Coyote's Expanded Seyda Neen BETA

⭐ — (5 endorsements) 📥 89 downloads 📌 v.05 📅 6/19/2020
⚪ Last updated 2020

By Coyote Annabis · Overhauls

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 6/19/2020 📅 Created: 6/19/2020
⚠️ Install Order · 2 steps
1🛠️ MWSE — Morrowind Script Extender Download ↗
2🔧 MCP — Morrowind Code Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 🏆 #15 of 69 Overhauls mods in this game by downloads

📋 About This Mod

Once again, a Seyda Neen Mod.A massive redo of our favorite staring city. Changes a few things to fit the lore better (Coast Guard, main POE for new arrivals). Adds an extensive shanty town, a modest dock complex and a lot of new

As said in the brief, this is a massive overhaul of Seyda Neen.  Assume this isn't compatible with anything that modifies cell -2,-9 and -2,-10.  The cells immediately surrounding those two have been touched, but not extensively.  Requires Tribunal and Bloodmoon.

This is an extremely early beta, mostly posted for feedback.  The exterior is, I'd say about 75% complete.  Parts of the town still need to be laid out, specifically the area south of the lighthouse.  All the stock buildings are still there and functional, I've only changed their location.  At this point, the mod only breaks the Fargoth's Hiding Place quest, to a point.  His tree is still in SN, but it's in a different place.  Wait a few days and check the stump, I believe that should fix things.

It's my intention to make all the exterior doors for this project unique objects, both for immersion (houses have addresses or unique

descriptors) and to make it easier to add interiors in the future.  Only

a handful of doors are done so far.  Most of the new buildings don't

have doors yet.

As far as what's new, this mod adds the often mentioned coast guard and changes the C&E Office into a proper complex of buildings. This will include

a jail, captains office and proper quarters for both the town and coast

guard troops stationed there.  At this point, only the guard station

(now part of chargen) and the captains quarters are built and connected

to the outside world.  It also includes an expansive shanty town along

the western edge (bayside), a slightly higher class neighborhood on the east (marketside) near the strider port.

This mod uses tight architecture.  Log jams and clipping issues are going to happen in some places, specifically the slums.  This is to really sell the cramped, destitute conditions.  Plus it makes those distant views much more rewarding when you get to see them.  I've walked through everything with stock Altmer, Bosmer, Orcs and Nords, and haven't found any major issues.  Everything should be accessible to everyone, maybe with a little wiggling or jumping involved.  That being said, watch your step.  There are a few spots where you fan fall into a spot where the only way out is levitation or the console.  There's also one spot that has some kind of crazy clipping or physics issue that has the potential to accidentally send your character into orbit  I don't know why, or how to fix it.  I also haven't fixed the path grids yet or npc Wander AI to keep them from walking around like dunces, so be prepared to use the console (RA) more than once.

It's highly walkable (parkour!) and a few spots are already decorated and cluttered.  It's complete enough that people should be able to get the general direction I'm going with this project, as far as theme and style.

I kept things pure Vanilla, both as a personal challenge and to salva

📊 Mod Details

Game
Morrowind Mods
Author
Coyote Annabis
Version
.05
Downloads
89
Endorsements
5
Category
Overhauls
Created
6/19/2020
Updated
6/19/2020

🔧 How to Install Morrowind Mods

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