Intro
This mod was first released in 2005 for the german version of morrowind... but some day i got insane and started translating with my poor english...
so feel free to laugh about my english :P

Requires
Morrowind
Tribunal
Bloodmoon

Features
5 Islands
Quests and small story
Though Enemies
New Items
Playable Dremora and Vampire Races
New Birth Signs
New Classes
3 Mercenaries
Purchasable Castle
~90 Exterior cells
~160 Interior cells
some non-lore friendly "eastereggs"

Compatibilities
It is compatible with Tamriel Rebuilt and the moved Wizards' Islands

It is possible that "Vurts Bitter Coast Trees II" can look strange since it uses an esp, when i tested it some of the trees where half in the ground... but it should be playable ...

Playing
I recommend characters with level 40-50

At Tel Mora is a teleport shrine with that you can travel to Tel Meskoa, from there
you can travel with a ship to Tel Matouigius.
The main quest on Tel Matouigius can only be started if the guild quests on Tel Meskoa are done.

You will not see the islands on the map unless you use the MCP (Morrowind Code Patch)
under - Interface changes - you need to activate Map expansion.

Credits
Grisum, Beta Tester ! (german version)
Garak, Admin of planetmorrowind.de, thanks for hosting the german version since 2005
speedy2 (sxc.hu) and Shejan, Amanita muscaria Texture
Focuras, vocie of Dreoram
Lady E some particle effect, meshes and creatures
abot for sending me his version, where i took some scripts he fixed/optimized, the additional moved location and for making me aware of the missing sounds on the added creatures
Solidfire Darknut (glass glowset) used as reference to change my textures to fit with glass glowset
Hoschie and Family for shooting photos i can turn into textures
Rytelier - Aesthesia grass gen ini
Remiros - grass gen ini
Yacoby - grass mesh generator
DCSS for ripping of gods as birth signs crawl.develz.org go play NOW
Dwalin2012, Varil92, Shlotov88 - reporting bugs
Just A Simple Name Generator - Aleist3r/MementoMoritius
ESRGAN used to upscale textures
models used:
4x_4xBox by buildist
4x_4xESRGAN by victorca25
4x_4xMisc by Alsa
4x_ESRGAN_GroundTextures_NonTiled by ZaphodBreeblebox
4x_ESRGAN_Laeris_Wood by Laeris
4x_Manga109Attempt by Kingdomakrillic
4x_skyrim_armor by Alsa
4x_ESRGAN_Skyrim_NonTiled_RGB_Catrom by Deorder
4x_Fallout_Weapons_V2 by Bob

c&p some Morrowind interiors

Changelog

1.3.8:

fixed locked door script which checked wrong journal entry
added cell that will be used instead of the museum interior (1.3.7 fix did not work as expected)
tandores quest: added option to decline quest if not ready
tandores quest: disabled teleporting on all cells during the quest instead only the last
changed texture on an enemy using the almalexia mesh
removed "auto calc" from spells
fixed misplaced ship door
removed propylon allowing travel back to the first elemental level and adjusted entry position
reduced hp on the crypt melee skeletons
increased NPC speed that is fallowing during quest
some lighting changes
reduced the size of an ingredient mesh
some journal/dialog changes
removed a daedric armor piece
some NPC and creature placement changes
changed some cell and item names
and some other minor stuff not worth listing or forgotten

1.3.7:

removed the museum interior, in preparation for 1.4 (blocked door for now)
removed some rocks in preparation for 1.4 and changed some others
added missing spikes and debris to daedra ruins
ability to teleport on key locations disabled
fixed exit portal in a mage tower, no leaving while boss alive
cell changes (names, mostly lighting in town interiors was dark when using TLaD etc)
race, names, gender and level changed on some NPCs
NPC selling spells don't have their spells from auto calc anymore
fixed some scripts
removed the LadyE trees which were used only 3 times
some minor changes on some items, spells and enchantments
and some other minor stuff not worth listing or forgotten

1.3.6:

cleaned 9 dirty NPC edits
added vurt's groundcover esp

1.3.5b:

MOVED ONLY, fixed teleport shrine from tel mora to tel meskoa.

1.3.5:

reduced paralyze to 1 second on weapon enchantments
changed the ship on tel meskoa: docks to a longboat, i promise this can navigate around the castle
changed the spikes on one of the mage towers

1.3.4:

fixed mercenary contract dialog to show the correct remaining contract time
adjusted mercenary health, available spells, speed and athletics stats
removed "easter-egg" item from creature inventory
made abundant ingredient with restore magicka somewhat "incompatible" with comberrys
changes to many enchantments
changes to many spells
added vertex painting and collision mesh to the volcano mesh

1.3.3:

farm house meshes replaced to not get snow textures on it, depending on texture replacer used
some texture seams fixed
moon mesh replaced with altered version so it's not the same as the one in vivec
some strong items easy to steal removed like daedric weapons etc
some interior changes
vendor inventory/chests changes, amount of gold reduced and available items changed
enemy inventory changed, daedric/ebony weapons replaced with lvld list (still chance for daedric/ebony)
guild hall exterior expanded to match interior
some minor script changes
de-saturated mushroom texture
boat travel from tel meskoa docks to tel matouigius farm both ways
enchantment changed
quest reward changed
npc/cell name changes
region sounds changed/added
soul values mostly reduced some named/unique enemies increased
undead leveled list changed, will now spawn variations of some enemies
secret hidden stupid stuff

1.3.2:

non esp changes:
Green Crystal model/texture improved

esp changes:
remaining IDs changed to not start with numbers
removed 3 enchantments edits
Lore unfriendly "easter-egg" made more hidden
potion renamed
custom scum mesh added in case transparent scum texture is used, no more floating stuff.
Note rotated
Texture seam rock'd
1 Cell containing part of the farm renamed
MOVED only, fixed missing ship travels

1.3.1:
non esp changes:
some textures and icons updated
some meshes changed (collision, UV mapping, vertex painting etc)

esp changes:
renamed and nerfed 1 potion
removed some items from the moonsugar and skooma leveled lists. there should be no tel meskoa stuff in non tel meskoa regions
fixed spelling for the races and classes
changed birth signs to ones inspired by dungeon crawl stone soup

1.3:
dialog changes
grammar and spelling changes
more context to the kill quests on tel meskoa
updated many scripts, some changes taken from abots version, thanks!
upscaled all textures x4
UV corrected many meshes
updated almost all weapon/armor meshes/textures
glass weapons/armor given the glass glowset treatment tried to match the style of the glass glowset mod
added path grid to many cells
normalized all weapons and armor to strongest vanilla stats (enchantment capacity a bit higher...)
reduced hit points on some enemies
changed spells on some enemies
nerfed some misc items
removed all shelf fungi from trees for tree replacer compatibility
added 2 new plants
volcano terrain replaced with a mesh (sun might shine through sometimes)
added missing sounds to creatures (thanks to abots esp to let me know)
and some other changes

1.2b:
fixed creature sparkling sound footsteps

FAQ
got a question ? bug ? etc write me a mail, you will find the adress in the readme file...
There is also a list (spoiler) where to find the quests, in case u missed something...

i hope i didn't forget anything... enjoy

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