About this mod
The plump Bantam Guars are a common source of meat for the Dark Elves, so it makes perfect sense, and adds an extra touch of immersion, to find several of them already slaughtered for sale, or for the owner's own consumption, hanging in small bales in the houses and businesses on the Dunmer-inhabited island of Solstheim.
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The plump Bantam Guars are a common source of meat for the Dark Elves, so it makes perfect sense, and adds an extra touch of immersion, to find several of them already slaughtered for sale, or for the owner's own consumption, hanging in small bales in the houses and businesses on the Dunmer-inhabited island of Solstheim.
This mod offers new highly detailed models, with 4k textures and 2k normal maps, of hanging dead Bantam Guars. They are distributed in-game on Dark Elves' shops, tents and houses, but without replacing vanilla hanging dead animals, and can be looted for "Raw Bantam Guar Thig". However, unlike the vanilla hanging dead animals, bales of hanging dead Bantam Guars can only be found on the island of Solstheim.
This mod has no requirements, but for greater immersion, I recommend also using:
Bantam Guars (LE/ SE-AE)
By using the mentioned mod above, you will also have living Bantam Guars in your game.
- high quality new detailed models of bales of hanging dead Bantam
Guars, with 4k textures and 2k normal maps;
- 2 new foods: Raw Bantam Guar Thig and Roast Bantam Guar Haunch.
So far no incompatibilities have been found between this mod and other mods.
(OBS- If by chance when installing several of Mihail's mods at the same time you are asked about files overwriting those of other Mihail mods or other authors mods, don't worry because they are just the same files shared between mods. I recommend that on these occasions always give preference to the files contained in my mods, and among mine always give preference to the mod you are installing last.)
Echoes of Morrowind aims to bring more elements of the Dunmer culture to the island of Solstheim, now inhabited by the Dark Elves. With this series I want to create nostalgia to the lovers of TES 3, and the Morrowind province as a whole, and make the island more unique and interesting.
Author: Mihail- new models, textures, animations, game implementation.
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New quest mod coming soon: The mod's first open alpha test release was initially planned for late September/2022 but was pushed back to end of January/2023 for better polish. The several hours long adventure takes place mostly in Oblivion, specially on the Deadlands, and is intended for the Champion of Mehrunes Dagon, however, several of the objectives include interaction with other realms and daedra, even in places outside of Oblivion itself: you will travel between dungeons, open areas, underground caves, towns, gigantic daedric towers, and much more.
In January/23 I will relese the first open alpha for community testing and bug finding, also as a show of respect to the users, since the project will take a full year yet to be completed, and i want people to know that the project is being developed, and also providing them a place to have fun while waiting, and at same time this will help me with bug finding, and with ideas for improvment. Quest has 30 acts, each new alpha will feature 3 new acts. Open Alpha Test 1 will feature only the first 3 acts, but already with several hours of content. I plan to release a total of 9 to 10 alphas before the finished release.
Oblivion Gate test
(First test made on testing cell with vanilla interior dungeon lightning, second test made on vanilla
dagon shrine with natural exterior world lightning. I was not happy with my first try (showcased on
the video of the first gate test I published time ago), so i came back and redone the oblivion gate
effects and sounds, and now i like them much more.)
Oblivion Gate test 2
(Final test just to see how daedra exiting the gate would look like. No daedra will come from this gate, but
later on the mod they will come from others, while already in oblivion, specially when travelling between
realms and/or pocket realms. Check the previous testing to see the full working mechanics of the
Oblivion Gates on the mod.)
Mythic Dawn Archvicar lines
(He is the second main NPC of the mod, with Agent Ragna being the first and the central npc of the introdutory
quest "The Sigils of Oblivion". After finishing it, you start the main one, "The Herald of the Second Coming",
and is the Archivar who introduces you to the adventure. (he is using right now my 4k re-texture of Mythic
Dawn Robes, but in the finished version he will receive unique "Mythic Dawn Priest Robes", although
they will not be featured yet on the first open alpha testing release))
Interaction with Dagon at Azrak'ath Ruins
(First communication with Dagon in the end of the introdutory quest "The Sigils of Oblivion". After you
collect the sigil stone you travel to his shrine to enter the gate to the Deadlands. (video is a bit outdated,
on current state the eyes of dagon glow in fire when you approach and he starts talking))
Azrak'ath Ruins boss fight (end of act 1 of 30)
(Final boss of the Azrak'ath Ruins. These ruins are underground Daedric ruins on Nirn, more specifically on the Reach. Here
you complete Act 1 of the mod, and most of the remaining 29 acts take place in Oblivion, about 80% of them in the Deadlands.
In act 1 the introductory quest The Sigils of Oblivion occurs, where you collect the Sigil Stone that will be used to open the Oblivion
Gate that I showed in previous videos. When you enter the gate the main quest The Herald of the Second Coming will then begin.)
Azrak'ath Ruins Mythic Dawn ghosts in the end of act 1
(At the end of Act 1, still on Nirn, in an underground daedric ruin, after you finish the dungeon and acquire the
ritualistic Sigil Stone, several Mythic Dawn ghosts who were killed in this ruin during the Oblivion Crisis,
during an attack by Vigilants of Stendarr, appear to motivate you to go ahead and carry out Dagon's plans,
which start with the Dragonborn opening a portal to Oblivion.)