Morrowind

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Jsp25

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13 comments

  1. MelchiorDahrk
    MelchiorDahrk
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    The cavern is very neat. The lava is a nice contrast with the watery Urshilaku burial caverns. I've often thought about what the other tribes do for burial. Although I personally concluded that the Erabenimsun prefer to cremate their dead and cast them into the wind of Molag Amur, this interpretation is fine as well. The Daedra infesting the tomb seems ripe for a quest to send the player to cleanse the tomb for the tribe.

    One "bug" or dirty edit I found is that the ancestor guardian creature used in the mod is a unique creature used in the fighters guild quest. Should be replaced.

    Now for some general comments:
    - Why replace Zebabi instead of making a new dungeon for the Erabenimsun Burial Caverns?
    - The Saint Olms shrine was neat but just seems like a weird inclusion, thematically. Like it belongs in another mod. What does Saint Olms have to do with the Erabenimsun? They've been on the island longer than the temple, so how did it get underneath their sacred burial caverns?
    - It seemed weird that the old Ashlander skeletons were buried in imperial dragonscale, nordic fur, bonemold, and nordic trollbone armor rather than something traditional like chitin.
    - The connection to the Ancestral tomb was fine. Like the Dunmer who constructed it broke into the burial caverns by accident. Though putting a door in place to conveniently enter the nearby cavern did seem like an odd construction choice. Maybe it could instead be entered from below where the floor of the tomb fell into the cavern below?
    1. jsp25
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      I chose to replace Zebabi because the location was fitting; It was near enough of Erabenimsum Camp and I was able to connect it with Andalen Tomb. On top of that, there's no quest involved or anything of interest in Zebabi.

      I began working in this mod with the intention of including a quest justifying the relation between Erabenimsun and St. Olms, but I didn't. Somehow, I didn't either take into account that the ashlanders were there before the Temple.You're right, it is thematically weird.
      The same with the nordic/bonemold/imperial armors and weapons in the corpses.

      I don't know if I'll update this mod again, but if I do, I'll take care of these issues.
    2. MelchiorDahrk
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      Fair reasoning. Though I think a coastal slaver den has potential for development. I typically don't like just gutting what's already in the world. But obviously I'm not obligated to use it. And as I said before, the cave design was nice - and the scripted stuff like the message when you enter were flavorful. Though it made me wonder what I could do as a necromancer to desecrate those "magically sealed" corpses. :]

      Good luck on your future projects!
    3. jsp25
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      About the "magically sealed" corpses;-spoilers-
      I can't tell if you noticed or not, but if you steal the emerald in St. Olms forehead and then beat the enemies, it will appear a chest with St. Olms weapon and all the corpses and their weapons will become lootable.
    4. MelchiorDahrk
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      I missed that detail! That's very cool.
    5. jsp25
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      I think this mod is fairly good, but I agree with your comments and me being over-reliant on existing content. Maybe I should also have provided more information about the "quest". In future mods, I'll take my time to do it better.
    6. MelchiorDahrk
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      Yes, I agree, it is a good mod. And I'm glad you could take my criticism constructively! I just like to throw out my thoughts on new mods I test out now and then and this one caught my eye. Looking forward to seeing what's next from you!
    7. OffworldDevil
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      I actually prefer expanding existing dungeons rather than adding new ones, since Morrowind's vanilla dungeons are usually quite small in scale, and they're numerous enough as it is. Depends on the added content, though.
  2. metroid13
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    For some inscrutable reason this mod deletes Dunmer stronghold exteriors. Doors to interiors still exist, and distant land statics are still there, but the building itself is just... gone. Yep.
    1. jsp25
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      ? I'll take a look at it.
    2. jsp25
      jsp25
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      It isn't my mod. It's properly cleaned and doesn't make any changes to exterior cells, except for changing the position of a dungeon's door marker, nor vanilla assets. I'm not experiencing this issue.
    3. metroid13
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      Weird. I removed it from my load order and the problem went away. Probably on my end, then. Apologies!
  3. User_57218227
    User_57218227
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    New, and more dungeons are always great.