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View the latest post The future of GHF and MMH

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Hello everyone who is still around!

I have been thinking a lot about the nature of entropy lately. The nature of entropy is that all complex systems, left to their own devices, will decay and revert to chaos. The general notion of data on the internet is that it can last forever. In many ways, that is a fallacy - data can and does become corrupt and useless. But beyond that, even if the data is preserved properly, the means to manipulate or interpret that data is likely to change or go...

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View the latest post Great House Fliggerty site issues...

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Some of you might have noticed that there was a hiccup on the 30th of October, and some things are still not working right. The issue stemmed from a temporary shutdown of the servers that are hosting Great House Fliggerty, and our sister sites. While this was happening Fliggerty began a server migration to get a jump start on moving things to a new server. We hope to have the migration completed by the end of next week. We also hope to have any bugs caused by the server migration worked out by the...

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View the latest post Morrowind Modding Madness 2017 - Team-Based Modding

Morrowind Modding Madness Season 2: Electric Boogaloo
A Team-Based Modding Competition Starting September 1st ~ October 31st
Register Your Modding Teams in the Comments!
Check out the Announcement Video here

Eight weeks, four themes, four mods, only one team of modders will rise up to claim the throne as the ultimate modding champions of 2017! This is Morrowind Modding Madness, a two month long modding competition starting September 1st and going through to October 31st where...

Views: 5495  •  Comments: 1  •  Write comments [ Read all ]

  • Latest news

View the latest post [REL] £exa's Dwemer Resources - Exterior Ruin Signs

Title: £exa's Dwemer Resources - Exterior Ruin Signs

Version: 1.00
Author: £exa

You can download the archive here:
Ingame screenshots (created with the Plugin File in a Vanilla Morrowind,)


This small resource will provide exterior signs as new meshes and textures for all Morrowind Dwemer colonies. The signs are heavily weathered but still show the original name, e.g. "Arkngthand", in correct Dwemer glyphs. Each sign consists of a mount and the name plaque. The meshes stack so you can place and rotate them with little to no effort in the editor. The name plaque comes in five slightly different versions, one with undamaged glass, three with broken glass fragments and one completely without glass fragments.

The colony name inscription is a separate texture file, used as a darkmap on top of the base metal texture. That way you can easily replace the basic texture (and thus the look) of the plaque, without having to create several new textures with dwemer letters - given you can use NifSkope or some modeling tool to edit the meshes.

Regarding the ruin names I took the freedom to create Dwemer names for some of the unnamed colonies (like the towers at Dagon Fel) or those that are clearly not Dwemer names (like Odrosal or Endusal). Feel free to use them as you like:

Dagon Fel / Dumchaleft
Dagoth Ur / Vvarnak Zturand
Druscashti / Drungbthingth
Endusal / Kagrendumz
Galom Daeus / Kador-Umzanch
Odrosal / Mzindor-Kazel
Tureynulal / Kagrendahrk
Vemynal / Vholenzel

As to why I decided so... it just feels wrong to see some old, worn dwemer sign with something like "Dagoth Ur" written on it.

Now, this is a modder resource. Feel free to use it in your own projects. I created all the meshes, but take note that most textures are taken from Darknut's Dwemer Textures, and some (the metals) from other sources. I renamed the textures for my own now dead project, but still had the permission to use them. If you want to use the signs, you don't need to ask me. Just add the Readme to your project, that's all I'm asking for.

You will find a plugin file in the archive. That one is for the german version of Morrowind. It's meant to demonstrate how these signs can be used. You can load the plugin together with an english version of Morrowind in your editor, but some cell names will differ, so you will get error messages. I don't have an english version any more, sorry for inconvenience.


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How should I handle the appearance (color scheme and layout) of Modhistory 2.0?

Keep the current theme
Keep the current color scheme, but change up the layout
Similar layout, but do a new color scheme
Build an entirely new theme and layout

Total votes : 26


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