at in in the CS and here are my 2 drakes:
    1. This mod is really nice.
    2. There are texture seams everywhere. I know OpenMW will fix these, but it wouldn't hurt to make the mod vanilla-compatible, and you are changing the terrain data anyway.
    3. You deleted all the menhirs, but the terrain coloring that was underneath them is still present. So, there are dark spots everywhere on the sea bottom.
    4. The new placed objects, on the other hand, don't have vertex coloring underneath them, which makes them kinda flat, dunno how to explain this better.
    5. Although it's a personal thing, I'm not too happy about the new homes/locations, I wish they came in a separate esp. Some of them fit in really good, some don't.
    6. Surprisingly, there are little to no conflicts with my WIP Ald Redaynia mod, I expected a lot of clipping and got what, just 2-3 cases of it? Sweet.

    Gotta try it out in the game too and then post my impressions.
    1. CarrotFerret
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      1. Thanks!
      2. Do you mind cataloging some of the texture seams for me? I'll fix them if I know where they are, i tried to take care of as many as I could
      3. I'm aware of the dark spots in the ocean, I didn't really think it urgent to remove all of them. There are a LOT of menhirs in Sheogorad.
      4. I know the "flat" effect you speak of. Once again, take pictures of any of the flat objects and I'll take a look at adding some shading.
      5. Which homes did you find unfitting? I'm curious... it was rather hard finding suitable locations for them and I thought I did a decent job, but I'm open to more specific criticism.
      6. Glad to hear it!
    2. Reizeron
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      - The seams are much more apparent with some land retextures than others, so they might be much less visible on your setup. Here's how Ald Redaynia looks on my system, for example:
      https://dl.dropboxusercontent.com/u/100631406/Images/seams.jpg
      Most of the cells have at least one seam.
      - Well yeah, the texture spots are not that important if they are underwater - much less visible this way. Still was worth mentioning IMO.
      - Generally, you'd want to add vertex paint shades underneath all the terrain objects - rocks and trees both. Look how it's done in Solstheim for reference.
      - I'm kinda picky about stuff like this, so don't pay this much mind. I just like when different things, like new homes and landscape changes are separate. Fort Ironmoth looks kinda out of place for me, with Sheogorad Archipelago having little to no Imperial presence overall. All other imperial forts are neatly placed in strategic places near main Vvardenfell cities, this one is just in the middle of nowhere.

      Another sad thing is that your mod removes one of my favorite landmarks - the unique mushroom grove in Sheogorad (4,51) and (5,20). But eh, can't have a cake and eat it.
      (If I was making a mod like this, I would leave the mushrooms and add fir trees alongside them, like what we have in Ascadian Isles with normal trees. or Dragonborn Solstheim even, but that's just my personal preference)
    3. CarrotFerret
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      Hey, sorry it took me so long but I fixed some of the seams in that picture. You'll have to forgive me for taking so long, I'm in the middle of a move. I'm also relatively green to Morrowind modding, so I'm not entirely sure which textures "play nicely" and blend with each other. Sometimes certain textures blend relatively well even when they do seam, which makes it even harder to find problem textures...

      But thanks for your feedback and patience, I appreciate it.
    4. Reizeron
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      Ha-ha, no worries! Morrowind modding scene is pretty slow-paced anyway.

      I just checked the updated version and it seem to still have all these seams... Did you mix up the files, maybe?
  5. drumforfood
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    Great job! It does seem to conflict with Princess Stomper's Ald Redaynia expanded mod. The only major issue was the new tavern floating over a hill. I also missed those sweet mushroom groves.
  6. deleted2027229
    deleted2027229
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    Great mod, but seems a little scarce of creater encounters. Would be nice to see a Wolf or two?
    1. CarrotFerret
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      I had considered this a couple times actually! With so many Cliff Racers removed on near the roads, there aren't very many creature encounters left. The problem arose when I wanted to integrate this into Vanilla. Most wolves in the game are higher level spawns and I thought it would be a bit jarring to have low level wolves in Sheogorad when next door over in Solstheim they're super high level. Plus in Vanilla you rarely get an opportunity to see Vvardenfell creatures (like Nixhounds or what-have-you) in a Solstheim-like environment.
  7. darkelfguy
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    Well, I just took some time to check this out, and I have to say, this is an absolutely fantastic mod, really impressive work that you've done here CarrotFerret! You've really managed to give the Sheogorad Coast region a unique character, and I love all of the little details you've scattered about with the landscaping, like the Nordic barrows, ancient wrecked longboats, and other Nordic ruins. It really makes exploring the Sheogorad region an all-new and exciting experience, especially with the new dungeons you've included (which I absolutely enjoyed)! I also have to say I really liked the changes to Dagon Fel as well, it certainly seems more like a Nordic settlement now.

    Overall, this is without doubt my new favorite Sheogorad overhaul, you've just done a really stunning job with this mod, and based on the high production quality here, I'm quite excited to see more of your bigger projects! Keep up the great work! Very much endorsed!
    1. CarrotFerret
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      Thanks Darkelfguy! That means a whole lot coming from a member of the community such as yourself.

      You haven't fooled me though! I know you're down there in your Parisian crypt scheming up another devious plot!

      No, but really though, thank you.
  8. MelchiorDahrk
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    This looks very well done. Thanks for sharing it!
  9. Firefanix
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    This looks really nice! I'll definitely have to test it out when I get the chance.