The main idea behind Molag Sod was to simply add more content.
When I play Morrowind myself, the best times I have are spent exploring the various landscapes, dungeons and tombs, so I figured it would be a lot of fun adding my own content.
My main rule when I add something is fairly simple - I do my best to leave the game world as it is, and attempt to keep everything I add in the atmosphere of the original game.
So far I've got a ton of ideas regarding what this project will include - mainly because I just took it up again, after a four year break - but i expect that will be sorted very soon! :)
But to give people an idea of the current content; it includes a handful new dungeons - both tombs and caves - these are definately something i intend to include more of. It includes an attempt to reward the players that search their surroundings - sort of a treasure hunt, I'm not entirely sure where I want this to go yet, but I'll find out soon enough. Last but not least, it includes two towns. This is probably the only time i've violated my rule of not changing the original content - as I've obviously had to make adjustments for settlements to fit, but I've done my best to make it look as natural as possible, and also, place these settlements in areas where they aren't in the way but rather a nice addition.
Both towns are fairly finished in their layout, and are full of npc's - but none of the npc's have unique dialogue or serve any purpose, so before i get that sorted out - the towns are fairly lame!
If any of the above sounds like something you'd like to try out, or if you have any corrections, tips, suggestions - whatever! Let me hear from you :) Feedback is how we learn.
Tomorrow, the 26th of june, the "final" version of Molag Sod will be released.
It isn't all that it could have been - dialogue and quests for instance has been left out, at least for now. I'm quite a bit slower at learning how to do that, than I'd have liked to admit.
I am though happy about what the mod has become - a nice addition to an awesome gameworld.
I'm finishing off the loose ends at the moment - two nasty triggers for instance, that doesn't belong in the mod after all, and it'll be ready for playing very soon, without any character-wrecking bugs :)
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