Molag Sod is a mod for Morrowind, that attempts to add new content for the player to discover, without interfering with the original content, or deviating from the original settings, scenery and lore.

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Its been four long years of doing everything but what I'd have liked to be doing, but here I am again.

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Its been four long years of doing everything but what I'd have liked to be doing, but here I am again.
It's time to get back to work on this project, and I've got to say, it has been way too long. Spent a little while picking up the threads and refound the vision I had back when I started :) better get the mod description updated to fit!

I've added the project "as is", sort of like a demo download, to show anyone interrested what will come. Its far from the finished project, it includes housings, dungeons and npc's - sort of the shell of the project, as I said in the seperate post, but most of the content needs refinement in the means of quests and unique dialogue.

Now i need to decide with myself what comes next.

Also, for anyone who reads this - a dilemma has arised for me!
So far, I've gone with the idea that the mod is a single, whole project. But then i came across the ever so awesome LGNPC mod, here on moddb, and noticed how they've gone about with their releases.
This means, that all the dungeons and towns and quests and whatever else I add into the file will be a package solution - you can't pick and choose, if you for instance don't like the sound of the towns or whatnot.
I can't decide what'd be the best to go with. Should i finish off each aspect of the whole, and release as single files, or do as I've done so far - keep it as one epic, big file :) ?

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Elder Scrolls III: Morrowind
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