Morrowind

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Amyrha

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Amyrha

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10 comments

  1. BannedProfileWorkaround
    BannedProfileWorkaround
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    Launcher says, "Unable to find dependent file: northempirerailservice.esm" I have this downloaded The Elder Scrolls III - Empire - Early Alpha at Morrowind Nexus - mods and community (nexusmods.com) but it's an esp NOT an esm??...
  2. AllanBorne
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    Starting a new playthrough that includes this alongside l1lartur0's Imperial Airship Service and Danae123's The Imperial Dwemer Society mods for a more steampunked Imperial presence. I'll be back to report how it goes. 

    Also, glad to see Danke's Dishonored Mask put to good use. 
  3. Amyrha
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    I haven't forgotten about this btw, just been very busy and need to get some issues sorted
  4. inpv
    inpv
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    Are there any NPCs at all in the cities? Even No Lore'd?
    1. Amyrha
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      i'm not sure what you mean about "no lore'd," but there are NPCs in Fort Snowhawk currently, as all the content added in this version is there

      i only posted it at such an early stage because having something actually started and out there just makes it easier to motivate myself to get stuff done, but i've already spent the last few days adding most of the rest of the NPCs for the Snowhawk area, and now i'm working on filling out Wayrest as i'm writing this
    2. inpv
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      "No Lore'd" means not having any actual meaningful dialogue and personality, limited to only generic responses like Services, Background, my trade etc.
      Ok, Wayrest looks nice, would love to have it populated.
  5. wyrmalla
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    What's the placement like for these new lands in the world? For instance does this mod's version of Dragonstar conflict with Skyrim Home of the Nord's placement?

    I suppose compatibility wise it could just be a case of editing those cells in say tesane and removing them - whilst retaining the other areas. 

    Edit: oh and asset wise, just a suggestion, but take a look at perolozhach's & mhahn123's profiles here on the Nexus for some building modders resources that could fit into Wayrest if you need any. 
    1. Amyrha
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      They are accessed by stations in a few places, and details can be found on the original mod’s page, but they’re all made in interior cells. Dragonstar does not conflict with SHOTN, and I’m planning to make small files to let you travel to other mod places. The main example of this would be adding people to allow you to travel between SHOTN and NERS, but if I get around to it I’d probably add an optional file for Stros M’kai in the Third Era.

      I’m also still trying to decide right now how to handle the fact that there’s two Dragonstars. I really like both the NERS and SHOTN Dragonstar, so I’m considering trying to see if i can add a way to naturally connect the two. I’m also considering removing the unfinished Dragonstar in an optional file that allows you to travel straight to the SHOTN Dragonstar instead.
    2. wyrmalla
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      Ah, sorry I hadn't downloaded the mod to check how the cells are implemented. In the case of interior cells then that does at least mean more compatibility - whilst Project Tamriel's own versions of places like Wayrest are likely a ways off. 

      Looking at how Dragonstar appears to be designed here I'm not sure if the cell could be re-used under a different name (as in calling it another town), just due to that large wall being an iconic feature of Shotn's Dragonstar - which I assume is some canon feature. If not, then, well, you could always just call it another town along the Hammerfell/ Skyrim border. 

      Otherwise implementing these locations as interior cells matches how the original Tribunal expansion was done. We're just spoiled a think by the other Province mods working with the one world space (and all the jank that entails on the vanilla engine). 

      I recall a quest in Tamriel Rebuilt's more recent patches that had the player visiting Old - Old - Ebonheart, before it was an Imperial settlement. Perhaps as an alternative to pushing the WIP Dragonstar aside in favour of Shotn's having it represent an older version of the City could work? Just set up a quest that involves the player going into a vision of the past - or a short period in the time of the city trapped in space by magic perhaps. That'd still allow you to develop the City as though it were a functioning place, without resorting to "they're all ghosts" plotlines. 

      Tsk, and apologies that my first comment was to ask how to ditch your content in favour of another mods! That was awful rude of me. 
    3. Amyrha
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      nah it's okay, it wasn't rude lol

      i'm not sure that renaming dragonstar to something else is something i really wanna do. replacing it with SHotN's is an idea that would be done as a second optional file, separate from the main one. the idea of a past or alternate dragonstar does sound very interesting, though, especially since it would somewhat fit with the fact that the interior dragonstar is much less detailed than it is in SHotN. i'll def think about it when i eventually get around to doing dragonstar, so thanks! at the moment, i'm focusing on getting fort snowhawk finished, and the many outdoor interior cells that are connected to it. after that, i was considering just focusing on wayrest, though that one should take less time than snowhawk due to having gathered more experience and not needing to have as much of a detailed forest.

      due to all the cities being connected by a dwemer train system, it would be kind of strange to have it work where you can just go from one train station in the 3rd era to a train station much older than that, so one of my main  concerns would be addressing that. i could remove the train connections to "old" dragonstar, and make it so you can only travel to it by being in SHotN's dragonstar, but then that would mean NERS would also require SHotN's to be able to use all the content, which i'm not sure i really want to do.