Morrowind

35 comments

  1. Enclavekiller1
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    Had a lot of fun playtesting this. If you're a dungeon mod fan, you will enjoy this.
    1. MatthewTheBagel
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      Thank you EnclaveKiller
  2. jayhall0315
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    I am playing with Morrowind Rebirth (and, if it matters, Pursuit Revisited MWSE) and when NPCs (Thad, etc ...) attack me, and then I kill them, I am left with a bounty of about 1100 Gold per NPC. This happens whether I let them strike the first blow or I do. I think there may be conflict, ... still testing, ....

    (It may be that they are set initially as friendly NPCs (like anyone in a town) instead of as antagonists (like smugglers in a cave).)

    (On another note, there is no conflict with Rebirth as far as the terrain and Caldera entrance. Bloodwind can be loaded before or after Rebirth and it will still work.)
  3. BannedProfileWorkaround
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    Where is the key for the “worn cavern door” to the bloodwind cavern??
  4. supersamec
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    Very enjoable dungeon :) Great design, spooky atmophere and easter eggs. The the story were quite enjoyable as well, but little bit out of place in the context of Caldera-Empire lore and could use some adjustments to flow better. But hey, its clearly labor of love and I totally recomended Bloodwind to lovers of good dungeons.
  5. rockygohard18
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    Having a major issue here, for some reason the guys on the boat attacked me(killed them got the key) went to the bloodwind location outside of Caldera in the cave but when I talk to the leader and try to enter the door nothing happens.
    1. rockygohard18
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      Something seems to be broken of sorts, the door inside the cave is locked(but doesn't have a lock level on the door itself) and the leader in the cave doesn't give me any dialog options to talk to.
  6. Gaidentsu
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    Bravo! Very nice dungeon mod indeed. I was totally satisfied after my dungeon crawling :D

    /endorsed

    Greetings
    Gaiden
  7. ArahDovah
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    Was a great dungeon crawl up to the point of it making the game crash as I get to the sewer area. I put everything in its proper place in data files however it says its missing meshes and video for where the end should be. 8/10 Still enjoyable though.
  8. JaceyS
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    A sizable dungeon crawl, well designed layout, asset choice and story leave some things to be desired. This review includes spoilers for the mod.

    Exteriors: The pirate boat north of Hla Oad is eye-catching, which makes naturally stumbling into the mod quite easy, though it also might make it too easy to stumble into before your character is ready. The dungeon entrance and exit are simple, but well placed.
    Interiors:
    Layout: This is an excellent multipart dungeon, with a non-linear path, and good use of hinting at future parts through impassible “windows”. Dragging loot out of some of the extremities can be a bit tedious, but that comes with the territory.
    Decoration: Ranges from quite good (first room of the actual fort, with the barricade), to serviceable(most of the dungeon), to repetitive (crate clusters with the same items again and again).
    Tileset: While the concept of the dungeon is implausible (I will get to that later), the Imperial fort and cavern tilesets are used well together, and merged in interesting ways back and forth. A single tileset would become very boring for a dungeon of this size, so the author made the right choice by varying it. I will return to it later in the asset section, but the Velothi sewers near the end do feel out of place.

    Assets:
    Vanilla:
    Creatures: This mod reuses some vanilla assets for new creatures. These range from perfectly acceptable (ancestor ghosts for the new ghost type) to understandable but “moddy” (bonewalkers for ghouls), to odd (fire atronachs for a ghost type, the iconic lame corprus as another ghoul type). Use of ridiculously scaled up bonewalkers and lame corprus for variant enemies is another poor choice.
    Other: The presence of Velothi Sewers attached to an Imperial fort is not explained, and rather jarring. Sixth House decoration use near the end is not backed up by the story.

    Custom: There are two custom creatures present, the Wight (flesh atronach) and the Drowner (zappy fish). The former is a rather messy looking reskin of the frost atronach, including the iconic icicle attack as a bone spike. The latter is an interesting concept, but the model is somewhat low quality.

    Writing:
    General Concept: An underground fort for wealthy Imperial families to live in doesn’t really make that much sense with the history of Morrowind, and of Vvardenfel in particular, which was not opened for outside settlement until about 14 years prior to the start of the game. I kind of got a Fallout vault feel from it, which, in the absence of a global catastrophe, doesn’t really fit.
    Notes and Journals: These feel tacked on for exposition, and few of them make any sense as something that an actual character would write down. Even Bethesda runs into this problem, but it is especially bad here.
    Dialogue: Repetitive. You repeatedly meet pirates that greet you, then realize you aren’t one of them, and attack. Another repetitive element is the slave with a key to the next section of the dungeon, though this is subverted at one point for good effect.
    Backstory: The backstory of the dungeon is revealed at the end as though it were some profound twist, but it doesn’t really live up to it. It seems to suffer from some degree of “All evil is interchangeable”, with props and the title “dreamer” suggesting a Sixth House connection, but that not being born out in the explanation of a generic cultist summoning a Daedric entity (represented by a Dremora), who in turn has created all the undead. These three groups (Sixth House, Daedra, Necromancers) are clearly delineated in Morrowind and are either opposed or in competition to one another, but this mod just smooshes them all together.

    Overall, I recommend it for those who like dungeon crawls (and I include myself in that group), but the lackluster story doesn’t really justify its inclusion for those that don’t like big dungeons.
  9. AYLeiDRuiN
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    No problems. Cool quests and Puzzles w/ a Satisfying Ending. Thank you, MatthewTheBagel!
  10. calemcc
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    This file has 4 spells that are set to Auto-Calculate. This setting inadvertently gives all NPCs the spells. To fix this, start the construction set and load the esp, setting it as the active file. Select the spellmaking tab, find the four entries (they should be toward the top of the list), and edit them.
  11. papill6n
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    Hi, did you fix the "Who's there?" dialogue problem that your mod is creating?
    https://www.tamriel-rebuilt.org/content/whos-there-not-knock-knock-joke-sadly

    thank youuuu