Documentation

Readme

View as plain text

��**************************************************************************





-=-=-=-=-=-=- Resdayn Revival - Bitter Coast -=-=-=-=-=-=-







**************************************************************************





Current Version - 2.0



Version Release Date - 22/05/2022




Creator - Resdayn Revival Team & Zobator





**************************************************************************




[Description]

-=-=-=-=-=-=-=-



The Resdayn Revival Project was a Russian Morrowind overhaul project aiming to reimagine the island of Vvardenfell by expanding the cities, dungeons, tombs and caves. Sadly the project was abandoned somewhere around 2013.
After searching the internet high and low, I managed to find what I believe was the latest beta version of the project. This release picks up where the Resdayn Revival Team left.

What this mod does:
A large overhaul of the Bitter Coast Region:
- Expansion of the 3 bitter coast town of Seyda Neen, Hla Oad and Gnaar Mok.
- Expansion of numerous tombs and dungeons (see the appendix at the bottom for a list of dungeons touched).
- Some new tombs to explore.
- A couple of new miscelanious miscelanious quests.
- New weapons and armor (including a complete set of Argonian gear)
- A ton of new models and textures, either used in this mod or as a resource for further revival of Resdayn.

What has changed from the original beta:
- Complete translation from Russian to English
- Cleaning the esp. Lots and lots of dirty edits were removed.
- Fixing/Optimizing some of the scripts and adding new ones.
- Removing the Gloomy Swamp area, which looked a bit out of place and caused major issues with other popular mods (mainly Balmora-based mods)
- Improving some object placement. Added northmarkers. Misc esp tweaks...
- Complete cleanup and reorganisation of the resource files.
- Fixing a lot of broken or incomplete models (UV-maps, normals, unfinished models)
- Optimizing about 95% of the models for better performance. Reduced draw-calls (sometimes improvements over 90%!) and tons of new collision meshes
- Completely remade some meshes from scratch.
- Created and implemented some new models into the mod.
- Created and implemented missing icons.
- OAAB integration! As of version 2.0, RR-BC depends on OAAB_Data. Many of the RR resources have been integrated in the OAAB-project for everyone to use and are thus no longer included directly here.


[Install]

-=-=-=-=-=-

0. Make sure you have OAAB_Data.esm installed!

1. Copy the esp-file and the resource folders in this archive to your morrowind Data files folder and overwrite if asked.
1a. If you only want changes made to the cities (Seyda Neen, Hla Oad & Gnaar Mok), use the Cities only esp
1b. If you only want changes made to the dungeons, use the Dungeons only esp
2. Enable the esp in your load order
3. Regenerate distand land if you're using MGE XE



[Optional OAAB_replacer]
-=-=-=-=-=-=-=-=-=-=-=-=-
There are some mesh/texture replacers for certain OAAB_Data models. In general, these are higher-poly models than used in OAAB_Data, or use different textures (cfr. washed clothes).
There's also an alternative 6th house gong sound.
These are a matter of personal taste. Use them, or don't. It's up to you.


[Save File]

-=-=-=-=-=-=-



It is advised to start a new game. You can load this mod into an existing game but be aware that it might cause major conflicts with other mods.



[Conflicts]

-=-=-=-=-=-=-


Mods that alter the Bitter Coast Region.



[Release History]

-=-=-=-=-=-=-=-=-=-



1.0 - 01/05/2020
- Initial release


1.1 - 07/05/2020
- Improved compatibility with Tamriel Rebuilt (TR_Travels)
- Removing many unnecessary landscape edits and references.
- Added some new meshes to reduce draw-calls/improve performance.
- Various fixes/improvements/...

1.2 - 10/05/2020
- Improved fence-visuals.
- Improved grass-mod compatibility. Remiros' Groundcover should be compatible out of the box now.
- Moved the Seyda Neen guar stables (with new aesthetics), both improving grass-compatibility and logic (guar poop gets drained by water now)
- Some minor fixes.

1.3b - 14/05/2020
- Fixed dirty edits which messed up the C&E office doors in Seyda Neen.
- Remade the Arenim Manor exterior in Gnaar Mok from scratch with slightly better layout and a more finished look.

1.4 - 05/07/2020
- Improved meshes for the argonian armors when worn by non-beast races (with better bodies).
- Further translation improvements.
- Pathgrid fixes.


1.5 - 11/07/2020
- Mesh fixes.
- Small texture improvements.
- Moved the argonian hideout to a more suitable location and added some more dialogue to go with it.

2.0 - 22/05/2022
- OAAB integration! Many resources have been integrated in OAAB_Data and are no longer included directly. OAAB is required now!
- Modular versions of the esp (either cities only or either dungeons only).
- Small typo fixes.
- Cleaned out some dirty references not noticed before.
- Small mesh fixes.
- Small placement fixes.




[Credits/Sources]

-=-=-=-=-=-=-=-=-=-

The Resdayn Revival Team (SiberianCrab, Scarab-Phoenix, Cernon and many others) for the original beta mod and allowing me to continue their work.

Zobator for this translation and continued work

The Blender Foundation for Blender



Bethesda Softworks for the creation of Morrowind.





[Legal Use & Distribution]

-=-=-=-=-=-=-=-=-=-=-=-=-=-



This mod is exclusively for personal use with the game Morrowind.




[Appendix]
-=-=-=-=-=-

[Ancestral Tombs]
Andrano Ancestral Tomb
Andrethi Ancestral Tomb
Heran Ancestral Tomb
Norvayn Ancestral Tomb
Samarys Ancestral Tomb
Sarys Ancestral Tomb
Thelas Ancestral Tomb

[Caves]
Abernanit
Addamasartus
Aharunartus
Akimaes Grotto
Assemanu
Ilunibi
Mallapi
Nimawia Grotto
Sennananit
Shal
Shurinbaal
Yasamsi
Zainsipilu
Zanabi

[Daedric Ruins]
Addadshashanammu
Ashalmimilkala
Ashurnibibi

[Dwemer Ruins]
Aleft

[Egg Mines]
Abaesen-Pulu Egg Mine
Band Egg Mine

[Shipwrecks]
Neglected Shipwreck
Remote Shipwreck

[Strongholds]
Hlormaren