About this mod
Overhaul of Dren Plantation, ensuring that the inner logic of the location makes sense, bringing a coherent vision for it, making it more interesting to explore, reworking some elements and adding new ones in order to create emergent gameplay for the corresponding quests.
- Requirements
- Permissions and credits
- Changelogs
Dren Plantation is one of the iconic Morrowind locations with multiple quests taking place in it. And it's full of very weird design choices. Half the guards are assigned to the Thieves Guild, the Villa interior looks like a storehouse, interiors are not matching exterior meshes, a duplicate artifact ring is placed in one of the shacks, guards live in the shacks, despite there being a dedicated guardhouse and so on. In general, the place lacks coherency and loses a lot of potential to make it a more interesting gameplay experience.
Description
This is an overhaul of Dren Plantation. it's based on the Concept Art Plantations, but goes futher than surface visual improvements. The Residence of the Kingpin ensures that the inner logic of the location makes sense, bringing a coherent vision for it, making it more interesting to explore, reworking some elements and adding new ones in order to create emergent gameplay for the quests that take place in it.
- Villa exterior and interior are reworked. Now they are properly matching each other. The interior is separated in multiple rooms: waiting area, kitchen, dining room, cabinet and bedroom, that is moved to the third floor from the basement and got a balcony. The interior of the villa is less of a mess. It's a lavish manshion of rich and influential dunmer. With a specific touch of Orvas Dren's personality.
- Guardhouse is the place where the guards live. Their beds and belongings are moved there. The interior is corespondingly reworked and also made to better fit the exterior.
- Shacks are now dedicated to slaves with a couple of exceptions. The intreriors are correspondigly reworked.
- Guards got their factions reassigned. Non-dunmer guards are members of the Fighters Guild. Most of the Dunmers are members of Camonna Tong. The rest, where it's appropriate, are the members of the House Hlaalu. Guards that were in the shacks are repositioned in the areas that require patrolling. Guards in the Villa will always attack you if Orvas Dren becomes hostile.
- Skooma Sweatshop - the actual source of income for Orvas Dren - is hidden beneath the plantation.
- Underground Tunnels connect all the main buildings with the Skooma Sweatshop, allowing the cargo and the guards to move between them. And also providing a convinient hidden route for a sneaky intruder.
- Restricted Access. Accessing the villa is restricted in all times, unless you have a direct business with Orvas Dren during House Hlaalu or Main Questline. Accessing guardhouse, shipping house, tunnels and sweatshop is always forbidden. Accessing the whole plantation is restricted during quests to kill Ienit brothers. You will have to find a sneaky way in, fitting Morag Tong and/or Thieves Guild member, or provoke all the guards in the plantation. If your actions led to provoking the guards, be it tresspassing, stealing Orvas Dren's property or directly attacking someone at the plantation, you will be remembered and Orvas Dren won't agree to deal with you later.
- Minor details. Keys for slaves bracers are positioned in a more logical places. Added an extra bull netch to fit a dialogue claiming that their gender ration is closer to 1:1. Added an extra way to get inside the restricted zone of the plantation without being noticed. Lots of fixes.
- Quests integration. As a result of all these changes. Thieves Guild and Morag Tong quest to assassinate Ienit brothers is significantly improved, now requiring sneak, acrobatics and cunning, with multiple possible approaches to solve the new challenges. Twin Lamps quest has more significant consequenses.