Outstanding mod, local Ancestral Tombs and dungeons are really well done! Spoiler:----- If i wasn't able to remove a wall in one and a rock in another myself a couple other mods would have lost out that hid / blocked a switch and a path. I only mention because many mods edit Samarys this one the best, and Zainsipilu that i did not expect they would.
Version 2.0 is out, which means OAAB integration! Many resources from this mod have been included in OAAB_Data in the last year, which means RR-BC is now dependant on OAAB_Data. Also for the first time, modular versions of this mod have been included. Before I split up the esp even further, I think this needs some playtime. Additionally, there are some minor tweaks and fixes.
Finally, by popular request: There's now a list of the dungeons touched by this mod in the readme!
Below, MelchiorDahrk wrote, "The Argonian rebels camped out near Hlormaren are cool but seem kind of out of place. How could they go unnoticed? They’re right next to Balmora."
Just in case you're still wondering nearly a year later. ;)
Is the modular version going to come, or could we expect any more updates here? I really enjoy this for the towns and new additions, but frankly jsp25's "Mines and Caverns" does the cave dungeons better. And it's very incompatible.
Below, years ago, a list of pre-existing tomb/cave dungeons this mod touches was requested. If you're listening, oh ye gods of Resadyn Revival (or Zobator), that'd be cool.
Exciting! Welcome to Morrowind's golden age. (?) And I might roll back what I said about jsp's Mines & Caverns. Both his and your cave replacers are good & original in their own respects. I guess anyone who's modding Morrowind with anything above 10 mods is basically making their own version of "Morrowind Rebirth".
In my endless and sometimes stupid quest to do this, it would be nice to know what all caves you touch as you update this. But no one who mods owes anything to people who download other than don't upload something with 1,000 dirty edits etc. Anyway, glad to have you back!
Dungeons deserve release as separate modular mod(s). Same as Hlormaren. Other parts are good too, but there are more subtle and original concept more fitting mods - but maybe I just can't grasp why they have outhouses only in Bitter Coast :). I like the out of place Argonian camp though, can imagine it as some hidden Argonian refuge in big dungeon dome with pseudo open ceiling, of course accessible only to Argonians or members of Argonian friendly factions after some quest.
Excellent mod. Still needs a few rough edges ironing out. Played a bit with it before, came and started new playthrough and forgot how it makes each dungeon more unique and dangerous. Really enjoying it, but it would be nice to have list of all dungeons etc it changes so I can make sure not to mess or mod in that area.
Just wanted to add now I have played for a few days more (veteran player of almost 20 years) how much more immersive and enjoyable this whole area is. Hla Oad, Gnar Mok, Seyda Neen so far look alive with merchants and more houses NPC's. Great mod, please keep adding and improving. Just beware of some of the Dungeons at low levels.
I'm at the start of a new game, in Seyda Neen. I installed this mod though Vortex and enabled it. I can't see any differences. I've tried it through both vanilla Morrowind and OpenMW. Other texture mods seem to work fine.
52 comments
Spoiler:-----
If i wasn't able to remove a wall in one and a rock in another myself
a couple other mods would have lost out that hid / blocked a switch and a path.
I only mention because many mods edit Samarys this one the best, and Zainsipilu
that i did not expect they would.
Think you might update to make them play nice? Or is there something we not-so-moddy people can do?
Thanks!
Also for the first time, modular versions of this mod have been included. Before I split up the esp even further, I think this needs some playtime.
Additionally, there are some minor tweaks and fixes.
Finally, by popular request:
There's now a list of the dungeons touched by this mod in the readme!
Just in case you're still wondering nearly a year later. ;)
Happy Modding anyway Maarsz.
Below, years ago, a list of pre-existing tomb/cave dungeons this mod touches was requested. If you're listening, oh ye gods of Resadyn Revival (or Zobator), that'd be cool.
In my endless and sometimes stupid quest to do this, it would be nice to know what all caves you touch as you update this. But no one who mods owes anything to people who download other than don't upload something with 1,000 dirty edits etc. Anyway, glad to have you back!
I like the out of place Argonian camp though, can imagine it as some hidden Argonian refuge in big dungeon dome with pseudo open ceiling, of course accessible only to Argonians or members of Argonian friendly factions after some quest.
Still needs a few rough edges ironing out.
Played a bit with it before, came and started new playthrough and forgot how it makes each dungeon more unique and dangerous.
Really enjoying it, but it would be nice to have list of all dungeons etc it changes so I can make sure not to mess or mod in that area.
Great mod, please keep adding and improving.
Just beware of some of the Dungeons at low levels.