An atmospheric adaptation for The Elder Scrolls III: Morrowind (GotY)
With the Imperial Conquest of the Province of Morrowind, Imperial customs and culture immediately washed over the landscape - Imperial villages popping up all around the Districts of Morrowind. While the Imperials allowed the local Dunmer to maintain many of their customs in regards to local politics and religious views, in their cities they utilized their own methods. While the local Dunmer utilize elaborate Ancestral Tombs, the Imperials prefer to lay their departed to rest in collective cemeteries and crypts, with private accommodations provided in exceptional cases.
Project Overview: This is an expansion upon a resource and demonstration mod called Graveyard by Barabus that added an Imperial styled cemetery set to the CS, as well as placing a cemetery in the city of Caldera. Burial Rites aims to expand upon this concept by adding lore appropriate cemeteries to the Imperial settlements and forts in Morrowind and its Expansions (as well as Barrows to Nordic settlements). Further, it seeks to add to the ambiance of the game by providing a degree of interaction with the cemeteries themselves, adding spawning NPCs coming to pay their respects to the departed, dungeon crawls in the new crypts, interactivity with the headstones, and eventually some quest add-ons as well. Burial Rites will require both Tribunal and Bloodmoon in order to play it (as I will be utilizing resources from both of these Expansions).
Project Downloads:
http://www.otherfamily.net/webmaster/redeye/Burial_Rites_Demo_v1.rar: This is a small demo mod that shows off the headstone scripts that are going to be used in the final Burial Rites mod upon release. *Scripting methods have been completely changed since this demo, no longer recommended.*.
Project Information: Updated: 11/03/2009
Project Title: Burial Rites Base Mod
Project Status: ALPHA Development (Current Plugin Version: 0.01 - Next Demo at Version 0.12)
Project Progress: \\\\\\\\\\\\\\\\\\\\ 28% Complete
Pre Development Planning: \\\\\\\\\\\\\\\\\\\\ 100% Complete
Custom Item Creation: \\\\\\\\\\\\\\\\\\\\ 50% Complete
Headstone Scripting Development: \\\\\\\\\\\\\\\\\\\\ 90% Complete
Exterior Placements: \\\\\\\\\\\\\\\\\\\\ 10% Complete
Scripting Implimentation: \\\\\\\\\\\\\\\\\\\\ 0% Complete
Interior Development: \\\\\\\\\\\\\\\\\\\\ 10% Complete
Leveled List Development: \\\\\\\\\\\\\\\\\\\\ 0% Complete
Spawn Point Placement: \\\\\\\\\\\\\\\\\\\\ 0% Complete
Base Add-on Development: \\\\\\\\\\\\\\\\\\\\ 0% Complete
Project News: I have obtained permissions from Dormouse to utilize his mod, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7580, as a resource for one of the major expansions that I was planning for this mod. As such, I have opted in to adjusting my plans for the initial release of the mod as I would like to include some of the add-ons and patches in the initial release. I have updated the relevant sections in the post to reflect these decisions.
UPDATED!
I have been speaking with Cyrano in regards to the headstone scripting, and further provided a new method that is what I will be using moving forward for the base mod project. Some small things are still being finalized with this aspect of the project, but the essential methods are pretty well in place in regards to the scripts.
Further, NazoX9 has provided permission for use of the recently released http://tesnexus.com/downloads/file.php?id=27454. I feel that this will make a wonderful aesthetic addition to the project and look forward to utilizing the works.
Further, I am hoping to have a texture artist make some nice high res textures to provide as alternates to the base textures in this mod. I would also like to provide some details on the planning to get ideas and criticism on them:
**STATS DO NOT INCLUDE GUARDS**
Seyda Neen (Imperial - Town)
Population: 23
Altmer: 2
Argonian: 1
Bosmer: 1
Breton: 1
Dunmer: 10
Imperial: 5
Khajiit: 0
Nord: 2
Orc: 0
Redguard: 1
Burial Rites: Cemetery and Crypt
Crypts: 1
Communal: 2
Private: 0
Headstones: 4
Altmer: 0
Argonian: 0
Bosmer: 0
Breton: 0
Dunmer: 0
Imperial: 3 (Burcan Esdrecus [M], Vertiu Nucciu [M], Cinda Archer [F])
Khajiit: 0
Nord: 1 (Hulgar [M])
Orc: 0
Redguard: 0
Pelagiad (Imperial - Fort/Town)
Population: 22
Altmer: 2
Argonian: 1
Bosmer: 3
Breton: 1
Dunmer: 6
Imperial: 2
Khajiit: 2
Nord: 3
Orc: 2
Redguard: 0
Burial Rites: Cemetery and Crypt
Crypts: 2
Communal: 1
Private: 0
Headstones: 6
Altmer: 0
Argonian: 0
Bosmer: 1 (Dondre [F])
Breton: 1 (Ernand [M])
Dunmer: 1 (Hlarvy Salvi [M])
Imperial: 2 (Malpen Muspidius [M], Moria Laecus [F])
Khajiit: 0
Nord: 1 (Thonro [M])
Orc: 0
Redguard: 0
Caldera (Imperial - City)
Population: 31
Altmer: 2
Argonian: 1
Bosmer: 1
Breton: 3
Dunmer: 7
Imperial: 5
Khajiit: 2
Nord: 1
Orc: 7
Redguard: 2
Burial Rites: Cemetery and Crypt
Crypts: 1
Communal: 1
Private: 1
Headstones: 8
Altmer: 0
Argonian: 0
Bosmer: 0
Breton: 1 (Mebentie Masola [M])
Dunmer: 1 (Fedave Delms [M])
Imperial: 2 (Murber Uuleius [M], Laripp Callei [M])
Khajiit: 0
Nord: 0
Orc: 3 (Ugdul Murz [M], Ogrug Bogadb [M], Durash Magadbu [F])
Redguard: 1 (Relian [F])
Ebonheart (Imperial - City/Castle)
Population: 76
Altmer: 5
Argonian: 8
Bosmer: 4
Breton: 6
Dunmer: 9
Imperial: 23
Khajiit: 2
Nord: 12
Orc: 2
Redguard: 5
Burial Rites: Cemetery and Crypt
Crypts: 1
Communal: 2
Private: 3
Headstones: 20
Altmer: 1 (Armion [M])
Argonian: 1 (Effe-Tee [M])
Bosmer: 0
Breton: 1 (Lielle Bielle [F])
Dunmer: 2 (Eldrus Sarayn [F], Bradas Marend [M])
Imperial: 10 (Clagiu Lioria [M], Rufinu Afronia [M], Ildoni Macrin [M], Malpen Coloni [M],
Clagius Callei [M], Caniaia Aurrus [F], Raesaia Vantinius [F], Sabrinda Ponius [F],
Pritia Pundus [F], Lunia Uuleiu [F])
Khajiit: 0
Nord: 3 (Heddvi [F], Lasskar [M], Ingma [M])
Orc: 0
Redguard: 2 (Jartod [M], Minia [F])
Dagon Fel (Nord - Town)
Population: 24
Altmer: 0
Argonian: 0
Bosmer: 1
Breton: 1
Dunmer: 1
Imperial: 0
Khajiit: 0
Nord: 20
Orc: 1
Redguard: 0
Burial Rites: Barrow
Headstones: N/A
Moonmoth (Imperial - Fort)
Population: 10
Altmer: 0
Argonian: 0
Bosmer: 1
Breton: 1
Dunmer: 0
Imperial: 5
Khajiit: 0
Nord: 2
Orc: 0
Redguard: 1
Burial Rites: Cemetery
Headstones: 3
Altmer: 0
Argonian: 0
Bosmer: 0
Breton: 0
Dunmer: 0
Imperial: 2 (Laripp Egnatius [M], Isobel Jucani [F])
Khajiit: 0
Nord: 0
Orc: 0
Redguard: 1 (Kalort Hawker [M])
Buckmoth (Imperial - Fort)
Population: 16
Altmer: 2
Argonian: 0
Bosmer: 1
Breton: 2
Dunmer: 1
Imperial: 5
Khajiit: 0
Nord: 1
Orc: 2
Redguard: 2
Burial Rites: Cemetery
Headstones: 4
Altmer: 0
Argonian: 0
Bosmer: 0
Breton: 1 (Faric [M])
Dunmer: 0
Imperial: 2 (Trebonde Burtor [M], Ladiaia Cosades [F])
Khajiit: 0
Nord: 0
Orc: 1 (Gakken Yagadb [M])
Redguard: 0
Frostmoth (Imperial - Fort)
Population: 17
Altmer: 0
Argonian: 1
Bosmer: 0
Breton: 0
Dunmer: 2
Imperial: 10
Khajiit: 0
Nord: 2
Orc: 0
Redguard: 2
Burial Rites: Cemetery
Headstones: 4
Altmer: 0
Argonian: 0
Bosmer: 0
Breton: 0
Dunmer: 0
Imperial: 2 (Laripp Jucani [M], Seguri Muco [M])
Khajiit: 0
Nord: 2 (Engar [M], Frakig [M])
Orc: 0
Redguard: 0
Wolverine Hall (Imperial - Fort)
Population: 23
Altmer: 4
Argonian: 1
Bosmer: 1
Breton: 3
Dunmer: 3
Imperial: 5
Khajiit: 0
Nord: 2
Orc: 2
Redguard: 2
Burial Rites: Cemetery
Headstones: 6
Altmer: 0
Argonian: 0
Bosmer: 1 (Belwen [F])
Breton: 1 (Mebent [M])
Dunmer: 0
Imperial: 2 (Impell Otius [M], Pritia Angius [F])
Khajiit: 0
Nord: 0
Orc: 1 (Gakken Gat [M])
Redguard: 1 (Gancol [M])
Initial Release Plans:
What the Base Mod Will Include
-Imperial Cemeteries and Crypts added to all Imperial Settlements. (Seyda Neen, Pelagiad, Caldera, Ebonheart)
-Small Imperial Cemeteries added to all Imperial Forts. (Moonmoth, Buckmoth, Darius, Frostmoth, Wolverine Hall)
-Barrows added to all Nordic settlements. (Dagon Fel)
-Customized Leveled Creature/NPC Spawns at Burial Locations Exterior/Interior.
-Basic Interaction with NPCs Spawned in areas.
-Scripted Activator Headstones where one can pay their respects.
Included Add-ons and Patches (*There may or may not be included in the initial release!*)
-Spirits of Divination Odyssey Add-on
-Lay to Rest Add-on
-Divinity Integration Patch
Possible Features Plans:
-Special NPC tied scripted memorials if/when killed during the course of the game
Compatibility Plans:
I will be taking great effort to keep this mod as compatible as possible with as many mods as I can. Further, I am still debating making special patches for a couple plug-ins to grant a sort of full integration between the plug-ins (some of these will be addressed below).
Add-on/Patch Possibilities:
-Major quest add-on relating to the player learning Necromancy in game - not a class option (Spirits of Divination Odyssey Add-on; I have received permissions to utilize http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7580 by Dormouse as a resource for this task).
-Scripted burial services being held at random times in cemeteries (Mourners and Services Add-on).
-Additional environmental stimulus via the addition of Undertaker shops (Undertakers Add-on).
-Dunmer services held in Vanilla Ancestral Tombs as well (Lay to Rest Add-on).
-A full integration with the Chapels of Vvardenfell mod (Divinity Integration Patch).
Development Screens:
There are no developmental screens at this time as I am going to be rebuilding this mod from the ground up. If there is enough of an interest, I can include some developmental screens from the now defunct Imperial Cemeteries mod.
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