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(This is the description of the v1.01, not the v1.20 !!)
This MOD includes:
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- over 200 different creature-types (no new gfxs (maybe a MAXer has some spare time?) , based on orig creatures, all are just used in new territories)
- 48 new exteriors
- 30 new Interiors (1 leads from Vvardenfell to the Isles, all others are located there)
- several NPCs (1 in Seyda Neen, all others in new territories). The one in Seyda Neen has a lot of features, some are totally new in the MW-Universe. He can not only tell you a lot about your mission, but also can accompany you. You can choose his fighting styles(melee,marksman,spellcasting,flee,freefighti
ng),
can ask for his health, can tell him to teleport home, can heal you and he levels up if you do (but sure only if he is with you), and you can decide which of his attributes get raised ! Form your own bodyguard...
- lots of other new stuff (lots of scripting, quests, ingreds, loot, dialogues, spells, traps, hidden doors,.....)
Short Description:
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This MOD adds a campaign around some necromancers, taking place at a new archipelago in the southern west of Vvardenfell mainland. This was first meant as a hack'n'slay-campaign, because of several reasons. It is my first one, I had to test around a lot with the features of the editor, and I thought there's too less fighting in Morrowind sometimes. But since now I've also added several Quests, Dialogues, Traps, hidden doors, etc, so I think it's no more a pure hack'n'slay-mod, ergo switch your brain on. The density of creatures may sometimes be a bit too high, but always think about: the harder the creatures, the greater the treasures...
If your Character is high-levelled, you can enjoy this especially, because I filled my levelled-creatures-lists up to Level 50+ and there are many new challenges. Although I also made extra low creatures for beginners, this is designed for Level 10+ Characters. The number of creatures is enormous and you should prepare yourself for a hard fighting, but also for a real special trip through wide unseen territories and for many unique findings.
Attention: Due to the MW concept, the creatures are respawning every few days, sometimes every day. So prepare for this (teleport-spells), maybe you find a way a to end this... (solve the quest...)
0 comments by iladrion on May 22nd, 2004
Hi there,
we are still alive, although you haven't heard from us a long time. Mainly coz of a lost moddb-password... thx to intense for recovering my acc.
On the other hand there were dozends of bugs in the v1.20's german version and, very sadly, our team member whity has died in a car accident, and he was responsible for the translation since then. But the actual beta6 is mainly stable, but not yet bugfree, so stay tuned...
So, besides the sadness, we are looking or someone, who likes to fill his place, so we could release the english v1.20 soon. In best case you speak english as your native language and also good german.
Meanwhile we reworked our complete Site at Iladrion.de, but since now only the german part (so best you learn some german, or try to make a little quiz of it ;) ). There you could also download some models of our 3d-Artist ComandoCyborg.
And watch out, our Team is still growing and another huge mod is in the pipeline... ;)
greets to all,
iladrion
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
I'm watching this, 'cause it's pretty :)
@Blood_Lust:
The features-list on the left is from the v1.01 version. All described there is in the downloadable mod already. There are some bugs inside, although it is fullplayable.
Many of the things you can see on the pictures aren't in the v1.01. The new critters for example or Fort Deathmoth or the InGame-Video or the teleporter-system with 4 Number codes to activate are part of the v1.20 Final. And i retextured most of the landscape, added lots of stuff, and so. You can check out the v1.01, which is a complete mod, but v1.20 Fianl will be a much greater fun.
It's about 97% ready for the german Morrowind-version (currently the german beta-test is running) and has to be translated afterwards back to english (the language i started with). For this purpose i'm looking for a native english-speaker, maybe with a bit knowledge of german language to check my spelling (see Help Wanted).
even tho its 90% is there any loss in funtuality?
Why aren't there any morrowind mods like this.
:D looks cool glad to see another morrowind mod on here