Rule 12 is a post-nuked total conversion for Morrowind. It is currently is the middle stages of development. Set in a post-nuclear-war era, full of irradiated grit and grime, Rule 12 is designed to be a true RPG, filled with all kinds of people and places. The world spans many areas, including a bomb crater, multiple cities and bases, and the Badlands, a jagged expanse of inhospitable terrain left to the toughest, roughest characters in the country. Rule 12 is built on the Morrowind engine, but some major mechanics are changed. Characters have abilities, which can be learned and trained in, and allow special actions. Inventory is limited both by weight of items and by limits on the number of each type, affected by stats (eg, a weak character can only carry one rifle and one pistol, a strong character could have two of each). Unfortunately, due to attempts at realism, this mod isn't for the young'uns.

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Since the last update: Quest & item changes/additions World building Site changes

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Since the last update:

The course of the main quest has been decided (could possibly change, but that's doubtful now), and the first 1/4 or so of it is in-game and playable.

The Red Sands Tribe camp is under construction.

Blue River Settlement apartments are under construction.

Salvation Hospital lighting totally redone

More dialogue, especially generic responses and location/class-based responses

Red Sands Tribe faction (initation quest in progress)

Changes to the house quest, it's now the main quest trigger and you don't get a choice to get the key or not.

Various ammo types added (full list on site item list)

Started locking up buildings and adding keys

Site updates:

Item list posted (still a work in progress, but for the most part synced with what's ingame)

Quest list posted (just titles right now, walkthroughs and journal info are going to be posted)

4 new screens (posted on ModDB as well)

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Elder Scrolls III: Morrowind
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