About this mod

Explore north-west Morrowind in the Julan-Shar region, home to the town of Cormaris, provincial capital of Baan Malur, and many dungeons to discover. Comes with fully-voiced NPCs with unique daily schedules, completed interiors, new locations and full LOD.

Requirements
Permissions and credits
Translations
  • Russian
Changelogs

Journey to Baan Malur

Explore north-west Morrowind in the Julan-Shar region, home to the town of Cormaris, provincial capital of Baan Malur, and many dungeons to discover. Comes with fully-voiced NPCs with unique daily schedules, completed interiors, new locations and full LOD.

Join the Journey to Morrowind discord server for more information, development updates and a place to discuss modding




Requirements and Installation
Please read all of this and ensure you have completed these steps before making a bug report.
  • Make sure bBorderRegionsEnabled=0 in the Skyrim.ini, or have Skyrim Borders Disabled
  • Either download FSMP or get the No SMP patch from this page
  • You will need CC Fishing and Rare Curios, that come with your Skyrim Installation
  • If you are on 1.5.970, download Ayleid Ruins Retexture, or extract Textures/creationclub in Textures03.bsa [this mod uses some of those textures only packaged in 1.6+ updates]

Overview
To explore this new area, which is roughly the size of a Skyrim hold, either swim from Raven Rock, or head east of Windhelm to cross the Velothi Mountains through the Dwemer Ruin of Kalbthurz. The region of Julan-Shar is separated into 2 main areas, the Cormar Valley and Baan Malur. The Cormar Valley is home to the border town of Cormaris, designed in the colonial style, like Seyda Neen. Baan Malur, further east, sits on the cusp of the Craglands, rocky terrain inspired by the Molag Amur region, and created by the events of the Red Year. The city is vast, larger than any Skyrim city, and is home to over 100 NPCs each with their own daily schedule, including employment, sleeping in their homes and visiting the temple or a cornerclub. All NPCs are fully voiced and some have unique conversations made from vanilla voicelines. There are dungeons within the city. Spread across this mod are several Daedric Ruins, a Kwama Mine, Dwemer Ruins and more locations to discover. You can encounter many new creatures, from the Alits, Kagoutis, Guars, Bantam Guars and Nix-Hounds to Scamps, Daedroths and Clannfears. This mod aims to capture the wonder of Morrowind in the Skyrim engine, and is inspired by the styling of that game.

Morrowind Ferry System (1.1.4+)
The ferry system works by you selecting a destination when talking to the captain and you will be teleported to the destination, and charged some gold. There are ferries at Cormaris, Baan Malur and Raven Rock. The system is designed for add-ons in mind, so any that you install that link to the ferry system will allow you to visit these new locations by boat.



Compatibility
I have endeavoured to make this mod as compatible as possible, however just to make sure, I will list some relevant changes it makes here.


  • Distributed new Redoran Armour to Redoran Guards in Raven Rock for consistency with new guards. (Requires Raven Rock Guard optional file)
  • Distributed glass weaponry to Redoran Guards in Raven Rock, inspired by this mod. This is a stylistic change as elven weapons are used by Thalmor, not Dunmer. Guards added by this mod use glass weaponry. (Requires Raven Rock Guard optional file)
  • Renamed Ash Hoppers and related items to Scribs - this includes ash hopper jelly, and ash hopper meat (skypatcher)
  • Renamed Scrib Jelly (from Rare Curios) to Kwama Cuttle, for consistency (skypatcher)
  • The ruin of Kalbthurz has been added in the Tamriel worldspace, but it is out of the way of most things and should provide minimal conflicts.
  • LOD is provided for the Solstheim worldspace, as this is where the new region is. This may require you to regenerate DynDOLOD, should you wish, but this is unnecessary.
  • Nooooo there are now edits in Raven Rock! Compatibility patches request about to pour out of my ears! Its just a boat though, and should work with most overhauls of Raven Rock.
  • There are no edits made to vanilla quests.
  • While this mod uses some creatures made by MihailMods, the original mods are compatible, and recommended.

Worldspace Transition Tweaks: huge incompatibility, don't use these mods together, currently no patch

This mod also comes with support for C.O.I.N, for the Daedric coins added, as well as Description Framework, for new items added. Both of these frameworks are automatically compatible without need for any patches.

Add-ons and Patches:
Vvardenfell: The New South (adds many new cities and locations to Vvardenfell and the mainland)
The Sadrasi Town of Pryai (overhaul of Pryai in Southern Morrowind)
Fat Skyrim (patch for consistency on that mod page)
Quaint Raven Rock (conflict resolution patch)
The Dragonborn's Bestiary Lorerim 2.0 patch (extended file contains entries for Journey to Baan Malur)


Modder's Resource
This mod is intended to be used as a modder's resource - see the permissions tab for more information if you want to use this mod.

Possible Issues
If you are experiencing issues with viewing the map, and map locations are unable to be fast-travelled to, this is because the player being so far south in the worldspace pulls the map camera to weird positions. I could edit the camera to fix this, but I won't as it would likely cause more issues with other mods. Instead, you can try using Remove Map Camera Limits (thanks to gvenchik for recommending it) to fix your issue. If you use other maps mod like Clear Map or FWMF, you probably won't have this issue.

Credits
There are many mod authors who contributed to this project. Please support them by viewing and endorsing their mods.
  翻译: