I was thinking of the same thing for a long time
. I just haven't enough time to do it.
Did you see my small research on plants? I hope it can help (I tried to search the Lore on different sites/forums and it's everything I've found so far):
http://www.bay12games.com/forum/index.php?topic=27499.0It's pretty close to the original.
P.S. Shouldn't you play as Dwemer? I've always thought it would be cool to play dwemer with their special gear and items for their entity only. Also traps and ballistae are fitting them very much. Just my 2 cents.
Now about some critisism if you don't mind. I'm a huge TES fan and if you take some of my words seriously I'm pretty sure it would help the mod.
Anything posted below this line is My Opinion and can be different from yours. You were warned.
To change:
1) Dwemer as playable race. Nords should go to freezing biomes and build cities there.
2) Entities need huge biome tweaking for them to exist. For now wood elves, high elves and khajiits share the same biomes and this lead to some of them being killed by others. Make them more sparse: woodelves definitely should live in woods, but high elves should prefer coasts and lakes (where they can build citadels and Telvanni mages can grow shroom cities).
3) Redguards have too wide biome settings. They are dark-skinned people which are not very usual and they should have very specific biome settings, like some warm/tropical biomes.
4) Generally try to avoid big overlap in entities' biomes. Make sure that there're at least one common and one uncommon biome unique for each race and add another one/two which can overlap with other civs. Basically draw a scheme on paper. It will greatly improve the probability of every race to be present.
5) Add civ-specific items. Yeah, there're special uniforms for each race: imperial armor for imperials, argonians and khajiit should wear no boots (but should have increased Layering for khajiit since they have fur and argonians should have lower homeotherm since they are cold-bloded). Orcs should have orcish armor counterpart and high elves shouldn't have real army, they should have some sorcerers instead (magic items based on usual weapons, i.e. spell staffs instead of crossbows).
6) [ETHIC:SLAVERY:PUNISH_CAPITAL] for Dunmer is something very unbelievable. Dunmer practiced slavery for a long time and they think of it like of an almost sacred tradition. Please change it to be real
.
7) In the future releases morrowind materials for armor/weapon would be cool. I.e. ebony and glass (smelter reaction to convert raw green glass to a special "glass metal", just use a rock crystal as reagent since simple glass seems to be too cheap to produce from sand; if you're unsure, check the
[REACTION:GLASS_BARS]
[NAME:make glass bars]
[SMELTER]
[REAGENT:1:ROUGH:NO_SUBTYPE:STONE:CRYSTAL_ROCK]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:GLASS_METAL]
[FUEL]
[MATGLOSS_METAL:GLASS_METAL]
[NAME:molten glass]
[ADJ:glass]
[COLOR:2:0:0]
[VALUE:2]
[SPEC_HEAT:790]
[MELTING_POINT:12668]
[BOILING_POINT:16000]
[WEAPON]
[WEAPON_RANGED]
[AMMO]
[DIGGER]
[ARMOR]
[DAMAGE_PERC:115]
[BLOCK_PERC:115]
[SOLID_DENSITY:4500]
; this will give you very light and nice armors/weapons but you should find enough rock crystal which is not easy).
8 ) Remove CAN_SPEAK from goblins. Make them a small menace they shouldn't conduct diplimacy, just make sure that their tokens are tweaked to lessen their kills of each other and to make them to breed faster.
===== End of stupid ideas =====
P.S. I've made the music conversion long time ago, when I thought of this mod for the first time:
http://dffd.wimbli.com/file.php?id=273Good luck to you with this!