March 2023 Art & Assets Update

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Tamriel Rebuilt is a massive community modding project that seamlessly adds the mainland of the Morrowind province to Bethesda’s The Elder Scrolls III: Morrowind. The mod is developed as a series of fully complete, but interconnected expansions, each bringing a new part of the Morrowind province to life. Currently, players can already enjoy our released lands, which constitute roughly half of the mainland area and are fully populated with interior locations, hundreds of NPCs, thousands of lines of dialogue, and almost as many new quests as were in the original game.

It has been a few months since we last updated you on the ongoing progress in Tamriel Rebuilt – okay, we did release a major double-expansion in-between, but still. This month, as we last did in September, we will get you up to date on all the progress that our concept and asset artists have made. These are the building blocks of the mod, the first part of its development pipeline, which our level designers and implementers can later use to create the world of Morrowind.

Be mindful that the below concepts and assets are works-in-progress, and may not represent their final form in the mod. Furthermore, while the sources for each piece are linked – either messages on our Discord server or the asset browser – these are often no longer up-to-date with the current progress and planning of the mod.

Now, lets dive back into the nitty-gritty of TR progress – as we haven’t updated you in a while, there is a lot to show!

Concept Art

The concept art section is much longer than usual, thanks largely to our new artists be-a-stranger, Tammilisäke, igor~, and Illithid Bob, among other new and returning contributors.

Mephalan Vales

Be-a-stranger seems to have developed a fascination with the Mephalan Vales region. We hope to overhaul the Vales in the distant future, while keeping its DNA in place – purple-hued rock labyrinths dividing dark, misty forests.

Two settlements in the Mephalan Vales by be-a-stranger: Umul (left) and Akamora (right).

Three other Mephalan Vales settlements by be-a-stranger: Erethan (top left), an unnamed village in a cliffside (bottom left), and Tel Tarulin (right).

In addition to the above landscapes, be-a-stranger and Feivelyn made wonderfully fleshed-out concepts for the Vale’s arachnid denizens.

Creature and NPC concepts for the Mephalan Vales by be-a-stranger: Fog Tyrant (left) and Indoril Valeguard (right).

Creature and flora concepts for the Mephalan Vales: Silkfunneler spiders and Funneler’s Friend mushroom by be-a-stranger (left), Tusked Tarantula by be-a-stranger (middle), and an unnamed spider concept by Feivelyn (right).

Creature and mushroom concepts for the Mephalan Vales by be-a-stranger: Loomspider (left) and Madcane (right).

Sacred Lands

Be-a-stranger also produced compelling new concepts for Necrom and the Sacred Lands region surrounding it, which we hope to rework after Hlaalu lands are done.

The border between the Sacred Lands and the Mephalan Vales regions by be-a-stranger.

Necrom concepts by be-a-stranger.

Nirvayn and Ateiggaer then fleshed the area out with new Temple-related outfit and creature concepts.

A ceremonial Bonelord by Nirvayn (left), a junior ordinator by Ateiggaer (middle), and a map for a redesigned Sacred Lands by be-a-stranger.

Almalexia

We had long been shopping around for new concepts for the city of Almalexia, ever since our second iteration of the city collapsed in 2014. It seems that be-a-stranger finally produced one that most of the team seems to be happy with – you can already see it laid out in the latest gridmap.

A map of Almalexia (left), its sewers and waterways (middle), and the gate of Symmachus, all by be-a-stranger.

Almalexia concepts by be-a-stranger: the shacktown surrounding the city proper (left) and a channel in the nicer part of the city (right).

House Indoril

Tied to all of the above are the House Indoril – the true custodians of Morrowind, were you to ask them. With such a lofty stance, they surely need some more pizzaz. That’s where Dharma PR, Illithid, and Nirvayn come in.

Indoril artwork depicting fighting stances by Dharma PR.

An exquisite Indoril robe design by Illithid Bob.

Nirvayn’s architectural concepts for an up-kept Old Mournhold tileset.

Arnesian Swamp

In the mid-2010s, 10Kaziem made a series of wonderful concept pieces that established the look of most regions in Morrowind’s southeast. The only one that was left wanting was the Arnesian Swamps on the border with Black Marsh. This has changed now, thanks to a wonderful burst of inspiration from Feivelyn.

A view across the Arnesian Swamp by Feivelyn.

Two landscapes in the Arnesian Swamp by Feivelyn.

Three creature concepts for Arnesia by Feivelyn.

Hidden beneath the canopy of the Arnesian Swamp is the lost city of Sotha Sil, once a focus of worship, but now largely abandoned. Be-a-stranger drew a lovely concept for the city, as well as some Sotha Sil related gear (complemented by Feivelyn).

The lost city of Sotha Sil by be-a-stranger (left), Cacophone armor based on a Bethesda concept by be-a-stranger (middle), and a Dreugh fabricant by Feivelyn (right).

Shinathi

The Shinathi that roam the Shipal-Shin region, previously called the Red Swarm Militia, are a completely new subculture in Morrowind – hence they need a lot of conceptualization to make them feel real. Thankfully, Feivelyn and Tammilisäke came through with some lovely clothing and armor concepts.

Traditional clothing for the Shinathi by Feivelyn.

Shinathi Kwoom raider concepts by Tammilisäke (1, 2 3).

House Hlaalu

The Hlaalu themselves are our focus for the next bit of development, which is why Feivelyn, Tammilisäke, and be-a-stranger made some opulent clothing, armor, and heraldry concepts.

Golden glass armor (left) and exquisite Dunmer clothing (middle and right) by Feivelyn.

Bonemold armor for House Sadras, a Hlaalu-aligned noble house, by Tammilisäke (left) and imperialized Dunmer house sigils by be-a-stranger (right).

Portraits

Feivelyn also continued her beautiful series of western-style portraits of Dunmer (mainly Hlaalu) notables, which will end up as unique in-game paintings.

Portraits by Feivelyn: Big boss Hlaalu (left; we haven’t come up with a name yet), Fethas Hlaalu, the disgraced Duke of Narsis (middle), and Tholer Andas, lord of Andothren, with his late wife (right).

Portraits by Feivelyn: Ivul Hleryn, lord of the town of Ud Hleryn (left), Atran Oran, of Oran Plantation fame (middle), and Vedam Dren, Duke of Vvardenfell (right).

Portraits by Feivelyn: General Symmachus (left), King Helseth, (middle) and Queen Barenziah (right).

Portraits by Feivelyn. From left to righ: Duchess Vaynth, who ruled Firewatch during the Simulacrum, Perulia Jandacia, her Cyrod successor, Indoril Ilvi, lord of Roa Dyr, and a test portrait searching for a Redoran style.

Telvannis

Clearly the Telvanni are an especially evocative House, which is why we get so much great concept art for them. be-a-stranger was captivated by the Dust Adepts of the Boethiah’s Spine, and produced some neat character designs.

Dust Master Leven (left) and a novice Dust Adept (right) by be-a-stranger.

Feivelyn, Tammilisäke, and be-a-stranger found time to make some lovely bug concepts – never one too many for the bug-herding Telvanni.

Beetle carriages for Telvannis district by Feivelyn.

Bug and cephalopod concepts: beetle armor by Tammilisäke (left), various insects by be-a-stranger (middle), and a nautilus by Feivelyn.

Finally, since a few hidden Maormer will feature in Telvannis in the future, MammaHyena and our new concept artist igor~ fleshed out some designs for them.

Maormer concepts by MammaHyena (left) and igor~ (right).

Daedra

A variety of new and returning Daedra were designed by VenuSprout, Ateiggaer, Tammilisäke, and igor~.

Daedra concepts: Greater Daedroth by VenuSprout (left), Fire Daemon by VenuSprout (middle), and Helmed Vermai, inspired by TESA: Redguard, by Tammilisäke (right).

Daedra concepts: Nocturnal daedra by Ateiggaer (left), Herma Mora servants, including the Wax Lammasu by Ateiggaer (middle), and Boethiah by igor~ (right).

Noteworthy in itself is Tammilisäke’s series of imaginative atronarchs.

Atronarchs by Tammilisäke. From left to right: Iron Atronarch, Flesh Atronarch, Flame Monarch, and Ice Monarch.

We even got some Daedric equipment concepts from Ateiggaer and Dharma PR.

The Deadric Face of Aberration by Dharma PR (left) and a daedric crossbow by Ateiggaer (right).

Velothis District

For the frosty Velothis district, new flora and fauna were designed by Ateiggaer, Venusprout, Feivelyn, and be-a-stranger.

Flora and fauna concepts for the Velothis district: a brussels-spout-inspired tree by Ateiggaer (left), shrimp seal by be-a-stranger (middle), and a horseshoe crab by be-a-stranger (right).

Ashfowl concepts by VenuSprout, inspired by in-game text. The right image is colored by Feivelyn.

Tammilisäke, meanwhile, was focused on the humble Hoom and its herders.

A pack Hoom, its herder, and various clothing items (1, 2, 3, 4) by Tammilisäke.

Steppenwolf and Nirvayn also made some compelling crustacean-inspired designs.

A new concept for a Redoran town in the Velothis district by Steppenwolf (left) and crustacean doodles by Nirvayn.

Valenwood and Summerset

While Morrowind is distant from Valenwood and Summerset Isles, the continent-spanning Empire makes sure it does not escape the influence of these foreign cultures. Primarily for Project Tamriel, Mammahyena made a series of Valenwood character designs.

Mammahyena’s face designs for the Bosmer (left and middle) and the ape-like Imga (right).

Mammahyena’s Valenwood armor designs.

Tammilisäke focused instead on the ever-flamboyant Altmer.

Tammilisäke’s designs for Altmer characters, armor, and clothing.

Miscellaneous

Many concepts do not fit neatly into the prior categories. Among them are a series of armor designs by Xeno, Aldegro, Ateiggaer, Tammilisäke, and our new concept artist Ladkohit.

Nordic leather armor by Aldegro.

Xeno’s East Empire Company mercenary armor (left), Ladkohit’s bronze blades (middle), and Tammilisäke’s Dagoth bonemold armor (right).

A variety of armor designs by Ateiggaer: additions to the adamantium set (left), a more Dunmer-like ebony helmet (middle), and an idea for parts of a Dunmer heavy armor (right).

Finally, be-a-stranger and Tammilisäke graced us with some house sigils, Akaviri invaders, and Dreugh creepyness.

Small house sigils for Morrowind’s significant noble houses and polities by be-a-stranger.

A ghost of a Kamal invader by be-a-stranger (left) and clutter for Dreugh citadels (1, 2) by Tammilisäke (middle and right).

Assets

There is a ton to show in nearly all types of 3D, sound, and texture assets, all of which will eventually end up in Tamriel_Data, our shared assets repository.

Environmental

Environmental assets are the ground textures, rocks, caves, and related items that form the backbone of our new regions.

Deshaan ground

Chef made a test cell with some of Hemaris’ environmental assets for the Deshaan region (Construction Set screenshot).

  • The biggest item in this category was the initial completion of the Shipal Shin sandstone cavern tileset by Stripes, DarkKnightComes, and Kynesifnar (reviewed by Chef). This asset was a major long pole item, needed for a large number of caves and dens in the extensive Shipal-Shin region. Even though the first interiors made in this set have already been finished, updates are ongoing to make it more versatile – for example, a half ramp was added by Kynesifnar and reviewed by Cicero, and some sapphire ore meshes were made by Cicero.

  • Many new textures were created to make our existing regions more unique. Cicero and Kynesifnar added a unique rock texture (reviewed by Cicero), for Aanthirin, meant to be used in the upcoming Lake Andaram mini-expansion, that will make the region stand out more from the vanilla Ascadian Isles and blend in better with the surrounding regions. Two new types of darkrock textures for the Sea of Ghosts by Cicero (reviewed by Chef), and by Hemaris and Kynesifnar (reviewed by Cicero) were added based on unused textures in the base game. These will help differentiate our Sea of Ghosts islands, like Vounoura, Leviathan isles, and Althoa from the vanilla Sheogorath and Azura’s Coast regions. Chef also did some preliminary housekeeping work to allow us to later swap out the Bloodmoon rocks used currently in the Velothi Mountains (reviewed by Cicero).

Cicero and Kynesifnar made new textures for Aanthirin rocks, which are being tested out here (Construction Set screenshot).

  • Previously missing tilled dirt textures for farms and plantations in the Othreleth Woods and Shipal-Shin regions were added by revenorror and Chef.

  • Cicero and Kynesifnar finished new natural cave meshes (reviewed by Cicero) to replace our older retextured Bloodmoon snow-cave entrances and Snailsting made several retextures of a four-way cave piece, made originally by c0dacanon. This last asset is still awaiting review.

  • Big technical improvements to our flowing water meshes were made by Melchior Dahrk and Wolli a couple years ago already, but were only recently merged into Tamriel_Data.

  • Finally, Hemaris recently made significant progress on the ground and rock textures for the Deshaan region, before unfortunately dropping the claim. These assets are now eagerly awaiting the next developer, as they are critical for the addition of more land to our upcoming Narsis expansion.

Flora

Closely related to the previous category, plants and fungi largely define the look of wilderness areas.

Two flora items for the Sundered Scar: the alchemist globe mushroom by Feivelyn and Kynesifnar (left) and Scathecraw trees by VenuSprout (right).

  • For our ongoing Sundered Scar rework, VenuSprout added new tree variants of the vanilla Scathecraw plant (reviewed by Cicero). Feivelyn, our prolific concept artist who recently started making amazing 3D models, has finished the alchemist’s globe mushroom for the same region, with help from Kynesifnar (concept by 10Kaziem; reviewed by Cicero).

New coral-like fungi for the Othreleth Woods by joanasc.

  • The Othreleth Woods, owing to its name, needs many flora assets and while most have been complete for the past year, some are still being added. Joanasc recently finished new variants of the coral fungus to replace our old set (reviewed by Chef). The old versions made by DarkKnightComes (S’Wit) were good, but a little too coral-y, meaning they have now been repurposed as actual corals in the Abecean Sea, for mods like Province: Cyrodiil, Project: Hammerfell and TES3A: Abacean Isles. Revenorror added a shelf fungus for placement on larger mushroom trunks (reviewed by chef), some new sprout variants for the ovary tree (reviewed by Chef; other variants remain in progress), and just recently made final texture tweaks to the large mushrooms that make up the canopy of the forest. Lastly, Hemaris made the base meshes for new medium-sized bushes that will help block sightlines in the Othreleth Woods, thereby making it appear more dense (concept by Gnomey).

White bloatroot vegetable by Hemaris.

  • The Velothi Mountains region needs its own set of unique meshes to make it further distinct from TES III: Bloodmoon. To that effect, Fluxbender, a new asset developer, created a set of mountain flowers in the vanilla style (reviewed by Cicero) and Hemaris made a new root vegetable mentioned in a vanilla book, the white bloatroot, inspired by Leyawynn’s concept art (reviewed by Cicero).

Glowing red shrooms for the Clambering Moors region by Leyawynn and Kynesifnar.

  • Looking forward to Redoran lands yet to be developed, Kynesifnar completed a red mushroom tree, made originally by Leyawynn and based on concept art by 10Kaziem, to adorn the Clambering Moors region (reviewed by revenorror). Kynesifnar also fixed up some old assets for the far distant Julan Shar region surrounding Blacklight – ventshrooms and Boreal hydnum, made originally by sirrah but left gathering dust in the asset browser for half a decade (reviewed by revenorror).

Ventshrooms and Boreal hydnum. Originally made by sirrah and fixed up by Kynesifnar.

  • For eventual additions to and reworks of central Morrowind, DarkKnightComes made progress on the pilgrim’s pile, a small plant that grows in central Morrowind and resembles a Triune shrine in shape (concept by 10Kaziem), whereas Feivelyn and Kynesifnar chipped away at two types of shrooms for the Sacred Lands region, these ones based on TES IV: Shivering Isles concept art. Lastly, Feivelyn also worked on the bulbous sea pear, a new underwater plant for central Morrowind (concept by 10Kaziem).

  • Lastly, Cicero is making new unique trees for Aanthirin to replace the Ascadian Isles ones still used there.

Exterior Architecture

Our asset developers these past months were quite active in making new architecture for our settlements.

Pralec using MwGek’s new lower Velothi canton (dock) pieces to rebuild Almas Thirr (work-in-progress Construction Set screenshots).

  • The Velothi set received much love this time around, given it is needed both in the ongoing Sundered Scar and Almas-Thirr reworks. The biggest items were made by Mwgek – proper modular lower canton pieces used to recreate the lower level and western bridge surrounding the Almas-Thirr canton and a beautiful Velothi lighthouse, released as a separate mod, that has already found use in the remade Darvonis and will also replace the Seyda Need clone in Bal Oyra and elsewhere in the Telvannis district (both reviewed by Chef). Freefred1122 and revenorror, furthermore, made exterior-friendly versions of Velothi buildings – as the vanilla Velothi buildings were originally meant to be used on the sides of the Vivec, they lacked backsides, meaning that placing them as freestanding buildings involved a lot of “cobbling” (reviewed by Chef). Several Velothi ruins were borrowed from the wonderful Of Ash and Blight (OAAB) asset repository and reviewed by Cicero. These will find frequent use in the Sundered Scar. Another borrowed asset was the double-height open Velothi canton made by Cemkey and DonnerGott and added to Atrayonis’ Vivec mod, then converted for Tamriel Data by Vern and reviewed by Chef. Although it was originally intended to be used in the Almas-Thirr rework, this is no longer the case. Perhaps it will still come in handy somewhere else. Finally, Chef added a smaller Velothi door entrance (reviewed by Cicero).

Imperial and Velothi lighthouses by Mwgek (image on the right by Zilophos).

  • For Imperial architecture, the most notable addition was, again, Mwgek’s wonderful Imperial lighthouse, released initially as a separate mod for the Morrowind Winter Modjam (reviewed by Melchior Dahrk and Cicero). This will be used to replace the Teyn lighthouse, which currently copies the Seyda Neen mesh. In addition, Gnomey made bespoke windows for the Imperial chapel of Akatosh in Firewatch (reviewed by Melchior Dahrk); Taniquetil drew a special bank sign for the Briricca Private Bank, two branches of which are already released in TR; Rats did the same for the East Empire Company (reviewed by Cicero), Greatness7 and Taniquetil added a round tower base for Imperial forts, most acutely useful in the Firemoth rework (reviewed by Cicero), and Hemaris added an adjuster floor for Imperial forts, mainly for a specific use case in Firewatch (reviewed by Chef).

Sign and banners for the East Empire Company by Rats (left) and a sign for the Briricca Bank by Taniquetil (right).

  • Shivatheo finished a number of truly lovely organic-looking Redoran architecture meshes for our later work on the Velothis district and hopes to create more in the future.

  • For the Hlaalu, Chef has combined and optimized the meshes for a ton of buildings in Narsis, Shipal-Sharai and Kragenmoor (some already reviewed by revenorror), and Mwgek made further refinements to the unique, amphitheatre-like Narsis arena.

New and reworked ships by Melchior Dahrk: a small Dunmer ship (left) and reworked Imperial galleon and cutter ships (right). Originally made for OAAB.

  • Tamriel Rebuilt and Project Tamriel have long been in need of new ship assets to fill their many ports, but few asset developers have shown interest in these. Thankfully, this changed in the past few months. Most notably for Tamriel Rebuilt, Melchior Dahrk made three contributions in the OAAB asset repository that he kindly shared with Tamriel Data: a brand-new small Dunmer ship (based on Gnomey’s concept), a fabulous top-to-bottom rework of our ancient galleon model – originating a 2003 modders’ resource by dongle, later overhauled by Tarius, Infragris, and Worsas – and fixes for the more recently made cutter ship (both of the latter reviwed by Kynesifnar). The brother of one of our prolific developers, Taniquetil, agreed to lend a hand to his long-suffering sister and kindly made the exterior meshes for an Imperial-built trade ship (based on art by Shadowhawk). Rats has since been chipping away at the textures. This ship will find heavy use across the TES III province mods, replacing many of the navy galleons and Dunmer vessels that have been used in its stead. Brannon the ilk is also close to finishing a Kaagh, i.e., a true Nord trade ship, that will feature in northern Morrowind ports (concept art by Shadowhawk).

  • Kynesifnar kept working on Dres architecture, although progress has been somewhat stymied by uncertainties on some designs, which will need to be resolved in a meeting.

  • A final small item was a tweak to the banner for the town of Darvonis by Cicero (reviewed by Chef), necessitated by a name change – previously, the town was called Darvon, and before that Ildrim… and before that Darnim… and before that Darnim Watch.

Interior Architecture

Once the exteriors of our settlements are made, these following pieces are needed to puzzle together all of the innumerable interiors.

Some very useful interior pieces by Kynesifnar: a curved Velothi wall piece (left) and open-topped Hlaalu stairs (right).

Preliminary, work-in-progress assets for Dreugh citadels: the interior tileset by Sandaron (Lamb Shark; left) and Dreugh clutter pieces by Feivelyn (right).

  • Finally, a whole new interior set is in the works by Sandaron (Lamb Shark) – the creepy underwater Dreugh citadel set, constructed of weird coral shapes. This is a critical asset for our next expansion, to be featured below the depths of Lake Andaram, but also in many other places around Tamriel, where ever the Dreugh live. Sandardon based the design on art by Gnomey, Leyawynn, HypenoticTR, and ThomasRuz.

Furniture & Clutter

These assets are needed to fill and personalize our many interiors.

Redoran war banners by Rats, Remiros, and Kynesifnar.

New candleholders by Fluxbender.

Dwemer statues by Svartalfar, Cicero, and Kynesifnar (left) and a Dwemer sarcophagus by Steppenwolf and Kynesifnar (right).

Candle snuffer by EndoranWest.

NPCs & Creatures

There was quite a good crop of creature and NPC assets, which are some of the trickiest to create.

New faces for the Malahk Orcs by Rats. The Malahk Orcs were worked on by Why, Rats, Prof. Xeno, VenuSprout, and revenorror.

  • The biggest item here has to be the completion of the fearsome Malahk Orcs of the Velothi Mountains by Why, Rats, Prof. Xeno, and VenuSprout after concepts from Bethesda and ThomasRuz (reviewed by Cicero). Rats and revenorror then added further visual enhancements to these mountain-dwellers (reviewed by Chef), making them appear truly unique.

Two new creatures: joanasc’s Sharai Hopper for the Shipal-Shin region (left) and the Tiger Guar for the Deshaan Plains by Lidicus, Cicero, and Kynesifnar (right).

  • Joanasc finally completed the Sharai Hopper – a grasshopper-like steed for the Shinathi nomads in Shipal-Shin – after a concept by Gnomey (reviewed by Cicero).

  • The Tiger Guar is a ferocious cousin to the normal guar that lives on the Deshaan plains, known from an old blurb on Bethesda’s screenshots page. Lidicus made a model for it 14 years ago, which was then repackaged and modified by Cicero more than four years ago. Kynesifnar now finally fixed its remaining issues, after which it was reviewed by Cicero.

  • The ever-crucial Rats made a series of wonderfully expressive bearded heads for the Shinathi nomads and went through a huge number of older faces to add missing vanilla-resolution and HD-upscale textures (both reviewed by Cicero).

New unique faces for the Shinathi nomads by Rats.

  • Why added a humble purchasable pack guar comapanion for sale at the OE stables, in the example of Tribunal’s more silly pack rat (reviewed by Cicero).

  • Finally, DarkKnightComes and Vidi_Aquam both contributed to the colorful Mini Firefly Netch (placeholder name) that will feature among Clambering Moor fauna (concept by 10Kaziem). This asset is currently awaiting review.

Clothing

It is not often that we get new clothing assets, so these past months have been especially generous.

Telvanni clothes by Feivelyn and Kynesifnar.

  • Most of this new progress has been enabled by the talented Feivelyn, who decided to start 3D modelling to make sure her many concepts come to life just as she intends. Working in tandem with Kynesifnar, who rigged the clothes to Morrowind’s animation system, she made a large amount of Telvanni garb: common and expensive Telvanni clothes (reviewed by Cicero), clamshell-hats for Telvanni merchants (concept by Ateiggaer), and a number of sealife- and bug-inspired Telvanni noble robes and hats (both assets reviewed by Chef). She has also modelled the yet-to-be-reviewed Telvanni rainhat for travellers and merchants, made out of a giant sea slug (concept by Ateiggaer). Additionally, Feivelyn is creating a set of exquisite Dunmer clothing, mainly with Narsis’ many ultra-rich merchant-nobles in mind.

Telvanni hats by Feivelyn and Kynesifnar.

  • Some new clothes sets have been added primarily for Project Tamriel, but will find use among Morrowind’s expatriates, too: c0dacan0n, Aleister, and Kynesifnar finished a set of expensive Breton wizard robes (reviewed by Worsas), Worsas made three traditional Colovian Robes (reviewed by Kynesifnar and Chef), and Feivelyn together with Kynesifnar are close to finishing a series of Nibenese Robes.

Colovian robes by Worsas (two on the left) and Nibenese robes by Feivelyn and Kynesifnar (two on the right). Made for Project Tamriel.

  • Lastly, Kynesifnar recently pushed another old asset past the finish line – Dwemer robes made by Ashstaar way back in 2014, later worked on by Rot, Cicero, and Svartalfar (reviewed by Cicero).

Armor

Dominions of Dust and Embers of Empire already added several new sets of armor, but we have many more in store for the next expansions.

Ulvra-Serad bonemold armor for the northern Indoril lands by Dharma PR, Feivelyn, and Kynesifnar.

  • One of the most impressive is the Ulvra-Serad Indoril bonemold armor conceptualized by Pickles and Dharma PR, modelled by Dharma PR, optimized and textured by Feivelyn, rigged by Kynesifnar, and reviewed by Chef. This is the first of our newly conceptualized Indoril armors to be finished and is intended for chapels around the Mephalan Vales, although it may also feature on the redone island of Gorne.

  • Sandaron recently finished the Hlaalu Kragen bonemold armor, of which only the helmet and pauldrons were released with Dominions of Dust. This set will, of course, be used in and around Kragenmoor (reviewed by Cicero).

Kragen bonemold armor for House Hlaalu in the Othreleth Woods by Sandaron (Lamb Shark).

  • Cicero also reviewed Worsas’ beautiful Imperial Navy uniform, which is now found throughout the many Imperial ports of Morrowind. It took a little longer for Cicero to tweak Worsas’ accompanying Imperial Navy officer armor, which sadly missed out on being included in TR release 22.11, but will be added later.

  • Included in the latest release is the Quey shellmold armor by PulcharmSolis, Vidi_Aquam, Kynesifnar, and Cicero – an armor used by the inhabitants of the archipelago of Cathnoquey (reviewed by Cicero).

The Native Sammas bonemold helmet by RuffinVangarr, Rats, and Kynesifnar.

Helmets by AnrohaNexus: a Dunmer-looking ebony helm (left), a reworked open chitin helm (middle), and a reworked open bonemold helm (right).

  • AnrohaNexus, furthermore, finished up the guarskin armor – a cheap medium armor for bandits, conceptualized by Gnomey and Pickles. The asset is currently awaiting review, which is also the case with DarkKnightComes’ Morag Tong armor (based on Bethesda’s and Pickles’ art), and with Sandaron’s reworked Bal-Darum bonemold – although the latter was only just released with Dominions of Dust, Sandaron felt that a new version allows it to be more in line with vanilla sensibilities.

A reworked Redoran Bal-Darum bonemold armor for the Stones March by Sandaron (Lamb Shark).

  • Many armor sets have received recent progress but are not yet ready. VenuSprout continued work on Vidi_Aquam’s Hlaalu River Watch armor for the Aanthirin and Coronati Basin regions (concept by Ateiggaer, Pickles, and Dharma PR). Vidi_Aquam, in the meanwhile, started on the Dres Saltplains armor (art by Gnomey and Pickles). AnrohaNexus is still modelling some absent vanilla shields, of which two adamantium shields are done (after art by Ateiggaer).

Weapons

As in previous progress reports, AnrohaNexus was a veritable arms factory, joined by Rats and other developers.

Newly distinct sabers (left) and new blunt weapons (right) by Rats.

A compilation of some of the many weapons that AnrohaNexus contributed in the past months. Clockwise, from top-left: chitin weapon additions, mithril weapon rework and additions, Stahlrim weapon additions and Nordic silver spikes, Dwemer weapon additions, Sixth House weapon additions, corkbulb bow, and Nibenese weapons.

  • The Sixth House got several additions from revenorror and AnrohaNexus, based on art by Bethesda and Pickles (reviewed by Cicero).

  • Additions to the humble chitin weapon set were made by revenorror and AnrohaNexus based on art by Bethesda, Ateiggaer, Leyawynn, and Pickles (reviewed by Cicero).

  • AnrohaNexus also improved the models of the Mithril blades, a high-end Breton weapon set that saw some use in the new TR release, and added a new mace and halberd (both reviewed by Cicero).

  • In terms of smaller additions, AnrohaNexus added a cheap corkbulb bow for Telvannis bandits, based on art by Ateiggaer, and converted R-Zero’s separate mod, which changes the iron warhammer shape to correspond to in-game dialogue, into a new iron warhammer variant (both reviewed by Cicero).

New weaopns by revenorror: Sixth House bow and arrow (left) and chitin staff (right).

  • Still pending review is a whole set of great-looking rawglass weapons from AnrohaNexus for ashlanders and bandits – very different from the more refined Dunmer glass in vanilla Morrowind. A Daedric scimitar and crossbow from the same author remain in progress, as do special daggers wielded by the Greater Bonelord from Bethesda concept art.

Artifacts

Unique artifacts are always a treat for the players. We have been blessed with a good haul this time around, largely in terms of long-in-development assets that were finally finished.

The broken shield of Uriel V by Rats.

  • Rats recently made a beautiful unique model for the broken shield of Uriel V, which is already displayed in the museum at Firewatch College, but will now look even nicer (reviewed by Cicero).

Namira’s Shroud by Vidi_Aquam. Vampire players may be interested in this…

  • For a vampire quest in Dominions of Dust, Vidi_Aquam recreated Namira’s Shroud according to art from Daggerfall (reviewed by Cicero).

Our final version of the Ward of Akavir by Shadow_Mimicry, Feivelyn, Kynesifnar, and Cicero (left), shown next to the vanilla dragonscale cuirass (right).

  • Feivelyn, Kyensifnar, and Cicero tweaked Shadow_Mimicry’s beautiful Ward of Akavir into an asset truly fitting in with Morrowind art style (reviewed by Aleister and Cicero).

  • AnrohaNexus contributed the fabled Sunkindler, the most powerful crossbow in Morrowind (reviewed by Cicero).

The Sunkindler crossbow by AnrohaNexus.

  • Cicero himself finished a redo of Sanguine’s Rose and the Skull of Corruption, to make them more like their counterparts in past TES titles, and added a Nerevarine reward for the Kushimmu tribe in the upcoming Grey Meadows region, originally made by the OAAB team (reviewed by Rats).

  • Sandaron made lovely work of the counter-intuitively named Gauntlets of the Poor, the last remaining of the Battlespire artifacts planned by Cicero (reviewed by Cicero).

A unique helmet for the Alma Rula, made by Leyawynn, Rats, Why, and Kynesifnar.

Literature

Literature assets (including bookart) have a way of sitting in the browser for a long time, as they need people very familiar both with lore and writing to review them. We did get several additions, regardless.

  • Rats made a lovely little Keptu-Quey bull drawing – a piece of flavor for the Cathnoquey mission in Firewatch, that can already be seen in the latest TR hotfix (reviewed by Cicero), and a map of the Ushu-Dimmu cave for the Andothren Fighters Guild questline (reviewed by Chef).

A Keptu bull, supposed to be drawn on the spot by a friendly Keptu-Quey emissary, made by Rats.

Sounds

Sound assets are very rare, given Morrowind’s general lack of voice-over, but we do need some sound work every once in a while. This time around, we had the rare luck to attract a talented new sound designer, beninate.

Miscellaneous

There were a handful of assets that did not fit neatly under the prior categories, being either scripts, quest items, factions, or development helpers.

Editor markers by Hemaris: an NPC marker next to a real NPC (left) and a player home marker (right).

  • Two editor markers – i.e., objects that do not show up in the game, but are visible for developers in the TES Construction Set – were added by Hemaris: an object to mark reserved spots for player homes, so that developers wouldn’t accidentally block mod-added dwellings, and an NPC marker for interior developers to suggest NPC designs and placements for the quest developers that add NPCs (both reviewed by Chef).

  • Lastly, there was progress on two more development helpers: a slight update to viol’s character templates for playtesting which provide convenience options for quest testers, and shivatheo’s Tamriel_Data palette cells, which allow interior developers to see all options for a tileset at a glance.

Bugfixes

Bugfix assets tend to receive less attention, but are absolutely vital to keeping the game enjoyable.

Innumerable technical TR-related fixes that are not mentioned above, but are nevertheless crucial, were done directly in Tamriel Data by revenorror, Evil Eye, Chef, Hemaris, MwGek, and Kynesifnar. Those interested can take an in-depth look in the TD_Addon commit log.


Finally, a big thanks to all of the artists who contributed to TR’s progress in these past months, creating the building blocks that we need to make the Morrowind mainland come to life! In the next news post, we will see what our level designers and implementers managed to create using all these new goodies – they have been no less busy.

As always, if you are interested in following our progress in real time and gaining better insight into the development, come chat with us on our Discord server, where we develop the mod in the open. And if you want to see the next Tamriel Rebuilt expansion come out quicker, consider joining our development team – TES III modding is incredibly easy to pick up; no prior experience needed!

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