Post by thePOSTALmodder on Oct 12, 2011 16:01:30 GMT -5
Main Objectives
These are currently our main objectives, though they do not represent everything we would like to do. It is just a list of things that require our immediate attention, please keep this in mind.
"DONE" means that it has reached a stage where it can be considered "complete" and has been tested at least several times, but it might still be edited in the future for bug fixes or improvements. An example would be the pathgrids which constantly require updates as new locations (dungeons, interiors etc.) appear. This list doesn't not necessarily cover voice acting or modelling progress. This list refers to the functionality of the mod, so if it says that a city is done, it doesn't automatically mean it uses custom architecture.
"SCRAPPED" means we have abandoned this idea completely.
I. Landmass Development
This mainly refers to exterior cells, unless otherwise stated.
a. Landmass Shape (a.k.a. "The Foundations")
- [DONE]a(n undecorated) landmass for Vvardenfell
- [DONE]a(n undecorated) landmass for Solstheim
- [DONE]create worldspace for Mournhold, Royal Palace Courtyard
- [DONE]create worldspace for Mournhold, Plaza Brindisi Dorom
- [DONE]create worldspace for Mournhold, Temple Courtyard
- [1%] create worldspace for Mournhold, Great Bazaar
- [1%] create worldspace for Mournhold, Godsreach
b. Regions
To feel realistic, the landmass must be split into named regions, all with their own ambiance sounds and climate. Just like in Cyrodiil. If you're in the Moesring Mountain region, the game's interface should say "Moesring Mountain Region", you should be hearing a lot of wind sounds and you should very often find yourself caught in a blizzard. If you're somewhere swimming in the Inner Sea, the game's interface should say "Inner Sea", you should be hearing water, wind and seagulls. The weather should often be stormy, but without any snow or ash storms. You get the idea...
- [DONE]recreate blight storms (only available as cheats)
- [DONE]recreate ash storms
- [DONE]recreate blizzards
- [DONE]divide the landmass into named regions
- [DONE]set up the correct climate (i.e. weather data) for each region
- [DONE]add ambiance (i.e. nature) sounds for each region
c. Landmass Decoration
- [DONE]recreate plants from The Elder Scrolls III: Morrowind, including Bloodmoon and Tribunal plants
- [DONE]decorate the seas (i.e. Inner Sea and Sea of Ghosts) with more diverse terrain textures (sand, rocks etc.) and sea plants
- [DONE]generate landscape (i.e. generic decoration: ground terrain textures, grass, snow, rocks, trees, plants etc.) for Solstheim
- [DONE]generate landscape (i.e. generic decoration: ground terrain textures, grass, rocks, trees, plants etc.) for Vvardenfell
- [DONE]add lava pools in the Molag Amur region
- [DONE]add dirty, swampy water pools in the Bitter Coast region
- [DONE]add lava in the Dagoth Ur crater, on Red Mountain
d. Pathgrid Generation
NPCs and creatures move around much easier with pathgrids generated. They will take the quickest ways to their destination and will not bump into rocks, hills, tress, buildings, walls or other objects placed on the landmass.
- [DONE]generate pathgrids for Solstheim
- [DONE]generate pathgrids for Vvardenfell
- [DONE]generate pathgrids for interior cells
- [DONE]generate pathgrids for Mournhold, Royal Palace Courtyard
- [DONE]generate pathgrids for Mournhold, Plaza Brindisi Dorom
- [DONE]generate pathgrids for Mournhold, Temple Courtyard
- [0%] generate pathgrids for Mournhold, Great Bazaar
- [0%] generate pathgrids for Mournhold, Godsreach
e. World Map
The World Map, just like the Cyrodiil's world map, remembers important locations that you have found or that you know of. It can also be used for Fast Travel. For Mournhold though, it simply serves to give you a better view of the place.
- [DONE]set up a functional World Map for Solstheim and Vvardenfell (note that Solstheim and Vvardenfell are contained within the same worldspace, so they must use a common World Map)
- [DONE]set up a functional World Map for Mournhold, Royal Palace Courtyard
- [DONE]set up a functional World Map for Mournhold, Plaza Brindisi Dorom
- [DONE]set up a functional World Map for Mournhold, Temple Courtyard
- [0%] set up a functional World Map for Mournhold, Great Bazaar
- [0%] set up a functional World Map for Mournhold, Godsreach
f. Distant Landscape Development
- [DONE]generate functional distant landscape for Solstheim and Vvardenfell
II. Inventory Item Development
We are redesigning all inventory items and their stats for the new regions.
- [DONE]apparatuses (alchemist's tools including skooma pipes)
- [DONE]ingredients
- [DONE]soul gems
- [DONE]generic potions
- [DONE]special potions
- [DONE]generic weapons
- [DONE]unique or enchanted weapons
- [DONE]generic arrows
- [DONE]unique or enchanted arrows
- [DONE]generic bolts
- [DONE]unique or enchanted bolts
- [DONE]generic armor
- [DONE]unique or enchanted armor
- [DONE]generic clothing
- [DONE]unique or enchanted clothing
- [DONE]books
- [DONE]magical scrolls
- [DONE]blank pieces of paper
- [DONE]other
III. Dialog Text and Voice Development
a. The Basics
- [DONE]have ready a generic, mute MP3 file and generic lip-synch file to use for adding mute but lip-synched dialog (most dialog in the mod will be mute by lip-synched)
- [DONE]give Dark Elven males deeper voices
- [DONE]give Dremora females their own voices
- [DONE]give Wood Elves (male and female) high-pitched voices
b. Generic Dialog
This refers to quest-unrelated dialog that all (or at least important groups of) common NPCs have.
- [DONE]new improved generic dialog for Dremora, Golden Saints and Dark Seducers who will reside in Vvardenfell
- [DONE]new crime dialog very similar to The Elder Scrolls III: Morrowind's crime dialog
- [DONE]generic NPC topic "Background"
- [DONE]generic NPC topic "Latest Rumors"
- [DONE]generic NPC topic "Little Advice"
- [DONE]generic NPC topic "Little Secret"
- [DONE]generic NPC topic "Lore"
- [DONE]generic NPC topic "My Trade"
- [DONE]generic NPC topic "Someone in Particular"
- [DONE]generic NPC topic "Specific Location"
- [DONE]generic NPC topic "Enchant" (service topic, available for everyone, but will only work if the NPC is an enchanter)
- [DONE]generic NPC topic "Spellmaking" (service topic, available for everyone, but will only work if the NPC is a spellcrafter)
- [DONE]generic NPC topic "Travel" (service topic, available for everyone, but will only work if the NPC provides travel services or teleportation)
- [DONE]generic "Alchemy" topics (i.e. "Moon Sugar", "Telvanni Bug Musk" etc.) (this information can be given only by NPCs of certain classes such as Savants)
- [DONE]generic "Beverages" topics (i.e. "Skooma", "Mead", "Mazte" etc.)
- [DONE]generic "Diseases" topics (i.e. "Corprus" etc.) (this information can be given only by NPCs of certain classes such as Savants)
- [DONE]generic "Creatures and Enemies" topics (i.e. "Mud Crab", "Spriggan", "Reaver", "Corprus Stalker" etc.) (this information can be given only by NPCs of certain classes such as Savants)
- [DONE]generic "Factions" topics (i.e. "Fighters Guild", "House Hlaalu", "Dark Brotherhood" etc.)
- [DONE]generic "Flora" topics (i.e. "Bungler's Bane", "Trama Root" etc.) (this information can be given only by NPCs of certain classes such as Savants)
- [DONE]generic "Geography" topics (i.e. "Vvardenfell", "Isinfier Plains" etc.) (this information can be given only by NPCs of certain classes such as Savants)
- [DONE]generic "Race" topics (i.e. "Nord", "Redguard" etc.)
- [DONE]NPCs react negatively towards liches (exceptions apply mostly for evil NPCs)
- [DONE]NPCs react negatively towards werewolves (exceptions apply mostly for evil NPCs)
- [DONE]NPCs react more negatively towards vampires (exceptions apply mostly for evil NPCs)
- [DONE]NPCs react more negatively towards trespassers (exceptions apply)
- [DONE]NPCs react negatively towards Corprus victims (exceptions apply)
- [DONE]NPCs notice diseased players and those with lower disposition react negatively
- [DONE]NPCs react more negatively towards players with high bounty (exceptions apply mostly for evil NPCs)
- [DONE]NPCs refuse to talk to you if they have a low disposition towards you
- [DONE]update "Hello" and some attack dialogs and guard-specific responses to recognize the new race IDs
- [DONE]other generic lore topics
IV. Quest Development
Several Scattered Side-Quests and Mini-Quests
V. Enemy Development
- [DONE]set up enemy spawn points and place them on the landmass
- [DONE]recreate enemies from The Elder Scrolls III: Morrowind and give them similar stats or higher
List of enemies planned, in alphabetical order, and their status:
Solstheim Creatures and NPCs:
* Done - Berserker
* Done - Berserker Denmother
* Done - Bonewolf
* Done - Dire Frost Atronach
* Done - Draugr
* Done - Frost Giant
* Done - Fryse Hag
* Done - Grahl
* Done - Grizzly Bear
* Done - Horker
* Done - Imperial Soldier (Fort Frostmoth)
* Done - Necromancer
* Done - Plague Bear
* Done - Plague Wolf
* Done - Raven Rock Colony Guard
* Done - Reaver
* Done - Riekling
* Done - Riekling Raider
* Done - Skaal Honor Guard
* Done - Smuggler
* Done - Spriggan
* Done - Tusked Bristleback
* Done - Udyrfrykte
* Done - Werewolf
Mournhold Creatures and NPCs:
* Done - Goblin Bruiser
* Done - Goblin Footsoldier
* Done - Goblin Grunt
* Done - Goblin Handler
* Done - Goblin Officer
* Done - Goblin Shaman
* Done - Goblin Warchief
* Done - High Ordinator
* Done - Imperfect (Easter Egg)
* Done - Royal Guard
* Done - War Durzog
* Done - Wild Durzog
Vvardenfell Creatures and NPCs:
* Done - Alit
* Done - Ancestor Ghost
* Done - Ascended Sleeper
* Done - Ash Ghoul
* Done - Ash Slave
* Done - Ash Zombie
* Done - Bandit
* Done - Betty Netch
* Done - Black Guar
* Done - Bonelord
* Done - Bonewalker
* Done - Bull Netch
* Done - Buoyant Armiger (Ghostgate)
* Done - Clannfear - Not Done
* Done - Corprus Stalker
* Done - Creeper (Easter Egg)
* Done - Daedroth
* Done - Dagoth Ur (Vision)
* Done - Dark Seducer
* Done - Dreamer
* Done - Dremora
* Done - Dremora Lord
* Done - Dwemer Centurion Spider
* Done - Dwemer Steam Centurion
* Done - Dwemer Specter
* Done - Flame Atronach
* Done - Frost Atronach
* Done - Golden Saint
* Done - Greater Ancestor Ghost
* Done - Greater Bonewalker
* Done - Guar
* Done - Heart of Lorkhan (Vision)
* Done - Hunger
* Done - Kagouti
* Done - Kwama Forager
* Done - Kwama Queen
* Done - Kwama Warrior
* Done - Kwama Worker
* Done - Lame Corprus
* Done - Lesser Bonewalker
* Done - Mud Crab
* Done - Nix-Hound
* Done - Ogrim
* Done - Ogrim Titan
* Done - Ordinator (Ghostgate)
* Done - Rat
* Done - Shalk
* Done - Scamp
* Done - Scrib
* Done - Storm Atronach
* Done - Stripped Guar
* Done - White Guar
* Done - Winged Twilight
Sea Enemies:
* Done - Dreugh
* Done - Dreugh Warlord
* Done - Giant Slaughterfish
* Done - Slaughterfish
Other Enemies:
* Done - Crippled Skeleton
* Done - Lich
* Done - Skeleton
* Done - Skeleton Archer
* Done - Skeleton Berserker
* Done - Skeleton Champion
* Done - Skeleton Pirate
* Done - Skeleton Pirate Captain
* Done - Skeleton War-Wizard
* Done - Skeleton Warrior
VI. Transportation Development
- [DONE]add transportation between Cyrodiil, Vvardenfell, Mournhold and Solstheim
- [DONE]add transportation between Fort Frostmoth and the Raven Rock Colony
- [DONE]add transportation between Mournhold and Cheydinhal
VII. Magical and Disease Development
a. Special Spells and Effects
- [DONE]Alternative Bound Armor Spells
- [DONE]Blind (only partially works on the player's character)
- [DONE]Mark
- [DONE]Recall
- [DONE]Lock
- [DONE]Divine Intervention
- [DONE]Almsivi Intervention
- [DONE]Levitation
- [DONE]Slowfall
- [DONE]Corprus Resistance/Immunity
- [DONE]Icarian Flight
- [DONE]Bypass Trap (allows you to open a trapped door or container without setting of the trap)
- [DONE]Mana Burn (drains all mana and deals hit point damage equal the amount of mana drained)
- [DONE]Polymorph (temporarily turns NPCs into harmless sheep)
b. Common Spells
- [DONE]recreate most The Elder Scrolls III: Morrowind common spells and powers
c. Diseases
- [DONE]recreate generic diseases, only more deadly
- [DONE]recreate the Corprus disease
d. Other
- [SCRAPPED]add The Elder Scrolls III: Morrowind-style vampirism
- [DONE]recreate lycanthropy (players can be infected by werewolf NPCs and become werewolves themselves)
- [DONE]add lichcraft (the ability to become a lich, must be a level 30+ and highly skilled mage to understand the rituals)
VIII. Race Modification Development
- [DONE]recreate all races with The Elder Scroll III: Morrowind stats and descriptions (you will still be able to choose the original race stats though)
- [DONE]add various styles of beards to most races
- [DONE]unlock hidden hairstyles
- [DONE]add new hairstyles
- [DONE]add bald "hairstyle"
- [DONE]add an (optional) Dunmer tattoo
- [DONE]allow any race to choose any hairstyle as long as there aren't any "clipping" issues (for example, an Imperial player can choose a Redguard hairstyle if he wants to)
- [DONE]recreate The Elder Scroll III: Morrowind birthsigns
- [DONE]make Dremora, Dark Seducers and Golden Saints playable
- [DONE]add a non-conflicting custom race fix to ensure player doesn't get stuck in prison or cannot begin the Boethia quest
- [DONE]update dispositions between races (the originals are obsolete now that multiple race IDs for the same race are being used)
IX. Dungeon, Landmark and Settlement Development
a. Landmarks
- [DONE]Mortrag Glacier
- [DONE]complete all the other Solstheim landmarks and important locations
- [DONE]The Ghostfence
- [DONE]Dagoth Ur (the lava-filled crater of the volcanic Red Mountain)
b. Dungeons
- [DONE]Solstheim ice caves
- [DONE]Solstheim barrows
- [DONE]Raven Rock mine
- [DONE]complete a Dwemer ruin
- [DONE]complete an Ancestral Tomb
- [DONE]complete a Vvardenfell cave
- [0%] complete a Vvardenfell mine
- [DONE]complete a part of Mournhold's sewer
- [DONE]complete a part of the Mournhold Dwemer Ruin
c. Cities and Settlements
Mournhold:
- [DONE]Mournhold, Royal Palace Courtyard (Exterior Only)
- [DONE]Mournhold Guard NPCs in the Royal Palace Courtyard
- [DONE]Mournhold NPCs in the Royal Palace Courtyard
- [DONE]build Mournhold, Plaza Brindisi Dorom (Exterior and Interior)
- [DONE]Mournhold Guard NPCs in Plaza Brindisi Dorom
- [DONE]Mournhold NPCs in Plaza Brindisi Dorom
- [DONE]Mournhold, Temple Courtyard (Exterior Only)
- [DONE]Mournhold Guard NPCs in the Temple Courtyard
- [DONE]Mournhold NPCs in the Temple Courtyard
- [0%] Mournhold, Great Bazaar (Exterior and Interior)
- [0%] Mournhold Guard NPCs in the Great Bazaar
- [0%] Mournhold NPCs in the Great Bazaar
- [0%] Mournhold, Godsreach (Exterior and Interior)
- [0%] Mournhold Guard NPCs in Godsreach
- [0%] Mournhold NPCs in Godsreach
Vvardenfell:
- [DONE]Seyda Neen Buildings
- [DONE]Seyda Neen Guard NPCs
- [DONE]Seyda Neen NPCs
- [DONE]Zainab Camp Buildings
- [DONE]Zainab Camp NPCs
- [DONE]Tel Fyr Exterior
- [0%] Tel Fyr Interior
- [0%] Tel Fyr NPCs
- [50%] Ghostgate Building
- [25%] Ghostgate Guard NPCs
- [0%] Ghostgate NPCs
Solstheim:
- [DONE]Fort Frostmoth Buildings
- [DONE]Fort Frostmoth NPCs
- [DONE]Raven Rock Colony Buildings
- [DONE]Raven Rock Colony Guard NPCs
- [DONE]Raven Rock Colony NPCs
- [DONE]Skaal Village Buildings
- [DONE]Skaal Village Guard NPCs
- [DONE] Skaal Village NPCs
- [DONE]Graring's Settlement Buildings
- [DONE]Graring's Settlement NPCs
- [DONE]Thirsk Mead Hall Buildings
- [DONE]Thirsk Mead Hall NPCs
d. Jails
- [DONE]Fort Frostmoth, Dungeon
- [DONE]Seyda Neen, Jail
- [DONE]Mournhold, Royal Place Dungeon
e. Inventory Item and Container Placement
- [DONE]place the new inventory items and containers in dungeons
- [DONE]place the new inventory items and containers in buildings and other places
X. Other Gameplay Additions
- [DONE]implement the graverobbing feature
- [DONE]implement traps and probes
XI. Beta Testing and Cheat Features
- [DONE]add an efficient script that allows activation/deactivation of the Ghostfence through a simple console command, although this will only be available as a cheat for players who want it
- [DONE]add a "test cell" for testing purposes and cheats (can only be accessed with the console cheat "coc zzzzTestCell")
These are currently our main objectives, though they do not represent everything we would like to do. It is just a list of things that require our immediate attention, please keep this in mind.
"DONE" means that it has reached a stage where it can be considered "complete" and has been tested at least several times, but it might still be edited in the future for bug fixes or improvements. An example would be the pathgrids which constantly require updates as new locations (dungeons, interiors etc.) appear. This list doesn't not necessarily cover voice acting or modelling progress. This list refers to the functionality of the mod, so if it says that a city is done, it doesn't automatically mean it uses custom architecture.
"SCRAPPED" means we have abandoned this idea completely.
I. Landmass Development
This mainly refers to exterior cells, unless otherwise stated.
a. Landmass Shape (a.k.a. "The Foundations")
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [1%] create worldspace for Mournhold, Great Bazaar
- [1%] create worldspace for Mournhold, Godsreach
b. Regions
To feel realistic, the landmass must be split into named regions, all with their own ambiance sounds and climate. Just like in Cyrodiil. If you're in the Moesring Mountain region, the game's interface should say "Moesring Mountain Region", you should be hearing a lot of wind sounds and you should very often find yourself caught in a blizzard. If you're somewhere swimming in the Inner Sea, the game's interface should say "Inner Sea", you should be hearing water, wind and seagulls. The weather should often be stormy, but without any snow or ash storms. You get the idea...
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
c. Landmass Decoration
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
d. Pathgrid Generation
NPCs and creatures move around much easier with pathgrids generated. They will take the quickest ways to their destination and will not bump into rocks, hills, tress, buildings, walls or other objects placed on the landmass.
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [0%] generate pathgrids for Mournhold, Great Bazaar
- [0%] generate pathgrids for Mournhold, Godsreach
e. World Map
The World Map, just like the Cyrodiil's world map, remembers important locations that you have found or that you know of. It can also be used for Fast Travel. For Mournhold though, it simply serves to give you a better view of the place.
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [0%] set up a functional World Map for Mournhold, Great Bazaar
- [0%] set up a functional World Map for Mournhold, Godsreach
f. Distant Landscape Development
- [DONE]
II. Inventory Item Development
We are redesigning all inventory items and their stats for the new regions.
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
III. Dialog Text and Voice Development
a. The Basics
- [DONE]
- [DONE]
- [DONE]
- [DONE]
b. Generic Dialog
This refers to quest-unrelated dialog that all (or at least important groups of) common NPCs have.
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
IV. Quest Development
Several Scattered Side-Quests and Mini-Quests
V. Enemy Development
- [DONE]
- [DONE]
List of enemies planned, in alphabetical order, and their status:
Solstheim Creatures and NPCs:
* Done - Berserker
* Done - Berserker Denmother
* Done - Bonewolf
* Done - Dire Frost Atronach
* Done - Draugr
* Done - Frost Giant
* Done - Fryse Hag
* Done - Grahl
* Done - Grizzly Bear
* Done - Horker
* Done - Imperial Soldier (Fort Frostmoth)
* Done - Necromancer
* Done - Plague Bear
* Done - Plague Wolf
* Done - Raven Rock Colony Guard
* Done - Reaver
* Done - Riekling
* Done - Riekling Raider
* Done - Skaal Honor Guard
* Done - Smuggler
* Done - Spriggan
* Done - Tusked Bristleback
* Done - Udyrfrykte
* Done - Werewolf
Mournhold Creatures and NPCs:
* Done - Goblin Bruiser
* Done - Goblin Footsoldier
* Done - Goblin Grunt
* Done - Goblin Handler
* Done - Goblin Officer
* Done - Goblin Shaman
* Done - Goblin Warchief
* Done - High Ordinator
* Done - Imperfect (Easter Egg)
* Done - Royal Guard
* Done - War Durzog
* Done - Wild Durzog
Vvardenfell Creatures and NPCs:
* Done - Alit
* Done - Ancestor Ghost
* Done - Ascended Sleeper
* Done - Ash Ghoul
* Done - Ash Slave
* Done - Ash Zombie
* Done - Bandit
* Done - Betty Netch
* Done - Black Guar
* Done - Bonelord
* Done - Bonewalker
* Done - Bull Netch
* Done - Buoyant Armiger (Ghostgate)
* Done - Clannfear - Not Done
* Done - Corprus Stalker
* Done - Creeper (Easter Egg)
* Done - Daedroth
* Done - Dagoth Ur (Vision)
* Done - Dark Seducer
* Done - Dreamer
* Done - Dremora
* Done - Dremora Lord
* Done - Dwemer Centurion Spider
* Done - Dwemer Steam Centurion
* Done - Dwemer Specter
* Done - Flame Atronach
* Done - Frost Atronach
* Done - Golden Saint
* Done - Greater Ancestor Ghost
* Done - Greater Bonewalker
* Done - Guar
* Done - Heart of Lorkhan (Vision)
* Done - Hunger
* Done - Kagouti
* Done - Kwama Forager
* Done - Kwama Queen
* Done - Kwama Warrior
* Done - Kwama Worker
* Done - Lame Corprus
* Done - Lesser Bonewalker
* Done - Mud Crab
* Done - Nix-Hound
* Done - Ogrim
* Done - Ogrim Titan
* Done - Ordinator (Ghostgate)
* Done - Rat
* Done - Shalk
* Done - Scamp
* Done - Scrib
* Done - Storm Atronach
* Done - Stripped Guar
* Done - White Guar
* Done - Winged Twilight
Sea Enemies:
* Done - Dreugh
* Done - Dreugh Warlord
* Done - Giant Slaughterfish
* Done - Slaughterfish
Other Enemies:
* Done - Crippled Skeleton
* Done - Lich
* Done - Skeleton
* Done - Skeleton Archer
* Done - Skeleton Berserker
* Done - Skeleton Champion
* Done - Skeleton Pirate
* Done - Skeleton Pirate Captain
* Done - Skeleton War-Wizard
* Done - Skeleton Warrior
VI. Transportation Development
- [DONE]
- [DONE]
- [DONE]
VII. Magical and Disease Development
a. Special Spells and Effects
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
b. Common Spells
- [DONE]
c. Diseases
- [DONE]
- [DONE]
d. Other
- [SCRAPPED]
- [DONE]
- [DONE]
VIII. Race Modification Development
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
IX. Dungeon, Landmark and Settlement Development
a. Landmarks
- [DONE]
- [DONE]
- [DONE]
- [DONE]
b. Dungeons
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [0%] complete a Vvardenfell mine
- [DONE]
- [DONE]
c. Cities and Settlements
Mournhold:
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [0%] Mournhold, Great Bazaar (Exterior and Interior)
- [0%] Mournhold Guard NPCs in the Great Bazaar
- [0%] Mournhold NPCs in the Great Bazaar
- [0%] Mournhold, Godsreach (Exterior and Interior)
- [0%] Mournhold Guard NPCs in Godsreach
- [0%] Mournhold NPCs in Godsreach
Vvardenfell:
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [0%] Tel Fyr Interior
- [0%] Tel Fyr NPCs
- [50%] Ghostgate Building
- [25%] Ghostgate Guard NPCs
- [0%] Ghostgate NPCs
Solstheim:
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
- [DONE]
d. Jails
- [DONE]
- [DONE]
- [DONE]
e. Inventory Item and Container Placement
- [DONE]
- [DONE]
X. Other Gameplay Additions
- [DONE]
- [DONE]
XI. Beta Testing and Cheat Features
- [DONE]
- [DONE]