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MalavonofHouseTelvanni

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About this mod

An attempt to make ENTIRE Vvardenfell more true to pre-release map of Morrowind, science, logic and lore. Incorporating (and further overhauling) of some of the best mods (that allows it) to extend lore or make game more beautiful and immersive. Special focus on realistic volcanism, Dwemer and Telvanni (as it's the only House that I play).

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My mod works towards this:



Making Vvardenfell like a real volcanic isle with ACTIVE Red Mountain volcano of gigantic size. I try to make realistic old and current lava flows, plan to cover  almost entire Vvardenfell in ash as is visible on pre-release map, covering beaches with volcanic black sand, create giant Great Scathes with entire new region name with a different design based on Dallol depression, overhauling Dwemer ruins, cities as I go on, remove plants where there should be not (like near hot lava), add "lava trees", basalt lava cliffs, add some improved meshes, extend the use of Rocky Red Mountain rocks to disable most of the normal RM rocks, add to the mod some other overhauls which I then overhaul to match the Star Wound vision of volcanic devastation and realism. I make entire Ghostfence barrier with special effects - like blinking barrier when damaged by the lava (my Ghostfence is not indestructible anymore), move Ghostgate to more logical position. I add special sounds to regions, and cells like buried Ossuaries from Memento Mori, change weather patterns, improve ashstorm and blight weather by adding more chaotic ash and sparks in case of blight.

I often watch photos or movies, read articles on volcanism and I base my work on it. I will also visit places with some volcanism and caves to improve the mod further.

I focus on the lore, lore expansion and pre-release map.

It's complex mod matching how my autistic+adhd mind works.


For mod authors: if You want Your mod to be a part of this overhaul, You may send a PM to me with a permission (if it's not open), and I will make it integrated if I use it myself (and I have extensive mod list), or it's a good idea and fits the mod vision. That way mods that are completed and no longer updated may be improved (subjectively), and will not need a patch later to make it work with Star Wound mod.


Star Wound - Vvardenfell v. 2.4


Important:

Alpha, (WIP), work-in-progress. There may be a lot of floaters, unfinished places, etc.

To work correctly You will have to enable Morrowind beta code patch option "Land height level fix".

https://www.nexusmods.com/morrowind/mods/26348/

As the mod grows I decided that the changes of each element will be inside the articles page.

Right now there are articles about changes in Leveled lists, Red Mountain, Ghostfence, Ghostgate, Dwemer, Lava and Molag Amur changes.


To make a better experience edit Morrowind.ini :

Find "Weather Foggy" and change Glare View to 0.

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[Weather Foggy]
Glare View=0

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I made RM foggy (as it's realistic), but the sun is casting shadow on lava, which is a light source and should not have a shadow on it.

Those changes allow to "hide" the sun during fog.

Also consider using Climates of Morrowind mod (which will be updated in the near future), as my design uses some interior cells with exterior behaviour (right now only Ossuary of Ayem and Seht, but there will be more) to make exterior cell sounds (like falling rocks, cave drips, ghostly sounds or religious chanting in the Ossuaries) and weather possible, and I need to make them pitch black (or other changes) through weather adjuster preset.

In the future I imagine it will be possible to make easy patches to make caves behave as interior (so pitch black), but then You will lose special sounds and weather.