EDIT [16-02-2025]: Version 1.7 is now released. This is one of the largest updates the mod has ever had, and I hope folks enjoy the new content. The next update (version 1.8) is going to focus on restoring most of the unused voice acting.
If there are any issues or discoveries people come across, please post them below.
Nice and very convenient mod as it replaces a lot of older minor mods scattered across the nexus. Also pretty good documentation. TR version of Creatures & Diseases is kinda disappointing. I expected it will make use of Tamriel Data creatures and will integrate them into Morrowind, but instead it just removes them. Also it would be nice to have patch to booster new 6th house creatures for compatibility with Beware the Sixth House mod.
I can fix the gripe you have regarding the TR patch. For the sixth house mod that might be approaching too many patches to juggle territory. I can look into buffing some of the creatures just as a base level.
You can create separate plugin without dependencies that just adding all your 6th house creatures to object list (with same IDs) and buff their stats to match Beware the Sixth House. If it's loaded after your main plugins (merged, separate, TR or not TR) it will boost stats of these creatures. It's not hard to maintain patch in such format.
As of the newest update, yeah it does that. Though I don't know if there are other mods that do. I restored the cut spells that imperial altars were meant to have, but never made it into the final game (they are in the games files though). Stendarr in particular it does not add.
It adds: Altar to the Legion Altar to Ysmir Altar to Wulfharth Altar to the Empire Altar to the Divines Altar to Kynareth Altar to Reman Altar to Nibena Altar to Talos Altar to the Emperor Altar to Colovia
next update will combine the two eight divine blessings into one shrine so I can squeeze in an Altar to the Hart-King
Other notes: At least some of this, needs to load before BCOM. Otherwise Mebestien Ence's small chest remains in its original location, which is out of bounds in his BCOM interior.
I'm a little baffled by the added Bal Molagmer job to return Maryon's old staff while Big Helende has a job to steal his new one.
So, wait, is the Code Patch plugin in the Modular download compatible with OpenMW? Has the Spell and Axe sounds functionnality been implemented into the new engine?
Hey, I'm struggling with Hanabi's Eight Plates job since one of the other mods I've got running unexpectedly overwrote the Eight Plates cell. What's the ID of the items I need to bring her so I can console command them instead?
Hello my friend, quick question, and it's probably a dumb one, but if we use Morag Tong Polished, we should not use the CRF Nelotj quest, correct? Thank you as always.
Hey! Not a dumb question. Yeah you would not use the Kill Neloth plugin. That was separated from the Quests plug-in to make sure the compatibility for Morag Tong Polished was there.
You would use the modular plugins and not install anthology solstheim patch, you would use the Cutting Room Floor - Snow Prince plugin. you would probably want to use the TR patches, so in that case, you would not use Cutting Room Floor - Missing Persons.esp, Cutting Room Floor - Items.esp, Cutting Room Floor - Creatures & Diseases.esp. Use the TR versions of those plugins. OpenMW doesn't need anything different. BCOM probably has no incompatibilities
It's safe yeah. There might be a duplicate NPC somewhere or some other oddity. It depends what you have interacted with in the game so far. If you haven't spoken to Dagoth Ur yet then you should be okay on that front.
We actually found the prototype texture to the Nix-Hound on UESP. apparently Mark Jones had it on his site in 2001 and the archived version of the page on UESP has it uploaded. There's one problem with this texture though. It was shrunk and conpressed to jpeg. I upscaled the texture to the size of MET/Intelligent Textures, and another guy transferred the colors onto the MET version of the Nix-Hound. I have upscaled the texture to the proper vanilla resolution but Daemacht has yet to transfer the colors to the vanilla version of the texture. Oh also, We also found a partial version of the prototype daedroth texture. you can find these here https://en.uesp.net/wiki/General:The_Dragon%27s_Eyrie/News as I said, the Nix-hound texture's resolution is off so you'll need to readjust it to the proper scale as Jones slightly smooshed it.
Well it's actually scaled down and it's in terrible quality so it would need some retouching. Also, I don't know if Bethesda would care honestly since it was publicly dropped and therefore now out there, regardless. Mark Jones dropped this texture in 2001 and he made it a Jpeg because he knew people would try and steal it at the time. I mean these days we have AI upscaling and what could be done is transferring the luma and alpha from the prototype texture onto the original. This might fade the color blending a little however. I'm going to actually release a pack with the textures fixed and upscaled eventually. Just need to get some final testing in. Are you in MMH discord? I could send you what I have.
On another note, you probably also found this out already but... I believe the Lesser Bonewalker and Crippled Skeletons were originally in leveled lists for low level characters. In the final version of the game only 1 instance of the Lesser Bonewalker exists (despite it appearing prominently on an unused splash screen and in the name of the "Summon Lesser Bonewalker" spell, even though that's not what the spell summons at all,) in the entire game. Likewise, only two instances of the Crippled Skeleton exist as well. All of these are located in Andrano Ancestral tomb, a tomb meant to be part of the early main quest, which means it would be accessible for low level players. Despite this, the leveled undead there are typical fare and offer a bit of a challenge if the player comes ill prepared... aside from these three of course, which are a joke. Even their ID's use the name "creaturename_weak" which implies they were probably in the leveled lists too at one point before the overhaul...and for some reason, bethesda just left the ones that were pre-placed in the game.
Lastly. I believe the "Wings of the Queen of Bats" may have had some connection to the Daedric Prince, Namira. Namira, as you know is all about darkness and things that go bump in the night. Additionally, in some TES games, notably ESO, her insgnia is often a bat. As for why it has EN_wounds on it... I dunno... my guess is either the enchantment was a placeholder, or en_wounds was originally named something else and intended for the Wings of the Queen of Bats but somehow wound up getting its name changed and used on a few generic weapons at some point during development. .
I may not use the 2001 nix hound texture as Bethesda released the game with the nix hound we have right now (just the purple mandibles were missing).
That is a good call on the Lesser Bonewalker and Crippled Skeleton. I'll add those to level lists as you are probably right about those.
Wing of the Queen of Bats is most likely a daedric artifact associated with Moalg Grunda (because she has bat wings and is the target of the Molag Bal cure vampirism quest). It's not going to be Namira, as Namira already has a cut artifact in vanilla being her Ring. ESO is not very accurate and definitely won't be in regards to cut content for Morrowind.
regarding the nix-hound texture. You do realize the 2001 texture is quite different from the final and more closely matches the early splash screens, right? it even has the purple tusks. It also has a pink colored throat. although, if you scroll down further in Mark Jones' news, you will see he posted a low res image of the finalized nix-hound, but with purple tusks.
anyway, I will be working on a mod to restore the textures of the Nix-Hound. there IS actually a way to get the prototype colors onto the final texture without actually using the prototype texture. it involves separating the alpha from the luma on the texture. iirc I have a version of the texture Daemacht converted for me to use the Intelligent Textures Nix hound upscale as a base. it looks really good. Unfortunately, I couldn't get him to add the colors to the vanilla resolution texture. Here is what the IT version daemacht did looks like. Also works on Tamriel Data's Nix-Mount. Tbh though I think some color was lost in the transfer.
oh also, you may want to refer to what is mentioned here regarding specific ash creatures: https://tcrf.net/Prerelease:The_Elder_Scrolls_III:_Morrowind#Scrapped_Enemy_Types keep in mind these are just guesses. My thoughts are Ascended Sleepers were originally called Ash Deathguards. Keep in mind that I don't think Kirkbride's art for the ascended sleeper ever mentions it by name either . And before they named the Ash Vampires, they were a generic enemy class known as "Ash Wights" Also think those twin sickles from the concept art were planned to be used with certain variants of the Ash Ghoul.
Keep in mind that Ash Wight is in the same slot in the CS as Ash Vampires would be located in the enemy list if they used a generic name and Ash Deathguard is likewise in the same slot as the Ascended Sleeper.
The 2001 list is in alphabetical order, which is why ash deathguard is typically where ascended sleeper is. And the ascended sleeper was probably not finished being made yet. I don't think there are variants of the ascended sleeper aside from the dagoth variants, as dialogue in-game refers to only 3 types being more powerful than the ash ghoul. They are the Ash Poet, Ascended Sleeper and Ash Vampire. If Ash Poet is listed, then that indicates it was written during the time all the other cut variants were around, and they would be weaker than an Ash Ghoul for not having any mention via dialogue. Ash Vampire as you know, isn't an enemy type anyhow, as the dagoth brothers are the ash vampires.
I was saying Ash Wight might have been an early name for the Ash Vampire before they decided to give them unique names. You do know that ingame dialog refers to the Ash Vampires as Dagoth Ur's "heart wight kin" right? also if you look at the page on TCRF regarding the explanation for a Wight it makes sense as well. Also there is one constant: The primary variant of the creature is always first in the CS.
I interpreted it as Wight just means undead being. You can make the argument that means Vampire, but I am not sure people will look kindly on this mod if I started adding generic Ash Vampires given their importance in the main quest as unique creatures. Zombie is also associated with undead (by name). I was thinking about the Barrow-Wights from LOTR and I cannot know if that was the thought process from someone at Bethesda, or if Ash Vampire was meant to be what they were, so an Ash Zombie variant was a safer bet and didn't cheapen the demigod like enemies that the Ash Vampires are. But you would think Ash Wight would be mentioned as being a higher level creature given that Ash Poet was left over in dialogue.
yeah. I was kinda suggesting that you not add the Ash Wight at all since I interpreted it as just an early name for Ash Vampires. Hilariously enough, if you sort them by model, the Ash creatures end up in the same order as they do in alphabetical, except for the Ash Vampires, which interestingly wind up in the same spot as the Ash Wight. Doubt it means anything, but it's pretty interesting.
I have a theory, that unique dagoths did not exist at the time of the 2001 screenshot. There's no proof of course, but interestingly, there's three Dagoths with ID's that stand out. They're all ash ghouls. Their ID naming conventions do not match other Ash ghoul Dagoths. One of them is the FGR version of Dagoth Velos. There are three of them oddly enough... could this be what became of the ID slots for the generic more powerful Ash Ghouls?
Also, I had this thought about the Ash ghoul's variants originally being originally envisioned as warrior priests rather than just priests. Well... at least two variants. The Ash Guard and Ash Skirmisher were probably more melee oriented and probably would have reflected the idea of the concept art where they were envisioned to fight with those twin sickles seen in the ash poet concept art, meaning they could have been fierce melee fighters. Where as the Ash Poet and Ash Ghoul were more likely to be more focused on spellcasting. Granted, it's just a theory. Adding Sickles to them would need new animations anyway.
As for why I think this, a few Ash Ghoul Dagoths actually completely lack spells. Namely Dagoth Gares (though in his case for Story reasons) and ironically, the others that have ID's different from the rest of the Dagoths, None of them can cast ranged Magic.
Also gonna say this: Regarding your argument about the Wings of the Queen of Bats.... Molag Grunda owning it makes very little sense. For one reason, she lacks hands. If you don't have hands, why would you weigh yourself down carrying a battle axe? two, the idea is....kinda silly.
Also before you say "But Namira has a Daedric artifact in the game already" Some of the daedric princes in the game actually have more than one artifact associated with them obtainable. Clavicus Vile actually has three if you count Umbra, (though Umbra's back story with him is....complicated), the Masque of Clavicus Vile, and the Bittercup. Also, Namira is a daedric prince that rules over Vermin.... Such as bats, spiders, and other creepy crawlies that make people shiver. Somewhere I have also heard her referred to as "the queen of bats" Though I am not sure if it an official or unofficial source. As for why two artifacts of hers would wind up unused.... I have a few theories....,
1.The weapon and the ring were both made by different developers without prior knowledge of the other.... Especially since ring of Namira was lost in the BSA... it's possible it's much older than the Wings of the Queen of Bats and they didn't realize it was in the asset directory still since it was never linked in the CS. And actually, I have confirmed with Douglas Goodall/AFFA that something like this possibly happened with other assets. Are you familiar with Felen's Staff and Maryon's Staff and how both exist? Well as I posted in the TCRF article, he told me it's possible he forgot the first instance existed and he created a second one. And then one of the map artists saw the unused instance of the staff and placed it in the Telvanni Vaults. It's not the same exact situation, but it shows that developers can forget they made something and then make something else to replace it or that two different developers may create an asset and not realize that another similar asset was created!
2.They couldn't find places to put either item as Namira has very little connection to the province of Morrowind, or its people unlike certain other daedric princes. This however does not explain why Clavicus Vile having so many artifacts along with a few other princes.
Regarding Devourer... there's a possibility of it being connected to either a powerful necromancer, or Hermaeus Mora. the Necronomicon, which the Devourer is based off of (specifically the Evil Dead Variant of it) was able to do unspeakable things... It's also possible that it was going to be the model for the Ogmha Infinium as well though, this seems unlikely due to the model name. As for what it would do...who knows? I don't think it would just summon undead... that seems a little underwhelming for a book like this... And no I am not saying to change the Devourer. keep it as you want. What I am saying is, it's something to think about.
Oh one last footnote here: The scripting fix that restores the Silt Strider animations, interferes with the immersive Travel MWSE mod's Silt Strider's walking animations, causing it to just slide across the ground doing the idle animations. Just wanted to mention that. you don't have to make a plugin to address that, but a note in the description might be helpful...unless.. you really WANT to make a patch for that. I mean, just removing the script via enchanted editor would be easy enough for more experienced modders.
The Ash poets wielding sickles and the ash zombies with the sword is something that will be added to Tamriel Rebuilt (this was something I put in motion last October on the asset browser).
We can't know what the Ash Wights, Skirmishers, Sorcerers or Guard/Deathguards were going to be unless we speak to someone from Bethesda (probably Gary Noonan) who was involved with that. I based the implementation on what in-game dialogue says. If someone from Bethesda shines light on what they actually were then I will put out a patch to rectify it straight away. I do know about the ash ghoul ID dagoths, and they were what I based the Ash Poets on (just minus the amulets) as Gares was probably meant to be a poet originally.
I don't think my argument is silly about Molag Grunda. We don't know how old the Wings of the Queen of bats is. I have also tried looking for who Queen of Bats is for years and cannot find a source. I don't think it is Namira. It's a Daedra of some kind or it could even be Vaermina. I think I have it pretty safe with Molag Grunda given her appearance. yeah the axe cannot be wielded, but its a video game, and I do know that Winged Twilights used to be Seducers in earlier development so perhaps this was going to be a weapon associated with her on that basis and maybe would have wielded it. If it makes things more believable I can have the Wings be at the top of the chamber her and Nomeg Gwai are in so the player has to levitate and explore to get it.
Clavicus Vile has only two artifacts in Morrowind. The Masque and the Bittercup. Umbra is not canonically his in 2002. And the reason why Clavicus is quite popular is because Ald Redaynia used to be a tower of N'Gasta in the second era as per rumors and the N'Gasta, Kvata, Kvakis being so wide spread on the island. There are followers like Sorkvild the Raven and Eydis Fire-eye (who is also probably from Dagon Fel). Sheogorad is Clavicus Vile hot spot because of this.
I do know about Douglas Goodall's explanation on the two staves. I am thinking that me adding an extra alternative quest for the staff might be a bit of an overreach given we know the original story of the two staves. Let me know if it should be removed from Extra Jobs.esp.
Devourer is most likely just a Necromancer book, and I do have it being held by the Necromancer, Delvam Andarys in Mawia.
I could move the silt strider anims and sounds into a separate plug-in to help people that are not savvy with editing esps. I will do what I can to help people enjoy my mod and make it easier for them (especially given how extensive the edits are on a whole).
Well, you definitely argued my points pretty well. We'll just have to agree to disagree regarding that. However, thanks for hearing about the Silt Strider situation. That was something I wanted to bring up for a while now. Regarding the Staves.... yeah, I think the second staff honestly should be renamed to something else entirely. A bit beyond the scope of the mod but the second staff was clearly never intended to be in the Telvanni Vaults judging by what Douglas has told us. I don't think you should remove the quest you made for it however. Maybe instead change the Staff's properties, and name completely and just go about modifying the quest you made for it accordingly. That way you don't have to outright remove the quest in future versions, but put a note in the changelog about it so people know why it was changed.
I just wanted to say that I really enjoy having the silt strider animations bundled with sound. It's better than running two esps. Ty. Absolutely love 1.7
299 comments
Version 1.7 is now released. This is one of the largest updates the mod has ever had, and I hope folks enjoy the new content. The next update (version 1.8) is going to focus on restoring most of the unused voice acting.
If there are any issues or discoveries people come across, please post them below.
TR version of Creatures & Diseases is kinda disappointing. I expected it will make use of Tamriel Data creatures and will integrate them into Morrowind, but instead it just removes them.
Also it would be nice to have patch to booster new 6th house creatures for compatibility with Beware the Sixth House mod.
BR
Stendarr in particular it does not add.
It adds:
Altar to the Legion
Altar to Ysmir
Altar to Wulfharth
Altar to the Empire
Altar to the Divines
Altar to Kynareth
Altar to Reman
Altar to Nibena
Altar to Talos
Altar to the Emperor
Altar to Colovia
next update will combine the two eight divine blessings into one shrine so I can squeeze in an Altar to the Hart-King
Other notes:
At least some of this, needs to load before BCOM. Otherwise Mebestien Ence's small chest remains in its original location, which is out of bounds in his BCOM interior.
I'm a little baffled by the added Bal Molagmer job to return Maryon's old staff while Big Helende has a job to steal his new one.
you would probably want to use the TR patches, so in that case, you would not use Cutting Room Floor - Missing Persons.esp, Cutting Room Floor - Items.esp, Cutting Room Floor - Creatures & Diseases.esp. Use the TR versions of those plugins.
OpenMW doesn't need anything different.
BCOM probably has no incompatibilities
On another note, you probably also found this out already but... I believe the Lesser Bonewalker and Crippled Skeletons were originally in leveled lists for low level characters. In the final version of the game only 1 instance of the Lesser Bonewalker exists (despite it appearing prominently on an unused splash screen and in the name of the "Summon Lesser Bonewalker" spell, even though that's not what the spell summons at all,) in the entire game. Likewise, only two instances of the Crippled Skeleton exist as well. All of these are located in Andrano Ancestral tomb, a tomb meant to be part of the early main quest, which means it would be accessible for low level players. Despite this, the leveled undead there are typical fare and offer a bit of a challenge if the player comes ill prepared... aside from these three of course, which are a joke. Even their ID's use the name "creaturename_weak" which implies they were probably in the leveled lists too at one point before the overhaul...and for some reason, bethesda just left the ones that were pre-placed in the game.
Lastly. I believe the "Wings of the Queen of Bats" may have had some connection to the Daedric Prince, Namira. Namira, as you know is all about darkness and things that go bump in the night. Additionally, in some TES games, notably ESO, her insgnia is often a bat. As for why it has EN_wounds on it... I dunno... my guess is either the enchantment was a placeholder, or en_wounds was originally named something else and intended for the Wings of the Queen of Bats but somehow wound up getting its name changed and used on a few generic weapons at some point during development. .
That is a good call on the Lesser Bonewalker and Crippled Skeleton. I'll add those to level lists as you are probably right about those.
Wing of the Queen of Bats is most likely a daedric artifact associated with Moalg Grunda (because she has bat wings and is the target of the Molag Bal cure vampirism quest). It's not going to be Namira, as Namira already has a cut artifact in vanilla being her Ring. ESO is not very accurate and definitely won't be in regards to cut content for Morrowind.
MW-load-Splash_NixHound.png (1024×1024)
MW-misc-Nix-Hound.gif (134×130)
oh also, you may want to refer to what is mentioned here regarding specific ash creatures: https://tcrf.net/Prerelease:The_Elder_Scrolls_III:_Morrowind#Scrapped_Enemy_Types keep in mind these are just guesses. My thoughts are Ascended Sleepers were originally called Ash Deathguards. Keep in mind that I don't think Kirkbride's art for the ascended sleeper ever mentions it by name either . And before they named the Ash Vampires, they were a generic enemy class known as "Ash Wights" Also think those twin sickles from the concept art were planned to be used with certain variants of the Ash Ghoul.
Keep in mind that Ash Wight is in the same slot in the CS as Ash Vampires would be located in the enemy list if they used a generic name and Ash Deathguard is likewise in the same slot as the Ascended Sleeper.
Ash Vampire as you know, isn't an enemy type anyhow, as the dagoth brothers are the ash vampires.
I have a theory, that unique dagoths did not exist at the time of the 2001 screenshot. There's no proof of course, but interestingly, there's three Dagoths with ID's that stand out. They're all ash ghouls. Their ID naming conventions do not match other Ash ghoul Dagoths. One of them is the FGR version of Dagoth Velos. There are three of them oddly enough... could this be what became of the ID slots for the generic more powerful Ash Ghouls?
Also, I had this thought about the Ash ghoul's variants originally being originally envisioned as warrior priests rather than just priests. Well... at least two variants. The Ash Guard and Ash Skirmisher were probably more melee oriented and probably would have reflected the idea of the concept art where they were envisioned to fight with those twin sickles seen in the ash poet concept art, meaning they could have been fierce melee fighters. Where as the Ash Poet and Ash Ghoul were more likely to be more focused on spellcasting. Granted, it's just a theory. Adding Sickles to them would need new animations anyway.
As for why I think this, a few Ash Ghoul Dagoths actually completely lack spells. Namely Dagoth Gares (though in his case for Story reasons) and ironically, the others that have ID's different from the rest of the Dagoths, None of them can cast ranged Magic.
Also gonna say this: Regarding your argument about the Wings of the Queen of Bats.... Molag Grunda owning it makes very little sense. For one reason, she lacks hands. If you don't have hands, why would you weigh yourself down carrying a battle axe? two, the idea is....kinda silly.
Also before you say "But Namira has a Daedric artifact in the game already" Some of the daedric princes in the game actually have more than one artifact associated with them obtainable. Clavicus Vile actually has three if you count Umbra, (though Umbra's back story with him is....complicated), the Masque of Clavicus Vile, and the Bittercup. Also, Namira is a daedric prince that rules over Vermin.... Such as bats, spiders, and other creepy crawlies that make people shiver. Somewhere I have also heard her referred to as "the queen of bats" Though I am not sure if it an official or unofficial source. As for why two artifacts of hers would wind up unused.... I have a few theories....,
1.The weapon and the ring were both made by different developers without prior knowledge of the other.... Especially since ring of Namira was lost in the BSA... it's possible it's much older than the Wings of the Queen of Bats and they didn't realize it was in the asset directory still since it was never linked in the CS. And actually, I have confirmed with Douglas Goodall/AFFA that something like this possibly happened with other assets. Are you familiar with Felen's Staff and Maryon's Staff and how both exist? Well as I posted in the TCRF article, he told me it's possible he forgot the first instance existed and he created a second one. And then one of the map artists saw the unused instance of the staff and placed it in the Telvanni Vaults. It's not the same exact situation, but it shows that developers can forget they made something and then make something else to replace it or that two different developers may create an asset and not realize that another similar asset was created!
2.They couldn't find places to put either item as Namira has very little connection to the province of Morrowind, or its people unlike certain other daedric princes. This however does not explain why Clavicus Vile having so many artifacts along with a few other princes.
Regarding Devourer... there's a possibility of it being connected to either a powerful necromancer, or Hermaeus Mora. the Necronomicon, which the Devourer is based off of (specifically the Evil Dead Variant of it) was able to do unspeakable things... It's also possible that it was going to be the model for the Ogmha Infinium as well though, this seems unlikely due to the model name. As for what it would do...who knows? I don't think it would just summon undead... that seems a little underwhelming for a book like this... And no I am not saying to change the Devourer. keep it as you want. What I am saying is, it's something to think about.
Oh one last footnote here:
The scripting fix that restores the Silt Strider animations, interferes with the immersive Travel MWSE mod's Silt Strider's walking animations, causing it to just slide across the ground doing the idle animations. Just wanted to mention that. you don't have to make a plugin to address that, but a note in the description might be helpful...unless.. you really WANT to make a patch for that. I mean, just removing the script via enchanted editor would be easy enough for more experienced modders.
We can't know what the Ash Wights, Skirmishers, Sorcerers or Guard/Deathguards were going to be unless we speak to someone from Bethesda (probably Gary Noonan) who was involved with that. I based the implementation on what in-game dialogue says. If someone from Bethesda shines light on what they actually were then I will put out a patch to rectify it straight away. I do know about the ash ghoul ID dagoths, and they were what I based the Ash Poets on (just minus the amulets) as Gares was probably meant to be a poet originally.
I don't think my argument is silly about Molag Grunda. We don't know how old the Wings of the Queen of bats is. I have also tried looking for who Queen of Bats is for years and cannot find a source. I don't think it is Namira. It's a Daedra of some kind or it could even be Vaermina. I think I have it pretty safe with Molag Grunda given her appearance. yeah the axe cannot be wielded, but its a video game, and I do know that Winged Twilights used to be Seducers in earlier development so perhaps this was going to be a weapon associated with her on that basis and maybe would have wielded it. If it makes things more believable I can have the Wings be at the top of the chamber her and Nomeg Gwai are in so the player has to levitate and explore to get it.
Clavicus Vile has only two artifacts in Morrowind. The Masque and the Bittercup. Umbra is not canonically his in 2002. And the reason why Clavicus is quite popular is because Ald Redaynia used to be a tower of N'Gasta in the second era as per rumors and the N'Gasta, Kvata, Kvakis being so wide spread on the island. There are followers like Sorkvild the Raven and Eydis Fire-eye (who is also probably from Dagon Fel). Sheogorad is Clavicus Vile hot spot because of this.
I do know about Douglas Goodall's explanation on the two staves. I am thinking that me adding an extra alternative quest for the staff might be a bit of an overreach given we know the original story of the two staves. Let me know if it should be removed from Extra Jobs.esp.
Devourer is most likely just a Necromancer book, and I do have it being held by the Necromancer, Delvam Andarys in Mawia.
I could move the silt strider anims and sounds into a separate plug-in to help people that are not savvy with editing esps. I will do what I can to help people enjoy my mod and make it easier for them (especially given how extensive the edits are on a whole).