The Siege at Fort Firemoth is no longer a task dealt with by a ragtag bunch of mercenaries; the legion is taking it's honour into its own hands to deal with this problem now. The fort is now given a proper mining complex and docks, and is now repopulated after it's been liberated.
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New OAAB items! These include clutter, architecture and leveled list additions to Firemoth.
Inventories updated for various NPCs and creatures. Grurn will once again engage in combat with a sword and use the Ward of Akavir.
Updated dock clutter and arrangements.
Bunkhouse cellar now has a storeroom and bed for the chef.
The fort smith now has replenishing hammers
A new high level trainer has been added to the dungeon, and teaches skills relevant to the Legion artifacts that you can obtain (heavy armour, long blade, shield).
The beds in the ruined fort are now replaced with static versions so you can't have a quick nap on the upside-down bed.
The Firemoth region is no longer plagued with eternal thunderstorms, but chances are the weather is still going to be sufficiently bleak.
Several items also now have had their IDs updated with the 'imprm_' prefix.
The post liberation versions of the legionnaires you liberate the fort with now have normal skill levels.
The upper chambers have been completely revamped, and you can find quarters for yourself and other high ranking Legion knights as well as an office for the fort accountant.
The Great Hall has been readded! It has also been completely done up, and now has a kitchen and a commissary where you can buy and sell surplus items.
More skeletons have also been added. Tis the season
Changed the layout of some rooms. The entrance from the Great Hall to the barracks now faces the entrance for the shrine and blacksmith for better ergonomics. The keep has also been slightly adjusted to remove the excessively long halls.
Version 1.1.2
Replaced some misplaced pages with regular paper in the liberated commander's quarters.
Version 1.1.1b
Fixed a mistake with an accidentally deleted legionnaire that would cause a script error (again).
Version 1.1.1
Fixed some dialogue.
Changed the AI on some characters that shouldn't wander.
Placed some missing torches.
Fixed some ownership.
Fixed some statics in the bunkhouse.
Version 1.1.0b
Fixed a mistake with an accidentally deleted legionnaire that would cause a script error.
Version 1.1
There is a new mining and dock settlement outside the fort, right where the two guard towers are.
The fort is now liberated once you return the Ward of Akavir and is repopulated by miners and the legion garrison.
There are now half as many rats in the dungeon, due to requests to reduce the amount in the original mod.
There is now a ship that brings you from the Census and Excise office to Firemoth when you've successfully liberated the fort.
New worldbuilding dialogue about the region from savants and scouts, along with some new and updated dialogue for existing characters.
A couple additions and edits to the existing locations.
Rank requirement for the quest is now Knight Bachelor.
The Ward is available for tThe player to use when they challenge Varus Vantinius for the position of the Knight of the Imperial Dragon, and can subsequently borrowed and returned once the player gets the position.
Fixed a lot of scripts and now the legionnaires who survived the attack will respawn in the liberated fort, including the Khajiit found in the mine.
Version 1.0.1
Updated the legionnaires' inventories. This includes some better spells for the mage, so hopefully he does more damage to the skeletons than the player.
Updated some dialogue that wasn't showing up.
Added sabres to the thralls inside the final chamber, so they no longer bare-knuckle box the player.
Mod now requires Tribunal for the lich mesh and texture. This means if you already have a replacer for the lich assets, it won't be replaced by installing this mod.
"Do not speak of it. Do not go there. Only the legions of the dead guard the walls now."
This is a mod that overhauls the Siege at Firemoth official plugin and makes it a legion-exclusive quest. I thought it was strange that the siege was considered a great disgrace to the legion and a matter of honour, but Sellus Gravius would sent the player on a mission with a bunch of hired mercenaries to liberate the fort.
This mod changes many aspects of the original plugin, including
The quest is now Legion exclusive: the player must be a Knight Bachelor of the Legion to accept this quest.
The mercenaries are now proper legionnaires, no more of the Legion hiring rando mercs to do their dirty work.
The lich boss Grurm is significantly easier, though will still be a tough fight.
The fort interrior has been optimised and made more logic-friendly; no more hidden doors in illogical places or huge empty halls filled with nothing but enemies.
The fort and mine are now repopulated by the Legion after your successful liberation. No longer will the fort stay abandoned after you clear it out.
Several new areas have been added to the fort, including a bunkhouse where miners live in between shifts, and a new Census and Excise warehouse where contraband goods are kept in Legion custody and a clerk keeps tabs on them.
The Ward of Akavir is no longer removed from the game when you complete the quest, and will be availible to borrow when the player challenges Varus Vantinius for the position of the Knight of the Imperial Dragon, and can subsequently borrowed and returned once the player gets the position. Check with the fort priest in the barracks if you want to use the shield.
A player home in the upper chambers upon the fort's successful liberation. This includes several services, including a trader, trainer and bartender.
Some things I want to update later on include
New mesh for the Ward of Akavir and maybe unique enemies
Some commander duties for the player to do post liberation, or some other quests/events.
Unique rewards based on choices and surviving legionnaires.
This mod will also be part of my legion expansion mod coming out soon.
This mod is built on the original plugin, meaning you only need to download this mod. This means it's incompatible with the original mod, and any other Firemoth mod for that matter. This also includes the Unofficial Morrowind Official Plugins Patched mod, which has a patched version of Firemoth (Though this mod also includes most of the same fixes anyway). A possible workaround would be to delete the Firemoth references from UMOPP, but I might try look into a patch for it.
There is a compatibility patch available for Beautiful Cities of Morrowind here.
This mod should be compatible with Tamriel Rebuilt, though there is some land tearing.
Feel free to edit this mod as you like. I don't mind anyone editing and publishing an edit of the mod, just as long as it isn't a direct reupload of it.
If you want to follow development the mod, report any bugs or contribute to the my Legion expansion project, you can join my discord here.