Game Design and Project Resources: The Workshops Quarter > Bethesda Mods

The Hordelands Of Morrowind

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Keedo420:
OK, so the original version of The Hordelands Of Morrowind has been scrapped, but I have started a new version that will be completely independant of the Morrowind, Bloodmoon, and Tribunal master files, though it will still require that you have all three installed. This new version is going to have a completely new landmass and setting (based on my Horde Lands mod for Mount & Blade), an expanded selection of armor and weapons, more than 30 playable races (including my own custom race Keedo's Goblins), hundreds of new creatures from common farm animals to classic monsters such as dragons and gelatinous cubes, an expanded selection of pack "animals" (including the pack rat, pack krin, and several varieties of pack guars and pack boars), and more undead than you can shake a holy symbol at! It will include many gameplay enhancements, such as Galsiah's Character Development (though it will be optional). Other enhancements will be required but not included. For example, it will require the installation of Necessities Of Morrowind, Morrowind Comes Alive, Vampire Hunger, and Vampire Embrace as I will be using many of the resources from them, but players will have the option of disabling the scripts of those mods during character creation. No other esms or esps will need to be loaded to play the game, unless they are mods of THOM. More info and screenshots to come soon, though I currently have no ETA for an initial release. Keep an eye on the Progress Report thread for the latest info about this mod. I will also post updates here from time to time.

Planned Features
[*]Integration of Galsiah's Character Development (Done) - A vastly improved attribute/skill/levelling system. It will however be optional in case anyone actually prefers Morrowind's original system.
[*]Integration and expansion of Necessities Of Morrowind - Though NOM itself will probably be required to be downloaded separately, it will be an integral part of this mod and with the addition of many new creatures, plants, and ingrediants, I will be expanding on NOM's cooking.
[*]Integration of certain parts of Morrowind Comes Alive - Though MCA will probably be required to be downloaded separately, some of its features will be an integral part of this mod.
[*]Integration of Vampire Hunger & Vampire Embrace - These two mods will have to be downloaded separately. Though their inclusion will be optional, I will be creating a large amount of content for vampire players.
[*]Interactive Character Generation process - After the initial phase of chargen (Name, race/gender, class, birthsign), there will be additional phases that are dependant on various choices from the initial phase. For example, the choice of starting locations will vary based on your race and class, but there will also be a few choices (such as survivor of a shipwreck) that will be available regardless of your initial choices.
[*]Completely new map based on the map from my Hordelands mod for Mount & Blade. I will be using many of the same town and village names, though there are many more races than in that mod, and some races will be relocated (most notably the Dark Elves/Drow who are being moved underground and their place on the surface is being given to the Sho).
[*]Silt Striders are being replaced with horse/guar-drawn carriages.
[*]Players will be able to start their own towns/strongholds, and build a variety of structures based on your chosen architectural style. The culture you choose will have an effect on the types/races of npcs that are attracted to your town.
[*]More details to come soon....
[/list]

Keedo420:
OK, so here's the first screenshot for the mod... A bird's-eye view of every currently playable race in the mod. Note that I have not yet gone through the process of requesting permission to include these races in my mod, but I intend to use every single one. In the event that I do not get permission to include a certain race, I will just have to make that race an optional add-on (with that race's villages or whatever turned into ghost towns overrun by undead unless that race is installed). Below the screenshot is a brief description of each race.


Sho: An asian race of humans found along the southwestern coast.
Velorian: A race of humans originally from the island of Wayland. Their culture is based on medieval Europe and they are found along the eastern coast.
Levarian: A race of humans originally from the island of Wayland. Their culture is based on ancient Rome, and they are found along the south-eastern coast.
Aluvian: A nordic race of humans found in the southeastern portion of the north mountains.
Gharu'ndim: A race of desert-dwelling humans found in the desert of the northeast.
Drow: A race of elves dwelling primarily underground.
High Elves: A race of city-dwelling elves found along the southern coast.
Wood Elves: A race of forest-dwelling elves found in the central Hordelands.
Orcs: A barbaric race of humanoids found in the northern portion of the north mountains.
Goblins: A carniverous race of humanoids found along the northwestern coast. They dwell mainly underground (with a few defensive surface structures), but do most of their hunting above ground at night.
Kobolds: A reptilian race of desert-dwellers.
Caith: A desert-dwelling race of feline humanoids. They are found mainly on the northeastern peninsula.
Kage: A subterranean sub-species of the Caith.
Lupin: Lupin, both the Fox and Wolf varities, are nomadic humanoids. They are usually found in packs of 10-20, but solitary hunters are not unheard of.
Draconians: A reptilian race of mountain-dwelling humanoids. They are mostly solitary. When found in groups, they are usually a single family.
Griffons: A half-lion/half-bird race of mountain dwelling humanoids. While mostly solitary, they can be found in flocks of up to a dozen or so.
Ungen: A subterranean race of rodent-like humanoids. They are scavengers by nature and are often found in networks of tunnels near cities, in sewer systems, or in abandoned structures.
Drudges: Drudges are an offshoot of Goblins that can be found almost anywhere, but they are far less-organized than Goblins and are easily manipulated, often found in the service others.
Cactaur: Cactaur are a mysterious race of desert-dwellers. They are solitary and almost never found in groups. It is unknown whether they are spirits of nature or some form of magical golem. Not even the Cactaur know how they come into existance.
Drider: Driders are magical crossbreeds of Drow and Giant Spiders. They are believed to have been created by the goddess Lolth. Unless in the company of Drow, they are rarely encountered in groups.
Living Dead: Zombies and Skeletons that were animated by binding a spirit to a corpse are referred to as Living Dead. These types of undead are intelligent, thinking beings with freewill instead of being mindless automotons.
Droids: Four types of Droids have been discovered among underground ruins of an unknown race. Their memories have been erased, but many are still functional and have been reactivated.

Caith Half-Breeds: Caith are one of the only beast-races known to be genetically compatible with other races. Nine types of half-breeds have been identified so far. While most show clear indications of their human or elven heritage, the origin of the Kanyu remains in doubt (though it is clear they are half-Kage).

I don't have a good name for the Giant Ants yet, so that's what I'm calling them for now.  :P They are playable though!

debux:
Must... edit... need... punctuation...marks...!

Keedo420:
There!!! How's that for an edit?! :)

Jubal:
Don't you mean "The Hordelands"? Or have you been taking a cue from TWD?  :P

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