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MalavonofHouseTelvanniUploaded by
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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).
- Requirements
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DLC requirements
DLC name Bloodmoon Tribunal Nexus requirements
Mod name Notes Climates of Morrowind Soft req Dr_Data Hard req Kogoruhn - Extinct City of Ash and Sulfur Hard req, only assets are needed, don't enable it's .esp Landscape Retexture Recommended Markgran Forest (Maar Gan Forest) Hard req, only assets are needed, don't enable it's .esp MCP Skunk Works Hard req Memento Mori Hard req, only assets are needed, don't enable it's .esp OAAB_Data Hard req Star Wound - Vvardenfell SW_Data, Hard req Tamriel_Data Hard req Mods requiring this file
Mod name Notes Star Wound - Vvardenfell SW_Data, Hard req - Permissions and credits
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Author's instructions
Best to ask if You want to use some assets from this mod and I will try to provide instructions.
This mod uses many assets from the other mods, and You will have to ask for permission the creators of those assets and/or give credit.
As for patches to this mod, I think its too early as it's still in development. But we can talk :).File credits
Rocky Red Mountain by malbogatra and a modified mesh of those rocks by RandomPal that I used to make black lava mesh
OAAB data for incredible assets
TR data for incredible assets
Tamriel_Data Graveyard - Deprecations un-deprecated
dr Data for best Dwemer tower - "Ando tower"
RR Ghostgate fortress
Ghastly Glowyfence by wazabear
Throat Singing Temple Healers
Memento Mori
Memento Mori - Buried
Skar Face (Ald Ruhn)
Project Atlas
Markgran Forest (Maar Gan Forest) by Demanufacturer87
Kogoruhn - Extinct City of Ash and Sulfur by Demanufacturer87
Landscape retexture by Lougian
Pimp my lava by notme based on work of MelchiorDahrk, Lougian
Real Fire Damage - MWSE Edition by Spammer
Krokantschmerz for Enhanced Water Shader for MGE XE.
Hrnchamd for MGE XE.
Dwemer Mesh Improvement BY Champion of Hircine
And Dwemer Mesh Improvement - Revamped by darkfri
Full Dwemer Retexture plus Dwemer Ruins Retexture - used in screenshots
Creepy Ashlands asset pack by Rytelier
The Great Scathes by Leyawynn
Book "Findings in Endusal" - by IceFireWarden u/Al-Hatoor
We Don't Go To Red Mountain - Ghostgate Locked by Notablescroll0
Psymon's Dwemer statue pack v1.0
Deeper Dagoth Ur by Team Voluptuous Velks, uploaded by OperatorJack
Ald-Ruhn Temple Expansion by Xeth-Ban - ZobatorDonation Points system
Please log in to find out whether this mod is receiving Donation Points
- Changelogs
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Version 2.4
- Ghostfence: building continue
- RM 4,4 Replaced one part of the Ghostfence with different angle, landscape changes - expose Ghostfence pylon foundation, ash, added boulders and rocks. Added lava, lava light and sounds – needs testing for range.
- AL 0,4 Added lava basalt columns
- AL -1,5 Added lava basalt columns, rocks, black lava in line with the vanilla map Some plants burned and deleted, some moved, added.
- RM 4,5 Landscape improvements, removed shading, changed landscape textures to ash.
- AL -3,8 Landscape changes, removed shading, changed landscape textures to ash, moved statics up, moved rocks, changed some of their scale and added new.
- AL -3,7 Landscape changes
- RM 4,6 Removed ash grass and MA rocks, moved rocks, added black lava flooding the lavadam
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Version 2.2
- Ald-ruhn: buildings collision test, seems to work okay.
- Ald-ruhn: landscape improvements.
- Ghostgate shrine – toned down the number of soul gems – most removed, kept only 1 grand and greater soulgem and they are no longer just standing around the shrine, but placed inside the open Velothi offering box (instead of just lying around in disrespect), it's still possible to steal them. More realistic and increased FPS.
- Removed lava sound from main mod as those are already inside SW_Data, similar removed resistor mesh. Moved some improved vanilla dwemer meshes to SW_Data.
- Making road to Endusal in the mountains (needs testing), added some dwemer elements and RRM rocks landscape changes. Removed some RRM rocks.
- Endusal: Removed some walls, rubble, RM rocks – all this to enhance the bigger maintanance/protection level of Endusal. Changed landscape to beaten ash, Endusal is not very covered in ash in line with the „Findings in Endusal”
- Endusal: Replaced Dwemer statue with alternative with Dwemer shield, it's a bit bigger too, Added platform to the statue.
- Removed all lvl cliff racer from Endusal cell. Animals should know it's not safe, or be repelled by the shield of Endusal.
- Endusal: Added dwemer shield doors to Endusal. They are wide open, but the door itself is locked and will not open without powered dwemer coherer (only one from the guardian will work), there is a machine nearby to power it.
- Similar to previous versions pre-2.0 moved AL 3,1; AL 3,2 ; entire cell south
- Updated SW_Data - 2 improved lava meshes, several new solid lava rocks.
- Work around Foyada Esannudan - removed ma rocks, added RRM rocks, landscape changes, some dwemer fortifications based on DDU plus my own ideas.
- Vemynal - added back cells around, that was in pre 2.0 with some minor changes, more RM pillars in form of RM rocks and lava trees, some basic landscape.
- Some Ghostfence building.
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Version 2.1
- Added back overhauled Memento Mori, Ossuary of Ayem is accessible, pilgrimage from Ghostgate through the cliffs near the Ghostfence.
- Ghostfence building up to Ossuary of Ayem, high in the cliffs above Ald-ruhn.
- Moved Ossuary of Seht interior cell a bit lower so it can have more water, moved one guard not to wet feet.
- Fixed one door in Ossuary of Ayem that had a gap.
- Ald-ruhn: Fixed a problem with Skar collision.
- Ald-ruhn: mayor overhaul - changed size of many buildings to better match the interior size. Moved the Skar a bit north and up so it's more visible, incorporated Ald-ruhn Temple expanded mod, changed the temple to have different model with second level as it better match the interior, increased it's size, moved doors, windows so it better matches the interior, replaced one tower with broken alternative. Moved many building, placed a lot of RRM rocks, landscape is less flat but more open space in the middle part of the city.
- Forgot to include meshes/textures from DDU, fixed.
- AL -3,6 Removed railing, as I don't see it's function here in my mod.
- Buckmoth: Removed low quality RM rocks, I will use RRM instead.
- Odrosal: Removed all MA_rocks with the rm rocks and lava, it's enough statics, better for performance and those rocks have few vertices making them unrealistic.
- Odrosal: Removed old black lava, replaced with black lava (modified RRM rocks) with those using SW_Data OR with landscape lava which is much better for FPS, while still providing a look of sticky lava on RRM rocks
- Access to Odrosal is restored.
- Odrosal: Cleaning: removed some unneeded statics, moved some others. FPS should increase, Landscape improvements.
- RM 3,5 Removed all MA_rocks with the rm rocks and lava, it's enough statics, better for performance and those rocks have few vertices making them unrealistic. Removed ash grass
- Foyada Mamaea: Removed shading, changed all RM landscape textures to ash, moved/removed statics. Placed some ash trees. Placed RRM rocks. Placed black near flat lava.
- Daedric Ruin on Foyada Mamaea – toppled a bit, removed some smaller daedric rubble parts, all grass, encased in ancient RRM lava, and flooded with new lava, it was a lake before considering it's location, so lava could explode here into lava sand, so some landscape textures change into volcanic sand.
- near Foyada Mamaea: Removal of some West Gash rocks and replaced with more RRM rocks, landscape changes (ash/lava/volc sand)
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Version 2.0
- Rework of mod.
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Version 1.75
- Added Red Mountain ash plume. Still it can be improved, but I like it.
- Two new meshes of lava trees, I noticed that 2 models are 3d so it was easy to change their rotation.
- Added additional chaotic ash flakes to ash storm weather.
- Reduced sparks size in blight storm weather and flakes in ash cloud a bit.
- Changed Vivec planet size at the Ghostgate and Ossuary of Vehk, while some smaller planets still may pass through Vivec statue, bigger one is no longer, so it's improvement.
- Improved collision of biggest lava cliff, fps should be better.
- Removed ash near ash cliffs near Ossuary of Ayem entrance as there is some strange collision problem there, changed landscape, replaced with landscape ash.
- Increased size of lava trees meshes (RM textures).
- Created lava cliff mesh that is shorter for lava cliff debris, that is a bit lighter in terms of FPF, while there is still some things to fix, it's still an improvement.
- Rework of lava cliffs and lava flood near Ald-ruhn, landscape changes. Now black lava hangs near the entrance of the Ossuary.
- 15 New meshes for black lava cliffs using OAAB data and Ashlands assets.
- Some rework of ash and rocks near Aldr-ruhn temple, more ash and fallen rocks.
- I have no idea what ashland rock is - so I replaced all of them with lava trees.
- Ghostfence building 2x part.
- Vast landscape changes around Ald-ruhn and on road to Maar Gan.
- Ghostgate: Lava rework, now Ghostgate is encased in older lava. Added Lavaberg with light and sounds nearby, replaced one lavaberg with yellow lava with light and sound.
- Removed candle from the Ghostgate shrine, with the weather it will not hold the flame.
- Added new model of lavaberg for variety (different lava flow direction, but makes a difference).
- Cleaning: RM 2,4; RM 2,5 - FPS should increase and improved some rocks.
- Rework of rocks around the Foyada Mamaea near Odrosal-Ghostgate. Made them encase dwemer bridges and more like a lava flow.
- AL 1,1 Rework, added dead emperor mushroom trees. Ashlands got minimal vegetation, which may mean alive vegetation not the dead one's. Added lava trees. Added lava cliff debris. Planting trama.
- Decided to remove RM texture affecting walls of other lava caves as the stalactites change then too, not good.
- New 7 meshes of ash victims (OAAB).
- Added a book "Findings in Endusal" - by IceFireWarden u/Al-Hatoor, It teaches alteration skill and can be found in Books Skill lvl list.
- Odrosal: Changed landscape textures to volcanic sand as it seems to make more sense.
- Cleaning: Removed changes in 9 cells (some even unwanted), with each update I will clean up this mod from it's debris, other esps will carry the changes in those cells. Landscape changes removed in 4 cells. Removed one not needed test cell.
- Created master SW_Data, very WIP state, but with each new mod version it will grow. Replaced crab carapace with mesh from SW_Data.
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Version 1.65
- Two new effects for ash storm and blight weather: Ashcloud with chaotic and dense ash. Blightcloud with chaotic ash+fire sparks.
- Started The Great Scathes that will look more less like on pre-release map. Made some first assets to make those lakes similar to Dallol depression.
- Changed tx_cavern_lavawall00.dds and tx_natural_cavern_wall10 and Tx_rock_cave_L_01 to use copied RM rock texture. This way all vanilla the lava caves, rocks, stalagmites, etc. will use RRM texture like Akulakhan, Mount Kand, etc.
- 12 new lava tree meshes using OAAB assets.
- Improved one lava mesh to be more performance friendly with 303 less vertices, the same visual effect as only the unseen buttom is removed.
- Cleaning the old Ossuary of Seht cell, as it's interior cell now, Copied rocks and main building from the Ossuary of Seht cave to make exterior cell match more-less the interior, I need to know where the pylon must be, how big the cave must be to hold dwemer towers and where the lava is flowing into the Ossuary.
- Changed Ghostfence in the area of Ossuary, added rocks, cliffs, made it more interesting, like a part of the cliffs collapsed and the lava moved in, moving the rocks, covering the dwemer observatory which now looks into the cliffs, added toppled dwemer tower covered in lava near the entrance to Ossuary of Seht. All looks rather devastated, interesting cell.
- Changed yellow lava river on F. Mamaea to be only in one small part, added lavaberg, more black lava with additional flow heading towards Caldera, looks more natural and chaotic.
- Made a seperate ash from lava cliffs, better for performance as I don't need this ash everywhere. Placed the ash where it was need near Ossuary of Ayem, fits better too.
- Added landslide and volcano (TR) to RM sounds
- Removed ALL howling sounds from Red Mountain sounds... what exactly is this? Who makes those sounds? Cliff racers? Instead I added thunder sounds from OAAB
- Added wind particles sound (TR) to ashlands.
- Added some extra sounds to Ossuary of Ayem and Seht.
- Ossuary of Vehk: Removed all plants as it's a cave.
- Ossuary of Vehk: Ossuary of Vehk is interior cell with exterior weather, I will keep the opening, and make a special preset in Climates of Morrowind with very dim light.
- Ossuary of Vehk: Removed "land", cliff, placed RRM rocks
- Ossuary of Vehk: Move entire ossuary cell down to have water inside their skeleton pits, added ash from falling ash, moved some piles, added skel piles.
- Ossuary of Vehk: Made a special place for worship of Vivec, added praying stools, lecturn, broken altar, added coin.
- Ossuary of Vehk: Changed peak of the Ossuary of Vehk tower, replaced it with rectangle pylon like structure, it will allow for bigger resonator, and I think it looks better, placed my own resonator aura.
- Replaced giant green flame around Vehk to eternal blue flame around his head. Replaced Vehk hair at Ghostgate with blue flame.
- Changed planets of Vehk to have a color (instead of black for all planets) similar to source I found on the web, added Magnus sun and placed it in the hand of a God in Ghostgate and Ossuary of Vehk.
- Changed vision for the RM rocks versus Dwemer structures, some will be encased in stone as if flooded with lava, long ago, I imagine RM rocks as ancient lava, but during the time between the Great War and Morrowind events there could be a LOT of eruptions, I saw one during ESO.
- Odrosal therefore got moved some RRM rocks to flood the ruins a bit, added lava cliffs, moved some structures. Devastation of the ruins increased.
- Replaced some black lava near Odrosal with new lava meshes, chaos increased.
- Moved Yassu mine entrance to a cell south, close to where it was, between Ghostgate-Odrosal/Endusal.
- Cleaning: Cleaning near Ald-ruhn, performance increased - removed unseen things, added some rocks and lava, but stil should increase FPS.
- Cleaning: Cleaning RM 2,6: performance increased, removed rm rocks, robe bridge stake, some dwemer things, leveled rm mobs (it's a dead area, mostly for decoration, maybe some hidden loot later or secondary entrance).
- Cleaning: Cleaning RM 2,6: Removed all the birds from the place as it's close to the eruption.
- Ghostfence building: Added 2 Ghostfence part near Ald-ruhn.
- MA 0,-3 (Dwemer observatory near Moonmoth fort Added lava cliffs, RRM rocks, removed RM rocks, added a giant DR data Andotower.
- Fort Moonmoth -1,-3: Changed all the land textures to ash. Decided that entire Vvardenfell must be filled with ash, but here in the West Gash we don't have frequent ashstorms so the ash will use a different textures without waves and roads will used a bitten ash, and I will keep shading for now.
- Foyada Mamaea: -1,-4 (entrance to Foyada from Pelagiad/Balmora) Added lavaberg, so it will not be so easy, You will have to find Your way around. RP increased. Removed some statics that would be covered/burned by the lava (like road sign).
- Foyada Bani-Dad: Lava flow up to the sea, moved the shipwreck down for now, removed all the rocks, and wooden elements that would burn.
- Foyada Bani-Dad: AL -5,16 Added some dwemer structures to the ruins, hammer machine (TR), some towers, toppled statue with a hammer. Replaced ending of the bridge with broken alternative, rubble, moved some walls to make fortifications around the entrance.
- AL -4,14 Changed all textures to ash, removed shading, replaced rm rocks with RRM better alternative, added lava cliffs, more black lava.
- Molag Amur: MA 8,-4 Removed all the plants and other wooden elements like road signs burned by lava.
- Molag Amur: MA 8,-6 As seen visible on pre-release map, lava from Mount Kand flows as far as here, removed some flora and small rocks, placed black lava.
- The Great Scathes: MA 7,-3 is now TGS (The Great Scathes Region)
- Created Great Scathes Region that will later use unique preset in my Climates of Morrowind mod.
- MA 7,-3 is now TGS (The Great Scathes Region) Removed everything as here will be a sulphur lake extended from Lake Nabia, just like on pre-release map. Placed black lava flowing from M.Kand just to remember it's here. Lowered terrain here to expose water.
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Version 1.55
- Improved meshes of the Ghostfence fence by making more vertices+smoth, now they are more round then before, less blocky.
- Improved meshes of Redoran giant crab chelipeds (claws).
- Black beach Ald Sotha 6,-9; MA 7-8, Suran 6,-7, Suran 6,-6, AI 5,-6, Bal Ur 6,-5, AI 5,-5, MA 5,-4, MA 6,-4
- Changed weather chances for Red Mountain Region: removed chance for blizzard, increased snow chance (looks like ash).
- Changed weather patterns: no longer blizzard in ashlands, but more snow (it may just be falling ash).
- Some improvements in Ald-ruhn landscape, less floaters. Removed a lot of hidden statics, improving stability and performance. Moved some rocks, enhanced rock formations, cave.
- Changed lava texture to be a bit darker. I plan to make a second meshes with older lava of different shade.
- Ossuary of Ayem, Outer cavern: Removed "land" of the place, cliffs, rm rocks, placed RRM rocks, ash, moved the place down, that the water is inside the cave, removed some skeletons for the pool, increased mist from the pool, moved sound.
- Ossuary of Ayem, Outer cavern: Added wind sound near entrance to the cave. Added lava cliffs near entrance to the cave.
- Moved the two entrances to buried Ossuary of Seht to a cell where the oryginal Ossuary was and placed them in a way that interior matches exterior more.
- Ossuary of Seht, Outer Cavern: Removed all the plants, it's a cave, removed cliff racers.
- Ossuary of Seht, Outer Cavern: There is air flow, two exits so I keep the crematory smoke going, besides the priests there wear masks.
- Ossuary of Seht, Outer Cavern: Ossuary of Seht uses Ossuary of Seht Region weather (to work correctly it needs not yet updated Climates of Morrowind mod), it's illegal to sleep here.
- Changed Ossuary of Seht weather chances to 25% foggy (to account for low wind weather and accumulation of smoke from the chimneys or just water vapour.
- Ossuary of Seht, Outer Cavern: Moved Ossuary of Seht down, so there is standing water here and there.
- Ossuary of Seht, Outer Cavern: Added some RRM rocks, lava cliffs to make a cave, removed ashland rocks, rm rocks.
- Ossuary of Seht, Outer Cavern: Removed Dwemer observatory, as I am not sure why would the Dwemer need an observatory inside the small lava cave.
- Ossuary of Seht, Outer Cavern: kept most of the dwemer ruins inside the cave, and created a small lava flooding them, Added wind sound near 2 entrances to the cave.
- Some early rework of lava near Falensarano to match the pre-release map. Now lava flows around and into the stronghold.
- MA 9,-4; MA 8,-5 - Molag Amur rework: Removed statics that would be covered by the lava, placed lava, black lava.
- F.oyada Mamaea:Some improvements around Fort Moonmoth: a bit expanded lava flow, landscape texture changes, changed one tree into burned one. Removed oryginal MW rmrocks and placed a line of ancient lava made from rocky rm rocks. Made a cave, entrance to foyada Mamaea from Balmora.
- AI -1,-4 Removed oryginal MW rmrocks and placed a line of ancient lava made from rocky rm rocks. Made a cave, entrance to foyada Mamaea near Balmora.
- Foyada. Bani-Dad: AL -4,15: Built Shishi cliff, removed rm rocks and placed RRM rocks instead, black lava, landscape textures to ash, shading removal.
- AL -5,15 Removed statics that would be buried under lava, placed RRM rocks, placed lavaberg, blacklava, landscape textures to ash, shading removal.
- Foyada Esannudan: placed lavaberg, yellow lava, black lava, lava sound, lava light
- Foyada Ashur-Dan: MA 6,1 Removed statics that would be buried under lava, placed RRM rocks, lava cliffs, placed lavaberg, blacklava, landscape textures to ash, shading removal.
- Placed rocks near entrance to Ossuary of Ayem, ghostfence changes, need to make a second blinking mesh before I can connect it to Ossuary, will be in the next update.
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Version 1.45
- Black beach: AC 17,0; AC 16,0; AC 16,2; AC 15,2; AC 16,1; AC 15,3; AC 14,3; AC 13,4 - ending (border with normal color beach textures)
- Decided to make all Ossuaries into buried ones using the buried Memento Mori, it will improved stability and performance, make landscape changes a bit easier too, while looking more eerie and grim.
- Moved Ossuary of Ayem entrance to the lava cliffs near Ald-ruhn, near a place where oryginal Memento Mori ossuary was.
- Changed Ossuary of Ayem, interior cell (cave) so it behaves like exterior with ghost sounds, rock, chanting, changed the weather chances to 100% overcast, with Climates of Morrowind (future release) Ossuary will be pitch black as it has now a preset with total darkness during overcast weather.
- Ossuary of Ayem (interior): Removed plants, as inside the cave there is no sunlight. Removed smoke from chimneys, there are outside now, oxygen and fresh air inside the cave.
- Ossuary of Ayem (interior): Added Ghostgate tower, removed one statue of Almalexia and moved the other one (with increased size) into the place, now one giant Almalexia is over the door. Added light to Almalexia statue.
- Ossuary of Ayem (interior): Placed RMrocks instead of Buried Memento Mori cliffs, as they used more sophisticated textures and meshes, although it's not very visible without some nightvision.
- Ossuary of Ayem (interior): Added different resonator (sound activator), light and resonator aura, the same that is on the Ghostgate.
- Endusal: fixed landscape to allow walkable entrance
- MA 10,-4 Removed all rocks, plants and other staff that would be buried under lava. Placed lavaberg, black lava, lava cliffs.
- Improved big lava cliff mesh - better colors, ash (smothened OAAB mesh added more vertices and changed to wavy ash)
- Ghostgate: added lava cliff near ashlanders camp, landscape improvements, moved some statics. Moved Almalexia back into her spot, placed praying dunmer in it's location to match what I see on the blurry concept art.
- AL 1,3: Added 4x red lava light, 4x sound crust+lava flow.
- Added ash to cliffs near Ald-ruhn near Ossuary of Ayem chimneys.
- AL -4,14 (F. Bani-Dad) Moved all statics to placeholder cell, removed most of the statics, lava flows here. Place lavabergs, black lava.
- AL -3,14; AL 6,2 Changed landscape textures to ash, removed shading.
- AL -4,15 Moved Shishi entrance and it's dome up for now, removed small rocks and plants, lava will be flowing here.
- Created 3 new black lava meshes using Buried Memento Mori meshes, placed some of them, now there are 12 3D meshes of lava, which is great.
- AL 1,1; AL 2,0; AL 3,0 Added Lava Cliffs, landscape changes, moved statics
- MA 7,2 (f. Ashur-Dan) Removed all small rocks that would be covered by the lava flow, placed lavaberg, black lava
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Version 1.35
- Black beaches in: AC 14,1 MA 13,1 MA 12,2 AC 12,3 Tel Fyr
- Ghostgate: Added back the statues, to match the concept art.
- Foyada Mamaea: Removed small rocks that would be covered by black lava, added more black lava, removed old Dwemer bridge, to be replaced with broken one. Moved beings to closest safe location, away from lava. Road sign is burned away.
- AI -1,-4: Changed some landscapegrass into burned grass landscape texture, replaced some trees with burned ones, removed railing burned during the fire.
- Ghostfence: 2x pylon,4x particles, 8x light, 2x fence, 2x barrier
- Ashlander tents near Ghostgate (RR mesh): floor changed to beaten ash, as it's strange that it was deployed on ash and yet somehow it has yellow dirt.
- Ald-ruhn: Noticed that Manor district is messed up - fixed the doors, lowered upper crab ceiling so there is no giant gap.
- Vemynal: Vast changes to match the pre-release map, added more ruins, bridges, lava, rocks. Changed entire angle of Vemynal, moved a bit, removed icebergs, changed landscape textures to volcanic sand, removed some rocks (decreased verticality to match volcano design, and some floating small rocks.
- Removed most of the snow from RM (replaced by ash/volcanic sand/lava).
- Between Odrosal-Endusal : added bridge and ruins, rocks, inspired by Deeper Dagoth Ur mod that connects those ruins.
- Started lava flooding near Maar Gan and some work on other foyadas.
- Moved Dagoth Ur cell up, although not sure if I will not move it down later.
- Moved Ossuary of Ayem into Interior cell for now (for easier changing the exterior, as I am making road from Endusal into Vemynal/Bthanchend and not sure yet where it will be) and removed most from exterior, it will be back late to exterior if possible, or moved to interior to be like buried memento mori.
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Version 1.25
- Changed the RM rocks from Randompal system using vanilla textures and single mesh back into the Malbogatra textures and multiple mesh, but:
- Lowered resolution of oryginal Rocky Red Mountain textures from 4k to 2k to provide increased fps, it looks better and the rocks are more unique this way with so many textures (each rock uses 4 different textures). They are a bit darker then the oryginal MW RM rocks, which fits better my design.
- Changed the RM rock 01 texture to fit the new RM Malbogatra rocks texture.
- Black beaches in 5 new cells:
- MA 14, -7;
- AC 14, -8;
- AC 11, -8;
- AC 10, -8;
- AC 9, -8
- Ghostfence building:
- Ghostgate: 2x flickering barrier light,
- AL 1,4 2x Ghostfence Barrier, 4x Ghostfence pylon particles, 2x flickering barrier light, 7x barrier light
- AL 0,4 2x barrier light, 2x Ghostfence particles
- RM 0,5 2x barrier light
- Moved rocks colliding with the fence.
- AL 0,4 - AL 1,4
- Made a small volcano west of Ghostgate as is visible on pre-release map.
- Added rocks, landscape changes. It "should" still be possible to travel from Ald-ruhn into Ghostgate by this road, although it's more dangerous with the lava. Added second way into the Sudanit mine.
- Cleaning: Removed 2 test cells, some not needed meshes removed.
- Changed RM lava flow peak/ridge - slowly removing snow in favor of ash/volcanic sand.
- Changed lava flow from RM (Mamaea) - replaced yellow lava (kept on the top) with lavaberg and lots of black lava flowing around Endusal (Endusal is warded through Dwemer technology), into Odrosal, toppling some towers.
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Version 1.15
- Rather chaotic update (I will return to my less chaotic system in the next update), but worth it - moved entire Ghostgate cell (and cells near them) one cell south, this way the RM shape is vastly improved, although I will have to do those cells again and reconnect the Ghostfence (which will cover even greater land).
- Placed some supports (OAAB) to Dwemer bridges around RM similar to Morrowind Rebirth design, which I love.
- Molag Amur black beaches: AC 16,0; MA 14,0
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Version 1.5
- Improved meshes of the Ghostfence fence by making more vertices+smoth, now they are more round then before, less blocky.
- Improved meshes of Redoran giant crab chelipeds (claws).
- Black beach Ald Sotha 6,-9; MA 7-8, Suran 6,-7, Suran 6,-6, AI 5,-6, Bal Ur 6,-5, AI 5,-5, MA 5,-4, MA 6,-4
- Changed weather chances for Red Mountain Region: removed chance for blizzard, increased snow chance (looks like ash).
- Changed weather patterns: no longer blizzard in ashlands, but more snow (it may just be falling ash).
- Some improvements in Ald-ruhn landscape, less floaters. Removed a lot of hidden statics, improving stability and performance. Moved some rocks, enhanced rock formations, cave.
- Changed lava texture to be a bit darker. I plan to make a second meshes with older lava of different shade.
- Ossuary of Ayem, Outer cavern: Removed "land" of the place, cliffs, rm rocks, placed RRM rocks, ash, moved the place down, that the water is inside the cave, removed some skeletons for the pool, increased mist from the pool, moved sound.
- Ossuary of Ayem, Outer cavern: Added wind sound near entrance to the cave. Added lava cliffs near entrance to the cave.
- Moved the two entrances to buried Ossuary of Seht to a cell where the oryginal Ossuary was and placed them in a way that interior matches exterior more.
- Ossuary of Seht, Outer Cavern: Removed all the plants, it's a cave, removed cliff racers.
- Ossuary of Seht, Outer Cavern: There is air flow, two exits so I keep the crematory smoke going, besides the priests there wear masks.
- Ossuary of Seht, Outer Cavern: Ossuary of Seht uses Ossuary of Seht Region weather (to work correctly it needs not yet updated Climates of Morrowind mod), it's illegal to sleep here.
- Changed Ossuary of Seht weather chances to 25% foggy (to account for low wind weather and accumulation of smoke from the chimneys or just water vapour.
- Ossuary of Seht, Outer Cavern: Moved Ossuary of Seht down, so there is standing water here and there.
- Ossuary of Seht, Outer Cavern: Added some RRM rocks, lava cliffs to make a cave, removed ashland rocks, rm rocks.
- Ossuary of Seht, Outer Cavern: Removed Dwemer observatory, as I am not sure why would the Dwemer need an observatory inside the small lava cave.
- Ossuary of Seht, Outer Cavern: kept most of the dwemer ruins inside the cave, and created a small lava flooding them, Added wind sound near 2 entrances to the cave.
- Some early rework of lava near Falensarano to match the pre-release map. Now lava flows around and into the stronghold.
- MA 9,-4; MA 8,-5 - Molag Amur rework: Removed statics that would be covered by the lava, placed lava, black lava.
- F.oyada Mamaea:Some improvements around Fort Moonmoth: a bit expanded lava flow, landscape texture changes, changed one tree into burned one. Removed oryginal MW rmrocks and placed a line of ancient lava made from rocky rm rocks. Made a cave, entrance to foyada Mamaea from Balmora.
- AI -1,-4 Removed oryginal MW rmrocks and placed a line of ancient lava made from rocky rm rocks. Made a cave, entrance to foyada Mamaea near Balmora.
- Foyada. Bani-Dad: AL -4,15: Built Shishi cliff, removed rm rocks and placed RRM rocks instead, black lava, landscape textures to ash, shading removal.
- AL -5,15 Removed statics that would be buried under lava, placed RRM rocks, placed lavaberg, blacklava, landscape textures to ash, shading removal.
- Foyada Esannudan: placed lavaberg, yellow lava, black lava, lava sound, lava light
- Foyada Ashur-Dan: MA 6,1 Removed statics that would be buried under lava, placed RRM rocks, lava cliffs, placed lavaberg, blacklava, landscape textures to ash, shading removal.
- Placed rocks near entrance to Ossuary of Ayem, ghostfence changes, need to make a second blinking mesh before I can connect it to Ossuary, will be in the next update.
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Version 1.4
- Black beaches in: AC 14,2; AC 13,3; AC 11,4; GL 11,5; MA 5-3
- Ghostfence building: connection from Ghostfence up to Ossuary of Seht, although connection lost around Ald-ruhn and needs to be rebuilt there.
- AL 5,4 is now RM 5,4; AL 6,5 AL 6,6 is now RM region
- Fixed incorrect regions for RM and Ghostgate cells.
- Odrosal: Fixed doubled door, removed some cliff racers, statics for better FPS.
- Ald-ruhn and around it Moved entire cells of Ald-ruhn and Buckmoth fort about 5 000 units deeper, moved daedric ruins and changed it's enitre cell statics angle, landscape changes, Ghostfence will need to be removed and rebuilt. Added lava cliffs, black lava flowing towards the city.
- Added improved meshes for some dwemer things like towers, that I found on Nexus BY Champion of Hircine and Revamped by darkfri.
- More black lava on Mamaea, removed small rocks that would be covered by the lava.
- Building Foyada Bani-Dad and Foyada Ashur-Dan
- RM 0,9 in now Vemynal cell, moved entrance to Vemynal here. Work around here.
- Work in many cells: removal of unneeded statics, shading removal, landscape changes.
- RM 6,5 (near Ossuary of Seht, F. Ashur-Dan) Failing Ghostfence - no shield here, no light, no particles, toppled pylon (lava moving, eroding) only fence keeps the pylon from total collapse.
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Version 1.3
- Black beaches: AC 10,-9; AC 9,-9; AC 8,-9; MA 7,-8; AI 7, -9
- Cleaning: 3 test cell removed
- Ghostfence building: Placed 2 pylons, 4 pylon particles, 4x blinking light, 4x light, blinking barrier shield, barrier shield, 2x fence
- Buckmoth fort: moved a bit, added/moved rocks. Landscape changes. It's more visible from Ald-ruhn, a reminder of the Imperial occupation to the Dunmer.
- Added back South gate to Ald-ruhn, as it's mentioned in Guide to Ald-ruhn.
- Work around cells near Endusal/Ossuary of Ayem:
- Expanded harden lava flow, changed/removed/added some RM rocks to make it like ancient lava flow. Removed possibility of travel by intervention to Ossuary of Ayem (it was destroyed during lava flow), You have to find Your way in.
- Added lava cliffs, removed some small RM rocks that would be covered by the lava.
- Flooded Ossuary of Seht with black lava, plants and wooden elements close to lava are removed, lava flood close to Falensarano
- Moved Yanemus mine below ground, it does not make sense to have this mine here, perhaps it would fit better in Molag Amur region or in/near the Grazelands.
- Maelu Egg Mine below ground for now (it would be flooded by lava), no vanilla quest in this place.
- Foyada Ashur-Dan: some work - added black lava, lava cliffs, removed small rocks, lavabergs
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Version 1.2
- Black beaches in 5 cells: AC 16,-7 MA 15, -7 AC 15, -8 AC 15, -9 AC 16, -8
- Ghostgate: moved a bit, connected to west side of the Ghostfence that was broken during cell moving. Added rocks, landscape improvements,
- AL 4,3 Moved the statics diagonally, removed shading, changed all landscape textures to ash. Added a lot of RM rocks, avalanche.
- AL 4,2 Removed shading, changed all landscape textures to ash.
- WG -1,2 Lava flows from Mamaea, burns a few plants.
- AL 3,2 Foyada Esannudan Extended: added rocks, black lava
- AL 2,2 Foyada Esannudan Extended: removed plants (lava burns them), added black lava
- RM 3,3 Placed lavaberg, black lava
- AL 4,4 is now RM 4,4, moved statics up, landscape changes
- AL 3,3 is now RM 3,3
- Moved AL 3,2 and 3.1 statics one cell south.
- And many small changes in other cells around RM/ashlands, that I don't remember.
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Version 1.1
- I noticed that lava sounds does not have a big enough radius, from now on I will plant lava sound activators instead.
- I also noticed that Ghostfence barrier sounds also needs additional sound activators spread around the Ghostfence, as the spirit whisper sounds are only heard when close to the middle of the mesh, which is now bigger then before
- Ghostgate: placed first ghostfence barrier sound generators.
- Slowly expanding into Molag Amur region: AC 15,0 - first black sand beach near Molag Amur.
- Foyada Esannudan: added/moved rock/lava.
- Foyada Mamaea: Moved small rocks that would be moved/covered by the lava, placed black lava rocks, yellow lava, red lava, glowing lava crust, sound activators, light, changed landscape textures to ash, removed shading. Moved the creatures out of the way of lava.
- AL 3,2; AL 3,1: Changed landscape textures to ash, removed shading, cell statics moved up, landscape changes. Placed some rocks.
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Version 1.05
- Endusal: removed all RM leveled enemies, placed a giant Steam Colossus boss (TR data based), which looks just like the stuff inside the Endusal. Kagrenac bodyguard killed all 6th House outside the citadel, Dagoth Endus is trapped!
- Endusal: Fixing floaters, landscape. Added mountain ridges to RM.. ridges. Placed broken entrance into Endusal.
- Unleveled: ex_shore_cliffracer_lev lists. Blight birds from lvl 1.
- New effect: cooling, glowing lava crust is now an activator giving 4 different lava sounds. Also lava crust damages feet just like lava.
- Improved hottest lava crust, made glow more visible.
- Removed shield from Ossuary of Ayem and Seht. That technology is too advanced for the dunmer.
- RM: 0,5 (Blight mine) Placed corprus victims near egg mine, moved some statics. Removed one redmt lvl list.
- AL: 3,4 - replaced entrance to Sharapli from black lava rock into RM rock and moved it one cell east. It makes more sense to be some way from the Ghostgate and not flooded in lava.
- Building lava flows - Foyada Esannudan is almost finished, it needs some more rocks and lava.
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Version 1.0
- Decided to remove statue alley near the entrance to the Ghostgate and all not divine mer. Also moved Almalexia lower, she is more visible this way.
- Odrosal: placed 3d lava, glowing lava rock, black lava rocks, rmrocks, some dwemer ruin statics. Improved landscape. Replaced bridge with more broken, added broken steam centurion, oil spill (black shading). Placed a new lava light (Yellow and Orange)
- Odrosal interior: - I looked inside Odrosal and it's rather empty. Removed golden saint, flame atronach - I hate daedra inside the 6th House bases. Placed 5 high lvl ash creatures near Odros.
- Odrosal interior: Moved entrance to tower with Keening to room with Dagoth Odros - without some levitation or high jump it's impossible to get it. Locked the door to tower with lvl 100, Odros key works.
- Odrosal interior: In time I will probably overhaul the place from the scrath.
- Landscape changes around RM, increase of RM volume.
- RM 2,6; 2,7 - Removed all RM rocks and RRM rocks, placed black lava rocks, glowing rocks, lava and lava light.
- Odrosal: placed broken balista robot with removed arrow and string (new mesh), placed black shading near broken robots and near some pipes. (oil). Placed many 6th House creatures defending the base. Fixed some floaters.
- Endusal: placed second guard tower with intact balista robot
- Improved mesh of orange and yellow lava, increased vertices and smooth worst offenders.
- Improved mesh of glowing crust - increased vertices, changed textures, increased Z to 1.5. It should improve failing collision.
- Added more dwemer structure between Endusal and Odrosal. Entire RM will be Vvardenfell - City of the Strong Shield.
- Changed leveled list based on Requiem excellent design of Red Mountain and 6th House enemies. Unleveled, more weak enemies, more shalk (volcanic bug), cliff racer can be of any state of health (they fly). No more daedra walking in 6th House bases (at least through lvl lists).
- RM 3,5: Replaced one part of the bridge with tr broken part. Landscape improvements, work on rocks. Placed lava light (orange)
- Added Real Lava Damage based on Real Fire Damage mod by Spammer.
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Version 0.9
- Reverted to 0.7 and build from here as I got lost a bit, too many changes that my autistic mind can't cope with, and I don't also like all the changes I made, it's easier to revert.
- Decided to move Endusal and Odrosal one cell south. It's a tradeoff for having more visible Dwemer ruin and improved RM shape and height.
- RM 1,6: removed all the statics. There is nothing important in this cell. This will be Endusal cell.
- Moved all statics from Endusal into RM 1,6, Endusal cell is now RM cell, changed landscape texture to snow.
- RM 1,6 is now Endusal cell. Changed texture to ash, removed shading.
- Fixed RM cells having ashland region weather.
- Landscape changes: increased RM peak to 55 000 units, just like in 0.8, it's still WIP, I need to overhaul north part of RM.
- Endusal: increased Ando Tower size to 0.75 from 0.5 so it stand out more.
- RM 3,6: removed all the statics. There is nothing important in this cell. This will be Odrosal cell. Moved Odrosal cell statics here, a bit diagonaly to match the pre-relase map (and Oryginal Morrowind too). Odrosal is now RM 3,7 cell. RM 3,6 is now Odrosal cell.
- Moved Ghostgate shrine a bit south, removed shield and pylons, planters, candle, brazer (that I put before), cushions, etc. and grand soul gems that should be rare to find.
- Ghostgate shrine: Created a duplicate of all four npc and set their health to 0. These will be victims of dangers of RM.
- RM 1.5: Activated a volcano next to Endusal. Placed lava, blight cloud, mbgRMWrathLight1, changed textures to lava crust and ash around the volcano.
- RM 2,6; RM 4,6 removed all small rocks, as they will be moved by lava/covered by it.
- RM 3,5 Placed dwemer bridge, a road to Odrosal, dwemer overlook, removed all the small rocks, placed orange lava, overhauled RRM rocks to look like ancient lava flow.
- 3x New lava glowing rock mesh for variety using modified OAAB rocks.
- Moved Dwemer ruins (RRM) next to Odrosal to match the changes to Odrosal. As a bonus those ruins better connect to the ones placed by Memento Mori. There will be a cliff here with a view to Ossuary of Seht and avalananche with Dwemer ruins placed by Memento Mori.
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Version 0.8
- Big changes in landscape (increasing RM height to insane 55 000 units, which means it is now about 2.75 higher then the oryginal Morrowind), creating cliffs, (roads around RM), moving some cell statics up. I realised I can make RM even bigger, I will have to go through some cells again, but worth it.
- Moved entire Endusal cell and changed it's angle. Bit drastic, but allows for better angle of RM, it looks more defensive imho.
- Moved entire Odrosal very high, higher then Endusal. Now You will have to travel around the entire mountain to complete Your quest (unless You can levitate or jump or climb).
- Mesh improvements: Improved distant land Ghostfence barrier, made a distant land for orange lava, changed yellow lava to be less hot, created a second part of the lava crust mesh, increase of possible variants.
- Decided to revert changes of Ossuary of Vehk. Placed it back to exterior.
- Ghostgate and nearby: Improved lava, added more lava, trackless ashlands: road to Ald-ruhn and trackless road to Ghostgate near Ghostgate, beaten ash texture in traders camp
- AL 2,3; Al 1,3: Removed shading from ash
- Moved broken dwemer bridge on F. Mamaea to look like it was moved by lava and moved in a bit south. This bridge will lead to the cliffs around RM leading to Vemynal or Endusal.
- RM -2,11: Changes near Maar Gan, making a cliff - a road to Ossuary of Vehk. Changed landscape textures to ash/snow, removed shading from ash. Moved some statics, added cliffs and lava cliffs. Placed glacier, some rocks, landscape changes. Placed 2x Ghostfence fence, 1x Ghostfence particles.
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Version 0.7
- Decided to remove dwemer fan from Dagoth Ur for now.
- Replaced Ghostfence shield-barrier touching lava with dimmer mesh and light (flicker) and with shield flickering effect like failing bulb. Collision is removed, You can pass through failing Ghostfence in any location where lava will be passing, right now near Ghostgate.
- Changed landscape near Ghostfence, created lavafall with yellow lava, as I realised that with Ghostfence there could be a lot of stuff accumulating over the years, and Ghostfence prevented them from moving, unless lava did.
- Removed soldiers inside the Ghostfence. It does not make sense to me - expose Your soldiers to corprus which may spread and kill Your soldiers, when You have: not one but too closed doors, Ghostgate and Ghostfence.
- Created a copied script from oaab from lava and put them into orange and yellow lava. It will generate lava sound and damage.
- Changed ashlands weather: no longer possible to have clear and cloudy weather - reasons for this is practical - my 3d lava can't get shadow on it (as it generates light by itself), and I have yet to figure it how to do it. Instead you can get rain, snow, thunder, 1% blight and even blizzard.
- Changed Ghostfence barrier mesh to be more ethereal.
- Improved one texture compression, which was not good.
- Ghostfence shrine: cave removed for now, making a way into the broken bridge leading to Endusal, as is visible on pre-release map and foyada will be filled with lava. Landscape changed: more lava/snow. Entrance to Ghostgate is accumulating snow/ash (it's like going up).
- Ghostfence shrine: Removed all the plants in planters, all the plants died. Put a brazier, guards, pilgrim, and priest near it. No one left to pray, all trying not to freeze, morale is low, it can as well be the end of Vvardenfell soon.
- Ghostfence shrine: Added a hood to one of the pilgrims at the shrine, removed the piramid and changed the "floor" into ice. With the failing ghostfence - power is needed at the Ghostfence, so the barrier weakens. Snow enters the shrine and melts into ice.
- Trackless entrance through Ghostgate into shrine. It's a wrong time for going on pilgrimage, lava everywhere, and possibly 6th House invasion.
- Ald-ruhn: Removed strange entrance under Silt Strider port and the entrance next to it. It makes little sense to make extra entrances to Ald-ruhn for cryminals, vampires or blighted beasts.
- Ald-ruhn: Placed two guards near entrance to giant crab, protecting the most important structure full of high ranking Redoran. Placed two guards near entrance to the town near towers, Placed one soldier next to the ramp to silt strider. Protection increased..
- Ald-ruhn: Replaced two towers with TR alternative for easier handling of landscape.
- Ald-ruhn: Made the road sign to Ald-ruhn knocked over and growing trama on it. Enhances fall of House Redoran. Who cares. They don't have the money or honor to fix it, just like their walls.
- Decided to make "trackless" ashlands. Only in cities there is enough mer to allow for ash to be beaten, and there are not many citizens leaving the town. There will be no roads, only ash deserts.
- Decided to remove ash trees close to Ald-ruhn for now, I realised that Redoran needs wood for warmth or profit.
- AL -2,12, AL -2,13: Foyada Bani-Dad near Maar Gan: Entire cell statics are removed (unless npc, or flying) from this location. Through here will flow lava, moving or covering rocks, burning what it can. Moved ashlanders small camp to closest save location.
- RM -3,10 Removed minor plants, placed one 1x ghostfence fence, 1x ghostfence barrier, 8x Ghostfence light, 2x particles, moved rocks and plants below landscape for easier editing. Landscape changes.
- Created a road in the cliffs near Nerevarine Redoran Stronghold - it will be a road to Ossuary of Vehk, and possibly another road to RM.
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Version 0.6
- Decided to change a vision of my mod to match pre-release map, which have a lot of lava on it. RM will be a mix of lava-ash and ice-snow.
- WIP rework of Ghostgate and it's nearby cells:Made a radical change in design: Moved Ghostgate a bit east (still in the same cell), as it may be visible on pre-release map and it makes more sense to be on the high ground between foyadas, not on path of foyada Mamaea.
- Ghostgate: Removed Ghostgate walls - not only now they pass through foyada and would be destroyed, but also why build walls when there is already more powerful then ordinary wall Ghostfence magical barrier-wall.
- Ghostgate: Stair-walls are also removed. It makes little sense to use architectural style of ancient mer strongholds. This will also allow to make a more genlte angle of landscape towards the Ghostgate as there is less flat terrain.
- Ghostgate: Forge is removed - it does not make sense to me - it's easier to transport end product then tons of heavy raw materials like coal, ebony, steel, etc. Also I don't like the idea of industry, hammering sounds near holy spirits and the Tribunal temple-magical artifact.
- Ghostgate: Warehouse is also removed - I prefer a bridge connecting Ald-Ruhn, (temple ally) to Ghostgate. There are ashlander traders nearby, possibly caravans, cheap intervention spells, and plenty of possible storage inside the Ghostgate.
- Made some changes to Ghostfence (to match new position of Ghostgate). As a bonus one ancestral tomb is outside of Ghostfence, just like oryginal design.
- Ghostgate: Some parts of the Ghostfence that meets hot lava flow is no longer operational.
- Ghostgate: Removed some covered rocks and no longer needed glaciers.
- Ghostgate: Moved the soldiers closer to the gate, and the braziers with flame to keep them warmed (lava or not, it's still high and cold), changed soldiers angle.
- Ghostgate: Moved 2 archers guard and one ordinator closer to broken Ghostfence. For extra safety during lava flow which may last some time (like decades considering Dwemer machines).
- Ghostgate: Uses new unique Ghostgate region weather and sounds (similar to Ossuaries - religious, ghosts and rocks sounds).
- Ghostgate: Placed 4 more statues postament with 3 divines (using their name ALMSIVI order from left to right), and two soldiers on the other side. One postament is left for mortals to inspire bravery against 6th House. When one goes into Ghostgate shrine (or fight against Dagoth Ur) feels the gaze of heroes or false gods.
- Created a half mesh of rmrock4. To make special lava rock. It's compatible with heat haze mod (generates visible hot air), I plan to make it generate heat too in Ashfall mod.
- Started putting new 3d lava: will be several colors and lava speed depending on distance from the source and angle. Lava is NOT 2d... while this effect is not perfect, IMHO it's an improvement over flat 2d lava.
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Version 0.5
- Incorporated 2 mods into Star Wound: Kogoruhn - Extinct City of Ash and Sulfur AND Markgran Forest (Maar Gan Forest), great thanks to Demanufacturer87 for allowing for this.
- AL -3,9 Placed Ghostfence barrier x2, Ghostfence light x8, Ghostfence particles x4. Changed landscape textures to snow and ash, removed shading from ash, landscape changes. Placed random rmrocks. Removed minor plants, kept ashtrees for now.
- RM -2,10 (Dwemer ruin) Placed giant glacier pushing the Dwemer bridge. Replaced endings of the bridge with OAAB and TR data broken endings. Changed angle of two bridges parts, moved the other closer Fixed angles of two towers connected by pipes. With such different angles for each tower, the pipe would just break. Moved those towers. Placed TR data guard tower. Placed two steamstack with black smoke. Placed few dwemer ruins structures. Changed landscape textures to snow. Replaced strange blue shading to white.
- AL -2,9 is now RM cell. Changed landscape textures to snow.
- AL -3,8 Changed landscape textures to ash, removed shading from ash, landscape changes. Moved some rocks, added new ones. Avalanche.
- AL -4,9 Landscape changes.
- RM -1,10 Removed minor plants. Statics moving, landscape changes.
- RM -1,11 Statics moving, landscape changes - aim to uncover some snow.
- Added new landscape texture (based on iceberg ice) - looking just like the ice I like to use.
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Version 0.4
- Dagoth Ur: is now a parasitic cone, full of ash. Placed andotower (dr Data), moved some statics, placed rmrocks (rocky red mountain), Dagoth Ur has unique region with 100% blight..
- AL -2,8: Placed 2x Ghostfence barrier. Placed 8x Ghostfence light. Placed 4x Ghostfence pylon particles. Replaced one Ghostfence with one with bigger angle. Removed ore veins and ash trees. Landscape changes, removed shading, texture changed to ash/snow. Avalanche towards Ald-ruhn city.
- AL -1,7: Decided to remove lava cliffs in this cell in favor of ash-rock avalanche (near Ald-ruhn).
- Ald-ruhn: Deleted plants near Morvayn manor, as I don't think anyone goes there to keep the garden with the locked corprus beasts inside, placed some rocks.
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Version 0.3
- Increased RM height to about 50000 (25% increase). Decided that Dagoth Ur will be a parasitic cone.
- Vemynal: Added rather big icebergs, accumulating over thousands of years. This location is very high and northern, it was spared the lava during Arena due to rather giant chunk of ice, probably rocks and being on the sideway of foyada.
- RM 2,5: placed icebergs. Love it. Removed all the small rocks, they would be buried under the ice/lava (I ask what is the source of those brown rocks?), I want only RM rocks or lava rocks or ice chunks and with the iceberg it needs to be placed in the correct spot.
- RM -1,10: Placed a bridge leading to Vemynal, icebergs Placed some dwemer towers in Vemynal and cells next to it
- AL 0,8 is now RM 0,8: Changed texture of ice to snow, placed thin iceberg, landscape changes.
- AL 1,7: Placed ghostfence light and particles.
- Improved ghostfence (fixed fence mesh overlapping with pylon) at cells: AL 1,4 RM 0,5 RM 0,6 AL 1,6 AL -1,7 AL -1,8, AL -1,8, AL -2,9, AL -3,9
- Work at cells near Ald-ruhn entrance (wip). I want this place to be an ash desert full of dead trees and some more rocks. Placed a lot of random ash trees for future use in those cells. Deleted railings for now. Statics moving, landscape changes.
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Version 0.2
- Modified rocky red mountain meshes using vanilla textures mod (thanks randompal!) - changed textures to use black lava. Making a foyada from it.
- Improved RM 2,5 - placed black lava rocks covering older rm rocks, all of it covered by snow here and there, added some rocks to fill the gap of removal of rmrockrc01 rocks.
- Ghostgate: Covered Ghostgate in more ash, collapsed icebergs and black lava.
- Ghostgate: Removed shield statics, better performance and looks.
- Ghostgate: Removed shading from ash.
- Ghostgate: Fixed a few floating rocks.
- Ghostgate: Placed temple marker.
- Ghostgate: Decided to close off the tunel under Ghostgate, but still the cave will be visible, although it will no longer be accessible in the future.
- AL 5,5 and AL 6,8 and AL 6,9 is now a RM cell as half of it is within the Ghostfence.
- Ghostfence building: RM 5,5: placed ghostfence light and pylon particles
- Improved Ghostfence, less overlapping meshes, fixed a few barrier mesh beyond the ghostfence mesh in AL 3,4, AL 4,4, RM 4,5, RM 5,5, AL 6,6, Ossuary of Seht, RM 6,8, RM 6,9, AL 6,10:
- Work in AL 7,4: Changed texture to ash. Placed black lava to point me where the foyada is. Removed all shading from ash. Moved rocks around, size changes, removing verticality. Landscape changes in that cell and around it.
- Ossuary of Seht: Decided to remove giant lava cliff, and moved the entire cell down to improve landscape angle to Grazelands. Instead it will be an ash-rock avalanche towards the grazelands. Removed one smoking tower.
- Ossuary of Seht: Moved rocks, feeling of cave seem to be increased plus better shape of the rocks from outside, consider to make it buried later, into interior cell.
- AL 5,7: Replaced one part of broken bridge end with the statics from TR data as it's a bit different. Now one broken end is from OAAB and the other from TR.
- AL 5,7: Removed skull centurion as it's not very lore friendly for me. Placed sanctified_skull (possible loot from this creature) in Ossuary of Seht alcove.
- AL 5,7: Replaced ash with snow, it's a broken Dwemer ruin, does not generate heat anymore.
- Work in GL 8,6, GL 8,7 AL 7,6 AL 7,7: Removed shading, replaced all landscape RM with ash, moved/placed rocks, avalanche extending to Falensarano. Ash extends a little more into the grazeland, removing road from those cells (inspired by trackless grazelands).
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Version 0.1
- Build on latest Star Wound Red Mountain.esp
- Script changes to Dwemer lightning rods. Now they only function during: thunderstorm and ash and blight weather. More realistic. It's eerie to have it during the storm.
- A bit extreme but I deleted all rmrock01rc static (rocky red mountain mod) as it was used about 3000 times, while increasing detail it's performance cost is immense and as it has a hole in the mesh (by design) it's increasing the chance of seeing through the mesh.
- Decided to remove my lvl list SW_Corprus_00 as I given it's some thought. There are excellent variants of corprus and dreamers expansion, and with my changes they would be gone. From now on I will use oryginal lvled lists.
- Changes in cells around Odrosal: landscape changes, moved/add/removed rocks. - aim: lower verticality, increase lava channel. Probably increased performance with more realistic vulcano.
- Odrosal: Removed shading, added black oil spills from robots and pipes. Landscape improvements. Removed dwemer rubble near one of the robots, it was rubble from doors, now removed, so they must too. Moved some statics. Added one rmrock. Added steamstack towers with smoke and smoke to existing tower.
- Endusal/Odrosal: changed size of lightning rod to 1.25 from 1.5
- Dagoth Ur: Fixed doors working wrong.
- Vemynal: Replaced my own normal bridge with a broken one. Towers falling on the bridge, one of the towers is now functioning as a bridge. Added dwemer rubble on the bridge falling from the broken tower. Added steamstack towers and 2x smoke. Added lightning rod.
- RM 2,6: Fixed gap in broken bridge
- AL -1,6: Placed ghostfence particles and light
- AL 0,6 is now RM 0,6; AL 0,5 is now RM 0,5 (they are within the Ghostfence now).
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- Donations
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Straight donations accepted

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.
---
[Weather Foggy]
Glare View=0
---
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.