First off, without Haldar's permission to use his mod as a basis, this mod wouldn't have ever been conceived. This mod is supposed to make Morrowind contemporary to the rest of Tamriel during the Oblivion Crisis. As such, all of Morrowind's main quests related to Dagoth, the Tribunal, and the Blood Moon are (hopefully) properly disabled. I've been able to accidentally get Blood Moon started, but hopefully I fixed that. The destruction of Ald'ruhn is extremely detailed, and I spent more than a week tediously going through every quest and NPC in Ald'ruhn to avoid killing anyone who would make a non-MQ uncompletable. Necessary NPCs are moved to evacuation camps or neighboring guild halls with new AIs. If I missed anyone, please let me know -- that's why this is still a WIP.
- Everything from morroblivion_-_oblivion_crisis.esp_3 (with Haldar's permission) is included in the new .esp, with some minor modifications.
- Ald'ruhn goes through several stages. Triggers are the destruction of Kvatch, infiltrating Dagon's shrine, and the destruction of the Great Gate outside Bruma.
- Non-essential NPCs are slain during stage 1, quest-essential NPCs are relocated to their nearest neighboring Guild location, Vivic's Redoran plaza, or Fort Buckmoth with new AIs and bedrolls. Quests that required an item from Ald'ruhn have been given an alternative method of acquisition.
- The city does indeed RISE UP AND ATTACK the Daedra, which...is kind of laggy. Hedgehog12 provided the (slightly buggy) model used for the unique horseshoe crab-esque mud crabs. I don't know who created the troll skeleton-rigged crab I used for Ald'ruhn, but it wasn't me.