I am trying to understand what this is. It is to add Firemoth to Morrowind and reduce that mod's conflicts with other things by making it an interior cell, is that correct? It has no chance to have distant land from MGE, but better NPC equipment layout?
Firemoth of all the official mods really does need cleaned up, I am glad you are working on it Quorn.
That's correct, this makes the Firemoth regions all interior cells, so it's one big interior for the atoll (equivelent of 20 cells[!]). It would make Firemoth extremely compatible as it no longer affects any exterior cells outside Seyda Neen. Distant land won't work, but it should be ok as the atoll is stormy and there isn't much beyond the horizon. I did tweak the companions and their equipment so that they are more useful. ^_^
They might be a performance hit using this plug-in, especially around a lot of skeletons. I've included a patch that reduces the ammount of skeletons which helps some. ^_^
I do still need to work on the pathgrid, while the plug-in works without it, some of the actors get stuck or take some unintelligent paths to the player... I want to see if this is viable before I put too much work into it.