For our second episode, we’re making a quest mod using the house mod from episode one as a base (sort of), since a lot of you mentioned in the comments that you’d like to see a quest mod. During this episode we create a new exterior and interior, and explain NPC creation, Dialogue, Quest Design and Scripting to some extent.
I’ve included the full rough draft quest design document, complete with notes and explanations, as a download for you guys to check out, so you can hopefully get a good idea of how to design and write quests.
It should be mentioned that our little quest mod is going to take several weeks to finish, and in total will be continued over the next six-seven episodes, including a final episode covering what all you should do to advertise and promote your mod after release.
Next time on Let’s Mod Morrowind, we’ll be doing more quests but also dungeon design. We’re going to be doing a smuggler cave to start out with, but we can combine multiple tilesets together, so let me know what additional dungeon features you’d like. For example, we could include Daedric, Dwemer, Velothi or even Imperial Fort architecture in our smuggler cave.
Trade Disputes is a large and in-depth quest mod originally released for Morrowind in 2003 by Dalin. The mod takes place at Fort Klamoth, a new Imperial fort near Gnisis, where trade negotiations between the Imperials and a nearby fishing village of peaceful orcs have stalled to a stand-still. Both sides are hiding things from the other, and it’s up to the player to decide who they’ll side with in the negotiations, and whose terrible secrets of the past they’ll reveal…
Trade Disputes won entry into Planet Elder Scrolls Hall of Fame in 2006, and is considered one of the most popular Morrowind quest mods of the early 2000s with over 10,000 downloads.
Full features include:
A new Imperial fort
A new island (mostly compatible with Tamriel Rebuilt)
Episode 29 of Morrowind Modding Showcases is now online, and once again we’re bringing you a random-themed episode with 13 mods for your viewing pleasure! In this episode you’ll discover detailed cities, attempt to cheat hunger, and shrink your enemies down to size. Some of these mods are new and some are old, some are well known and some are buried in obscurity. Hopefully you’ll find a few cool mods to check out in this episode!
Special thanks to all of the modders who contributed to this video, Melchior Dahrk for all of the wonderful graphics, and the entire Morrowind Modding Community for continuing ever onward and supporting Morrowind through all these long years!
In this week’s episode of Morrowind Modding Interviews, we’re talking to Darknut, long-time member of the community and author behind popular mods such as Darknut’s Greater Dwemer Ruins. During this interview, we talk about Darknut’s current projects, including Greater Dwemer Ruins version 2, and where Darknut has drawn inspiration from for his mods.
Tamriel Rebuilt’s Askkaedh Coast region is a long and narrow band of coastline hugging the Inner Sea and bordering the Thirr River Valley in the south, and the canyons of the Roth Roryn region and early foothills of the Velothi Mountains in the north.
Overall rather sparsely populated, the region is home to a few towns and cities, such as the shack village of Gol Mok that sits at the mouth of the Thirr River and the small Imperial settlement of Teyn, one of the many bases of the Imperial Coast Guard and home to an Imperial Legion fort overlooking the Inner Sea. There’s also the massive Hlaalu city of Andothren that acts as a regional capital along the Roth Roryn border.
Tamriel Rebuilt released the Askkaedh Coast region as a part of their mainland alpha release in August of 2014, and the region is mostly complete, with some interiors already in place and a handfull of NPCs. If you want to help out with this massive project and contribute to one of the oldest continuously worked on mod projects in Morrowind’s history, why not head over to their website and join the team today?