Morrowind:Minabi
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|---|---|---|
| # of Zones | 2 | |
| Occupants | ||
| Bandits, Slavers, Slaves | ||
| Console Location Code(s) | ||
|
Minabi, "Minabi, Bandit Lair" |
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| Region | ||
| Azura's Coast, [8,-9] | ||
Minabi is a medium-sized bandit cave directly south of the stronghold Telasero in the Azura's Coast Region.
The slave cave entrance is by the coast, southeast of Suran. When heading south from Telasero there is a range of steep hills on the right (west) and water on the left (east). Where the road meets the coastal waters make a u-turn up around the hills to the right.
The first room consists of two levels, separated by trapped doors. Bedenea Nethan has a probe on her to deal with the traps and a Simple Key, which opens the third, locked Worn Cavern Door, leading to the Minabi Bandit Lair. A Scroll of Invisibility and a Scroll of Manarape are next to her on the table. A Scroll of Windform (500 pt. levitation and invisibility for 60 sec.) and a Scroll of Shockbane lie on crates with random loot.
The Minabi Bandit Lair has multiple levels. Upstairs under the tent cover is the Redguard, Chrelm, who holds the Minabi Slave Key. On a drawer with clothing are two Scrolls of Insight. Under the canopy are several hammocks and the remains of a drunken party, with many mazte. There are shalks, fighters, and magic users here, along with six slaves under the platform.
The leveled loot may include scrolls, potions, gold, gems, equipment, ingredients, soul gems, magic items, and two skill books; The Gold Ribbon of Merit and Surfeit of Thieves.
People
| Name |
|
Race | Class | Level | Health | Magicka | Alarm | Fight | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Ahjara |
|
Khajiit | Slave | 1 | 40 | 80 | 0 | 10 | |
| Bedenea Nethan |
|
Dunmer | Agent | 11 | 87 | 102 | 0 | 90 | Trainer, holds Simple Key |
| Beekatan |
|
Argonian | Slave | 1 | 40 | 100 | 0 | 70 | |
| Chrelm |
|
Redguard | Warrior | 11 | 146 | 76 | 0 | 90 | Holds the Minabi Slave Key |
| Drandryn Omoran |
|
Dunmer | Battlemage | 9 | 83 | 136 | 0 | 90 | |
| Fjori the Stout |
|
Nord | Barbarian | 8 | 106 | 72 | 0 | 90 | |
| Jeed-Ei |
|
Argonian | Slave | 1 | 40 | 100 | 0 | 10 | |
| Lugdum gro-Lagdub |
|
Orc | Barbarian | 9 | 111 | 72 | 0 | 90 | |
| Meen-Sa |
|
Argonian | Slave | 1 | 40 | 100 | 0 | 10 | |
| S'Raverr |
|
Khajiit | Slave | 1 | 40 | 80 | 0 | 10 | |
| Shaba |
|
Khajiit | Slave | 1 | 40 | 80 | 0 | 10 |
Maps

Doing it !
Hey !
So i installed the new master files and all new meshes except the cave ones (since i've gotten a lot of them manually) and I decided to finish up Minabi first. First thing I noticed : I am missing a loooooot of objects, like 0RedwareCup , 0BowlRedware, 0FoodMazte, 0furnUcomUtorchUringU, 0barrelUbanditU01...is that normal? I'm pretty sure I had these before. Do I need to relink the reference to the proper mesh manually ?
Anyway I'll be doing some navmeshing for both Minabi and the Minabi bandit lair, I hope to have finished and tested by sunday or monday at the most. I'll keep you posted !
evening !
I finished the navmesh for the minabi cave and the bandit's lair. optimized it as well. Tried testing the caves in game but...well yeah I never launched skywind :( so I'm unclear on the procedure. Once I tested it out and that everything works fine, I'll do a last pass of cluttering and lighting and probably call it done for now.
A couple of problem remains, like the entrance that doesn't fit with the big custom room module as you can see here
and the L shape corridor that has trouble fitting with slope and straight model in general (pic tomorrow, I just turned the editor off for the night)
update tomorrow with progress on the cave and bandit lair clutter and light wise !
Hey Moutrave, great to see things ticking along.
I'm still behind the eight ball with getting a tutorial up, so some of these things will become clearer.
With all the cavern entrances you can use the following forms to make the transition
ENV3d_DUNG_BETHHAP_MOLD_cavegwalldoor01
ENV3d_DUNG_BETHHAP_MOLD_cavegwalldoor02l
ENV3d_DUNG_BETHHAP_MOLD_cavegwalldoor02r
ENV3d_DUNG_BETHHAP_MOLD_cavegwalldoorb01
I used ENV3d_DUNG_BETHHAP_MOLD_cavegwalldoor02r for this particular instance