http://download.fliggerty.com/download-48-671
http://morrowind.nexusmods.com/mods/28293http://morrowind.nexusmods.com/mods/28293http://morrowind.nexusmods.com/mods/28293
http://download.fliggerty.com/download-48-672http://morrowind.nexusmods.com/mods/28293http://download.fliggerty.com/download-48-672
INTRODUCTION
Arktwend is a German TC (Total Conversion) for the Morrowind engine by SureAI.de. Some time after Arktwend was finished, Golden Thief did an English translation. The Arktwend English project is a continuation of those efforts.
Additional content for Arktwend can be found in my TAO (The Arktwend Overhaul) project.
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 of the Arena, the Brotherhood of Ion or the Thieves Guild. And rumor has it that somewhere in the woods of Arktwend there 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. Furthermore, there are small villages and castles throughout the country in which the player can do side quests.
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 He has withdrawn into the big tower on the outskirts of the city, where the fate of all Arktwend will be decided.
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
- 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
- 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 on http://morrowind2009.wordpress.com/total-conversion-arktwend-english/. Or at the http://www.gamesas.com/bgsforums/index.php?showtopic=832760.
- If you have not already done so, Run the German installer: http://www.sureai.de/index.php?option=com_content&task=view&id=43&Itemid=64.
- Then unpack the Arktwend_English archive to the Morrowind directory 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.
- 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.
The changes in 3.2 are numerous, and they are mostly described in the Changelog file.
Summary of notable changes in the 3.2 release:
- Improved and more comprehensive Readme!
- Added a new method of forbidding access to Stormwend before the Tournament.
- For a little fun, you can now climb the ladders and construction scaffolding around "Stormwend, Church" before the restoration work completes. To go up, activate the ladder. To come down, just slide down. Don't fall!
- Added more chests labelled "Big Chest" around Arktwend, mostly in places where you might be staying (guild halls, etc). These are magically huge chests that will hold all your loot. Recognize them by the blue candle on top of them.
- Now most proper taverns that should rent beds actually do rent a bed. Still not enough taverns yet. (TAO offers one new inn now). And as a bonus, most taverns let you rent for extended periods. Along with this change, I made a number of more cells "illegal to sleep", so find a proper bed!
- I fixed or added a small percentage of pathgrids, mostly in the cells that are quest related. This should result in better NPC/Creature AI behavior.
- A few select enemies should now be a little more challenging. For example, one boss was a master of short blade, but only had a long blade, and would mostly swing and miss at you, so now they have a short blade and are a more challenging opponent.
- Now better clues are given on the murder investigation sub-quest of the City Guards questline.
- Added some Skeleton Archers and a couple Goblin Warchiefs for variety.
- Made the printed notices posted about Stormwend a bit more relevent to actual quests and whatnot.
- A few more changes were made to make the English version more like the German version, including changing some of the "constant effect" enchantments to "cast when used", and the enchantment on the chargen ring.
- Fixed glitchy sitting animation for people in Melee, Church by replacing it with some nice animations from Arcimaestro Antares' Animated Morrowind. Added a few other of his nice animations to a handful of NPCs around Arktwend.
- Fixed an important dialogue bug with Salvadore in the Stormwend marketplace that would prevent initiating the Thieves Guild quest line with Golia.
- Added advice that is actually about Arktwend to the "Arktwend Advice" topic.
- Finished "opening up" Arktwend by removing most of the invisible collision boxes. Quests are better bulletproofed to avoid ruining by being in the wrong place at the wrong time, or doing something unexpected. Levitation/Teleportation are disabled in the sections of quests where it would cause problems. It should be virtually impossible for the player to ruin a quest now.
- Tweaked stats on a few enemies to make them a little harder.
- Fixed dialogue/quest problems caused when player has incurred a fine for a crime and crashes associated with "GotoJail" function.
- Scripted a couple bosses to make them tenacious pursuers.
- Added cosmetic covering to areas that should only be visible during the mission to save the Dwarf King's son. Now the player can adventure around these areas without seeing stuff they shouldn't because they haven't started the quest yet.
- Fixed Hydor Wesen "NiBone "Bip01 Tail" not found!" bug.
- Fixed Clerics questline breakage in case you take care of Altrefft problem before being assigned that quest.
- Fixed Gargart stuff so you couldn't ruin the quest by visiting early while adventuring.
- Fixed minor side-quests for Tatian's purchasable store and Keiron stuck in the mountains.
- Added a handful of missing files and the correct Morrowind.ini for playing Arktwend (changes from patches to 3.1)
- Fixed the Lorum runes and added proper bloodmoon summons.
- Tweaked a handful of placements of things in the world, floating rocks and pillows, etc.
- Compatibility with Arktwend English 3.2.
- A new Inn outside Bregen. It has a dog and a duck in it.
- Dogs in some towns (to explain all that barking you hear as you wander around )
- A new and exciting, but completely optional, Thieves Guild quest with special bonus item.
Special thanks go out to JH2011 and arvisrend for their Beta feedback which resulted in some significant bugfixes.
FUTURE PLANS
I'm very pleased with how 3.2 turned out. But of course I cannot guarantee zero bugs. If anyone does find a problem, please report it and a patch will be done, forthwith. Meanwhile, I plan to collect some ideas for improvements to both Arktwend English and TAO for a future release, but I do not know when it will come.