Morrowind

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Lord Zarcon

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Zzarcon

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Overhauls the Strongholds of Valenvaryon, Falasmaryon, Indoranyon, and Rotheran.

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The Northern Strongholds - 3.5

Overhauls the Strongholds of Valenvaryon, Falasmaryon, Indoranyon, and Rotheran.

If you use this mod, then you will not need my previous mod Rotheran Overhaul.

NEW in 3.5: Added a new furniture set that uses the existing stronghold textures. Meaning any texture replaces will work on them.

Rotheran-

Of all the dungeons in Vanilla Morrowind, the Dunmer stronghold arguably got the most amount of detailing. Unless you are talking about Rotheran of course, which is just a simple bare bones cell that is supposed to be an arena, a single communal hut, and the propylon chamber with the mandatory identical exterior building to all the propylon on Vvardenfell.

Valenvaryon-

Valenvaryon is an interesting place. Not only does it contain no stronghold base, but it is almost entirely populated by Orcs. But other than those aforementioned features, as well as the Malacath statue, There isn't really much to differentiate it from the other strongholds in the game. 3 out of the 5 huts have nearly identical interiors. Down to the placement of lights and other objects. Well, at least until this mod that is.

Now you will find that 3 of the 5 huts have been replaced by tents from TR data, as well as their interiors. The huts that still use the Stronghold tileset have also been reworked, making them appear much more ruined and worn. Especially on the inside.

In addition, there is a new interior cell that is at the foot of the hill where the stronghold is placed that leads to some collapsed passageways along with some exterior landscape improvements that make it look like the stronghold has been buried by ash. As well as any other secrets it might contain.

Falasmaryon-

I always felt that Falasmaryon was an overlooked location of the northern Ashlands. This is likely due to the fact that it is very close to Kogoruhn. Which is not only part of the main quest, but also is the former capital of the 6th house, making it much more interesting from a lore perspective. It also doesn't help that Falasmayon also has to share a part of the map with ValenVaryon, which is a psudo orc stronghold of the sort.

Well no more of the Bootleg Kogoruhn that was Vanilla Falasmaryon! In the 2.0 update to the Northern strongholds, Falasmaryon is given a face lift to make it just as interesting to explore as its older brother stronghold to the east is. Three new interior cells have been added, as well as more clutter in the older ones.

The boss of the Dungeon, Dagoth Tanis, isn't just sitting on the first floor for speedrunners to kill within a minute of entering either. He is now given his own chambers hidden that are much harder to reach. So when you are sent to kill him for House Redoran, be sure to come prepared. After all, you weren't the first one to try...


Indoyanyon-

Indoranyon has always been in a wired spot. Since it's the only Stronghold in the vanilla game with no marker, it might be easy to miss. It is also barely a stronghold, as the interior is more of a glorified cave with only some stronghold parts mashed into the walls. There is also the fact that the load door inside send you to the end of the dungeon rather than the start. Whether this was intentional or not, I cannot tell. But this can easily softlock you if you aren't careful.

In the overhauled version, not only is there now proper stronghold interiors, but the loaddoor leading inside has now been properly linked, so you won't be sent to the final area upon touching the door. However there is still the one way trick that the original had, specifically a ledge that drops you into the caverns. But now you can find levitation potions and a few intervention scrolls to help you in case you get stuck. Making the location much easier to navigate.

I've also partially done away with the dagon shrine in the caverns. While you can find the statue, it has toppled over and sunken into the water. However, you will find a new shrine as you explore. I won't say much, but it's not yet another four corners shine that is all over the base game.

:: REQUIREMENTS::
• Morrowind
• Tribunal
• Bloodmoon
• OAAB Data https://www.nexusmods.com/morrowind/mods/49042
• TR Data https://www.nexusmods.com/morrowind/mods/44537/?
• DR Data https://www.nexusmods.com/morrowind/mods/51776

:: FEATURES::
• An overhaul of the exteriors and interiors of Rotheran and Valenvaryon
• Additional interior cells making both strongholds bigger.
• More clutter and loot making exploring much more rewarding.

:: GENERAL::
• Cleaned and polished with tes3CMD via Mash64
• Interiors have proper nodes for NPC's

RECOMMENDED MODS::
- Spines of Madness - https://www.nexusmods.com/morrowind/mods/50947
- Apel's Asura Coast and Sheogorath Region Retexture - https://www.nexusmods.com/morrowind/mods/42573
- Jammings off - https://www.nexusmods.com/morrowind/mods/44523 (This will help with the slaves in the suspended cages from clipping as much)
- OpenMW - https://openmw.org/en/
- Morrowind Enhanced Textures https://www.nexusmods.com/morrowind/mods/46221

TO IMPROVE THE OTHER STRONGHOLDS IN THE GAME::
- Better Dunmer Strongholds - https://www.nexusmods.com/morrowind/mods/49692 (Don't use the all in one or the Plugins that edit the strongholds that this mods does)
- Kogoruhn Revisited and Demanufactured - https://www.nexusmods.com/morrowind/mods/51615
- Berandas Overhaul - https://www.nexusmods.com/morrowind/mods/48236
- Andasreth Stronghold - https://www.nexusmods.com/morrowind/mods/46604

::  KNOWN ISSUES  ::
• The slaves in the suspended cages do tend to clip through a bit. This is likely due to NPC collision. The mod "Jammings Off" helps remedy this a bit.

::  CREDITS Template::
♦ MelchiorDahrk and the OAAB Data team for OAAB Data
♦ London Rook - for DR Data
♦ Tamriel Data team for TR Data