About this mod
Morrowind 4E -
Travel back to Morrowind and roam the remains of the province.
- Requirements
- Permissions and credits
-
Translations
- Spanish
- Italian
PM us if interested[/size]
PM us if you like to help this mod.
LORE talk and screenshots are welcome.
Every comment not related to this mod will be deleted.
No advertising & no spamming allowed. Do this somewhere else!
Team:
Active members:
Landscape:
3AMt (Lead)
LorSakyamuni
Rarah
Dungeons:
Lodakiin
3AMt
willstafish
3d Design:
Tlaffoon
Spell Of Madness
Quest/Storywriter;
Galagex (Quest/Storywriter)
Other activitys;
tamu75 (Object LODs)
LASentry(Video editor)
GendunDrup (Object managment)
Unkownpix (Navmeshing, Textureing)
cwmatt11 (Beta testing, general assistance)
Contributors (None active members):
Tiera (Landspace assistance / a huge part at the badlads region)
skyrimaguas (Weather System base)
shadowguy2020 (3D design /Chanterelle Mushrooms & Graveyard)
BlackLeaves (Cliffs /Rocks)
Ga-Knomboe Boy (Help with lods)
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Required files:
Skyrim
Dragonborn
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[size=10]Recommanded files:[/size]
'Safety Load' by kapaer: Safety Load
- to get rid of Initial load Screen bug
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[size=10]About:[/size]
This is an WIP in a very early state. The goal is to create a lore friendly 4E. Morrowind mainland with community resources (see credits).
Directly integrated in the Solstheim world space! This means the Dragonborn DLC is required.
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[size=10]Updating from an older build to 06c:[/size]
It's most important to delete the following folders first, before installing 06c.
Data-Meshes-Terrain-DLC2SolstheimWorld <- delete this folder.
Data-Textures-Terrain-DLC2SolstheimWorld <- delete this folder.
Install 06c, click yes to all if asked to overwrite anything.
Since 06c is an .esm now, make sure to delete the old .esp.
You also could convert the .esm back to .esp via TES4Gecko, if you like to stay with an .esp. But note that only the .esm will be supported by us from now on
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How to get rid of the invisible boarder?
Normally you do NOT need to modify your .ini files with version 05b or higher.
But since we switched to .esm with v06c you might need to tweak your .ini file again!
To modify it manually you need to change your Skyrim.ini.
It is located in "Users**DocumentsMy GamesSkyrim" Under [General] add "bBorderRegionsEnabled=0"
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Save Use
When You enter SoM the first time, make sure to load a savegame made in solstheim. (becomes obsolete thaks to Safety Load mod).
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Known Bugs
There are the known bugs which will be fixed later:
- Travelling from Skyrim to Morrowind could lead to Initial loading Screens (high priority)
Use the 'Safety Load' mod by kapaer to get rid of it: Safety Load
- Minor LOD errors (regenerating the ground mesh will fix it)
- Minor LOD error at Solstheim (only on the map and not visible in game <- will be fixed later)
- Some objects don't have a collusion
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Load Order
Place the Shadow of Morrowind.esm after the dragonborn.esm.
You might need to change the skyrim.ini to get rid of the invisible border (see above)
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[size=10]Installation[/size]
Extract the archiv in your data folder (Skyrim/Data)
or use the Nexus Mod Manager.
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How to reach?
* Just open the map in Solstheim
-There is also a rawboat at Raven Rock for fast travell.
-A border crossing between Skyrim & Morrowind (Refugees Rest)
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Recommended Mods:
THIS MOD WILL LOOK BEST WITH VURTS FLORA OVERHAUL:
http://skyrim.nexusmods.com/mods/141
RED MOUNTAIN ERUPTS:
url=http://skyrim.nexusmods.com/mods/41561
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Screenshots by VictoriaG
and Eiries
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[size=10]Changelog:[/size]
version 06c:
- Switching to esm file (Version control now possible)
- A new area (the southern ashlands).
- Blacklight improved
- Added desert scorpions and ants (ornadas) to the badlands
- New cells have been edited.
- Existing cells have been improved.
- New locations to discover.
- New meshes and resources.
- Updated ground LOD textures
- Many small bug fixes
version 06b:
- A new area (the badlands).
- New cells have been edited.
- Existing cells have been improved.
- New locations to discover.
- Riften border.
- New meshes and resources.
- Many small bug fixes.
- Fixed a possible CTD issue.
version 06a:
- Interior CTD bug fixed!
- New Object and Tree LOD Atlas.
- Fixed space for Solstheim Ash trees on the LOD Atlas.
(Might not be visible in game at all, but this is a huge step and the very base for the riften border)
- Added black mountain 'mountain' meshes.
- Lot of new resources.
- New cells have been edited.
- Existing cells have been improved.
- Boarder setup improved.
- Many small and bigger changes.
version 05b:
- Removed invisible border in the .esp
- Much improved Veloth Mountain region
- New cells have been edited
- New locations added
- Existing cells have been improved
version 05a:
- New cells have been edited
- Existing cells have been improved
- Vvardenfell regions are much improved and fit togeather
- Several new locations
- Ground LOD textures
- Lots of small and big improvements
version 04b:
- Rawboat travelling
- About 15 new locations
- Existing cells have been improved
- New cells have been edited
- New resources have been used. (thanks to Spell of Madness and Earrindo)
- 3 interiors have been added (use "coc 01SoM_vulcanic1" and "coc 01SoM_moldcave1")
the 3rd one is allready linked.
- Many more small and big improvements
version 04a:
- 2 new dungeons (worldpace integrated)
- About 10 new locations
- Black Light improved
- New cells have been edited
- Existing cells have been improved
- New LOD (Pine trees will now have proper lods)
version 03a:
- Corrected LOD bug
- New LODs by Ga-Knomboe Boy Big thanks to him
version 02c:
- New cells have been edited
- Existing cells have been improved
- About 15 new map markers have been placed
- Edited the regions around these markers
- Updated meshes and resource.
version 02a:
- New cells have been edited
- Existing cells have been improved
- Map Markers and locations have been placed
- Updated in-game map
- Many new resources used. (see credits)
version 01e:
- Dead Aspen Trees have been added, thanks Ga-Knomboe Boy
- Wooden cave entrance have been added.
- New cells have been edited
- Existing cells have been improved
version 01d:
- Added waves to the coasts
- Existing cells have been improved
version 01c:
- New cells have been edited and existing once improved
version 01b:
- Some more cells have been edited. This time on the Vvardenfell Coast, which is reachable from Solstheim (see screenshots)
- The miss-rotated Mushrooms in Vvardenfell have been corrected.
- Vurts tree mesh added as resource.
version 01a:
- A small mushroom forest on Morrowind has been created and temporally linked with a door.
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[size=10]Credits:[/size]
PLANTS AND FLORA
Ga-Knomboe Boy (Stick Trees, Dead Aspans & more) GKB Green Trees
Vurt (dead trees, bittercoast trees & more)
scot (Morrowind mushrooms)
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LAVA MESHES AND TEXTURES
by MannyGT and MurderWrath aka the daedric brothers.
Make sure to check out there mod here:
http://skyrim.nexusmods.com/mods/25676
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SKYRIM MONSTER MOD
skyrim momster mod by dogtown1:
http://www.moddb.com/mods/skymomod-v12/news/skyrim-monster-mod
DAEDRIC TILESET
Models - Phitt
Textures - Kzinistzerg
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VELOTHI TILESET
Models - Phitt
Additional Models - SpeedyB
Textures - Kzinistzerg
Additional Textures - Phitt
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ASHLANDS TREES
Models/Textures - Dave91
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TELVANNI TOWER RESOURCE
Models/Textures - by Earrindo
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AZURA CI CAVE AND STONE
Models/Textures - Spell of Madness & 3AMt
TERRAS TREES
Models/Textures - Taddeus
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TELVANNI ARCHITECTURE
- by qwertyasdfgh
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ON THE ROCKS
- by Taddeus
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CHANTERELLE MUSHROOMS
- Models by shadowguy2020 / Textures by 3AMt
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DEAD PINE TREES
Models by Spell of Madness / Textures by Vurt
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BITTERCOAST KNEE & LOG RESOURCE
Models/Textures - by Spell of Madness
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STALACTITE RESOURCE FOR ROCK CAVES
Models by Leodoidao
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HEADSTONES
Models/Textures - by Insanity Sorrow
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CASTLE WALL RESOURCE (not used yet, but already included in the main files)
Models/Textures - by Stroti, ported to Skyrim by Tamira
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[CRANES, MARKED OBJECTS & FISHNETS]
Models/Textures - by Momo
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ROCHESTER WORLD MODDER RESOURCE
by breti
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SHEOGORAD
by Phitt
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CREATURES
dogtown1 - Skyrim Monster Mod
vicn - Vicn Creature Pack
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- Many thanks to the Tamriel Rebuild team.
- Thanks to CD Project Red for giving permission to use Witcher 2 assets
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If I have forgotten to add you to our credit list, please send me a PM and I will correct it asap.