Morrowind

About this mod

Wyrmhaven is a tiny island far to the west of Solstheim, claimed at various times by a clan of Chimer fleeing the wars with the Dwarves, a fire-breathing dragon, a band of Nordic exiles, the Breton Kingdom of Farrun, and the Septim Empire.

Requirements
Permissions and credits
Translations
  • Italian
Wyrmhaven is a tiny island far to the west of Solstheim, claimed at various times by a clan of Chimer fleeing the wars with the Dwarves, a fire-breathing dragon, a band of Nordic exiles, the Breton Kingdom of Farrun, and the Septim Empire. The closing years of the Third Era see a rich trading port run by a corrupt Imperial Governor, who uses the North Empire Company as a front for smuggling contraband throughout the northern provinces. With the Wyrmhaven Imperial Legion firmly in the Governor's pocket, pirates and smugglers operate with impunity, and only the embattled Order of Kynareth preserve any semblance of law and order. Will you take the oath and earn your place among the Knights of Kynareth, joining their battle against injustice and corruption?

To travel to Wyrmhaven, talk to Gilfanon on the ship south of Hla Oad.

This version is NOT saved game compatible with earlier versions, and will require a clean save (preferrably a new game). You will also need to regenerate your distant land and statics if you are updating, due to changes to the landscape.

As of version 3.0, Wyrmhaven now requires 'Tamriel_Data', which can be downloaded here:

https://www.nexusmods.com/morrowind/mods/44537

FEATURES:

A new landmass covering roughly 5 x 5 cells.
A large Imperial-style port town with 60+ interiors, including a purchaseable home.
A new faction, the Order of Kynareth, with 26 quests.
250+ NPCs.
20+ new creatures.
A ton of new meshes, furniture, tilesets, misc items, animations, etc.
Also includes a separate esp file to generate grass with the Morrowind Graphics Extender (requires Vurt's grass meshes).

Does NOT conflict with any other landmass mods, i.e. Tamriel Rebuilt, SHotN, etc

CHANGES IN v3.0:

- Reworked the landscape and town to utilize assets from 'Tamriel Data', significantly improving the appearance of everything.
- Added a journal hint for how to deal with Ragnarson in the bakery.
- Fixed a bug where Sir Laureloss would sometimes fall unconscious again after you have woken him.
- Sir Beowine will now give you hints if you get stuck during the murder quest.
- Added a journal reminder to relock the door at the end of the skooma lab quest.
- Fixed a bug where Sir Percival could be stuck following you during the werewolf quest.
- Fixed a bug where the Dark Brotherhood hideout door would still be barred if you left after killing the assassins but hadn't found the Letter of Instruction.
- Added a couple of extra stone blocks to the Temple of the Grinding Ice to make the scavenger hunt a bit less tedious, and added a fallen pillar over one crack that you could fall into and get stuck.
- The Knight-Marshal will now give you directions to Chimeranyon.
- Modified the ballista mesh so that the string is no longer sitting behind the wheels, making it unable to actually fire.
- Several minor dialogue tweaks.
- Added some missing interior window lights to the top floor of the Census and Excise building.
- Fixed some misaligned floor tiles in the bookshop.
- The Knights of Kynareth will now describe the command structure of the faction when you ask them about 'someone in particular'. This will change throughout the main questline, as you rise through the ranks and the hierarchy changes.