The idea here is to make use of our lore-related brainstorms that might not otherwise make it into the game due to procrastination or no other fitting vehicle. This book (which will probably be a part of the PDF readme and posted on the website so it can be updated, but may make it's way ingame too) will be made up of a bunch of little blurbs, from the point of view of a traveler or helpful local of Morrowind. This will serve the additional purpose of introducing people to our lore.
Since Soluthis is its own region to prevent rain and snow, I thought it would be an interesting idea to take advantage of that to add in 'cave-y' region sounds for it, since sounds can be assigned to regions.
Low priority, since this really doesn't need to be done anytime soon, if at all.
This is a testing plugin to facilitate fast testing of quests and dialogue. This should be used in conjunction with the morrowind.ini startingcell edit.
This plugin will give you:
500 speed godmode 100 longblade a daedric katana 1000 health every generic dialogue topic
Making edits to the script is easy, I believe its called mort_quick and you can edit the starting speed to 3000, tcl, join a faction, anything that'll make testing easier.
Reposting a very old list for dialogue that needs work (some topics may have changed since OE update)
"Morrowind lore" topic - add variants to vvardenfell-centric entries "House Dunmer are the common Dark Elves of Morrowind. They live everywhere on Vvardenfell, in towns, villages, manors, and farms."
Outline (points to cover) --phenomenon of the disappearing mushroom --use of corkbulb and adobe instead of wood --travellers navigating by mushroom get lost --mushroom spores, allergies, and musks --Telvanni techniques vs. Bosmer techniques in shaping for dwellings --ecological niches of deciduous trees vs mushroom--shade cycle, animals dwelling inside stems