[Relz] Arktwend English 3.1

Post » Tue May 17, 2011 9:44 am

http://tesnexus.com/downloads/file.php?id=29239

(You may also be interested in: http://www.gamesas.com/bgsforums/index.php?showtopic=1067649)
(Also, Brumbek has converted the in-game movies from German to English: http://www.tesnexus.com/downloads/file.php?id=33639).

INTRODUCTION

Arktwend is a German TC (Total Conversion) for the Morrowind engine by SureAI. Some time after Arktwend was finished, Golden Thief did an English translation. This project is a continuation of those efforts.

About Arktwend

The game takes place in a land called Arktwend. The size of the landmass is around 30 square kilometers, making it larger than Morrowind. The player traverses idyllic forests, birds are flying through the air, animals such as
sheep, deer, rabbits, wild boars and wolves cavort on the ground and fish swim underwater. Leaves fall from trees, grass and grain sway in the wind.

Stormwend, the largest city in the game, is about the size of Vivec. A large part of the game takes place in Stormwend, which is the intellectual and cultural center of Arktwend. There are many guilds you can join: the City
Guards, the Clerics, the Gladiators, the Brotherhood or the Thieves Guild. And rumor has it that somewhere in the woods of Arktwend there still is a guild of Hunters that has kept hidden, a group of rough boys.

The player can join each of these guilds and receive quests from them. In Stormwend itself resides Kanzler Brutus, a power-crazed tyrant. He has withdrawn into the big tower on the outskirts of the city, where the fate of the whole Arktwend will be decided. Furthermore, there are small villages and castles throughout the country in which the player can do side quests.

The player begins his adventure in a monastery where he grew up, blissfully ignorant of the faroff land of Arktwend. Outside the monastery the whole wide
world awaits him. But strange things are happening in Arktwend. Putrefying revenants roam the frontier and long-forgotten dark forces seek a return to
power. The Age of Heroes has begun!

Features
  • New and original main quest.
  • Six Guilds
  • 1000 NPC's
  • CA. 30 sq. km land mass
  • Almost a thousand interiors
  • Flora disappears after being picked, then regrows after a certain amount of
    time has passed.
  • Several "runes" when used, impact various attributes of the player.
  • Dimension doors which one can use to enter an alternate dimension.
  • New weapons, armor and items
  • New Soundtrack
  • German Speech


INSTALLATION
  • Before you install, it is recommended that you choose an install location for Arktwend that is different from your regular Morrowind directory. This is because the Arktwend install will overwrite files, including Morrowind.ini. You can find some ideas on how to create a separate install at this gamesas http://www.gamesas.com/bgsforums/index.php?showtopic=832760. In any case, what you want to start with is an installation of Morrowind GOTY.
  • If you have not already done so, Run the German installer: Arktwend_DvR_Install_v2.0.0.de.exe http://www.sureai.de/index.php?option=com_content&task=view&id=43&Itemid=64. This gets installed on top of Morrowind GOTY from the first step.
  • Then unpack the Arktwend_English archive to the install directory (where Morrowind.exe is located) and verify that Arktwend_English.esm is put into "Data Files". This will also put a Morrowind.ini in your Morrowind directory, which must be used for playing Arktwend. The vanilla Morrowind.ini will not work with this mod.
  • Activate Arktwend_English.esm via the Launcher or Wrye Mash. This is the only plugin absolutely necessary for the running of Arktwend English. You should not activate any of the plugins that came with the German installer.
  • Review the optional plugins in the "Data Files/Extras" sub-directory, copy the ones you want to "Data Files" and activate them.
  • Start your game.


A Note on Compatibility
Due to the extensive changes in Arktwend English 3.1 it is incompatible with all previous versions of the English translation of Arktwend, and so previous savegames will be invalid with this new release, and you will have to start a new game. Also any mods, patches, or other plugins made for previous versions are not supported for the latest version.

In addition, due to the many differences with the German (and other) language version (notably CELL names), mods made for Arktwend English will not work with other language versions of the game.

3.1 Release Notes

The changes in 3.1 are numerous, and they are mostly enumerated in the Changelog file that will be included in the release.

Here is an incomplete summary of changes in this release:
  • 3.1 is based on "Arktwend EMaster v2.014.esm", but it includes some aspects of "Arktwend English.esm" (v3.0 by Golden Thief) and also "Arktwend 2.0.0 (DE).esm".
  • The goal is to make a stable, unchanging basis for future mod development that conforms closely to the original German version. (A more detailed list of the goals is given in the included Readme).
  • All known sources of crashes have been fixed (non-persistent summoned critters, use of position(cell) while in menu mode, active spell effects from non-persistent casters, etc.)
  • One rather huge change was to switch all merchants from selling out of their personal inventory to selling out of merchant chests. This change included a complete change of all merchant inventories (hopefully they make a lot more sense now), and it also means that modifying merchant inventories in future mods will be easier. This also means that merchants no longer sell the really powerful artifacts. These artifacts have been distributed around Arktwend to find on quests or as Boss drops.
  • A few of the more blatant "windfall profits" have been nerfed. You can no longer loot vast quantities of cheap grain from the prison ship and sell it at exorbitant price to Garb in Gron (the rice was way overpriced and overabundant). The clothes of the patron have been reduced in price by 10 times, as you could find dozens of bandits running around with gloves worth 5000 gold. The "rusty sword" used to have a value of 500 gold, but now it's just a cheapo sword, and other changes of this sort have been made. Money is still pretty easy to come by, there are still many, many valuable items that can be found fairly early.
  • Continuing Golden Thief's work of "opening up" Arktwend, for the most part, the English version supports going places and doing things without regard to any plan or order. So collisionboxes have been deleted, and quests bulletproofed with the result that in Arkwend English 3.1, you should be able to roam and explore freely without worrying about pooching some quest. For example, previously you may have been required progress from stage A -> pass by some marker B -> be greeted by NPC C -> arrive at D, now you can proceed from stage A to stage D, and perhaps skip inconsequential steps B and C. This allows the player to play quests without wondering if they've skipped an important step, possibly screwing up the quest.
  • Lots of dialogue has been rewritten to make quests clearer. Instructions given to the player are now more specific in terms of where the player should go and what they should do. And the instructions are now more often mirrored better in the journal entries, in case you forget where you are supposed to do.
  • I added a fair amount of context sensitive greetings so that dialogue interactions are more natural. For example, the Hunters Guild quest line has been almost entirely revamped so that you get appropriate quest-context-sensitive greetings, instead of having to guess and find the right topic from the list of topics in the dialog box. Also the Hunters Guild quest rewards and promotion dialogue have all been revamped. So, become a hunter and have some fun. To a lesser degree, I've given the same treatment to the Clerics and City Guard faction quests, but those quest lines were in better shape to begin with.
  • I enabled a couple incidental quests that weren't working: "The Heart of Shark'a" and "Magical Fabric".
  • I overhauled all the quest journal entries to make it clear when a quest is finished. So the journal should now be more useful. In general, after a quest line of any length, you'll eventually get to an entry that says something like: "now it is time to continue my adventures", so you know that quest is done.
  • I've re-anchored zillions of floating statics. So hopefully, you will not see any floaties about.
  • I've smoothed many pathways, so you and your companions should not have any trouble navigating stairways and other places that were previouosly sticky.
  • More followers now use the companion script so they do not give you any troubles following you on your travels.
  • More NPCs carry torches, for night-time ambience.
  • I integrated my readable waysigns from TAO into this release, they make the roadways more interesting to look at. And, should someone wish to re-texture them in the future, it should now be easier as they all use unique meshes.
  • Numerous unused objects were deleted from the Master. If they are needed, they can be put into supplemental plugins.
  • A number of duplicate objects were coalesced. Most notably, I coalesced all the Mytrehen NPCs, so for example, there
    is now only one MytrehenBogen (Archer), of whom there are 57 instances.
  • All scripts have been checked with MWEdit, all files checked with TESFiles, and all dialogue has been spell-checked.
  • Included some of the enemy balancing changes from TAO.
  • Improved more immersive transitions: previously there were quite a few places where NPCs would just disappear in front of your eyes, or the PC would be teleported instantaneously from one place to another. Now most of these transitions are done during a "fade-to-black" so they are not as abrupt. And in some cases, instead of having NPCs take their leave by blinking out of existence, they walk/run off instead.


Quite a few of the changes will be quite subtle and you probably won't notice them unless you were looking for them. For instance, in previous versions, if you went exploring the snowy mountains to the north you could have accidentally triggered some markers and dialogue meant for a much later quest, which would mess up that quest when you went to do it later. Or you couldn't sleep in many of the beds/bedrolls you found because they didn't have the bed script attached. Or you could be charged for a crime for killing some mob after you because some of them had alarm settings ... Some angles of PositionCell were wrong, so now NPCs and player are more correctly positioned after some teleports ... NPCs instead of blinking out of existence to teleport off, instead they run off. So even if these little changes aren't very noticeable, hopefully you will find the game is more fun to play, and there are fewer cases of wondering why something seems out of place.

Feedback appreciated, positive or negative. Let me know how I can make it better. Thanks.
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Evaa
 
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Post » Tue May 17, 2011 2:05 pm

I had just started Arktwend, but I'll restart it with the new version. Eventhough I only made it to Melee, I could already see new interesting features like lighted windows, better roadsignes, sitting NPC's and a 'see-through window' in the melee room (I'm not sure how that is done), so I look forward to the rest of the inprovements.

I couldn't download the additional mods (the bank etc) from rapidshare, so are these links broken (or is it my vista bug again).
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MR.BIGG
 
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Post » Tue May 17, 2011 9:16 am

I had just started Arktwend, but I'll restart it with the new version. Eventhough I only made it to Melee, I could already see new interesting features like lighted windows, better roadsignes, sitting NPC's and a 'see-through window' in the melee room (I'm not sure how that is done), so I look forward to the rest of the inprovements.


Actually, the see-through windows and sitting NPCs were already there, but thanks! I did the roadsigns, and ported Max's Windows Glow to TAO to make the windows glow :)

I couldn't download the additional mods (the bank etc) from rapidshare, so are these links broken (or is it my vista bug again).


I haven't done anything to maintain those other mods. Hopefully the original authors will re-upload them somewhere if the links die.
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Sun of Sammy
 
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Post » Tue May 17, 2011 7:18 am

I've been waiting for this.
I've never played a TC before, but this one has always interested me.
Thank you!

I've only briefly glanced at the install instructions, so forgive me if this is a silly question, but will the MWCP still automatically work with this?
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Sophie Louise Edge
 
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Post » Tue May 17, 2011 11:49 am

I've only briefly glanced at the install instructions, so forgive me if this is a silly question, but will the MWCP still automatically work with this?

Absolutely. I would recommend the Code Patch for Arktwend.
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K J S
 
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Post » Tue May 17, 2011 1:26 am

Just installed this, and I'm getting some sort of error about a file called beersuds.nif being missing.
This happens as soon as I step into the second room of the first building, and the game sort of locks up from it.

I had a previous version installed, and I never got this error. What's going on?
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Toby Green
 
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Post » Tue May 17, 2011 1:10 pm

Just installed this, and I'm getting some sort of error about a file called beersuds.nif being missing.
This happens as soon as I step into the second room of the first building, and the game sort of locks up from it.

I had a previous version installed, and I never got this error. What's going on?


This happened to me too. What I did was I copied the mesh "bierkrug.NIF" (in the meshes\Arktwend folder) and renamed it to beersuds.nif. I'm sure it's probably not the right model, but it let me continue. (Copying any mesh that isn't super huge should work, that one just seemed most likely to me to be closest to what was missing) :shrug:

Also, I'm having trouble with a City Guard quest,
Spoiler
the one where you have to solve the murder. The journal entry suggests that I should look for the murder weapon, but I've looked everywhere and I can't find it. Any hints?

User avatar
x a million...
 
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Post » Tue May 17, 2011 8:59 am

It is confusing, what exactly you need to download and check for Artktwend to work.

I have checked:
Aktwend emasters 2.014.esm and
TAO.esp,
while also having the following files:
Arktwend english.esm,
Arktwend enhanced scripte.esp,
Arktwend 2.0.0 (DE).esm,
Arktwend-jms_fixes.esp.

It's probably too many files with the fixes now being redundant for me with the latest TAO. enhanced scripte seem to be required by Arktwend english, but since that doesn't need to be disabled enhanced scripte shouldn't be needed as well. So exactly which of the unchecked mods are needed for additional files?

I finally fixed my problem with Gergard not showing up, but I still have a few errors in my warnings, which shouldn't be there, which you might be interested in:

 Unable to find sound gen creature 'SoundFrostOgre' on object 'Ice_troll_02'.Unable to find sound gen creature 'SoundFrostOgre' on object 'KleineFrostGestalt01'.Unable to find script 'StormwenderControl' on object 'Afer Flaccus_guard'.Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.Not able to find Forearm part in A_DarkBrotherhood_Pauldron_FA.Texture "Data Files\Textures\K_Shimmer.dds" count 3.Texture "Textures\_land_default.tga" count 3.Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.

especially the first three, seems like bugs, but they haven't caused any problems for me yet (but I've only just entered Gor.
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Ridhwan Hemsome
 
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Post » Tue May 17, 2011 9:12 am

This happened to me too. What I did was I copied the mesh "bierkrug.NIF" (in the meshes\Arktwend folder) and renamed it to beersuds.nif. I'm sure it's probably not the right model, but it let me continue. (Copying any mesh that isn't super huge should work, that one just seemed most likely to me to be closest to what was missing) :shrug:

Also, I'm having trouble with a City Guard quest,
Spoiler
the one where you have to solve the murder. The journal entry suggests that I should look for the murder weapon, but I've looked everywhere and I can't find it. Any hints?

Spoiler
The murderweapon is there, but it's hard to find, so keep looking, it's in the scrubbery close to the corner (if I remember correctly), it's a dagger

User avatar
Trey Johnson
 
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Post » Tue May 17, 2011 9:07 am

It is confusing, what exactly you need to download and check for Artktwend to work.

I have checked:
Aktwend emasters 2.014.esm and
TAO.esp,
while also having the following files:
Arktwend english.esm,
Arktwend enhanced scripte.esp,
Arktwend 2.0.0 (DE).esm,
Arktwend-jms_fixes.esp.

It's probably too many files with the fixes now being redundant for me with the latest TAO. enhanced scripte seem to be required by Arktwend english, but since that doesn't need to be disabled enhanced scripte shouldn't be needed as well. So exactly which of the unchecked mods are needed for additional files?

First, thanks for the help with that quest. :)
Second, I *think* all you need enabled is Arktwend_English.esm. It's working for me so far, and this seems to imply it's right:
Activate Arktwend_English.esm via the Launcher or Wrye Mash.

Edit: just saw the thread for TAO. I guess if you're using that too then maybe you would also need another file? Not sure, haven't looked at it yet.
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Andrew Tarango
 
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Post » Tue May 17, 2011 12:23 pm

Just installed this, and I'm getting some sort of error about a file called beersuds.nif being missing.
This happens as soon as I step into the second room of the first building, and the game sort of locks up from it.

I had a previous version installed, and I never got this error. What's going on?

Sorry about that. Apparently TESFILES missed a couple files.
I've put up a patch at http://tesnexus.com/downloads/file.php?id=29239 with the missing files.
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Sarah Edmunds
 
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Post » Tue May 17, 2011 2:19 pm

It is confusing, what exactly you need to download and check for Artktwend to work.

I have checked:
Aktwend emasters 2.014.esm and
TAO.esp,
while also having the following files:
Arktwend english.esm,
Arktwend enhanced scripte.esp,
Arktwend 2.0.0 (DE).esm,
Arktwend-jms_fixes.esp.


Yikes, were the installation instructions in the readme that unclear?
You only need to have activated:

Arktwend_English.esm (Version 3.1)
TAO.esp (Version 0.14)
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Jessie Rae Brouillette
 
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Post » Tue May 17, 2011 1:54 am

Yikes, were the installation instructions in the readme that unclear?
You only need to have activated:

Arktwend english.esm (Version 3.1)
TAO.esp (Version 0.14)

It's not that bad, because I have only those two checked. But my question is, do I need any files from the other mods?
I used the installation guide, you linked to in your previous thread to install the mod, and here severel downloads besides these two were mentioned.
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Penny Wills
 
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Post » Tue May 17, 2011 3:46 am

It's not that bad, because I have only those two checked. But my question is, do I need any files from the other mods?
I used the installation guide, you linked to in your previous thread to install the mod, and here severel downloads besides these two were mentioned.


Well, Burrowind's Installation guide was written for a previous version. So while some parts of it apply (like the German installer, installing in a separate folder from your regular morrowind), it hasn't been updated for this brand new release.

Are you still having errors with just those two plugins activated?
You can ignore the errors explained in the readme section on "Reporting Problems".
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Isaac Saetern
 
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Post » Tue May 17, 2011 6:54 am

Nice to see that there is so much work put in this mod, I guess it must be a good one, so maybe I should finally play through it. But I remember it being pretty laggy back when it came out (the big city was unplayable for me), but I guess that was because of my old PC. I guess I will try out your new version, sounds good with the improvements you made.
So thx to you and GoldenThief for putting in so much effort ;)
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maya papps
 
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Post » Tue May 17, 2011 6:38 am

But I remember it being pretty laggy back when it came out (the big city was unplayable for me), but I guess that was because of my old PC.


Performance can be pretty bad in the city of Stormwend on older machines. If I can improve this in the future, then there will probably be another release of Arktwend English just for that.
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David Chambers
 
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Post » Tue May 17, 2011 6:35 am

Also, I'm having trouble with a City Guard quest,
Spoiler
the one where you have to solve the murder. The journal entry suggests that I should look for the murder weapon, but I've looked everywhere and I can't find it. Any hints?


This is the one quest where I changed the location of a quest item:

Spoiler
The original quest had the dagger hidden under a bush south of the rampart wall south of the Kanzler's villa. This makes no sense to me, and when I played that quest, I searched for at least 1/2 hour before giving up and looking for the location in the .esp. I really dislike having to do that, so for v3.1 I moved the dagger closer to the murdered body, though it's still hidden like the original location. I tried to make the new location make more logical sense, so that if you really were anolyzing the crime, you'd be able to make a better guess at its location.

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Elena Alina
 
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Post » Tue May 17, 2011 2:04 am

Sorry about that. Apparently TESFILES missed a couple files.
I've put up a patch at http://tesnexus.com/downloads/file.php?id=29239 with the missing files.
I seem to remember Fliggerty saying he had some issues with TESFiles missing some files when he was working on his armour project, I believe he ended up using Shanjaq's http://www.tesnexus.com/downloads/file.php?id=1717.
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Jerry Cox
 
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Post » Tue May 17, 2011 1:24 pm

I seem to remember Fliggerty saying he had some issues with TESFiles missing some files when he was working on his armour project, I believe he ended up using Shanjaq's http://www.tesnexus.com/downloads/file.php?id=1717.


Thanks for the tip! I'll check it out.
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Lou
 
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Post » Tue May 17, 2011 2:35 am

This is the one quest where I changed the location of a quest item:

Spoiler
The original quest had the dagger hidden under a bush south of the rampart wall south of the Kanzler's villa. This makes no sense to me, and when I played that quest, I searched for at least 1/2 hour before giving up and looking for the location in the .esp. I really dislike having to do that, so for v3.1 I moved the dagger closer to the murdered body, though it's still hidden like the original location. I tried to make the new location make more logical sense, so that if you really were anolyzing the crime, you'd be able to make a better guess at its location.

Thanks, found it. Still took me a while, but you're right, it does make sense now at least.
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Katie Louise Ingram
 
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Post » Tue May 17, 2011 6:34 am

Thanks, found it. Still took me a while, but you're right, it does make sense now at least.


Okey dokey. Maybe I should put a hint in the spoilers doc for that one anyway. I wanted to make it still a challenge, but not like the original location, which had me looking inside the esp to find the solution after I felt I'd searched long enough.
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Scott Clemmons
 
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Post » Tue May 17, 2011 4:01 am

How do you get Wrye Mash to work this?
Mine doesn't see the Arktwend esp/esm. It seems to just be reading my original Morrowind folder.
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Karl harris
 
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Post » Tue May 17, 2011 3:13 pm

How do you get Wrye Mash to work this?
Mine doesn't see the Arktwend esp/esm. It seems to just be reading my original Morrowind folder.


I installed Arktwend in C:\Arktwend
and a new copy of Mash in C:\Arktwend\Mopy
And that worked for me.

Have you tried something like that?
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Jessica Lloyd
 
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Post » Tue May 17, 2011 2:11 am

I just figured it out, as soon as I asked for help. :P
I just had to change the path in the new Mash's Properties to point to the new Mopy.
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Sara Johanna Scenariste
 
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Post » Tue May 17, 2011 1:52 am

I just figured it out, as soon as I asked for help. :P
I just had to change the path in the new Mash's Properties to point to the new Mopy.


Good to know. I start up Mash a little differently under Wine, so I guess that didn't come up for me.
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Lexy Corpsey
 
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