I just ran through the old cave thinking "this isn't much of an overhaul" and saved the weird kajiit that wants his boots back, only to ToggleCollision and realize the real cave is next frickin' door, along with Jasmine! AAaargh. Will the patch for the Kajiit mod fix this?
I'd love to try out your mod, but unfortunately it's incompatible with another mod that's earned a permanent place in my mod list: Swapping Samarys and Addamasartus. That mod moves the smugglers' cave to the abandoned BC coastline, and moves the ancestral tomb inland in easy distance of Seyda Neen -- it's such an intuitive change, and the mod is so seamlessly done, that I can't recommend it enough.
Unfortunately, it seems to be incompatible with your mod. I forget the details, but either the entry doors send me to the vanilla version of Addamasartus (not the new version) or the exit doors placed me in the original exit location outside of Seyda Neen, or both. I feel like this could be resolved with the right load order, but I have no idea how that might work. Any chance you could provide a solution?
A really lovely mod! It brings Addamasartus into the modern era (tube-caves-b-gone), while maintaining the spirit of the iconic cave we all know. It feels like Addamasartus, just better.
One thing is that it might be better to move the NPCs across to the new area instead of duplicating them, Morrowind doesn't always deal well with duplicate NPCs.
Hi, stonedoughnut5. This is the first mod from your collection that I tried. Let me tell you: it pays off to have friends with taste that can point you in the right direction, in this case your overhaul of Addamasartus.
From the get-go I liked your idea of preserving the original layout, which seems to me harder to do sometimes. This mod feels like an homage, a great cover of a classic song. Your cluttering touch is also of note; the new way you hid the Thief Ring is so simple, yet so clever.
I can't wait to try your next overhauls. You and so many other modders are a credit to this hobby, a breath of fresh air and a testament to how Morrowind still withstands the test of time.
I was so inspired that I took the liberty of uploading some screenshots that I felt would do justice to the layout and cluttering (the main traits of the mod). I gave myself some leeway in terms of lighting and used a texture setup to provide contrast between the meshes, so it can highlight your work a bit better. I hope you like it and feel free to upload them as the mod's main images if you think they're worth that. Just for fun, I also played around imagining a thumbnail for this mod. Again, feel free to use it if you so choose.
20 comments
Unfortunately, it seems to be incompatible with your mod. I forget the details, but either the entry doors send me to the vanilla version of Addamasartus (not the new version) or the exit doors placed me in the original exit location outside of Seyda Neen, or both. I feel like this could be resolved with the right load order, but I have no idea how that might work. Any chance you could provide a solution?
https://ibb.co/Tb4ysr5
I have noticed ont small thing: the mage enemy struggles with pathfinding on his platform. Consider adding a path to his hammock like this.
Happy future modding!
One thing is that it might be better to move the NPCs across to the new area instead of duplicating them, Morrowind doesn't always deal well with duplicate NPCs.
From the get-go I liked your idea of preserving the original layout, which seems to me harder to do sometimes. This mod feels like an homage, a great cover of a classic song. Your cluttering touch is also of note; the new way you hid the Thief Ring is so simple, yet so clever.
I can't wait to try your next overhauls. You and so many other modders are a credit to this hobby, a breath of fresh air and a testament to how Morrowind still withstands the test of time.
I was so inspired that I took the liberty of uploading some screenshots that I felt would do justice to the layout and cluttering (the main traits of the mod). I gave myself some leeway in terms of lighting and used a texture setup to provide contrast between the meshes, so it can highlight your work a bit better. I hope you like it and feel free to upload them as the mod's main images if you think they're worth that. Just for fun, I also played around imagining a thumbnail for this mod. Again, feel free to use it if you so choose.
Endorsed and kudosed with pleasure.