Morrowind

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Jawohlca

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Jawohlca

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About this mod

This total conversion mod aims to convert most existing NPCs in Vvardenfell with levelled custom corprus beasts, making it an apocalyptic scenario if the nerevarine fails to stop Dagoth Ur.

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2.0 Version Overview:

This has been a long time coming, sorry for the long wait guys!
-I've once again tried tackling the "Frenzied Hlaalu Gaurdian" broken animation bug, I think it really is fixed this time,
-Along with that, I've heavily integrated Solthsteim into the mod's setting, it's still unfinished, but mostly there, you can get to solthsteim by travelling by ferry from the Gnar Mok outskirts docks. (which can be travelled to through the ferry at Seyda Neen)

1.6.2 Version Overview:


-changed: player can no longer interact with the gondolier before finishing character creation (to prevent game crash on barter/travel)
-fixes broken dialogue with Sellus Gravius which causes item duping when repetitvely asking him about duties
-fixes broken dialogue with Sellus Gravius when clicking on "background"

1.6.1 Version Overview:

Small update fixing a few critical script errors in the main quest among other little oversights
-Fixes broken main quest dialogue triggers
-changes required health to begin main quest (from 150 to 100hp)
-reduces minimum required health to convince Yagram to try to equip wraithguard (200 to 125)
-reduces total health damage taken by wraithguard (200 + r25 to 125 + r25)
-changed wraithguard equip damage to no longer be permanent
-adds levelled soul gem drops to all mages (because there isnt any easy way to obtain them otherwise)
-changed lockpick drop chance by acrobat zombie to 33% chance
-gives guard outside Vivec's palace a key

1.6 Version Overview:

-added lockpicks to acrobat's drops
-added lockpicks to arrile's inventory
Added merchant to vivec FQ sewers
-added armed corprus guard varients spawning from level 15
-nerfed lame corprus monster's various varient's luck attribute
-fixed bug where npcs get zombie mage spells
-changed Armiger zombie's spell effects
-removed the illegal to sleep flag in every cell in Vvardenfell (this was a nightmare)

1.5 Version Overview:

-Fully written journal entries and dialogue that leads the player through the story via the back path.
-added optional D2Items standalone ESP (to use instead of original ESP) which allows zombies to drop D2items drops
-added more npcs, dialogue and detail to buckmoth fort survivor stronghold.
-added extra gondolier transport options, such as to Gnaar Mok, Sadrith Mora, and Dagon Fel
-added more gondolier, generic npc, and important npcs dialogue
-moved Ashlander camp gondolier drop off points slightly.
-fixed a few animations that broke in the last version

I admit im probably forgetting a few things, but this is the bulk of the build,
the big addition is the story implementation, there are bound to be bugs, but please let me know what you guys think! I spent ages trying to work all the logistics out.

1.4 Version Overview:

-fixed bittercoast weather bug
-nerfed mage heal spell (as i forgot to nerf it last patch along with all the other mage nerfs)
-optimised all existing zombie meshes to be less performance taxing
-added blood decals to Guard zombies to make em spoopier
-slightly buffed Orc zombies, and gave em glowy red eyes
-Tribunal integration is on its way, but unfinished (however, if you are a cheating bastard, you can access the new content by typing in coc "mournhold, plaza brindisi dorom") just bewarned that there isnt much content here yet, the enemies are much stronger by design, and there are literally zero living merchants, so you would be entirely on your own (but ngl, I would love to see someone do a challenge video of this)

Developer notes:

One question I've been getting alot is about why Zombies instantly respawn, and what to do about them:
unfortunately levelled enemy spawns instantly respawn on cell reset, this is a morrowind oversight, and something i can't fix :(
however, i have a few options:

1: Play Tes3mp either with friends or on your own: while I wouldn't say its ideal to play this on your own, for some reason, zombies dont spawn instantly upon cell reset, and i believe they only come back if you delete the cell data, or have a script that resets it on a timed interval, this is my personal preference (as i made this mod particularly for multiplayer)

2: Dont dispose of corpses, supposedly this stop enemies from instantly respawning (which is weird.)
I am considering releasing an optional version of the mod that makes the corpses "essential" meaning that you can't dispose of corpse accidentally. this means that they would respawn in 72 hrs, instead of instantly upon cell reset.

please comment if you would like this feature :)

anyways, one last comment, I would like to personally thank MickyD for doing such an excellent review and playthrough of my mod, i couldn't have asked for a better review, or valuable feeback, so thanks a load!

you can see his video here:
https://www.youtube.com/watch?v=Bdk30DiuCsk&t=463s

So once again, thanks to everyone for the support, the valuable feedback, and for playing the mod, I seriously appriciate it, and look forward to future feedback as the mod develops, thanks a load!

Setting:

This mod takes place in a doomed Vvardenfell where the Nerevarine failed / never attempted to stop Dagoth Ur
Corprus has spread rapidly amongst the entire population of Vvardenfell, infecting almost everyone, with some evolving into higher beings, such as living elemental horrors set to convert or kill the remaining population, and attempt to spread to the mainland.

This has lead to an emergency Imperial blockade, which has been commanded to sink any ship that attempts to leave Vvardenfell without prior authorization via magical communication.

the Dock and Census and Excise office of Seyda neen has been made into an armoury, corprus clinic, evacuation site, and staging ground for reclaimation.
You may or may not be the Nerevarine, but you are an Imperial Mercenary tasked with trying to clense Vvardenfell of Corprus by any means nessesary.

With most NPCs dead, the only way to save Vvardenfell, would be to kill Dagoth Ur without the assistance of the blades

(I have destroyed the Heart of Lorkhan, and killed Dagoth Ur using version 1.12 + D2Items mod, and various other personal mods that I will include at the bottom of this modpage.)

Features:

-All of the Vvardenfell NPCs completely replaced with levelled corprus zombies
-28 levelled Corprus beasts across Vvardenfell for you to fight, with more to come
-Extra zombie spawns placed along various major crossroads across vvardenfell to make the world a little more dangerous
-Weather set to a permanently dreary foggy weather to give you that "this place is shit" vibe
-Various friendly settlements to give you refuge from the legions of undead
-Reimplemented boat transportation for easy access to coastal survivor settlements
-Over 100 spellbooks introduced as levelled loot (primarily dropped by corprus mages) as an alternative form of learning spells without NPCs

New Creatures:

Most NPCs will be replaced with currently 30+ unique leveled Corprus monsters of various types, that usually represent the NPC's background where relevant.
NPCs with a background in magic will be Elemental coprus beasts for example. most creatures are leveled, but the more mundane NPCs wont get much stronger than the base game Lame Corprus beasts.

Recommended mods:

MoreZombies - Zombie duplicator mod for Morrowind Zombie Apocalypse - By Fenguard
https://www.nexusmods.com/morrowind/mods/51565
Submod made exclusively for this mod in order to drastically increase zombie spawns. Its a little buggy, but works very well to provide a much more difficult yet interesting challenge, highly recommended


Ashfall (Vanilla, MWSE exclusive)
https://www.nexusmods.com/morrowind/mods/49057
-Hardcore mod that adds survival mechanics that adds additional depth and immersion, synergizes well with MWZ (but you should make sure merchant changes are disabled, else you may see npcs that shouldnt be there.)

Beware the Sixth House
https://www.nexusmods.com/morrowind/mods/46036
-Mod that increases the health and damage of all sixth house creatures, which will prevent them from falling off in diffulty with this mod (i recommend placing this before MWZ in morrowind)

Diablo 2 Inspired Magic and Unique items, by Pseunomix:
https://www.nexusmods.com/morrowind/mods/42158
-This mod adds unique constant effect items that i consider to add a lot to the game
 With the d2items optional esp patch integrated in the mod, you dont need to download the original file to work with this mod.

ImpJawohl Postgame Dungeons and Boss mod
https://www.nexusmods.com/morrowind/mods/51373
-This mod add 10 extremely difficult boss dungeons across Vvardenfel, Solsteim, and Mournhold
in this mod, some of these dungeons aren't accessable, and may be harder than usual to defeat due to the higher difficulty curve of this mod, but I still consider it a lot of fun, and worth keeping turned on with or without this mod. (but thats just me being biased towards my own mod.)

Jawohl's Magic Rebalanced, (my rebalance mod)
https://www.nexusmods.com/morrowind/mods/50679/
-This mod rebalances several spell effect base costs, and makes vampires less crap, I never play without it.

More Immersive Races and Birthsigns
https://www.nexusmods.com/morrowind/mods/52181
-Highly recommend mod that makes all birthsigns and races more useful and interesting!