This is a great mod Billyfighter! Just a couple of suggestions:
(1) It makes sense for the armies not in your faction to leave after you defeat Dagoth Ur. However, it'd be cool if those in your faction (particularly if you advance to the highest rank, i.e., Archmagister, Archmaster, Grandmaster, etc.) remained available for adventuring. At that point they completely serve under you, after all.
(2) It'd be really cool if there was a climactic "beginning" into leading the army into Red Mountain, such as a large 6th house army of cultists/corprus beasts that may have gathered somewhere behind the gates in the interim. Yes, may not be the best for framerate, but if there's anywhere Morrowind needs a large battle, it's during the initial push into Red Mountain :P
(3) Perhaps there could be extra perks/army members after rising high in a faction, or befriending certain NPCs. For example, in House Telvanni you learn to build Dwemer Centurions as part of the stronghold quest. Why not have a couple join you in the push to red mountain? or perhaps if you convince Orvas Dren to turn away from Dagoth Ur and defend Morrowind, he can send his bodyguard to aid you?
Thanks for the recommendations, this is a very early mod of mine and it's certainly due for an update due to my skills improving. I may consider a few of these.
Sounds like an awesome improvement to the game, thank you!
Question: Compatibility with Beautiful Cities of Morrowind? I believe they use a modified version of RR ghostgate.
Suggestion: Optional plugin without ashlanders/troops within the red mountain? I'm not sure if they'd be allowed inside, with all the buoyant armigers, ordinators, and well, the blight going on.
Well I just gave it a try and the modified version by BCOM is actually incompatible, I didn't realize it was different from the original RR Ghostgate. I'll have to make some kind of fix that works with BCOM and RRGhostgate.
41 comments
(1) It makes sense for the armies not in your faction to leave after you defeat Dagoth Ur. However, it'd be cool if those in your faction (particularly if you advance to the highest rank, i.e., Archmagister, Archmaster, Grandmaster, etc.) remained available for adventuring. At that point they completely serve under you, after all.
(2) It'd be really cool if there was a climactic "beginning" into leading the army into Red Mountain, such as a large 6th house army of cultists/corprus beasts that may have gathered somewhere behind the gates in the interim. Yes, may not be the best for framerate, but if there's anywhere Morrowind needs a large battle, it's during the initial push into Red Mountain :P
(3) Perhaps there could be extra perks/army members after rising high in a faction, or befriending certain NPCs. For example, in House Telvanni you learn to build Dwemer Centurions as part of the stronghold quest. Why not have a couple join you in the push to red mountain? or perhaps if you convince Orvas Dren to turn away from Dagoth Ur and defend Morrowind, he can send his bodyguard to aid you?
Will there be any (serious) conflicts with these mods nowadays:
Beautiful Cities of Morrowind
Memento Mori
Devilish Rocky Red Mountain
This mod looks amazing. I'm just now hopping back into Morrowind - and wanted to ask if this can be used mid playthrough?
Thanks!
Question: Compatibility with Beautiful Cities of Morrowind? I believe they use a modified version of RR ghostgate.
Suggestion: Optional plugin without ashlanders/troops within the red mountain? I'm not sure if they'd be allowed inside, with all the buoyant armigers, ordinators, and well, the blight going on.