So here's what I want to do: I want to make the NPCs I add in Marandus, attack ANYONE who is not a member of their faction. Which at the same time, would showcase how multiple factions value the stronghold, and also effectively provide guards for the player- rather or not the player is an outlaw, adding to the immersion if it FEELING like a stronghold.
In the lore the Great Houses commit mass murder of each other over territory, but for some reason I feel that's never showcased in game.. Don't get me wrong, I don't intend on creating HUGE SCALE battles that would be hard on Morrowind's system. I actually only intend on creating fairly small battles, which while they aren't anything like Skyrim's civil war mods, would make the faction conflict in Morrowind a bit more immersive none the less.
Preview pictures of Marandus improvements. (and yes I know I still need to add at least a little bit more clutter inside of the dome).
http://i.imgur.com/Sk8TnmI.jpg
http://i.imgur.com/dS2Vp8z.png
http://i.imgur.com/rP7bTt0.png
http://i.imgur.com/15csosN.png
http://i.imgur.com/YGuiAV8.png
http://i.imgur.com/29sYRPW.png
So here's the whole idea... I plan on releasing a mod fairly soon, that revolves around the Marandus stronghold. In part because it makes a phenomenal player home, especially for those skilled in mysticism or with teleport enchantments- and because fighting your way into being able to earn such a stronghold for yourself is like a quest in itself. Well... With one ESP which just improves the appearance of Marandus, only on the roof, and inside the dome... Making it look cozier and more well fortified, as well as look more... Interesting.
Also in vanilla Morrowind it always looks like the dome at Marandus is... Hovering above the ground, it's always been jarring to me, and I feel like it's an oversight that no mod I ever knew of ever addressed, so this mod in a sense I feel is also an unofficial fix for that problem, on top of it just making Marandus look much more unique.
I still tried to keep the general appearance lore friendly though- seeing as how it's in a highly blight storm effected wasteland it wouldn't make sense to fill it with tons of pretty flowers- like many house mods are, sure it'd look beautiful, but it wouldn't feel very appropriate considering the location. So I tried to make it feel fairly cozy, relatively speaking, for a relatively isolated place that's probably close in proximity to a bunch of creepy corprus beasts, blight storms and who knows what else, I think it feels like an alright home.
I thought the roof looked a bit empty, so I added some trauma roots and ash effected grass, which while it won't make the place look like a gorgeous lively forest, is still 100% lore friendly, and makes it look less empty... I also added a tent to the roof which is basically an archers perch, as I felt it made the stronghold look a more more fortified, specifically placing it where an archer taking cover up there would have a lot of coverage, but also be at an angle of being very much able to fire upon hypothetical invading enemies in open spaces.
... The plans are a little more complicated though. One ESP will be almost purely aesthetic, and just add a few more containers to the dome room. That will be the main ESP. I plan on hopefully making other ESP files though, which shouldn't be too difficult or time consuming so long as I know what I am doing. Because of Marandus being such a potentially great player home, and of such tactical importance, and cause strongholds still have almost no mods to improve them, I feel like Marandus deserves a mod committed to improving itself.
I also however want to create a variety of Marandus specific mods, where people who want Marandus as a home, can choose a specific ESP, that will make Marandus highly appropriate for their specific character.
Here's the ideas for said ESPs...
BaseMarandusImproved.ESP (The very basic one- no new NPCs added).
TelvanniMarandusImproved.ESP (Marandus now has Telvanni banners, and Telvanni guards W/ possibly a very humble tiny mushroom village built around it).
RedoranMarandusImproved.ESP (Marandus now has Redoran banners, and Redoran guards W/ Redoran guard towers built nearby).
HlaaluMarandusImproved.ESP (Marandus now has Hlaalu banners, and Hlaalu guards W/Hlaalu banners nearby).
SixthHouseMarandusImproved.ESP (Marandus is overrun by Sixth House cultists and corprus beasts!!! And is remade into a new Sixth House Base).
NecromancerPCMarandusImproved.ESP (Marandus has undead minions friendly to the player in it, and lots of dead bodies, and necromancer specific stuff).
MechanicPCMarandusImproved.ESP (Marandus has dwemer machines in it friendly to the player, for those who may wish to feel greater immersion if they want to roleplay a character who has a heavy interest in and deep understanding of dwemer machines- and also dwemer furniture and such suiting a dwemer enthusiast).
DaedraConjurerPCMarandusImproved.ESP (Marandus has daedric minions friendly to the player in it).
QuarraMarandusImproved.ESP (Marandus is taken over by Quarra vampires- cattle inside, and with enthralled cattle guarding the exterior cause of that whole sunlight thing)
BerneMarandusImproved.ESP (Same as above but with a Berne takeover)
AundaeMarandusImproved.ESP (Same as above but with an Aundae takeover).
TempleMarandusImproved.ESP (Marandus is taken over by the Tribunal Temple with shrines to Almsivi, Almsivi banners, and ordinator guards).
The idea being this is technically a gameplay altering mod, that centers around immersion, and centers around making the vanilla game better, as well as centers around making other mods better. The Sixth House version will of course, be a potentially great version for those who use any mods to join House Dagoth.
On it's own it improves Marandus, but also really helps a characters individual personality be brought to the surface, showcasing the communities central to said characters life... And also feeds into one of the things I love most about Morrowind: Faction Conflict.