/lucewind-overhaul

Morrowind overhaul made to my personal tastes. Generally vanilla+++.

Primary LanguageLua

lucewind-bitter-coast

Bitter Coast overhaul made to my personal tastes. The intention is to be lore-friendly while adding

Modules:

Seyda Neen: Damp Little Squat

Expands Seyda Neen using Nwahs & Mushrooms Seyda Neen as a base. Seyda Neen is described as the gateway to Vvardenfell, and the Coast Guard is said to operate from there, but there's very few signs of these things being true in the vanilla game. SNDLS fixes that by adding a few buildings - a coast guard outpost, some taverns, a few new houses - and a cast of new NPCs who either work for the coast guard or have newly arrived in Vvardenfell as colonists.

  • Adds the Seyda Neen Coast Guard
  • Adds two taverns: The Glass Parrot and the Half Mast Hostel. One is distinctly more reputable than the other - and the locals will have things to say about it.
  • Some new houses for the locals
  • Clutter to make Seyda Neen feel lived in
  • Many new NPCs, most of whom have at least a little unique dialogue
  • Overhauled the interior of Arrille's Tradehouse
  • Overhauled the interior of the Census & Excise office. The warehouse is now separate, there are cells for prisoners, and Sellus Gravius gets a room of his own. Also, the interior now matches the exterior better - there were windows on the ext but not on the int!
  • Fargoth's ring is now found on the floor beside the barrel, so people roleplaying law-abiding characters don't have to break character and steal from the barrel to continue.

Included Mods

  • Seyda Neen by Nwahs and Mushrooms
  • Fargoth's Ring Unbarrelled by Lucevar
  • Nineholes at Arrille's by Lucevar
  • AST Arrille's Attic by Aisis

LW - Rainforest of the Bitter Coast by viKING

One of my favourite mods, and one I've been playing with for at least the last 15 years. Makes the BC feel truly lush and swampy by adding a lot of trees. I've kept the core mod mostly intact, but have made numerous changes to make it compatible with various other mods, including:

  • Graht Trees
  • Grahtwood Roost
  • OAAB Brother Juniper's Twin Lamps
  • Expedition to Mzelthuand

LW BC - Dungeons and Encounters

Includes:

  • Swap Addamasartus and Samarys by magerrer Swaps the positions of the two dungeons, to reduce the absurdity of bandits operating from right outside of town. It never felt sensible in the base game, and it feels even less sensible in my expanded Seyda Neen. I've tweaked dialogue and object placement for better compatibility
  • The Plague Doctor by RuffinVangarr & Katya I've removed the bats, dimmed the lights, renamed the cell, and added some dialogue to better integrate the doctor into the game. [-]-- I've also added a little something to Addamasartus to better tie the two dungeons together.
  • OAAB Greater Samarys by Varlothen
  • Vennin's Addamasartus by Vennin [-] Removed duplicate NPCs, made it compatible with Swapped Addamasartus & Samarys
  • Vennin's Abernanit by Vennin
  • Weird Science
  • LeFemme Gold Texture
  • Smuggler's Run by Corsair

LW BC - Hla Oad

Includes:

  • The Drop Off
  • Hla Oad by Nwahs and Mushrooms

COM Patch

  • Based on RandomPal's edit of CoM. Makes my Seyda Neen edits compatible with CoM.

LW - Regional Weather Tweaks

  • Makes the weather in the BC much rainier and foggier in general
  • Adds a chance of ash storms in almost all parts of Vvardenfell
  • Makes rain and fog overall a bit more likely

Requirements

  • OAAB Data
  • Tamriel Data
  • tes3merge (merged objects.esp)
  • merged lands

Recommended Mods

Other Lucewind mods:

  • NOD - NPC Outfit Diversity
  • LDM - Context Matters by Lucevar
  • LDM - Choices and Consequences by Lucevar

BC towns (mostly impact more than just BC):

  • Shipyards of Vvardenfell by Team Sexy Slippery Sloads
  • Hla Odai
  • Barabus Fireplaces
  • Nine Holes by Dillon
  • Thirteen Telvanni by Dillon
  • Store Entrance Chimes
  • Bell Towers of Vvardenfell - Gnaar Mok

Landscape, Worldspace, and Atmospheric Effects:

  • Morrowind Graht Trees by Melchior Dahrk
  • Grahtwood Roost by Melchior Dahrk
  • Lush Synthesis
  • Vapourmist by tewlwolow
  • Leeches Always Bite Twice by Team Leech
  • Glowbugs by Melchior Dahrk
  • Mistify by Melchior Dahrk
  • OAAB Ashen Divide by Remiros
  • Know Thy Ancestors (Samarys + Addamasartus Swap Patch)
  • Uncharted Artifacts
  • OAAB Shipwrecks (+ Uncharted Artifacts Patch)
  • Justice for Khartag by Vegetto & RandomPal
  • OAAB Shipwrecks + Justice for Khartag Patch
  • Thickle-Lo by Melchior Dahrk
  • Dwemer Lightning Rods by Melchior Dahrk
  • Flies by R-Zero
  • Cave Drips by R-Zero
  • Wonders of Water by Hrnchamd
  • Character Sound Overhaul by Anumaril
  • Footprints by Abot
  • Swamp Stump Sanctuaries
  • Ultimate Fishing by Merlord
  • Kirel's Interior Weather by Kirel
  • The Midnight Oil by Merlord
  • Weather Adjuster by Hrnchamd
  • Ctroost's Weather Adjuster Presets
  • FMI Caius Big Package by PoodleSandwich

Dungeons:

  • Hlormaren Reclaimed by Alice
  • New Ilunibi by Seelof

Quests:

  • AFFresh by AFFA
  • Erengard Mines Redux
  • Dura gra-Bol & the Grab-All Gang by Melchior Dahrk
  • OAAB Brother Juniper's Twin Lamps by Brother Juniper & Lucever
  • Firemoth Reclaimed
  • Expedition to Mzelthuand by Melchior Dahrk, Greatness7 & TDM
  • Census & Excise Office Faction by Alice
  • Thieves Guild in Gnaar Mok by Alice
  • Note to Hrisskar
  • A Hermit's Request by Darkelfguy

Patches

  • COM patch (for RandomPal's version of COM)

Patches I still need to make

  • Hermits Request
  • OAAB Twin Lamps/Hla Odai update
  • Imperial Employment Agency (move guy in Arrille's so he's not standing in the Repair mod anvil)

Credits

hater8 & nwahs & mushrooms team viKING magerrer Aisis OAAB team TD team Denunci