Mods (for mod defs and links ONLY)
- dragon wench
- Posts: 19609
- Joined: Tue Apr 24, 2001 10:00 pm
- Location: The maelstrom where chaos merges with lucidity
- Contact:
After needing to remove Mournhold Expanded (it's a lovely mod, but my FPS just crawled too much), I decided to console myself by installing a new house mod I have had my eye on.
Pearl Palace by Korana...
This mod is just...well...WOW! I think it is the most beautiful house mod I have ever seen, and I've downloaded some nice ones.
The decor is just exquisite, the lighting lovely, and like Solstheim Castle, it is big.. but each room is individual and cozy.
Plenty of storage, an alchemy lab with sorter, an optional quest...
download
http://planetelderscrolls.gamespy.com/V ... il&id=4165
readme:
http://korana.elricm.com/PearlPalaceReadme.htm
And here are some screenshots:
http://www.elricm.com/nuke/html/modules/gallery/album12
Pearl Palace by Korana...
This mod is just...well...WOW! I think it is the most beautiful house mod I have ever seen, and I've downloaded some nice ones.
The decor is just exquisite, the lighting lovely, and like Solstheim Castle, it is big.. but each room is individual and cozy.
Plenty of storage, an alchemy lab with sorter, an optional quest...
download
http://planetelderscrolls.gamespy.com/V ... il&id=4165
readme:
http://korana.elricm.com/PearlPalaceReadme.htm
And here are some screenshots:
http://www.elricm.com/nuke/html/modules/gallery/album12
Spoiler
testingtest12
Spoiler
testingtest12
- Mad-Man (Meow)
- Posts: 5
- Joined: Wed May 03, 2006 6:28 pm
- Contact:
Dwemer Bio-Monitor.and how can i get a look at the script
i have been a elder scroll fan for years and ive only recently found out about the editor for morrow wind and i not very good at making mods but i would like to get my hand on the mod you mention fable the Dwemer Bio-Monitor im intrested in the script for ita and how it is design for days now ive been trying to make a mod that will repair/regenerate weapons and armor health and mana iwould like to make another mod for the map in the game to make it easyer for players who can not navergate through the game
i have been a elder scroll fan for years and ive only recently found out about the editor for morrow wind and i not very good at making mods but i would like to get my hand on the mod you mention fable the Dwemer Bio-Monitor im intrested in the script for ita and how it is design for days now ive been trying to make a mod that will repair/regenerate weapons and armor health and mana iwould like to make another mod for the map in the game to make it easyer for players who can not navergate through the game
- fable
- Posts: 30676
- Joined: Wed Mar 14, 2001 12:00 pm
- Location: The sun, the moon, and the stars.
- Contact:
MW Inhabitants: Freeform is well worth a download. To quote the author:
Morrowind Inhabitants adds 6 new quest types, including one new faction, to the game. These quests are randomly-generated and infinitely-respawning. Below is some general information that applies to all random quests, with the exception of the Arena faction which will be described later.
You can obtain the quests by speaking to the right people. Unlike the quests in Morrowind, these quests don't have a specific questgiver associated with them; instead, they are available from certain types of NPCs which already exist in the game (or have even been added by other mods). For instance, any Imperial Guard can tell you about the latest Bounty Hunt...
You'll know immediately if an NPC has a quest for you, because you'll see a topic at the top of your dialog list. These topics are always enclosed in <brackets> to set them apart and sort them to the top of the list...While discussing the quest, you may see some extra information displayed in white text in the dialog window, similar to the messages that appear to inform you when items are removed from your inventory during dialog.
Quests include Bounty Hunts from the Imperial Guard, Sacred Oaths from monks/priests with the Imperial Temple, Special Acquisitions from pawnbrokers, Experimental Alchemy from alchemists (duh), and Arena Duels involving the new faction, Arena fighters. The rewards vary according to the type of giver. There's also a patch for those who didn't like another addition from MW Inhabitants: thief pickpockets. The patch reduces the chance of spawning quite a bit, and slows them down considerably.
The mod is very good, but there are two things to note. First, it requires both Tribunal and MW Script Extender. Second, there are compatibility issues with any herbalism mods. Not that your game will explode, but you can't find any of the special ingredients MW Inhabitants' alchemists request if an Herbalism mod is preventing the plants from opening normally as containers. All other quests work normally, and the rewards are decent without being uber.
Morrowind Inhabitants adds 6 new quest types, including one new faction, to the game. These quests are randomly-generated and infinitely-respawning. Below is some general information that applies to all random quests, with the exception of the Arena faction which will be described later.
You can obtain the quests by speaking to the right people. Unlike the quests in Morrowind, these quests don't have a specific questgiver associated with them; instead, they are available from certain types of NPCs which already exist in the game (or have even been added by other mods). For instance, any Imperial Guard can tell you about the latest Bounty Hunt...
You'll know immediately if an NPC has a quest for you, because you'll see a topic at the top of your dialog list. These topics are always enclosed in <brackets> to set them apart and sort them to the top of the list...While discussing the quest, you may see some extra information displayed in white text in the dialog window, similar to the messages that appear to inform you when items are removed from your inventory during dialog.
Quests include Bounty Hunts from the Imperial Guard, Sacred Oaths from monks/priests with the Imperial Temple, Special Acquisitions from pawnbrokers, Experimental Alchemy from alchemists (duh), and Arena Duels involving the new faction, Arena fighters. The rewards vary according to the type of giver. There's also a patch for those who didn't like another addition from MW Inhabitants: thief pickpockets. The patch reduces the chance of spawning quite a bit, and slows them down considerably.
The mod is very good, but there are two things to note. First, it requires both Tribunal and MW Script Extender. Second, there are compatibility issues with any herbalism mods. Not that your game will explode, but you can't find any of the special ingredients MW Inhabitants' alchemists request if an Herbalism mod is preventing the plants from opening normally as containers. All other quests work normally, and the rewards are decent without being uber.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
Fable, MW Inhabitants doesn't get a lot of positive votes. Apparently there's an annoying problem with pickpockets (lots of them) and the mod is still in beta stage.. Still, it sounds very interesting and I'll try it once it's updated.
MW Script Extender, it's my understanding that this is a modders tool. Do you dl it and put it in your Data Files directory or something?
MW Script Extender, it's my understanding that this is a modders tool. Do you dl it and put it in your Data Files directory or something?
She says: Lou, it's the Beginning of a Great Adventure
[url="http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2737"]At Home Alchemy[/url] by Syclonix is a small mod that has become indispensable for any of my alchemy using characters.
From the Readme:
From the Readme:
At Home Alchemists rejoice! Never again will you have to re-adjust
your perfectly placed alchemy set. Instead of having to put your
apparatuses into your inventory every time you want to make a
potion, you can now simply "fire up" the apparatuses you wish to
use by activating them. Not only does this make alchemy more
efficient, but it also makes it more fun.
- Requires Tribunal or Bloodmoon
Activating alchemy apparatus now will "fire it up" to be used for
potion making. Simply activate all the apparatuses you wish to use
then activate the mortar and pestle to bring up the alchemy menu.
For your convenience, apparatuses that have been activated will
remain activated until you leave the room. If you want to use a
different apparatus than the one currently active, just fire up the
new one and the old apparatus will automatically turn off by
itself.
To pick up or steal an alchemy apparatus, simply hold the sneak key
when activating it. Alternatively, you can use telekinesis to grab
the object from a distance.
- fable
- Posts: 30676
- Joined: Wed Mar 14, 2001 12:00 pm
- Location: The sun, the moon, and the stars.
- Contact:
I've been told that 1) the patch almost completely eliminates them, and 2) they're removed through the patch. I don't know which is true, but since I've only used the patched version, I haven't encountered a pickpocket. In fact, I encountered more when I used to use SuperAdventurers.Coot wrote:Fable, MW Inhabitants doesn't get a lot of positive votes. Apparently there's an annoying problem with pickpockets (lots of them) and the mod is still in beta stage.. Still, it sounds very interesting and I'll try it once it's updated.
EDIT: The readme file for MW Inhabitants specifically states that pickpockets were removed from it, after a number of complaints.
Yes, and I'll explain about it in the next post.MW Script Extender, it's my understanding that this is a modders tool. Do you dl it and put it in your Data Files directory or something?
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- fable
- Posts: 30676
- Joined: Wed Mar 14, 2001 12:00 pm
- Location: The sun, the moon, and the stars.
- Contact:
One problem with the Morrowind scripting language is simply the limitations built into it. There are many things we all want done through scripts, that simply can't be done. For that reason, some of the more technically inclined modders have created script programs that extend MW's own scripting language capabilities. They're executables that you launch, first. The executable in turn launches Morrowind. It acts as an extra level of functionaility in the code. Any mods using MWSE are simply launched then alongside regular mods.
Morrowind Script Extender is one of the best. I've already mentioned MW Inhabitants, which requires MWSE. Another excellent one is Alchemy Storage Helper. It adds a satchel to your inventory. When moved over your paper doll, you have three choices to 1) ignore this, 2) move all alchemy ingredients (and alchemy pieces) from inventory to the satchel, or 3) move 'em all from the satchel to inventory. This removes all those annoying ingredients that clutter up an inventory, and the satchel acts as a portable lab, because anything in it is weightless. Alternatively, you can drop it on the ground, upon which it acts like any other container, letting you put in or remove individual ingredients. Once finished, it automatically returns to your inventory.
Another excellent script extender is Morrowind Enhanced. Aerelorn's the one who developed it, and his mods for it are great. (He's since stopped, having gone to work for Bethsoft.) There's Combat Enhanced, which adds 30 different combos, 5 each for 6 different weapons' types; Blocking Enhanced, which makes blocking manually operated and always successful; and my favorites, Journal Enhanced, letting you add to your in-game Journal, and Writing Enhanced, letting you buy blank books in the game, and write in them.
I've found from posts by others in some forums that this pair of script extenders actually works decently together, and I've been doing that. I run MWE, and direct to launch MWSE. MWSE automatically launches Morrowind. There's no degredation to the performance of my game, and no problems with any other mods.
Morrowind Script Extender is one of the best. I've already mentioned MW Inhabitants, which requires MWSE. Another excellent one is Alchemy Storage Helper. It adds a satchel to your inventory. When moved over your paper doll, you have three choices to 1) ignore this, 2) move all alchemy ingredients (and alchemy pieces) from inventory to the satchel, or 3) move 'em all from the satchel to inventory. This removes all those annoying ingredients that clutter up an inventory, and the satchel acts as a portable lab, because anything in it is weightless. Alternatively, you can drop it on the ground, upon which it acts like any other container, letting you put in or remove individual ingredients. Once finished, it automatically returns to your inventory.
Another excellent script extender is Morrowind Enhanced. Aerelorn's the one who developed it, and his mods for it are great. (He's since stopped, having gone to work for Bethsoft.) There's Combat Enhanced, which adds 30 different combos, 5 each for 6 different weapons' types; Blocking Enhanced, which makes blocking manually operated and always successful; and my favorites, Journal Enhanced, letting you add to your in-game Journal, and Writing Enhanced, letting you buy blank books in the game, and write in them.
I've found from posts by others in some forums that this pair of script extenders actually works decently together, and I've been doing that. I run MWE, and direct to launch MWSE. MWSE automatically launches Morrowind. There's no degredation to the performance of my game, and no problems with any other mods.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- dragon wench
- Posts: 19609
- Joined: Tue Apr 24, 2001 10:00 pm
- Location: The maelstrom where chaos merges with lucidity
- Contact:
For those who like the LGNPC series,
The Vivec, Redoran component has just been released.
[url="http://lgnpc.sabregirl.com/mod_vivec_redoran.php"]Description[/url]
[url="http://lgnpc.sabregirl.com/downloads.php"]download page[/url]
The Vivec, Redoran component has just been released.
[url="http://lgnpc.sabregirl.com/mod_vivec_redoran.php"]Description[/url]
[url="http://lgnpc.sabregirl.com/downloads.php"]download page[/url]
Spoiler
testingtest12
Spoiler
testingtest12
- dragon wench
- Posts: 19609
- Joined: Tue Apr 24, 2001 10:00 pm
- Location: The maelstrom where chaos merges with lucidity
- Contact:
The non-beta version of Swampy Swamps is out, a very nice texture replacer for the Bitter Coast.
Screenshots:
http://planetelderscrolls.gamespy.com/f ... p?id=22136
http://planetelderscrolls.gamespy.com/f ... p?id=22137
http://planetelderscrolls.gamespy.com/f ... p?id=22138
Screenshots:
http://planetelderscrolls.gamespy.com/f ... p?id=22136
http://planetelderscrolls.gamespy.com/f ... p?id=22137
http://planetelderscrolls.gamespy.com/f ... p?id=22138
Spoiler
testingtest12
Spoiler
testingtest12
- fable
- Posts: 30676
- Joined: Wed Mar 14, 2001 12:00 pm
- Location: The sun, the moon, and the stars.
- Contact:
Adul's Arcane Armature is a mod by a Hungarian player that adds a small but distinguished shop to the Vivec Telvanni compound. (It's about time someone added a Telvanni shop.) The stuff's expensive, but Adul has real imagination. For example, there's the Crown of Titans, making you bigger, stronger and equipped with better stamina, but also more clumsy and incapable of hiding. Or the Spectral Bones, a pair of human shin bones that expand into a sword with 1000 charges of shock 75 point shock damage (no physical damage), and a shield that offers no physical protection but 75 points of spell absorption. Check it out.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- dragon wench
- Posts: 19609
- Joined: Tue Apr 24, 2001 10:00 pm
- Location: The maelstrom where chaos merges with lucidity
- Contact:
Companion Mod: [url="http://lovkullen.net/Emma/Constance.htm"]Constance[/url]
She has been out for a while, but I recently installed this mod. Emma has some excellent companion mods, but this one is the best I've tried.
Constance has a lot of personality, and almost comes to close to some of the BG2 NPC mods. Highly recommended!
Snips from the page linked above:
She's unpredictable. She's unreliable. She's greedy. She's trouble.
As a companion, she is probably worth her weight in... scrap metal. On the other hand, she might be an amusing company. At least if you can stand a companion that love to chat your ears off, to drink your booze and to pick the pockets of your friends.
Constance, the woodelf thief, will be happy to follow you on your Morrowind adventures. And once she knows you better, she will let you play an important role in HER Morrowind adventures, too.
Please note! You don't have to play as a thief in order to enjoy Constance's company. It's entirely up to you how she will behave (OK... that was only partially true... As said above, she is definitely unpredictable and troublesome...)
- Timed chats: every now and then, Constance will have new topics she wants to discuss with you. As time passes by, you will learn more about her background, her life in Morrowind, and some interesting skills she has that might be useful for both of you.
- Thief skills: right from start, Constance can help you to charm other npcs, and to pick their pockets. She can also help you to track down hostile animals, enchanted items and keys. Later on, her chats will reveil other skills as well.
- Extensive dialog. 248 pages of dialog, including chats, special greetings, storyline.
She has been out for a while, but I recently installed this mod. Emma has some excellent companion mods, but this one is the best I've tried.
Constance has a lot of personality, and almost comes to close to some of the BG2 NPC mods. Highly recommended!
Snips from the page linked above:
She's unpredictable. She's unreliable. She's greedy. She's trouble.
As a companion, she is probably worth her weight in... scrap metal. On the other hand, she might be an amusing company. At least if you can stand a companion that love to chat your ears off, to drink your booze and to pick the pockets of your friends.
Constance, the woodelf thief, will be happy to follow you on your Morrowind adventures. And once she knows you better, she will let you play an important role in HER Morrowind adventures, too.
Please note! You don't have to play as a thief in order to enjoy Constance's company. It's entirely up to you how she will behave (OK... that was only partially true... As said above, she is definitely unpredictable and troublesome...)
- Timed chats: every now and then, Constance will have new topics she wants to discuss with you. As time passes by, you will learn more about her background, her life in Morrowind, and some interesting skills she has that might be useful for both of you.
- Thief skills: right from start, Constance can help you to charm other npcs, and to pick their pockets. She can also help you to track down hostile animals, enchanted items and keys. Later on, her chats will reveil other skills as well.
- Extensive dialog. 248 pages of dialog, including chats, special greetings, storyline.
Spoiler
testingtest12
Spoiler
testingtest12
- fable
- Posts: 30676
- Joined: Wed Mar 14, 2001 12:00 pm
- Location: The sun, the moon, and the stars.
- Contact:
Our own Chu has issued a mod, Toys!. As noted in his description:
Adds a Merchant in Ald-Ruhn who sells lovely, detailed toys of native creatures! Readme Included. Cleaned with TESAME.
Obviously, not one to oversell his product. I understand he's working on icons currently for his toys, but these are really neat. They add more distinction to the environment, and that's all to the good.
Adds a Merchant in Ald-Ruhn who sells lovely, detailed toys of native creatures! Readme Included. Cleaned with TESAME.
Obviously, not one to oversell his product. I understand he's working on icons currently for his toys, but these are really neat. They add more distinction to the environment, and that's all to the good.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- ch85us2001
- Posts: 8748
- Joined: Wed Apr 13, 2005 7:53 pm
- Location: My mind dwells elsewhere . . .
[QUOTE=fable]Our own Chu has issued a mod, Toys!. As noted in his description:
Adds a Merchant in Ald-Ruhn who sells lovely, detailed toys of native creatures! Readme Included. Cleaned with TESAME.
Obviously, not one to oversell his product. I understand he's working on icons currently for his toys, but these are really neat. They add more distinction to the environment, and that's all to the good.[/QUOTE]
Icons 'll be up when I can get them into .tga or .dll.
Infinite View Distance- This Mod is still in beta, but I am amazed at the amount of progress this has made so far. It basically use the same system that OB uses to generate low detail versions of the land around you, then displays it as fog.
http://www.elderscrolls.com/forums/index.php?showtopic=480254&st=0
Watch some of the vids.
Adds a Merchant in Ald-Ruhn who sells lovely, detailed toys of native creatures! Readme Included. Cleaned with TESAME.
Obviously, not one to oversell his product. I understand he's working on icons currently for his toys, but these are really neat. They add more distinction to the environment, and that's all to the good.[/QUOTE]
Icons 'll be up when I can get them into .tga or .dll.
Infinite View Distance- This Mod is still in beta, but I am amazed at the amount of progress this has made so far. It basically use the same system that OB uses to generate low detail versions of the land around you, then displays it as fog.
http://www.elderscrolls.com/forums/index.php?showtopic=480254&st=0
Watch some of the vids.
[url=tamriel-rebuilt.org]Tamriel Rebuilt and,[/url] [url="http://z13.invisionfree.com/Chus_Mod_Forum/index.php?"]My Mod Fansite[/url]
I am the Lord of Programming, and your Mother Board, and your RAR Unpacker, and Your Runtime Engine, can tell you all about it
I am the Lord of Programming, and your Mother Board, and your RAR Unpacker, and Your Runtime Engine, can tell you all about it
- dragon wench
- Posts: 19609
- Joined: Tue Apr 24, 2001 10:00 pm
- Location: The maelstrom where chaos merges with lucidity
- Contact:
This looks interesting. I haven't tried it myself yet, but it is recently out at Planet Elderscrolls
[url="http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4648"]The Dialogue Request Mod[/url]
This is a BETA.
I've always wanted a touch of realism to bring Morrowind's dead NPCs to life. In real life, people are social. Naturally, they interact. How do you interact with NPCs in Morrowind? You really cant... They're walking textbooks. Basically, this is a huge dialogue mod. It's esentially the same as dracondros' voice or Give Your Orders, as it is a massive "request" mod where you can ask NPCs to follow you, or guard an area, or give the time, or just about anything really. It's through dialogue, so you can ask it of anyone. This is not made for competition against the two said mods above - I just want to make my own, huge version with everything available, like asking the time, etc. You can also apologize to people, if you've brought their disposition very low, and ask them how they're doing, to get a potential disposition boost, because they know you are their friend and you care.
While you can ask the entire population of Vivec to follow you and guard key positions, this is made to draw the realism from Morrowind's NPCs, and to stress to the general public that not EVERY NPC is a weapon. No more running around with an army of commoners to "do your evil bidding." They have realistic responses to your requests, and to raise a successful militia is more suicide than actual success. They'll respond differently if they're commoners, kings, your soldiers below you in a faction, or your slaves, or Khajiits. (Khajiits have a "third person" dialect.)
-Here are the features so far. More are to come soon.-
1. Will you come with me? --- This is self-explanitory. You can ask any NPC to follow you and they will, considering certain conditions are met. The "yes" will come from the NPC from factors such as speechcraft, random, the NPC's class and level, and disposition. All four of these work together, so getting someone to follow you is actually pretty difficult. Let's say you're really high in the world. You present yourself with nice clothing, you have quite a reputation and your speechcraft is quite high. The random factor wont be as much of an issue with all three of those factors on your side, though you still may have to repeat the dialogue box and nag them for it. However, the NPC you speak to is just a lowly, level two commoner.
The outcome? The NPC will follow you in curiosity. Wont make much of a minion though, since he/she will most likely run away when you or her come under attack by something.
2: Stay here. --- You tell them to stay. If they're following you, they'll take it one way, and stay. If they're not following you, they'll take it the other way, and assume you mean for them to literally "stay here." Again, the responses you'll recieve depend on a large variety of things.
3: I need you to guard this position. --- Tell them to keep guard. This will make them stop following you, and guard instead. They'll fight your enemies and guard the position. You'll probably scare commoners if you ask them to guard anything, for they'll be drawn to the conclusion that someone is about to attack them!
4: What is your true profession? --- Some NPCs purposefully hide their true professions, like the Morag Tong, though this is specifically aimed at other mods, that add "hidden assassins" or such. That said, it -might- break some quests, but I think it's useful. Basically, it's when you assume an NPC is hiding something (usually hinted at the reluctance to tell their profession in the "background" link) and let them know your suspision. Most of the time, they'll be offended, and commoners might think something along the lines of "..huh? You paranoid?" However, again, speechcraft and all the other stuff comes into play.
5: What time is it? --- Doesn't take much speechcraft to ask someone the time. Example: "It's just past three thirty in the afternoon." There is statistically a one in four chance that the NPC "wont know the time." You could nag them for it by repeating the dialogue box, but that's unrealistic. Up to you.
6: What is the date? --- Same as above, though with the date. It is provided lore friendly. Example: "Mid Year, day 13, 3E483." You wont really find anyone who doesn't know the date, except maybe slaves or something.
7: Who do you serve? --- Asks them the faction they serve. Rarely will they refuse to tell you, unless they hate you. Members of the Morag Tong and such will not answer this. Well, they will, just not with the answer you want.
8. Please move. --- You know how NPCs always get in your way? Well, you can ask them to move now.
9. What is your best skill? --- The NPC will tell you their best skills, in a roleplay-friendly way. Often times, their skills will just reflect their class. Naturally, commoners are not really skilled at anything, but good at a number of things. Archers will have a higher skill in archery than magic, but not always true. This is stat-based.
10. If we get in battle, don't use magic. --- Say you happen to raise an army of elite Telvanni battlemages. You don't one one person's armageddon-doom-uber-destroy'emAll spell to destroy your entire force, themself, and you, in one attack aimed at the single cliffracer that bombarded the captain.
11. I need you to use magic in combat. --- Tells them to use magic. Sometimes useful, sometimes not.
12. Do you know any useful spells? --- Finally, a mod that lets you ask your mage-friends to cast stuff on you! Depending on the person's class and disposition, they can cast a multitude of different spell effects, for or against your (or their) convenience.
13: Nevermind. --- Self explanitory, it tells the NPC you've changed your mind. I even have random responses to this, and even split them by disposition and the random variable. "Okay %PCName.. but don't be afraid to ask something of me.." At 90. "Eh.. whatever then." At 27.
[url="http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4648"]The Dialogue Request Mod[/url]
This is a BETA.
I've always wanted a touch of realism to bring Morrowind's dead NPCs to life. In real life, people are social. Naturally, they interact. How do you interact with NPCs in Morrowind? You really cant... They're walking textbooks. Basically, this is a huge dialogue mod. It's esentially the same as dracondros' voice or Give Your Orders, as it is a massive "request" mod where you can ask NPCs to follow you, or guard an area, or give the time, or just about anything really. It's through dialogue, so you can ask it of anyone. This is not made for competition against the two said mods above - I just want to make my own, huge version with everything available, like asking the time, etc. You can also apologize to people, if you've brought their disposition very low, and ask them how they're doing, to get a potential disposition boost, because they know you are their friend and you care.
While you can ask the entire population of Vivec to follow you and guard key positions, this is made to draw the realism from Morrowind's NPCs, and to stress to the general public that not EVERY NPC is a weapon. No more running around with an army of commoners to "do your evil bidding." They have realistic responses to your requests, and to raise a successful militia is more suicide than actual success. They'll respond differently if they're commoners, kings, your soldiers below you in a faction, or your slaves, or Khajiits. (Khajiits have a "third person" dialect.)
-Here are the features so far. More are to come soon.-
1. Will you come with me? --- This is self-explanitory. You can ask any NPC to follow you and they will, considering certain conditions are met. The "yes" will come from the NPC from factors such as speechcraft, random, the NPC's class and level, and disposition. All four of these work together, so getting someone to follow you is actually pretty difficult. Let's say you're really high in the world. You present yourself with nice clothing, you have quite a reputation and your speechcraft is quite high. The random factor wont be as much of an issue with all three of those factors on your side, though you still may have to repeat the dialogue box and nag them for it. However, the NPC you speak to is just a lowly, level two commoner.
The outcome? The NPC will follow you in curiosity. Wont make much of a minion though, since he/she will most likely run away when you or her come under attack by something.
2: Stay here. --- You tell them to stay. If they're following you, they'll take it one way, and stay. If they're not following you, they'll take it the other way, and assume you mean for them to literally "stay here." Again, the responses you'll recieve depend on a large variety of things.
3: I need you to guard this position. --- Tell them to keep guard. This will make them stop following you, and guard instead. They'll fight your enemies and guard the position. You'll probably scare commoners if you ask them to guard anything, for they'll be drawn to the conclusion that someone is about to attack them!
4: What is your true profession? --- Some NPCs purposefully hide their true professions, like the Morag Tong, though this is specifically aimed at other mods, that add "hidden assassins" or such. That said, it -might- break some quests, but I think it's useful. Basically, it's when you assume an NPC is hiding something (usually hinted at the reluctance to tell their profession in the "background" link) and let them know your suspision. Most of the time, they'll be offended, and commoners might think something along the lines of "..huh? You paranoid?" However, again, speechcraft and all the other stuff comes into play.
5: What time is it? --- Doesn't take much speechcraft to ask someone the time. Example: "It's just past three thirty in the afternoon." There is statistically a one in four chance that the NPC "wont know the time." You could nag them for it by repeating the dialogue box, but that's unrealistic. Up to you.
6: What is the date? --- Same as above, though with the date. It is provided lore friendly. Example: "Mid Year, day 13, 3E483." You wont really find anyone who doesn't know the date, except maybe slaves or something.
7: Who do you serve? --- Asks them the faction they serve. Rarely will they refuse to tell you, unless they hate you. Members of the Morag Tong and such will not answer this. Well, they will, just not with the answer you want.
8. Please move. --- You know how NPCs always get in your way? Well, you can ask them to move now.
9. What is your best skill? --- The NPC will tell you their best skills, in a roleplay-friendly way. Often times, their skills will just reflect their class. Naturally, commoners are not really skilled at anything, but good at a number of things. Archers will have a higher skill in archery than magic, but not always true. This is stat-based.
10. If we get in battle, don't use magic. --- Say you happen to raise an army of elite Telvanni battlemages. You don't one one person's armageddon-doom-uber-destroy'emAll spell to destroy your entire force, themself, and you, in one attack aimed at the single cliffracer that bombarded the captain.
11. I need you to use magic in combat. --- Tells them to use magic. Sometimes useful, sometimes not.
12. Do you know any useful spells? --- Finally, a mod that lets you ask your mage-friends to cast stuff on you! Depending on the person's class and disposition, they can cast a multitude of different spell effects, for or against your (or their) convenience.
13: Nevermind. --- Self explanitory, it tells the NPC you've changed your mind. I even have random responses to this, and even split them by disposition and the random variable. "Okay %PCName.. but don't be afraid to ask something of me.." At 90. "Eh.. whatever then." At 27.
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- dragon wench
- Posts: 19609
- Joined: Tue Apr 24, 2001 10:00 pm
- Location: The maelstrom where chaos merges with lucidity
- Contact:
I just installed "Buyable Ghorak Manor V.2"
Get a completely redecorated Ghorak Manor in a prime real estate location, downtown Caldera!
The owners of Ghorak Manor have a For Sale sign in the yard. Read the sign on the front door, and speak with Daran Atard in Shenk's Shovel to purchase the manor. The interior has been completely redecorated, and a previously "hidden" basement with a trapdoor in the dining area is now accessible.
The manor comes with an alchemy lab, 10 armor mannequins, and plenty of storage space, and of course, Creeper, who has been relocated to the basement. Check the small chest in the bedroom for a ring that will teleport you back to the manor and right in front of Creeper.
If you haven't completed the Boethiah shrine quest, Duma gro-Lag is still Caldera. Just ask Verick Gemain and he'll point you in the right direction.
If you have a Mark set in the manor, Recalling will not put you back inside. You won't be able to get inside the manor by any means except through purchasing it.
Really nice work, and for a shot of realism, it's not cheap, you need to fork over 50 K.
IMO, having the scamp nearby is neither here nor there. It's just a nicely designed house in a convenient location (Right next to the Wailing Wench if you have Clothiers of Vvardenfell ) and you need to work to get it.
[url="http://www.elricm.com/Monica/monicas_mods.htm"]Screenshots and download[/url]
Get a completely redecorated Ghorak Manor in a prime real estate location, downtown Caldera!
The owners of Ghorak Manor have a For Sale sign in the yard. Read the sign on the front door, and speak with Daran Atard in Shenk's Shovel to purchase the manor. The interior has been completely redecorated, and a previously "hidden" basement with a trapdoor in the dining area is now accessible.
The manor comes with an alchemy lab, 10 armor mannequins, and plenty of storage space, and of course, Creeper, who has been relocated to the basement. Check the small chest in the bedroom for a ring that will teleport you back to the manor and right in front of Creeper.
If you haven't completed the Boethiah shrine quest, Duma gro-Lag is still Caldera. Just ask Verick Gemain and he'll point you in the right direction.
If you have a Mark set in the manor, Recalling will not put you back inside. You won't be able to get inside the manor by any means except through purchasing it.
Really nice work, and for a shot of realism, it's not cheap, you need to fork over 50 K.
IMO, having the scamp nearby is neither here nor there. It's just a nicely designed house in a convenient location (Right next to the Wailing Wench if you have Clothiers of Vvardenfell ) and you need to work to get it.
[url="http://www.elricm.com/Monica/monicas_mods.htm"]Screenshots and download[/url]
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One of my favourite mods is 'Acherons Camping Gear'
It adds a NPC that sells a Camping Box and when you open the Box there is a portable campfire, portable tent and portable guarskin walls. You can place them *ANYWHERE* ingame and it *ACTUALLY* gives the feeling that *YOU*, are creating the village.
Unlike Raven Rock where you had to choose between places where you got your Estate built and had *NO* controll on where any of the other building were being constructed. In this mod you just get your Portable wares and set up a camp *ANYWHERE* even in Dagoth Ur's crater just, *ANYWHERE (for the third time)*.
You hand place *EVERY SINGLE BIT (ingame), YES IN - GAME*, none of it is forced to have a place. you could surround a 100x100Metre area by putting up Guarskin Walls, then have maybe 10 tents and fires scattered throughout the enclosure and After that go buy some slaves from 'Emperors Slave Companions' ,and get them to follow you to the village and make them dance by the fire naked! OR EVEN PLAY THE LUTE FOR YOU!.
It just looks awesome when you're just walking along, pitch black, through the wilderness,then you see all this light trapped behind a fence made of guarskin, So you walk around the wall looking for the entrance, And as you come closer to the opening you start hearing music, then you take a peek inside the enclosed area and theres a crowd of ladies/men dancing around the campires and playing the lute NAKED!!!!!!.
So basicly it does the following...
-add a npc to molag mar selling the camping box.
-allows the player to set up camps anywhere in the world of morrowind!.
Simple yet i rate it best SIMPLE'IST mod ever created.
It adds a NPC that sells a Camping Box and when you open the Box there is a portable campfire, portable tent and portable guarskin walls. You can place them *ANYWHERE* ingame and it *ACTUALLY* gives the feeling that *YOU*, are creating the village.
Unlike Raven Rock where you had to choose between places where you got your Estate built and had *NO* controll on where any of the other building were being constructed. In this mod you just get your Portable wares and set up a camp *ANYWHERE* even in Dagoth Ur's crater just, *ANYWHERE (for the third time)*.
You hand place *EVERY SINGLE BIT (ingame), YES IN - GAME*, none of it is forced to have a place. you could surround a 100x100Metre area by putting up Guarskin Walls, then have maybe 10 tents and fires scattered throughout the enclosure and After that go buy some slaves from 'Emperors Slave Companions' ,and get them to follow you to the village and make them dance by the fire naked! OR EVEN PLAY THE LUTE FOR YOU!.
It just looks awesome when you're just walking along, pitch black, through the wilderness,then you see all this light trapped behind a fence made of guarskin, So you walk around the wall looking for the entrance, And as you come closer to the opening you start hearing music, then you take a peek inside the enclosed area and theres a crowd of ladies/men dancing around the campires and playing the lute NAKED!!!!!!.
So basicly it does the following...
-add a npc to molag mar selling the camping box.
-allows the player to set up camps anywhere in the world of morrowind!.
Simple yet i rate it best SIMPLE'IST mod ever created.
K. VELOTHI - K. VENOM DRIFTER - BROTHERHOOD . NZ .
One i just found recently, and i think it's an extremely good idea, is the Morrowind Radio.
Ever gotten tired of the "explore" music, particularly on a long journey? I did, so this adds a "radio" for the trip. 8 of your own songs go in the music folder, and just activate the radio and select one, presto you've got less boring music, that you chose. Requires 8 mp3 type music files of your own. Could use some help with the icons and NIF's, I'm not an artist.
Requires user to rename and copy 8 mp3 files into the game directory.
Morrowind Radio - Planet Elder Scrolls
Ever gotten tired of the "explore" music, particularly on a long journey? I did, so this adds a "radio" for the trip. 8 of your own songs go in the music folder, and just activate the radio and select one, presto you've got less boring music, that you chose. Requires 8 mp3 type music files of your own. Could use some help with the icons and NIF's, I'm not an artist.
Requires user to rename and copy 8 mp3 files into the game directory.
Morrowind Radio - Planet Elder Scrolls
When a few people die, it's a tragedy. When thousands do, it's a statistic.
- dragon wench
- Posts: 19609
- Joined: Tue Apr 24, 2001 10:00 pm
- Location: The maelstrom where chaos merges with lucidity
- Contact:
I thought that the project, "Cyrodiil: Dawn of Oblivion" deserved mention here. It is, effectively, a community made expansion still under development.
Some description from their FAQ page:
And Princess Stomper has just released the first city, [url="http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5352"]Leyawiin[/url]. Note that it is still in Beta.
I doubt my computer has a hope of playing this (given what happens in "Mournhold Expanded" ), but I'll certainly be checking this out once I'm able.
Some description from their FAQ page:
[url="http://dawnofoblivion.googlepages.com/Index.html"]Cyrodiil: Dawn of Oblivion - official site[/url]What does this mod do?
Cyrodiil: Dawn of Oblivion is an unofficial mod/expansion for 'The Elder Scrolls III: Morrowind', and intends on filling the gaps in the timeline between the ending of Morrowind, and the events in Oblivion. There was quite a lot of activity occurring in the province of Cyrodiil in the lead up to the Oblivion Crisis - this mod brings that to life.
And Princess Stomper has just released the first city, [url="http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5352"]Leyawiin[/url]. Note that it is still in Beta.
I doubt my computer has a hope of playing this (given what happens in "Mournhold Expanded" ), but I'll certainly be checking this out once I'm able.
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- dragon wench
- Posts: 19609
- Joined: Tue Apr 24, 2001 10:00 pm
- Location: The maelstrom where chaos merges with lucidity
- Contact:
A couple of mods I've recently tried and really like:
[url="http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7039&id=5019"]Dremora Race and Companion mod[/url] by Westly and Princess Stomper.
I've just used the companion so far, who seems to have a reasonably well-developed personality and also comes with a quest. Definitely recommended!
[url="http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1787"]Teleportation Spells[/url]
This is probably the best transportation mod I have used. It builds on what is already in the game (Intervention, Mark and Recall), and it does so realistically, without feeling like a cheat. The spells to each town/city are fairly expensive, you expend 100 points of magicka upon casting, and you need at least 60 levels in Willpower to do so with any reliability.
And honestly, it's humiliating for a high level mage, especially one who is Arch Mage and/or Arch Magister to have to rely on some lowly guild guide, boats or silt striders in order to move from one end of the island to the other.
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Okay... I think I may have found my new favourite house mod. This does not appear to be at Planet Elderscrolls, I stumbled onto it via KW Shipman's site; the download is from the author's own page.
[url="http://erstamsrealm.net/mymods.htm"]Suran Hillside Manor[/url]
Here is a description from the page linked to above:
The house is truly beautiful, and the entire upper (exterior) area is reminiscent of the greenhouse in Abu's Retreat. Except that the windows are *real* panes of glass that look out onto onto Suran and the surrounding landscape. Despite, how special it is, Hillside Manor still fits into the general feel of Morrowind (IMO anyway), which is a major plus in my books. There are all kinds of fantastic and unique house mods out there, but they don't quite blend with the game (again, this is all subjective ).
Be sure to click on the link to check out the screen shots.
The "basement" portion is an interior cell, and is entirely unfurnished, ideal to satisfy your inner interior decorator if you have a furniture mod. It contains a series of interconnecting rooms which are also partially constructed with glass panals and doors. Again, you can see out of them and into the central area of the basement. Although my Telvanni is very fond of her lonely tower, she is currently planning a secondary residence and is thinking how she will build her library, magic lab, display area and kitchen..
There are no alchemy sorters, or teleportation devices, but personally I don't see this as a problem. Hillside Manor is very close to the siltstrider, or you can use one of the many teleportation mods out there. Plus, if you must: coc "Suran, Hillside Manor," lands you in the entryway.
I can live easily enough without alchemy sorters because the large trunks you can buy from Dave Humphrey's furniture stores are great for ingredient storage.
[url="http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7039&id=5019"]Dremora Race and Companion mod[/url] by Westly and Princess Stomper.
I've just used the companion so far, who seems to have a reasonably well-developed personality and also comes with a quest. Definitely recommended!
[url="http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1787"]Teleportation Spells[/url]
This is probably the best transportation mod I have used. It builds on what is already in the game (Intervention, Mark and Recall), and it does so realistically, without feeling like a cheat. The spells to each town/city are fairly expensive, you expend 100 points of magicka upon casting, and you need at least 60 levels in Willpower to do so with any reliability.
And honestly, it's humiliating for a high level mage, especially one who is Arch Mage and/or Arch Magister to have to rely on some lowly guild guide, boats or silt striders in order to move from one end of the island to the other.
EDIT
Okay... I think I may have found my new favourite house mod. This does not appear to be at Planet Elderscrolls, I stumbled onto it via KW Shipman's site; the download is from the author's own page.
[url="http://erstamsrealm.net/mymods.htm"]Suran Hillside Manor[/url]
Here is a description from the page linked to above:
My impression is basically summed up by "Wow!"What's special about this house is that the rooms are actually built in the exterior world. That is, you can look out of the (many) windows and see the real landscape outside. The manor consists of two parts, the house above the ground which has a certain modern, "holiday residence" feel, and a magnificent underground hall in the basement (this is an actual interior cell). It contains many of dongle's glass panes, windows and doors, as well as some other objects made by him, so it's also sort of a tribute to his work.
Although the house itself is finished and can be used as it is, it's only partly furnished, and meant to be customized by you for your own taste and needs, either in the CS or using one of the buyable furniture mods.
The plugin requires both expansions. It changes the landscape of cell (6, -6).
The house is truly beautiful, and the entire upper (exterior) area is reminiscent of the greenhouse in Abu's Retreat. Except that the windows are *real* panes of glass that look out onto onto Suran and the surrounding landscape. Despite, how special it is, Hillside Manor still fits into the general feel of Morrowind (IMO anyway), which is a major plus in my books. There are all kinds of fantastic and unique house mods out there, but they don't quite blend with the game (again, this is all subjective ).
Be sure to click on the link to check out the screen shots.
The "basement" portion is an interior cell, and is entirely unfurnished, ideal to satisfy your inner interior decorator if you have a furniture mod. It contains a series of interconnecting rooms which are also partially constructed with glass panals and doors. Again, you can see out of them and into the central area of the basement. Although my Telvanni is very fond of her lonely tower, she is currently planning a secondary residence and is thinking how she will build her library, magic lab, display area and kitchen..
There are no alchemy sorters, or teleportation devices, but personally I don't see this as a problem. Hillside Manor is very close to the siltstrider, or you can use one of the many teleportation mods out there. Plus, if you must: coc "Suran, Hillside Manor," lands you in the entryway.
I can live easily enough without alchemy sorters because the large trunks you can buy from Dave Humphrey's furniture stores are great for ingredient storage.
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