About this mod
A collection of creature mods that give monsters in Morrowind more character.
- Permissions and credits
Module 1: Fire and Gold
Turns Dremora and Golden Saints from creatures to NPC races.
This means:
- They have blinking and lipsync animations
- They have disposition reaction to the player
This mod then adds:
- A full set of idle, hello, attack and hurt voice files for both races
- A limited set of text dialogue if you calm them
Important Changes from being creatures:
- If you kill them, they will transport back to Oblivion.
- You cannot loot their armor or weapons*.
- Because they are NPCs, you cannot soultrap them, unless you use a mod like:
Or
https://www.nexusmods.com/morrowind/mods/45902 (for OpenMW)
I've added a script on each vanilla dremora and golden saint creature to replace the creature with the NPC version when it spawns.
I've also edited the levelled lists, so you'll need to merge your levelled lists with this mod.
The Dremora and Golden Saints now scale to higher levels, so there are Dremora that are up to level 20 and Golden Saints who are up to level 35.
If you use OpenMW, it should mean this mod works with them now: https://www.nexusmods.com/morrowind/mods/55064?tab=files
Module 2: Bad Bones
Inspired by a model from Draughr Diversity, this edits the skeleton and skeleton champion monsters to use the Draughr anims, rather than the standard NPC anims skeletons use. These are more hunched, creepy and suitable for our favourite ancestral tomb guardians!
I've remapped all the textures from the original model to point to vanilla texture paths.
I've added new skeleton sounds from Baldurs Gate and Oblivion too.
Finally, there's a fun optional folder that gives the skeletons creepy red glowing eyes, for all the Daggerfall fans out there.
Module 3: Tooth and Treasure
An expansion of Concit's excellent Mimic mod.
The original mod hand-placed the Mimics in certain tombs.
This mod gives a very small, random chance for many dungeon chests to be a mimic chest. This means generic loot chests added by mods, TR, etc, could be a mimic!
This also means you never know, each playthrough, which chest might be a mimic.
I've also edited the activation script - the old mimics transformed when you got near them. Now they transform when you open the chest, which is even freakier. Luckily most mimics drop clothes as part of their loot, so you can find a clean pair of pants afterwards!
Doesn't require the original mod to function, but can be used alongside it (this mod doesn't include the dungeon, NPCs, books or quests added by that mod.)
Because I'm not a complete monster, no chests will be mimics until you reach level 5.
Module 4: Riddles in the Dark
A small mod that adds more variety to the riddles the Atronarchs ask in Mount Kand.
It also adds voices for these Atronarchs, as well as voices for summoned Atronarchs.
Credits:
Concit - Mimic assets and og scripts
Grond1911 - Draughr Skeleton remapping
Myrthias - Playable Dremora Race
Apocalipticas - Playable Golden Saint Race
ezze and XeroFoxx - Complete LeFemme Armor
Wes Johnson & Elevenai - Dremora voices
Mary Elizabeth McGlynn & Elevenai - Golden Saint voices
Lol and Hots - atronarch voices
Credits for Playable Dremora Race:
dooreelka for his vanilla friendly Dremora body ( https://www.nexusmods.com/morrowind/mods/44896?tab=description )
IgnisOfVinheim for his textures and meshes ( https://www.nexusmods.com/morrowind/mods/45735 )
SiberianCrab from Discord for helping me fix the materials of the meshes to remove glowing ingame
*