This is the vector map of the mainland that is to be used for the maps included in the in-game books. As I'm very busy these days with IRL work, I'm uploading my current progress. It contains current PNG export of the map (careful, it's a big file) and the AI. file, if anyone wants to edit it.
(Sorry for setting the asset type as a model, there wasn't any other suitable choice. :P)
Putting this up here for someone else to claim, as I decided TR isn't going to work out for me in the end. It's 99% finished and only needs minor edits to be implemented in-game.
"the vegetation on the island of Gorne was bewildering lush. The stones themselves seemed to glow with sunlight, and the ditches burned with white meadowsweet and parsleydown; all around him were soft smells of flower and tree untroubled by wind; the foliage was purple green, blue green, ash green, white green. The wide cupolas, twisting cobbled streets, and thatched roofs of the little village of Gorne, and massive bleached rock of Sandil House all were magical"
Needs to be made white and gray. Also needs an ingredient, a name, a GH switch Node and an esp + T_Data name conventions. Made originally by asylum. Cicero seperated the shrooms so they can be used more like the vanilla shrooms. Fixed the material settings on them also.
In the Base game there are some more powerful versions of a creature. This is well known for creatures as the diseased and blighted versions are stronger are higher level. For the daedra there are a few cases of this also. Such as the Ogrim and Ogrim Titan, or the Dremora and Dremora Lord. Poweful versions of a daedra is something battlespire does such as a Scamp to Scamp Oathkin or Vermai to Vermai Oathkin.
Lightweight, vanilla Morrowind scripting experiments and proof-of-concepts that might prove useful to TR at some point. The goal is to realize unexpected outcomes in an immersive and non-intrusive manner (keeping messageboxes and other typical workarounds to a minimum).
To modders, if you see anything that you like, feel free to download the related .esp file and adapt my work. No credit required.
MUDCRABINATOR.ESP - Script for triggering arbitrary effects on arbitrary NPCs when hit with specific weapon
- Music of the Dunmer (could use a better name) - not a skill book - I couldn't find much information about music lore in general, so I made stuff up. If there are any discrepencies or things that don't make sense I guess someone will let me know.