Need permission to modify our mod. If all members of our team are unreachable on the Morrowind Modding Community or Nexus Mods, and a reasonable effort has been made to contact us, you have our permission to modify, adjust or build upon this mod.
File credits
Thanks to Bethesda Softworks for developing Morrowind and the Construction Set. Thanks to Brucoms for developing the TES3 Readme Generator the readme was made from. Thanks to the Morrowind Modding Community for giving a platform for modding events Thanks to Darkelfguy for hosting the Morrowind Modding Madness event. Thanks to the OAAB_Data team for the assets used in this mod. Thanks to Melchior Dahrk for the Space Suit, Rockwall and Space portal. Thanks to StaticNation for the Turban. Thanks to Grumbling Vomit for the NPC Animations. Thanks to Kurpulino for the FX effect resources. Thanks to DimNussens for the tent meshes, Boardgame and Lyre. Thanks to Wazabear for the original stars sky texture, used as a base in our skybox mesh. Thanks to Vegetto for generating normal and specular maps. Thanks to Tamriel Data team for the Telescope.
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Changelogs
Version 1.5
Removed the 1: in front of choices to avoid 1: 1: for Mwse users using UI Expansion. Fixed Amaund greeting bug, fixed guard dialague, Improves Fps for OpenMW users by removing one animation. Tweaks journal entry suggesting talking to builders to speed up building progress.
Version 1.4
Fixed various typo's and errors in topics, dialogue and journal entries.
Added a scripted and animated elevator to enter the cell 'Bthuanumzhar' and changed the cell to accommodate for it.
Added floodlights to the cell 'Bthuanumzhar'.
Added titles to the quests to support SSQN.
Added a patch with unique icon for SSQN on MWSE and OpenMW.
Added an extra cell in 'Bthuanumzhar' to accommodate for the return to Nirn sequence.
Added a better, more fun and more immersive return to Nirn (and save some time back and forth for gameplay pace).
Added a small hidden area in 'Bthuanumzhar, Halls of the World Tear".
Added extra VFX and scripts to the final scene of the questline.
Improved Ajira's dialogue throughout the questline.
Added a forcegreet to Borkul on the return to Nirn, to not make the player miss him on their way out.
Added a reward given to the player as Folms says in his dialogue.
Changed the display name of the loaddoor into the cell 'Bthuanumzhar' to just state 'Metal door' instead of 'Elevator Door'.
Version 1.3.1
Fixed a bug with the barrier that a few vanilla users encountered, where the player couldn't get past it despite walking backwards as required.
Fixed an audio bug for the lyre player where K'harr tries to start playing the song every frame.
Rotated the skybox in the transition sequence to not show the moon, which caused immersion problems when moving, but stars.
Version 1.3
Improved some rough edges in the cell "The void, Monastery".
Cleaned out a dirty edit to the 'latest rumor' topic.
Cleaned out two dirty edits in greeting 1.
Cleaned out a dirty edit to the 'skooma' topic.
Cleaned out the topic 'a favor' to not interfere with the puzzle box quest.
Changed the teleport-block-script in the cells starting with "The Void" to more accurately check the player leaving these cells and enabling teleport again.
Added folder 02 Normal Maps for OpenMW.
Version 1.2
Changed the barrier door in the Dwemer ruin to a forcefield and added a fitting new corridor tile.
Removed the hint notes in the Dwemer puzzle ruin and added a journal of Dro-Virr for more immersion.
Borkul gro-Lag doesn't disappear before your eye anymore when he is home again, but is disabled when you exit the door.
Fixed a bug where active spells couldn't be viewed anymore by hovering over them with your mouse.
Version 1.1
Cleanup of some dialogues and journal entries - edited for brevity, readability, and repetition, along with general errors. (We made changes to about 60% of the dialogue and journal entries)
Filtered some dialogue so Ranis, Trebonius, and Skink no longer give a rumor it makes no narrative sense for them to give.
Filter a topic to stop the mason using Khajiit dialogue.
Edited a player response to no longer be in Khajiit speak.
Swapped the placeholder perception filter for a more dwemer approriate version.
Swapped the place frame around the void tear for a more Dwemer appropriate one.
Added fadeouts to mushroom planting and orc return scenes.
Added a small platform under the Dwemer return teleport site.
Removed several out of bounds pieces left over in Bthuanumzhar.
Fixed the floating bubble in space bug.
Air Sphere is no longer added for free to the player if they enter space, the need to get it through the quest.
Rotate the MGE skybox a bit to improve the position of Masser and Nirn.
Updated the TDD_Spacesphere_MGE.nif to make the Messer object properly merging with with starsphere.
Added water to "The Void, Asteroid" cell to force MGE XE to render the Air Bubble sphere on the skybox distant land.
Changed a non vanilla texture in TTD_X_Banner_01 to a vanilla one to remove a single used texture from the mod.
Added the moon Secunda to our skybox mesh.
Added ownership to all the items, original idea was that they shared everything. But that maybe feels like a bug to players.
Cleaned out the edited vanilla entry 'I am %name, %class' in the background topic.
Embark on a mysterious journey in search of a missing troupe of Khajiit from the Mages Guild, known for their fascination with the moon Masser. What secrets were they chasing? Unravel clues that could lead you beyond the familiar lands of Nirn itself. As you follow the trail, you’ll uncover ancient lore, face unexpected challenges, and question where this path may ultimately lead you. Will you find the missing Khajiit... or uncover something far greater?
Discover New Lands: Traverse a variety of fresh locations and hidden cells, each with its own secrets to uncover. Encounter Unique Characters: Meet interesting NPCs, each with their own rich backstories and quests to share. Delve Into a New Dungeon: Delve into a new designed dungeon that will test your wits. Master Puzzles: Put your problem-solving skills to the test with engaging and inventive puzzles. Immerse in Fresh Dialogue: Enjoy a wealth of unique, carefully crafted dialogue that brings the story to life. Admire Custom Creations: Experience new models and textures, thoughtfully designed to enhance your adventure.
To start this adventure, ask around in the Mages Guilds across Vvardenfell until you pick up a rumor about an investigation about missing Khajiit Guild members. You don't have to be a member of the guild to start on this adventure. The Readme has a complete walkthrough if you find yourself stuck.
To fully enjoy this mod, make sure you activate or regenerate your distant land.
Required Mods: OAAB Data
This mod works on both vanilla and OpenMW engines. Although visuals might be slightly better on an OpenMW install, due to glowmap textures not rendering on distant land meshes in MGE XE. In game visuals will be different from player to player and depend on your shader setup.
Since adjustments to vanilla locations are minor, this mod is highly compatible with other mods. The readme has info on which cells are touched by this mod. There are currently no known incompatibilities.
Help in case something should go wrong. Don't use these commands unless something is seriously wrong! Player->RemoveSpell "TTD_SpaceDamage" The temple didn't spawn for whatever reason: Set TTD_TempleStage to 4 Journal ttd_orcmason 150
I don't know how to plant the mushrooms? => (walk near the fire)