Morrowind

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GrumblingVomit

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GrumblingVomit

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37 comments

  1. Dragonimator
    Dragonimator
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    is it compatible with openmw
    1. GrumblingVomit
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      Sure is! I run OpenMW on my setup, but I test everything with both Vanilla and OpenMW.
    2. ch0s3n472b
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      Good to know GV. As I myself am a OpenMW user too. One suggestion I'd make is updating the description page acknowledging this matter, since it currently lists Morrowind Code Patch as a hard requirement with no mention of OpenMW compatibility on that page. Of course, this's merely a suggestion and not a request. Just my take, thoughts?
  2. Edeldios
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    Unfortunately the location of this island conflicts with the current edition of Lyithidonia. Might make sense to move this southwest of Lyithidionia and east of the proposed Tamriel Rebuilt Argonia project so this could be like a stepping stone on the way to Akavir. It could even be worked into the quest line. Eventually you could even set up the new quest path from the new Tamriel Rebuilt version of Esroniet>This mod>Lyithidonia>Akavir. Just throwing out a bit of creative input...
    1. GrumblingVomit
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      It shouldn't conflict. I moved it in the last update to the far South (can be seen in the 3rd screenshot).
    2. Edeldios
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      Exactly! That is where the latest version of Lyithidonia is located. It is not currently available on the nexus, but through a download site posted by the mod author. I would send you a screenshot, but the insert image option only works for website links.
    3. GrumblingVomit
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      Oh I see. I'll talk with the mod author. Guess I'll move it again lol. Won't be for a while, though. Have some other mods to update/clean up.
    4. Edeldios
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      It's probably not common knowledge, Malchior has been posting updates for it every so often through his blog site, and it is probably his lowest priority projects for the moment. I remember tracking it down so I could use it with Manifold Spires and Journey's End, but it was not easy to find. And it is still quite unfinished, so it's mostly an aesthetic option for sprucing up the map, no rush. Besides I can always follow your move island instructions if I need to, it just wouldn't get published for anyone else to use, lol
  3. Varil92
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    Are there any actual contents (NPCs, quests, etc.)?
    1. GrumblingVomit
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      There are, but most of it will be changed when I eventually get around to reworking it. I believe there's a group of modders working on creating Esroniet and other islands from the lore, so this will be renamed and reworked to be lore-friendly, but not specifically from the lore.
  4. JosephRivers
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    Good day, all.
    GrumblingVomit, thank you for the impressive mod.
    Question: I use Lyithdonea and TR. Which of the compatibility ESP's should I use?
    1. GrumblingVomit
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      It's a matter of preference. From whichever location you wish to travel to Esroniet from is the ESP you should use. It is done that way to give people some sense of progression if they want it.
    2. JosephRivers
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      Aha. Noted, thanks. I think you might want to say it on the description. Happy NY and way to go with Esroniet
  5. Macbone
    Macbone
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    It looks like this mod adds the topic "your business here" to all NPCs. This topic is also used in Bloodmoon, so you should change the topic name to something else. The dialogue entry "What's that? You say..." has no function or ID attached to it.
    1. GrumblingVomit
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      Thanks for the catch! I'll make sure this is fixed in the next release.
  6. LinkIsEpic101
    LinkIsEpic101
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    looks really cool so far!!!
  7. daimegas
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    Nice mod, lots of potential. But where do I go to get the Flesh Stealing ability that's mentioned in the description?
    1. GrumblingVomit
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      One of the smaller shacks in the swamp area has the quest giver. He gives you the item that lets you do it. Still tweaking that mechanic. Right now, each race gives you a chunk of flesh with different buffs and debuffs. One substantially increases your hand-to-hand skills but also makes you blind for the duration, etc.
  8. EspeciallyCommon
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    I noticed a minor spelling mistake in the description: Fort Ubermoth should be Umbermoth, surely?
    1. GrumblingVomit
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      Fixed! Thank you for pointing that out.
  9. Walkihr
    Walkihr
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    A mod with quite a lot of potential. I loaded it mid-playthrough to test it out and did the very first mission - after which the Dunmer captain had no more work for me.

    I know it's still unfinished - but my suggestion is to add some more mercenaries and rogues from the arguably more travel-prone races (Cyrodiils, Redguards and Nords), and also a few more Dunmer, perhaps an entire small quarter (it would be a bit strange that the island has only two of them so close to Morrowind, after all). It would make sense for a rich, maritime city-state.

    Aside from that, perhaps the Kothringi hue could be slightly less blueish and more gray-silvery? Also, if their very existence is a secret due to economic reasons (if I understood the explanation correctly), perhaps they should be less prominent in the main port at least.

    In any case, endorsed.
    1. GrumblingVomit
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      All good suggestions. I'll be sure to make the island's population feel more plausible in the next update, and will fix the Kothringi skin as well.
    2. Walkihr
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      Nice, I imagine the whole thing somewhat like ancient Corsica and Sardinia under Carthaginian rule - the wealthy maritime newcomers on the coast and the Kothringi rural population in the interior.
  10. SAJNM
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    Keenly watching this. Keep up the great work!
    1. GrumblingVomit
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      Thank you for providing feedback!