For those not familiar with Sunfall, it is essentially my vision for TES III: Morrowind. It completely alters not only the nature of the Main Quest, but that of Bloodmoon's as well, and greatly impacts the way the game is played.
Normally, the player assumes control of a character who was recently released from prison, and from there, the player decides their background, their race, their gender, their look, their behavior, etc. etc. Sunfall doesn't quite operate this way. You can still pick your gender, race, favored attributes, etc., but your nature and purpose is pretty well-defined from the get-go: You are a mercenary, a hired sword/axe/bow/whatever, on a mission with several other such people to find and hopefully rescue the idiot daughter of a noble from the mainland. Everything goes to hell in a hand basket not long after you arrive at the ruins of Vivec City, and your choice from there is to make a difference in the struggle against Dagoth Ur and his Ash minions, or simply survive the situation.
Sunfall's Main Quest take the player from Vvardenfell to Solstheim, and back again. The lore of this mod is of my making, it is in accordance with how I think things should be. History has been re-written, and will be only more so as I continue work on this project. Suffice to say many will hate what I've done.
Putting Sunfall together will likely take well over a year, and require a lot of new meshes and textures to be assembled in order to get Vvardenfell and Solstheim to look the way I want them to. I plan to build quite an extensive set of damaged versions of the tilesets of Morrowind, interior and exterior, to facilitate giving Vvardenfell the destroyed look it needs. Simply getting rid of buildings and tilting a few on their axis will not be good enough for me. I need ceilings caving on, walls with holes in them, burn marks, all kinds of stuff.
Solstheim isn't going to look anything like it does vanilla once I'm done with it, and will need the most custom mesh work of all. In my lore, it's ruled by monsters, and is considerably more dangerous and difficult to traverse. The monsters are of my own original design, and so far, they're looking pretty nasty.
As of right now, I'm mostly still writing and doing some concept art. When I feel like the plans for the MQ are as close to completion as possible, I'll ramp up the concept art work and then start building meshes.