Morrowind

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Billyfighter

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Billyfighter

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About this mod

This mod adds some new locations including an Imperial style tradehouse and a shady smugglers' den where you can embark on several quests throughout the seas of Morrowind. Visit underwater dungeons and battle smugglers and undead to find pirate themed items as your reward. Should not conflict with other mods and works for both vanilla and OpenMW.

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Mudcrab Imports: Pirate Adventures
by Billyfighter


Mudcrab Imports is a series of pirate adventures that begins in a tradehouse southeast of Suran, or north of the mudcrab merchant. The new Pirate Adventures version requires Tamriel Rebuilt and Tamriel Data. The old version is Morrowind only (plus Tribunal and Bloodmoon). This is a pirate themed mod, including many of the weapons and clothing by Korana. Some of the pirate themed items are available before the main questlines, but you'll need to complete it for many of them to be available for purchase or to gain as a reward. There are two versions of Pirate Adventures, one requiring Better Bodies which adds clothing, and another if you don’t use better bodies which doesn’t feature the new clothing. Included in each download are mesh fixes and higher quality icons specifically for OpenMW, to overwrite afterwards for OpenMW users.

Throughout the initial journey you'll run into a shady smugglers' den and sail into the uncharted Sea of Ghosts region searching for a lost trade ship, the Jolly Minnow. Find Daryan and his crew and battle an mysterious sea mage to help him get his ship back to Vvardenfell. The final outcome gives you a boat to use and slaves to be part of the crew, sailing between Mudcrab Imports and Smugglers' Cross (Vvardenfell and the mainland). Upon returning with the shipment, you'll be confronted by Captain Serena of The Crimson Tide, where you'll adventure through underwater caverns, battle undead and smugglers, all while sailing among the crew. There are several side quests and new pirate themed items as the reward.

To start the quest, just go inside the tradehouse, go to the top, and talk to Madrim the tradehouse owner.


Main Quests:

Sailing the Uncharted Seas - The first main questline, starts by talking to Madrim upstairs in Mudcrab Imports Tradehouse for players level 5 or higher.

Seaside Adventures - The second main questline, starts directly after the first one. You'll be greeted by Captain Serena on the Mudcrab Imports docks. Talk to her to start the quest.

Side Quests:

Nord's Lucky Coins - Mudcrab Imports Tradehouse, middle floor. Talk to the Nord Halrad.

Into the Water Pit - Talk to Torrk outside of Smugglers' Cross, on top of the rocks.

The Good Slavemaster - Read the journal on the lower deck in The Foul Shark, the biggest ship docked outside of Smugglers' Cross.

Remains of the Crazed Sea Mage - This quest can be missed and unable to be completed. Talk to Aldarion -Daryan's first mate- after returning to Mudcrab Imports. Only if you defeated the sea mage and took his helmet earlier.


Flora patch by Epic Plants:

Epic Plants has a flora patch for Mudcrab Imports: Pirate Adventures you can download, check it out here:
https://www.nexusmods.com/morrowind/mods/46180?tab=description


Known Issues/Fixes:


1. There may be a brief period of time where you are underwater after coming out of the ship. This is because the ship hasn't loaded and the game just teleports you and/or NPCs underwater as if the ship wasn't there. Several scripts have been written for this instance to bring you and the NPCs back to the starting positions after this. Sometimes it would happen in vanilla MW, other times in OpenMW, but both have been accounted for and should work correctly.

2. Knowing the gridpath is terrible in vanilla MW, during times when Serena follows you she doesn't actually need to stay with you during these times. In fact you can go ahead and do everything without her and move onto the next part. You can talk to her if you want to figure out what to do next, but after moving onto the next part of the quest she will be with you when you board the ship. Just make sure she doesn't die, or the quest is over!


Notes from the Author:


v3.5 includes an overhaul of the mod. Many fixes and changes were made.

No landmasses were moved or edited in this mod. As for exterior cells, there are two major locations on the exterior world, one on the Azura's Coast (9, -9), and another on the Tamriel Rebuilt mainland Sundered Scar Region (22, -12). Surrounding exterior areas are used for boats, which will move as the main quest line progresses. Two more underwater dungeons are placed at (12, -15) and (13, 25). The rest of the quest is done in interior cells including the Sea of Ghosts region. I made everything with minimal conflict and compatibility in mind.

Multiple scripts were used, but has been tested to work in vanilla Morrowind as well as OpenMW.

A big thanks to Darkelfguy for his Youtube videos which brought me be back to the Morrowind community. And also to the active helpers in the Discord especially Greatness7, abot, Melchior Dark, and a few others, if not I may of been completely stumped with scripts and modeling for Morrowind and moved onto other things long ago.