Sort of.
It needs a bit more work, though at this point I don't know that I'm going to put much effort into what little is left. Kind of tired, you know?
Anyhoo, here's the info: (as it is written in my readme)
Spoiler
TONAL ARCHITECT'S "DISTURB THE DEAD"
A Dungeon Mod by Tonal Architect
Submitted/Updated: 7/10/2011
Category: Dungeons
Requires: Tribunal and Bloodmoon
Version: 1.0
Require Extenders: N/A
Redistribution Allowed? No.
Commercial Use Allowed? No.
Modifications Allowed? Yes.
Attribution Required? Yes.
==========
Description
==========
Disturb the Dead is a mod that adds a very large dungeon called "Deadworld", which can be accessed by a tomb (also added) somewhere in Azura's Coast. It is home to a great variety of undead creatures, as well as their powerful master. Do you have what it takes to put an end to the threat they pose to Morrowind and its people?
============
Requirements
============
Disturb the Dead is very much dependent upon Bloodmoon, Tribunal, and Arcimaestro Antares' Undead Arise From Death mod. It uses a great deal of files from all three, especially in the case of Arise From Death, as the enemies in the leveled lists placed throughout the dungeon are either from that mod, or are modified by it. Don't have Arise From Death, and look forward to fighting nothing.
Disturb the Dead also uses stuff from other mods, but does not require them, as the necessary files are provided by me.
==========
Installation
==========
Pretty straightforward, place the folders labeled "1Disturb" found in the Icons, Meshes, Textures, and Sounds folders into the Icons, Meshes, and Textures folders in your Data Files (make sure to place the Sounds one into the "Cr" folder), then place the .esp in the Data Files folder. Filepaths are very important here, so if you change the "1Disturb" folder name to something else, expect problems. And of course you must also have Arise From Death installed, as those files are not provided by Disturb the Dead.
================
Playing the Plug-in
================
Check the box next to the "TonalArchitect's Disturb the Dead.esp", click okay, launch the game. Find the entrance.
A few things of note: This dungeon is not for the feint of heart or the uninitiated. Many of the enemies have cranked-up stats and very dastardly spells, most particularly those of the "Tier 3" variety (can be found much further into the dungeon). The leveled lists are used only to make encounters fairly random, the player's level is inconsequential when it comes to what will show up (and something will ALWAYS show up). You may get lucky, you may get very unlucky...
As with all dungeons, there is loot, though the player will have to delve much deeper into Deadworld than with most dungeons in order to get it. The loot is hand-placed, and consists of some pretty powerful items designed by me (though there are meshes/textures created by others being used).
===========
Save Games
===========
Shouldn't be any problems.
====================
Conflicts/Known Errors
====================
I created my own altered copies of Antares creatures (meaning all the enemies found in my leveled lists have unique IDs), so likely there will be no conflicts there even if you've modified Arise From Death already. Not everything I used from other mods bear unique IDs, so conflicts are a possibility there. But most likely you will only see a very different-looking Deadworld than I do, as a result of whatever retexturing you have done.
If you have any mods that alter the landscape where the entrance to the tomb I made can be found, conflicts are obviously likely.
It's impossible to predict every concievable conflict, and as such, I encourage anyone and everyone to report any problems to me via email: mrstodern@yahoo.com. I can't guarantee I will get right on fixing it (if I even can), but it never hurts to let me know anyway.
=======
Credits
=======
Arcimaestro Antares (for his undead creatures, and his assistance)
MidgetAlien (for his Shard Staff)
Dongle (for his/her weapons pack)
Proudfoot (for his/her weapons pack)
A_Sapp (for his/her altered Imperial textures)
The Morrowind Visual Pack Team (for their original Imperial textures)
Elthar (for his/her metal and stone textures packs)
tronvillain & nONatee (for their Better Skulls mod)
wollibeebee (for his/her Ashland Trees, and the "object" he made for me)
Boghdan Morrostone (used a texture of his/hers, see if you can find it!)
Lord Gabryael (for his/her bloodpool resource)
FindSounds.com (for an audio file I used) (See spoiler section)
=====================
Contact and Information
=====================
I already gave out my email, but here it is again: mrstodern@yahoo.com. I can also be found/reached on the Morrowind modders forum on the official Elder Scrolls site.
==========
Disclaimer
==========
Everything created by Bethesda used in this mod is their property.
I am not responsible for any hair you may lose trying to get through this dungeon.
A Dungeon Mod by Tonal Architect
Submitted/Updated: 7/10/2011
Category: Dungeons
Requires: Tribunal and Bloodmoon
Version: 1.0
Require Extenders: N/A
Redistribution Allowed? No.
Commercial Use Allowed? No.
Modifications Allowed? Yes.
Attribution Required? Yes.
==========
Description
==========
Disturb the Dead is a mod that adds a very large dungeon called "Deadworld", which can be accessed by a tomb (also added) somewhere in Azura's Coast. It is home to a great variety of undead creatures, as well as their powerful master. Do you have what it takes to put an end to the threat they pose to Morrowind and its people?
============
Requirements
============
Disturb the Dead is very much dependent upon Bloodmoon, Tribunal, and Arcimaestro Antares' Undead Arise From Death mod. It uses a great deal of files from all three, especially in the case of Arise From Death, as the enemies in the leveled lists placed throughout the dungeon are either from that mod, or are modified by it. Don't have Arise From Death, and look forward to fighting nothing.
Disturb the Dead also uses stuff from other mods, but does not require them, as the necessary files are provided by me.
==========
Installation
==========
Pretty straightforward, place the folders labeled "1Disturb" found in the Icons, Meshes, Textures, and Sounds folders into the Icons, Meshes, and Textures folders in your Data Files (make sure to place the Sounds one into the "Cr" folder), then place the .esp in the Data Files folder. Filepaths are very important here, so if you change the "1Disturb" folder name to something else, expect problems. And of course you must also have Arise From Death installed, as those files are not provided by Disturb the Dead.
================
Playing the Plug-in
================
Check the box next to the "TonalArchitect's Disturb the Dead.esp", click okay, launch the game. Find the entrance.
A few things of note: This dungeon is not for the feint of heart or the uninitiated. Many of the enemies have cranked-up stats and very dastardly spells, most particularly those of the "Tier 3" variety (can be found much further into the dungeon). The leveled lists are used only to make encounters fairly random, the player's level is inconsequential when it comes to what will show up (and something will ALWAYS show up). You may get lucky, you may get very unlucky...
As with all dungeons, there is loot, though the player will have to delve much deeper into Deadworld than with most dungeons in order to get it. The loot is hand-placed, and consists of some pretty powerful items designed by me (though there are meshes/textures created by others being used).
===========
Save Games
===========
Shouldn't be any problems.
====================
Conflicts/Known Errors
====================
I created my own altered copies of Antares creatures (meaning all the enemies found in my leveled lists have unique IDs), so likely there will be no conflicts there even if you've modified Arise From Death already. Not everything I used from other mods bear unique IDs, so conflicts are a possibility there. But most likely you will only see a very different-looking Deadworld than I do, as a result of whatever retexturing you have done.
If you have any mods that alter the landscape where the entrance to the tomb I made can be found, conflicts are obviously likely.
It's impossible to predict every concievable conflict, and as such, I encourage anyone and everyone to report any problems to me via email: mrstodern@yahoo.com. I can't guarantee I will get right on fixing it (if I even can), but it never hurts to let me know anyway.
=======
Credits
=======
Arcimaestro Antares (for his undead creatures, and his assistance)
MidgetAlien (for his Shard Staff)
Dongle (for his/her weapons pack)
Proudfoot (for his/her weapons pack)
A_Sapp (for his/her altered Imperial textures)
The Morrowind Visual Pack Team (for their original Imperial textures)
Elthar (for his/her metal and stone textures packs)
tronvillain & nONatee (for their Better Skulls mod)
wollibeebee (for his/her Ashland Trees, and the "object" he made for me)
Boghdan Morrostone (used a texture of his/hers, see if you can find it!)
Lord Gabryael (for his/her bloodpool resource)
FindSounds.com (for an audio file I used) (See spoiler section)
=====================
Contact and Information
=====================
I already gave out my email, but here it is again: mrstodern@yahoo.com. I can also be found/reached on the Morrowind modders forum on the official Elder Scrolls site.
==========
Disclaimer
==========
Everything created by Bethesda used in this mod is their property.
I am not responsible for any hair you may lose trying to get through this dungeon.
There's no quests, just a straight-up "wander into some strange-looking place and slaughter everything inside" dungeon crawl.
Anyone who is interested in testing this monstrosity, simply PM me your email, and I'll send it out to you. If you want to know the exact location of the entrance, let me know that as well.