Morrowind

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Geonox MasterSam OperatorJack Melchior Dahrk

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OperatorJack

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About this mod

Explore the Eye of Ariisiss, a beautiful ancient ruin, and claim it as your home.

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By Geonox, Master Sam, OperatorJack, Melchior Dahrk




In 2005, Geonox released the Eye of Ariisiss, an arid-desert inspired player home utilizing custom assets. Despite some technical issues with those assets, they had created a beautiful realm that was fairly novel within Morrowind. In 2010, Master Sam revisited this mod and expanded upon it with his "The Eye of Ariisiss Expansion." Now, in 2022, I have revamped the entire mod to meet today's standards, both from a technical and design perspective. This means many new assets, optimized meshes and textures, improved lighting, UV Mapping fixes, and more. Through the inclusion of OAAB_Data, I have also expanded on the available items to (hopefully) further improve the design of the Eye of Ariisiss. Little of the original mod remains, but hopefully those of you that played the original will still see it's aesthetic and tone shine through. If not, I encourage you to play the original--even if only to see the differences.

To get started, look for a barrel in the Odai River, just outside of Balmora. You'll find something special inside. Equip it to begin.

From Master Sam's 2010 update of the Eye of Ariisiss:

Geonox initally created the Eye of Ariisiss a while back (2005) and it remained one of my favourite house mods, despite the fact that there was little storage and room to move around... The original concept of a magical eye that transported you places within an arid/middle east setting was just seductive, and I feel that the house should be seen by a lot more people... Hopefully the new room and additional storage adds a whole new dimension of space without disrupting the original charm Geonox made.


Melchior Dahrk helped with a substantial amount of this upgrade. See the credits section for more information. For the latest updates, check the Nexus mods page for this mod or visit my GitHub: https://github.com/OperatorJack/MWSE-mods.

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Installation

I encourage everyone to use a mod manager like Wrye Mash. Otherwise, unzip the files and drop into your Data Files folder. Activate the ESP in the Morrowind launcher.

Credits

- Geonox (Original)
  - original mod design
  - models and textures (template themed items, ESP, etc.)
  - see original readme for full details.
- Master Sam (2010s update)
  - updating the original mod to fix some asset issues
  - expanding the original mod
  - see original readme for full details.
- OperatorJack (2022 revamp)
  - major changes to original models and textures: added collisions, simplified geomoetry, cleaned texture paths, merged duplicate geometry, fixed UV tearing, and other technical improvements.
  - created new desert cave tileset to replace existing rock and cave pieces that were..dubious.
  - redesign of the plugin cells to use updated or entirely new assets.
  - integrated OAAB for more diverse asset usage.
  - many other tweaks and change to bring the mod into current standards.
- Melchior Dahrk
  - assisted with finding new and existing assets to repurpose (Fig tree, Shannon's meshes, etc)
  - assisted with design and testing of cells
  - fixed some of the more troublesoom meshes that OJ couldn't handle
  - created the doorjamb and door meshes
  - created the new planter meshes and textures
- Shannon & Parsimonious
  - converted assets from Sims 2 and made them into a modder's resource, "parsimonious meshes by shannon"
  - many of the new flora meshes and textures: lavender
- Vegetto
  - "The Carpet Pack" resource mod, which I pulled the Hlaalu rugs from.