by: quorn & Bethesda Softworks
Version: 1.1
Downloads:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8268
http://planetelderscrolls.gamespy.com/fms/Image.php?id=93911
The island fortress of Firemoth was taken by the skeleton army of Grurn years ago. It's time to take it back. Sellus Gravius, Captain of the Seyda Neen Census and Excise Office, hires you to lead a band of adventurers to the Fort. Talk to any Imperial guard about 'latest rumors' to get the journal update to start the quest.
This addresses many of the issues of the original Siege at Firemoth, as well as places the entire Firemoth region into an interior cell. This will alleviate any landmass conflicts. The landmass mesh has been optimized, so there should be little if any impact on performance. This plug-in follows the original Siege at Firemoth quest to a 'T', there has been little changes beyond giving the hired help some better-suited equipment, and giving the sailor some common clothes. No enhancements or additions.
There are some visual errors with the overhead map while in the interior Firemoth island cell, due to the large size (equivilent of 16 cells) . This has no effect on the actual gameplay except for some difficulty discerning the coastline on the map.
This only requires the Morrowind.esm, no expansions required. The lich model and textures are included from the original Siege at Firemoth plug-in, these are not required to copy over if one has the Tribunal expansion.
Many thanks to Trunksbomb, Yacoby, and peachykeen for their help with making the interior landmass work with little hit to performance. Also many thanks to the beta testers for feedback.