From the secret readme:(no dont read it! its secret!)
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The Elder Scrolls III
MORROWIND:
Imperial Gravyards of Morrowind
by Tarius
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1. Introduction
2. Installation
3. Credits & Usage
4. Contacts
5. Conflicts
6. My Mods
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1. INTRODUCTION
This mod adds graveyards and crypts to Pelagiad, Ebonheart, Seyda Neen, Caldera, and Wolverine Hall.
This mod only requires the original Morrowind.
Ok, this mod updates almost all the textures in Barabus' grave resource and updates many of the mesh UV maps. This gives everything a nice crisp, clean cut stone imperial feel to it compared to before.
Now, when you look at the gravesites I have set down, you will notice they seem to be rather sparse, this is on purpose. These are gravesites, not a place where someone is living(well mostly); for the most part, there will not be a ton of items lying around, but there is of course still treasure. You will also notice that there are not very many graves around and that the crypts are not huge; plus they also look rather clean. This is also on purpose. The Imperials have only been in MW for about 15 years at most and the gravesites are likely to be even younger then that. There just isnt going to have been a huge number of deaths during this time in addition to the fact that much of MW is quite wild; so not only would there have been not too many deaths, you have to think they wouldnt have been able to recover anyone who went missing to begin with! Thus leaving not many bodies to bury or entomb. I did leave the Caldera Crypt as is for the most part. The reason its the largest is that its right next to a mine. Mining is a dangerous profession, hence more bodies and a larger crypt compared to the others. Plus it has a couple things the others dont and hence the more stuff lying around. Its best to go look yourself.
I did not do any graves at the forts as I would think any bodies of soldiers would be shipped home and not buried at the forts.(save for Pelagiad, but thats next to a town.)
As for the Seyda Neen graves, I made them match the feel of the town, small backwater type place, out of the way.
This is my logic on why things were done as they are.
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2. INSTALLATION
To install the plugin, place the Data Files folder, into the Morrowind directory. Run the Morrowind Launcher program.
(I am sure this is something you have seen a thousand times by now)
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3. CREDITS & USAGE
I have to credit Barabus for making the original meshes and textures used in this mod, without him, this mod wouldnt have been possible. I also have to credit him for making the Caldera Crypt.
I also have to credit CGTextures.com, without them, I would have had no source of textures.
You can use this mod as you see fit, if you wish to include it in something, you can. Because I realize the uselessness of trying to control things once they are on the web, you can further include this in anything you wish, dont ask me, just do it; if you do ask me, I will say no.(I chuckle at this) All I care is that you dont take credit for something if you didnt do it.If you do include this in something, it would be nice to be told about it, but that is by no means a requirement(like I said do as you see fit). Of course, you will still have to credit Barabus. This is in reference mainly to the meshes.
Since I created most of the new textures from scratch(or rather using material from cgtextures), I say you can use those however you want in anything else you want, once again, I only care that you dont take credit for them yourself. The only textures I did not edit in any way would be:
bar_urn01.dds
bar_shroudskirt.dds
bar_shroudsleeve.dds
bar_shroudtop.dds
bar_smoke01.dds
bar_blackburnt.dds
bar_corpsefoot.dds
bar_corpsehand.dds
bar_corpsehead01.dds
bar_corpsehead02.dds
As for the rest, a few I modified and enhanced a bit and most were made from scratch. This is as much meant to be a resource as it is to add a bit more realism to MW.
If you feel like you can do better with the textures, or even want to normal map the meshes, please go right ahead and do so(obvious betterness that is, changes in style dont really count haha). In the name of neatness I would suggest allowing me to simply credit you and update the mod with the new stuff, but its up to you how you wish to proceed.
Also, I am all for more realism, if you think you can make it more realistic then do so!
In addition, there are a couple extra textures in the extras folder that are variations on what I have done, you can use them how you want.
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4. CONTACTS
If there is any need to contact me, please do so via the email allowed by this site or message me on the Bethesda forums under the same name of Tarius.
Hopefully this is all I need to say. Eventually I may come back and update a few things, but for now, this is staying as is.
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5. Conflicts
I know the Seyda Neen Graves do not conflict with Vality's Bitter Coast and I think I stuck the graves far enough away to not conflict with any mods that expand Seyda Neen.
The Pelagiad graves I dont beleive conflict with anything except mabe the mod that had the huge expension of the settlement, although I noticed no buildings where the graves are located in the screenshots, you will have to see for yourself. This wont conflict with Vurts addition of trees to the Ascadian Isles either.
The Wolverine Hall graves are right behind Dirty Muriel's, I do not know if anything will conflict with that, although I believe NOM may depending on what it adds, once again, you will have to see for yourself.
As for the graves at Ebonheart, I do not beleive I have seen anything that conflicts with that either, not even the recent mod(as of January 2011) thats adds to Ebonheart and rearranges it.
Edit: Ok, there are a couple mods that use the same resource I have used, these include: Vampire Realism, The Forgotton Halls, Uviriths Legacy, and Blasphemous Revenants. After checking, it would seem that none of them updated the textures or the meshes(although I didnt look thoroughly) So if you install this, then its likely the meshes and textures used in these mods will be replaced with my updated version of the meshes and textures, I would recommend using Wrye Mash to quickly see if you like the changes or not.
Just to mention, the only thing that could move out of place because of the mesh edits is an iron gate(rotated by about 2-3 degrees)and an external square door, which would move down some and would need repositioning.
Edit: Conflicts: Clothiers of Vardenfell (Caldera tavern), Windmill for Pelagiad, Varietas of Ndib trees (Ebonheart), Pelagiad Expanded(rich district).
Apparently you will find some floating grass at the Seyda Neen Graves if you use Vality's Bitter Coast Grass. The grass around Caldera isnt as noticable. Any grass that might be around Pelagiad isnt likely to be that noticable either since I didnt move the ground too much.
Mental Elf's Horror Mod shares the same IDs as in this one, they are containers in this mod and activators in his.
- bar_cryptbody01
- bar_cryptbody02
- bar_cryptbody03
- bar_cryptbody04
In one person's case the easiest fix was to alter the Horror mod.
(this is why modders should use the first letters of their name on any IDs so this is unlikely to happen, in this case Barabus use "bar" as the beginning to the IDs he made)
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6. My Mods
You can find my mods on PES and a couple on TES Nexus.
The list is slowly growing.
http://planetelderscrolls.gamespy.com/View.php?view=User.EntriesListing&id=453799
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8967
http://www.tesnexus.com/downloads/file.php?id=36812