🥝 Community Kiwi Farms Community Morrowind Mod Project or The Isle of Ki-ui - These isles sure are shivering!

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LovisXVI

Be yourself, because you can't be anyone else
True & Honest Fan
kiwifarms.net
Joined
May 25, 2024
Recent disaster has struck the Shivering Isles, and the island of Ki-ui has been pulled from its home in the realm of Oblivion to the waters of Nirn, leaving the resident daedric ruler, Lord Nuhl, quite peturbed. Journey to the rogue Shivering Isle to explore a land of the mad, insane, delusional and cowish. Or least when we finish the mod.

Inspired by the successes of the Doom WAD, this project aims to create a mod for the classic crpg, Morrowind, inspired by forum culture and history, albeit as a (mostly) serious, lore-friendly mod.

Rules (subject to change or amendment as needed):
  1. The only external dependencies will be: Morrowind, Bloodmoon, Tribunal, Tamriel Data, and OAAB Data. Any additional assets must be provided within the mod itself.
  2. The quests and dungeons created must adhere to PGE era Elder Scrolls Lore (Redguard, Morrowind, Travels, C0DA, Tamriel Rebuilt, and Project Tamriel).
  3. References should be kept forum-specific, restricted to figures, posters, and the history of the forum specifically, and the references must be capable of standing on their own.
  4. All quest rewards and dungeon loot must be unique in effects (not copying a base game enchanted item).
  5. All calls to factions (adding faction reputation, advancment etc.) will be to mod-exclusive factions.
Discuss below.
Quests should be proposed in the following format for discussion and clarity:
Name:
Faction:
Reward:
Quest Giver:
Location(s):
Description:

Name: Welcome to the farms
Faction: None
Reward: Access to the island
Quest Giver: Fardac Beinran, the Second-to-Last Living Dwarf
Location(s): TBD and the Island of Ki-Ui
Description: You encounter the ghost of Fardac Beinran, who informs you that the isle of Ki-ui has been drawn into Mundus by unknown means, and you should go over there and check it out or something, I dunno man. That Lord Nuhl guy used to serve Fardac before Nuhl took over ruling Ki-ui, so he feels an obligation to try and keep that shit contained.
 
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Factions​

TBD

Items​

Armor​

Clothing​

Amulet of Soni-Chu
  • Damages Luck
The Coinflip
  • Fortify Luck 1-100pt, Drain Luck 1-100pt

Weapons​

NPCS​

Bo'sman'ja
  • Khajiit, skooma addict and degenerate gambler.

Quests​

Name: Welcome to the farms
Faction: None
Reward: Access to the island
Quest Giver: Fardac Beinran, the Second-to-Last Living Dwarf
Location(s): TBD and the Island of Ki-Ui
Description: You encounter the ghost of Fardac Beinran, who informs you that the isle of Ki-ui has been drawn into Mundus by unknown means, and you should go over there and check it out or something, I dunno man. That Lord Nuhl guy used to serve Fardac before Nuhl took over ruling Ki-ui, so he feels an obligation to try and keep that shit contained.
 
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I like the project. I don't have any skills about modding, so I can't say I will be helpful. At best I will be able to offer a French Translation, but that's the most pointless thing ever.
 
Interesting idea but how does one even mod an old ass game like that? I love Morrowind and Tamriel Rebuilt but I never gave a go at modding myself.
 
Interesting idea but how does one even mod an old ass game like that? I love Morrowind and Tamriel Rebuilt but I never gave a go at modding myself.
For Bethesda games it's easy. One of the reasons those games have so many mods is because Bethesda is giving the tools to make them with a software called The Elder Scrolls Construction Kit. You can do almost everything in it, except for 3D models and sounds, obviously you need to make them outside and import them later.
 
Morrowind doesn't have cheese as a item in the world, even though it is mentioned in lore and in game.

I propose the island be located in the southern end of the map on the same side as Solstheim, and that nord cheese be added as alchemical ingredients of the mod. I propose we have at least 4 cheeses, with two being lifted from Skyrim due to the location being Eldar and Goat cheese. Maybe a special 5th cheese with more powerful alchemical properties could feature from Lord Nuhl's own reserve.
 
Interesting idea but how does one even mod an old ass game like that? I love Morrowind and Tamriel Rebuilt but I never gave a go at modding myself.
For Bethesda games it's easy. One of the reasons those games have so many mods is because Bethesda is giving the tools to make them with a software called The Elder Scrolls Construction Kit. You can do almost everything in it, except for 3D models and sounds, obviously you need to make them outside and import them later.
The Construction Kit is (relatively) easy to use and has countless tutorials on how to operate it. But there are plenty of things that can be done without touching it, from writing characters, quests, dialogue, making maps of dungeons, textures, and models.
Morrowind doesn't have cheese as a item in the world, even though it is mentioned in lore and in game.

I propose the island be located in the southern end of the map on the same side as Solstheim, and that nord cheese be added as alchemical ingredients of the mod. I propose we have at least 4 cheeses, with two being lifted from Skyrim due to the location being Eldar and Goat cheese. Maybe a special 5th cheese with more powerful alchemical properties could feature from Lord Nuhl's own reserve.
Actually, Tamriel Data adds five cheese items: two Breton, one Nordic, one Redguard, and Colovian cheese, one of the reasons it is a requirement.
 
I use OpenMW, but I would generally prefer to stay away from extended code, if only because I want as broad an audience as possible, even if only chimps continue to use base Morrowind with MWSE.
OpenMW is for lazy faggots and real Morrowind Chads use MWSE.

OpenMW has no new spell effects for Tamriel Rebuilt, no Merlord mods, and a lot of the best MCP changes are missing like swift casting.
It should be OpenMW only just to piss off people like this
 
What's the version control situation like for Morrowind mods?
 
What's the version control situation like for Morrowind mods?
Lua stuff you can just git normally, same with assets. Plugins you can't, I think some modders use some rust library to dump plugins into text files that can be versioned, others work individually and then merge plugins afterwards on a master file
 
How would one even represent fat bitches in Morrowind, Yagrum Bagarn with a face lift?
 
How would one even represent fat bitches in Morrowind, Yagrum Bagarn with a face lift?
Tamriel Data adds Sload.
Lua stuff you can just git normally, same with assets. Plugins you can't, I think some modders use some rust library to dump plugins into text files that can be versioned, others work individually and then merge plugins afterwards on a master file
Yeah, the plan is that people who are making the actual dungeons and interiors will make their own local version, which will be merged into the master file. External cells are probably the same as well.
 
My only experience with modding is making maps for Marathon Infinity, but I would be interested in participating just because Morrowind is maybe the best CPRG ever made. Is there a design document or anything yet? What's the plan to tie all the quests and dungeons people make into a coherent narrative?
 
How would one even represent fat bitches in Morrowind, Yagrum Bagarn with a face lift?
Tamriel Rebuilt added this custom face for Athires Hlaalu, the Grandmaster of House Hlaalu.

1774030955902.png
 
My only experience with modding is making maps for Marathon Infinity, but I would be interested in participating just because Morrowind is maybe the best CPRG ever made. Is there a design document or anything yet? What's the plan to tie all the quests and dungeons people make into a coherent narrative?
No design document yet, as I'm more interested in gauging interest and what people think would be fun after bringing up the idea in the Elder Scrolls thread. My idea is to have it tied together with local faction(s), a settlement or two, with there not being a "main quest" so to speak. Maybe if we hit on some super compelling narrative along the way, we could have one. I see this as a way to make interesting dungeons and deliver jokes.
 
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