[RELZ]Imperial Graves of Morrowind

Post » Fri May 13, 2011 6:15 pm

Alright finally ready for release, I know a couple people wanted this.
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
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Imy Davies
 
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Post » Fri May 13, 2011 10:08 am

screenshots or it never happened.
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Claudz
 
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Post » Fri May 13, 2011 4:26 pm

screenshots or it never happened.


Just got em up actually, they are on TESNexus.

Actually that reminds me I need to add a comparison shot between new and old textures.
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Monika Fiolek
 
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Post » Fri May 13, 2011 9:33 am

does it conflict with CoM and vampire realism (the crypts? - well i could move them by hand)? did you test that?
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Genocidal Cry
 
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Post » Fri May 13, 2011 8:13 pm

ohh looks pretty good actually! Nice job :)
Gonna download it and have a play through.
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Jessica Colville
 
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Post » Fri May 13, 2011 8:50 pm

does it conflict with CoM and vampire realism (the crypts? - well i could move them by hand)? did you test that?


Actually, no I didnt, I completely forgot about that with Vampire Realism(I looked at VR once but never used it), with CoM, I have never used that one or evn looked at it so I have no idea. As for conflicts with Vampire Realism, I am not sure it will unless it adds stuff in the exact spots I did. If they updated the textures and meshes with it, then it would be a matter of preference of the person installing it which meshes and textures they want to use. I did edit a door mesh and that made it move down a little in MW, and I also edited a gate mesh to straighten it out a little(it was rotated some by default, its straight now), otherwise, only the mesh UVs have been edited.(aside from moving a few vertices so the meshes line up better)
Edit: I suppose I should say that this means the meshes, save for the doors, will stay in the same spot they were if you install this mod and you were already using the meshes.

I can check VR later and see.


Edit: Yea, see anything messed up, have any ideas, please tell me! I always like honesty and constructive critism.
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Taylor Bakos
 
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Post » Fri May 13, 2011 8:46 am

Just played it a bit - not bad at all)))) :goodjob:
But why is it so bright inside of the crypts? when I first saw necromancres in Caldera, I thought, that it's just graveyard's watchman :lol:
And about Pelagiad - the crypt is under construction or it has been buried? just curious :D
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Michelle Chau
 
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Post » Fri May 13, 2011 6:27 am

Go figure, forgot to include Caldera in the description, just going to update that and I forgot to change the description given by wrye mash, so I will just upload a new file for that, nothing else has changed though.

Just played it a bit - not bad at all)))) :goodjob:
But why it's so bright inside of the crypts? when I first saw necromancres in Caldera, I thought, that it's just graveyard's watchman :lol:
And about Pelagiad - the crypt is under construction or it has been buried? just curious :D


Its true it is rather bright in there, of course what cave in MW isnt. haha I may change that later on.

As for the not so finished one, under construction is a likely reason, after all, no need to build a crypt until there is need or the graveyard starts filling up. Seeing as how Pelagiad is a rather new town, it should have the least number of dead.
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Kari Depp
 
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Post » Fri May 13, 2011 11:16 am

also, there's no icon for ingridient "mumia" (which is found on these withered corpses) in the archive.
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quinnnn
 
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Post » Fri May 13, 2011 12:16 pm

also, there's no icon for ingridient "mumia" (which is found on these withered corpses) in the archive.


Darn you are faster then me, I just noticed this and thats now fixed as of 5 minutes ago.

Sorry, if you got it before now, you can redownload and get the icon.

Ok aside from that, I am fairly sure there is nothing else missing.
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Joe Bonney
 
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Post » Fri May 13, 2011 6:51 am

thanks for the fast fixes, Taruis! Good work, once more.
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Elisha KIng
 
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Post » Fri May 13, 2011 5:25 pm

com adds some playgrounds, so it may conflict. vampire realism is absolutely no problem at all: just take the crypts and the marker and move them onto your graveyards. who cares about how many crypts are on one single graveyard? that's a fix of ten minutes. i would do it on my own but i got the german morrowind, which would produce a quite useless patch for all of you :D
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CHangohh BOyy
 
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Post » Fri May 13, 2011 8:02 am

Nice work, makes the world even more realistic.
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Isabel Ruiz
 
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Post » Fri May 13, 2011 5:45 pm

Darn you are faster then me, I just noticed this and thats now fixed as of 5 minutes ago.

Sorry, if you got it before now, you can redownload and get the icon.

Ok aside from that, I am fairly sure there is nothing else missing.

yeah I got that error too - downloading new version :)

looking good so far!
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Amelia Pritchard
 
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Post » Fri May 13, 2011 10:39 am

Yes! One of my favourite things about Morrowind is the way that you can see the imported Imperial culture against the native Dunmer culture. Some time ago I was thinking how come we can never see how the Imperial towns bury their dead. Great work, thanks for making it for us.
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Kelly Osbourne Kelly
 
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Post » Fri May 13, 2011 9:06 am

Update to conflicts(wont let me edit first post)

Edit: Conflicts: Clothiers of Vardenfell (Caldera tavern), Windmill for Pelagiad, Varietas of Ndib trees (Ebonheart).
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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Paula Rose
 
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Post » Fri May 13, 2011 10:32 am

I doubt this conflicts with COM in the Pelagiad area. But it might conflict with our PE mod. I'll check this out tonight when I get home. I have an entire list of mods I need to make compatability patches for. This mod does look great. The first picture I looked at was the Pelagiad graves and they look like they fit in that town. :) Good work.

EDIT: Yes, it does conflict with PE. The graves are in the rich district. I really like the layout and design of it. I'm not too keen on the textures because they're not vanilla textures but that's just personal preference. It still looks really good. I think it'd add more realism to have names on some of the hedge stones. Can I use some of these models in Pelagiad Expanded?
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Mark Hepworth
 
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Post » Fri May 13, 2011 8:39 pm

vampire realism is absolutely no problem at all: just take the crypts and the marker and move them onto your graveyards. who cares about how many crypts are on one single graveyard? that's a fix of ten minutes.

This. :biggrin:

Seriously, making a version that is something like a VR patch would be really, really nice.
As much as I like VR, I always thought the crypts didn't really fit into the game world. Your mod, on the contrary, looks extremely thoughtful in the placement and details of these graves. I'm going to reinstall Morrowind after cleaning up my pc, and I would really love to use this.
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Jack Bryan
 
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Post » Fri May 13, 2011 8:11 pm

I doubt this conflicts with COM in the Pelagiad area. But it might conflict with our PE mod. I'll check this out tonight when I get home. I have an entire list of mods I need to make compatability patches for. This mod does look great. The first picture I looked at was the Pelagiad graves and they look like they fit in that town. :) Good work.

EDIT: Yes, it does conflict with PE. The graves are in the rich district. I really like the layout and design of it. I'm not too keen on the textures because they're not vanilla textures but that's just personal preference. It still looks really good. I think it'd add more realism to have names on some of the hedge stones. Can I use some of these models in Pelagiad Expanded?


I think I may have said something about this.
Oh yea, I did!
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


Anyway just do what you like with it, the gist of everything is that I dont care how this stuff is used as long as you dont take credit for something you didnt make, that includes either mentioning me or not bothering to mention me at all as long as you dont claim credit.
Its bolded and large so people see it easy. You probably should still credit Barabus for making the original stuff though, I really only edited one grave's UV, the one with the person on it.

And also, like I say, you can change the textures if you wish. I realize that people like to change stuff to their liking.

Seriously, making a version that is something like a VR patch would be really, really nice.


In response to this quote plus more graves, yea, later on I may come back and update this some, but for now its staying as is. If anyone wishes to come out with their own patch, then go right ahead. What you should get from what I am saying is you have the freedom to do whatever you want with this without needing to ask me.

Hopefully that whole thing doesnt sound too strongly worded, its not really meant to be.(forums are terrible places to convey proper emotion)
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jessica robson
 
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Post » Fri May 13, 2011 2:52 pm

I like the idea and the graveyards seem very well done. Downloading... :)
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Katie Samuel
 
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Post » Fri May 13, 2011 6:45 pm

Go figure, forgot to include Caldera in the description, just going to update that and I forgot to change the description given by wrye mash, so I will just upload a new file for that, nothing else has changed though.



Its true it is rather bright in there, of course what cave in MW isnt. haha I may change that later on.

As for the not so finished one, under construction is a likely reason, after all, no need to build a crypt until there is need or the graveyard starts filling up. Seeing as how Pelagiad is a rather new town, it should have the least number of dead.
There's nothing in lore that says Pelagiad is a new town. It's just a small settlement in the game world.
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Matt Bee
 
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Post » Fri May 13, 2011 8:56 pm

There's nothing in lore that says Pelagiad is a new town. It's just a small settlement in the game world.


Hmm, I could have sworn I read that somewhere, more then once. Mabe I read the fort was rather new. Yea, thats it, I read the fort was newer compared to the town. Hmm, either way, it was set up by legionares after the conquest. I still cant see it having many graves as its unlikely it even had many old people to begin with.

Anyway, I will be sure to look at it in an update sometime in the future.
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Catherine Harte
 
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Post » Fri May 13, 2011 6:46 pm

It's in the info you get from NPCs regarding Pelagiad - they all say its a rather new settlement but still looks already like you're right in the middle of imperial territory. The houses were initially built by retired soldiers from the fort - and even that's not very old either. @Tarius: yup. Sure you read that somewhere more than once! :thumbsup:
The amount of thought that went into the placement and into the design of your cemeteries is simply wonderful. I just had a first look and I'm about to turn the light down a bit (the crypts where too bright the way I set my game up). Dimming the lights in Seyda Neen, I noticed that the light setup was as crisp and clean as the rest of this mod. It's one of those few precious ones that immediately actually belong to the game. :goodjob:
PS: of course I will vote a perfect 10 @PES for this! :trophy:
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Brooks Hardison
 
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Post » Fri May 13, 2011 6:01 pm

Only fifteen years? I could have sworn I read something that said that the Imperial occupation went back further than that. I'd have to double check that though... :read:


EDIT: On an unrelated note, while I haven't read into this too much, it would be a nice touch if at the end of the Tax Collector quest in Sedya Neen, his grave was added and his corpse removed. Has this been done? Can it be?
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Rebecca Clare Smith
 
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Post » Fri May 13, 2011 4:03 pm

@Unrelated not,

That shouldn't be too difficult, just script the corpse and the grave to appear after the quest via a journal check (I think... nut I've never actually written a script before... so I might be entirely wrong...)
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Hayley Bristow
 
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