About this mod
Adds Difficult New Dungeon and Creatures in the Depths Beyond Seyda Neen
- Requirements
- Permissions and credits
- Changelogs
This Mod will not affect any other mods unless it places a very large object in the exact same spot off the coast of Seyda Neen Lighthouse.
Add this to top of cfg file if you want to go directly to cell on game launch:
start=-3,-12
skip-menu=1
Just wanted to upload to have a file on record before I switch to new comp and to give a somewhat controlled sandbox to mess around with and fight high level enemy swarm and see some "new" daedra I'm adding to morrowind(though unanimated).
Plans for future is to have a nice boss fight at the end once rounding out the dungeon a bit more inside the daedric chamber at the center.
!!Warning!!
Once entering ship I haven't set a reverse(exit back to mid deck) on the hatch behind the staircase so once you go down you will not be able to go back to main deck.
I recommend saving right before entering the ship itself.
It's still widely empty in the later parts with much room for expansion I am planning have a finished the area present within a month or so with fully animated meshes and more refined models.
Once the models are finished I will release a separate mod that updates world leveled list with the new daedra.
Install:
1. Unzip.
2. Drag OPENMW onto OPENMW folder. Textures, Meshes, and everything else should drop in automatically.
3. Check box for the addon in OpenMW and enjoy.
If you have a different folder order than the one you see in the mod just drag meshes onto meshes folder and Textures onto textures folder and add location to wherever you place to omwaddon in the built in mod manager.
Requires: Bloodmoon and Tribunal only