[RELz] Expansion Integration

Post » Tue May 17, 2011 4:11 pm

For a while now I've been privately distributing versions of TheOtherFelix's "Tribunal Integration" and "Bloodmoon Extras" mods. The original versions of these mods used the addToLev and removeFromLev script commands (http://www.uesp.net/wiki/Tes3Mod:Leveled_Lists#Scripted_Leveled_Lists) and the ones I was passing around to those who PMd me just removed the use of these scripts.

Anyway, I've been meaning to create my own versions of these for a while and this is what I've come up with. I've called it Expansion Integration as it binds the material from the expansions more closely into Vvardenfell. As well as TheOtherFelix's work I've leant very heavily on a couple of mods by Blockhead and RR_Raptor65, "Tribunal Bloodmoon Ingredients" and "Wild Durzogs" respectively. Anyway, the readme:
The Elder Scrolls III MORROWIND:

=========================
Expansion Integration 1.1
=========================

By Dragon32
2nd May 2011

1. Description
2. Requirements
3. Installing the plug-in
4. Playing the plug-in
5. Save games
6. Conflicts
7. Credits
8. Contact
9. Disclaimer
10. Details
11. Change log
12. Future plans

=========================
1. DESCRIPTION
=========================

Better integrates the Tribunal and Bloodmoon expansions into the game by adding their new content to Vvardenfell. Making Solstheim, Almalexia and Vvardenfell part of one, connected world.

In addition, unused resources from Bloodmoon are added into the game world.

Features:

(*) Adds Tribunal's Centurion Archers and Advanced Steam Centurions to Vvardenfell's Dwemer levelled creature lists.

(*) Adds Tribunal's Durzogs to Vvardenfell's creature levelled lists.

(*) Creates a new monster, blighted Durzogs, and adds them to Vvardenfell's creature levelled lists.

(*) Adds Tribunal and Bloodmoon alchemy ingredients to Vvardenfell's item levelled lists.

(*) Adds two new weapons (Nordic Silver Spear and Stalhrim Shortsword), one shield (Riekling shield) and one creature (an additional Riekling) to Solstheim using unused meshes included with Bloodmoon.

(*) Replaces the pieces of netch leather armour worn by three of the Dark Brotherhood members on Vvardenfell with their Dark Brotherhood equivalents, and also one of their weapons.

(*) Replaces pieces of Indoril armour belonging to the group of Elite Ordinators with equivalent pieces of Her Hand's armour (shields are removed entirely from all but two of them since the others will not equip either version).

(*) Replaces another character's silver staff with a goblin club.

(*) Other armour adjustments for low level Dark Brotherhood members.

(*) Various dialogue, journal and one gameplay change affecting the "Dark Brotherhood Attacks" quest.

See also 10. Details, but beware of possible spoilers.

=========================
2. REQUIREMENTS
=========================

This mod requires both Tribunal and Bloodmoon.

=========================
3. INSTALLING THE PLUGIN
=========================

Extract either "ExpansionIntegration_1.1.esp" or "ExpansionIntegration_NoStalhrim_1.1.esp" to your Data Files folder. All models and textures used by this mod are included in either Bloodmoon.bsa or Tribunal.bsa.

=========================
4. PLAYING THE PLUGIN
=========================

From the Morrowind Launcher, select Data Files and check the box next to either "ExpansionIntegration_1.1.esp" or "ExpansionIntegration_NoStalhrim_1.1.esp".

Do not enable both plugins, choose one:

(*) ExpansionIntegration_1.1.esp
This is the basic mod as described in the Description and Details section.

(*) ExpansionIntegration_NoStalhrim_1.1.esp
With this version there is no Raw Stalhrim added to the levelled lists, you
will only find Raw Stalhrim in its original locations on Solstheim.

=========================
5. SAVE GAMES
=========================

Two of the plugins that formed the basis of this mod ("Bloodmoon Extras 0.2" and "Tribunal Integration 0.5") use scripted levelled lists. This means that the levelled lists affected by these mods are saved in the player's savegames. See the Details section for more information.

This mod does *not* use scripted levelled lists. If you have previously been using either "Bloodmoon Extras 0.2" or "Tribunal Integration 0.5" then see the Details section for how to clean your savegame.

=========================
6. CONFLICTS
=========================

A number of mods formed the basis for this one. They are:

(*) Tribunal Integration v0.5 by TheOtherFelix (TribIntegration.esp).
(*) Bloodmoon Extras v0.2 by TheOtherFelix (BMExtras.esp).
(*) Tribunal Bloodmoon Ingredients by PCC aka Blockhead (pcc_tr_bm_ingredients_01.esp).
(*) Wild Durzogs by RR_Raptor65 (WildDurzogs_easy.esp and WildDurzogs_hard.esp).

If you have any of these plugins installed then uninstall them before using this mod.

Due to the changes made to the Dark Brotherhood it is likely that this mod will conflict with other mods that make changes to the Dark Brotherhood NPCs like Dark Brotherhood Replacer by Dimitri Mazieres.

This mod does *not* alter the "dbattackScript" so is compatible with all the delayed Dark Brotherhood attack mods.

The addition of the Stalhrim Shortsword means that this mod is incompatible with Gogetto's Stalhrim Weapons by J.C. Spencer.

=========================
7. CREDITS
=========================

Thanks to the modders who created the original mods that inspired and formed the basis of this one: TheOtherFelix, Blockhead and RR_Raptor65. These guys did all the heavy lifting, I'm just standing on their shoulders.

Thanks to DarkDragon who started the thread on Save Games and Levelled Lists that ultimately led to all this. Archived here for the curious: http://www.yacoby.net/es/forum/12/2060751134992760.html

Thanks to Xeth-ban for the blighted Durzog suggestion.

Thanks to the tool makers:
(*) Farren Hayden and the Secret Masters for Morrowind Enchanted Editor
(*) Dave Humphrey for MWEdit
(*) John Moonsuger for tes3cmd
(*) Ely VanReen Soto for TES Plugin Conflict Detector

=========================
8. CONTACT
=========================

Please contact me, Dragon32, via PM at the Bethesda Softworks Forums:
(http://www.gamesas.com/

=========================
9. DISCLAIMER
=========================

Follow the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License:
http://creativecommons.org/licenses/by-nc-sa/3.0/

=========================
10. DETAILS
=========================

(*) Scripted Levelled Lists.
Mods that modify levelled lists through the addToLev and removeFromLev script commands will cause copies of these (modified) levelled lists to be added to the savegame itself. This approach conflicts with the use of levelled list mergers since the savegame copy of the levelled list will override even the merged leveled list esp.

Information taken from UESP: http://www.uesp.net/wiki/Tes3Mod:Leveled_Lists#Scripted_Leveled_Lists

If you believe your savegames contain levelled lists you can clean your savegames using Wrye Mash, available from Wrye Musings: http://wryemusings.com/

With Wrye Mash installed follow this procedure to clean a savegame:
Firstly, initial cleaning of your installed mods:
(1) On the Mods tab all mods should have a green checkbox.
(2) If any mods have a yellow checkbox, select them and then look for the
Save button in the bottom right. Click that and the mod file will be
updated and the error removed. The error just means that the mod was
created with an earlier version of Morrowind to the one you're using.
Saving in Mash will update this version info.
(3) If you have any mods with red checkboxes then you do not have a ESM
file needed by that mod loaded. Check the mod's readme.
Secondly, cleaning your savegames:
(4) Onto the Saves tab, select the savegame you want to fix.
(5) When the savegame is selected the list in the bottom right will be
populated with the mods currently associated with the savegame.
(6) Right click the column headers ("File" and "Num") and choose Sync to
Load List (this will change the mods associated with the savegame to
match those currently selected on the Mods tab).
(7) Click Save
(8) Right click the savegame and choose Repair All.
(8a) Optionally, right click the savegame and choose Remove > Debris Cells.
(9) The checkbox for the save should now be purple.


(*) A note on Raw Stalhrim.
Raw Stalhrim is a rare material used by the ancient Nords in their burial rituals. Unlike other minerals it does not respawn, so there is only a limited amount of material available. With this plugin loaded there is an additional use for Raw Stalhrim, creating the Stalhrim Shortsword, putting additional pressure on a scant resource.

For this reason the standard version of this plugin adds Stalhrim, albeit in low quantities, to the item levelled lists. The rationale being that other sources of Stalhrim exist and trade would circulate this material throughout Morrowind.

The No Stalhrim version of the plugin is provided for those who wish to keep Stalhrim a limited resource.

More information on Raw Stalhrim (spoilers): http://www.uesp.net/wiki/Bloodmoon:Raw_Stalhrim


(*) Tribunal Integration.
TheOtherFelix's Tribunal Integration mod, one of the mods Expansion Integration was built on, included some changes that have been superceded by the Morrowind Patch Project by Thepal, Quorn et al.

TheOtherFelix's Tribunal Integration included a fixed version of the Float script and restored Sjoring Hard-Heart's original stats, which had been modified by Tribunal. Both of these are also fixed by the Morrowind Patch project and because of that their inclusion in this mod was seen as problematical.

So, Expansion Integration does *not* change the Float script or Sjoring Hard-Heart.

For more information see Gluby's Comprehensive Guide to Dark Brotherhood Mods: http://www.mwmythicmods.com/Gluby/Gluby_DarkBrotherhood_Mods.htm


(*) Details of changes made by this plugin (possible spoilers):
(+) Replaces pieces of netch leather armour worn by Durus Marius,
Severa Magia, and Sovisa Adas with equivalent pieces of Dark
Brotherhood armour with the addition of pauldrons for Durus Marius
and an adamantium jinkblade of wounds replacing Severa Magia's
Daedric tanto. The other original Dark Brotherhood members are
left unchanged due to their location and/or circumstances (where,
presumably, knowledge of their membership would be unwelcome).

(+) Replaces pieces of Indoril armour worn by Endroni Dalas, Uresa
Omoril, and the Dead Elite Ordinator and carried (but not
equipped, due to an unfavourable interaction of skill levels and
armour ratings) by Bethes Sarothril, Brelda Quintella, Daral
Thireloth, Drores Arvel, Nals Indrano, and Salvas Areleth with
equivalent pieces of Her Hand's armour which they will all equip
(with the exception of shields by the latter group, and which are
therefore removed entirely). Also changed four dialogue
references to the above group from "gold-hats" to "silver-hats".

(+) Replaces Irgola's silver staff with a Goblin club, to reflect his
past.

(+) Replaces full suits of Dark Brotherhood armor (with the exception
of helms) with black clothing for 1st level members, netch leather
for 3rd level (who appear only on Vvardenfell) and a combination
of boots, greaves, and black clothing for 5th level members. Carved
ebony dart removed from 1st and 3rd level members.

(+) Various dialogue and journal additions and changes made in order
to implement a request for evidence (in the form of a Dark
Brotherhood Helm or Carved Ebony Dart) from Apelles Matius in the
"Dark Brotherhood Attacks" quest.

(+) Adds Centurion Archers and Advanced Steam Centurions to the
following creature levelled lists:
in_dwe_all_lev+0
in_dwe_all_lev+2
in_dwe_all_lev-2
in_dwe_cent_lev+0
in_dwe_cent_lev+2
in_dwe_cent_lev-2

(+) The Nordic Silver Spear is added to the following item levelled
lists:
bm_randomwpn_smugglers
bm_random_nordsilver
bm_random_nordhuntweap

(+) The additional Riekling (with a 50% chance of carrying the new
shield) is added to the following creature levelled lists:
bm_ex_felcoast
bm_in_icecaves
bm_in_icecaves
bm_ex_felcoast_40
bm_in_icecaves_40
bm_in_icecaves_60

(+) New dialogue is added for Carnius Magius and Hidar, making the
Stalhrim Shortsword available from them.

(+) Created two new item levelled lists: D32_tr_bm_ingred_01 and
D32_tr_bm_ingred_rare. These contain all of the alchemy ingredients
that were introduced with Tribunal and Bloodmoon.

D32_tr_bm_ingred_rare (chance none 45%)
ingred_eyeball
ingred_heartwood_01
ingred_horker_tusk_01
ingred_raw_Stalhrim_01 (player level 7 and up) *see Note*
ingred_adamantium_ore_01 (player level 7 and up)
ingred_wolfsbane_01 (player level 16 and up)

D32_tr_bm_ingred_01 (chance none 0%)
ingred_belladonna_01
ingred_belladonna_02
ingred_boar_leather
ingred_durzog_meat_01
ingred_golden_sedge_01
ingred_holly_01
Ingred_horn_lily_bulb_01
Ingred_lloramor_spines_01
Ingred_meadow_rye_01
Ingred_nirthfly_stalks_01
Ingred_noble_sedge_01
Ingred_scrib_cabbage_01
Ingred_timsa-come-by_01
D32_tm_bm_ingred_rare

Added D32_tr_bm_ingred_01 to the following item levelled lists:
random_ingredient
random_ingredient_diff

Note - Raw Stalhrim is not added to the item levelled lists if you
are using "ExpansionIntegration_NoStalhrim.esp".

(+) Created a new creature levelled list:
D32_Durzogs (chance none 15%)
durzog_wild_weaker (player level 4 and up)
durzog_wild (player level 10 and up)
durzog_diseased (player level 12 and up)
durzog_wild (player level 20 and up)

D32_Durzogs added to the following creature levelled lists:
ex_ascadianisles_lev+0
ex_ascadianisles_lev+2
ex_ascadianisles_lev-1
ex_azurascoast_lev+0
ex_azurascoast_lev+2
ex_azurascoast_lev-1
ex_bittercoast_lev-1
ex_wild_all_lev+0
ex_wild_all_lev+2
ex_wild_all_lev-1
ex_wild_all_sleep

(+) Created a new creature:
D32_durzog_blight
A more powerful version of the Wild Durzog, stats are derived from
the differences between other blighted creatures and their normal
counterparts. Infected with Chanthrax Blight.

Created a new creature levelled list:
D32_Durzogs_Blight (chance none 15%)
durzog_wild_weaker (player level 4 and up)
durzog_wild (player level 10 and up)
durzog_diseased (player level 12 and up)
D32_durzog_blight (player level 18 and up)
durzog_wild (player level 20 and up)

D32_Durzogs_Blight added to the following creature levelled lists:
ex_grazelands_lev+0
ex_grazelands_lev+2
ex_grazelands_lev-1
ex_westgash_lev+0
ex_westgash_lev+2
ex_westgash_lev-1
in_cave_nix_lev+0
in_cave_kagouti_lev+0

=========================
11. CHANGE LOG
=========================

1.1 2nd May 2011
(+) Added a new creature, blighted Durzogs, which can be found in the Grazelands, West Gash and some caves.

=========================
12. FUTURE PLANS
=========================

(*) GhostNull very kindly provided me with a fixed version of another unused Bloodmoon mesh, the Stalhrim spear. My plan is to add that as another option for the player to obtain from Carnius Magius and Hidar. I do need to learn a bit more about dialogue before then though...

(*) Perhaps integration of Tamriel Rebuilt content.

(*) Any necessary fixes.


[Edit: Typo in the mod title. Glad I spotted that]

[Edit2:
Download from http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8793
Download from http://www.tesnexus.com/downloads/file.php?id=35237]

[Edit3: 2nd May 2011
Mod updated to 1.1, readme updated. New file uploaded to PES but may take a while. TESNexus should be live now. Also added lithographs:
(*) http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/8793/1304345284_fullres.jpg
(*) http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/8793/1304345361_fullres.jpg
(*) http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/8793/1304345401_fullres.jpg
(*) http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/8793/1304345453_fullres.jpg
(*) http://pnmedia.gamespy.com/planetelderscrolls.gamespy.com/fms/images/mods/8793/1304345520_fullres.jpg

Hmmm, Quote tags really mess up formatting don't they. Readme's more readable than it appears here.]
User avatar
john palmer
 
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Post » Tue May 17, 2011 1:58 am

Sounds pretty good and makes sense!

thanks for this, :goodjob:

=MA=
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Kahli St Dennis
 
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Post » Tue May 17, 2011 3:04 pm

It is nice to finally see a mod fully integrating expansion content into Vvardenfell, good job. I do have a question though: are there blighted variants of the Vvardenfell durzogs?
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jessica breen
 
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Post » Tue May 17, 2011 12:48 am

Hmm, interesting. You know there's also a Stalhrim Spear that went unused as well. The mesh had a problem though, it's normals were flipped i.e. inside-out. I have a fixed version in this file http://www.4shared.com/file/E76OX2LQ/Stalhrim_Stuff.html if you want to include it.
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Farrah Barry
 
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Joined: Mon Dec 04, 2006 4:00 pm

Post » Tue May 17, 2011 12:47 pm

Ohh...this looks promising. I'm trying to completely avoid switching in/out mods on my next save to accommodate a finicky quest mod, but I may have to hold out for this one. :goodjob:
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Tiffany Carter
 
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Post » Tue May 17, 2011 1:02 pm

It is nice to finally see a mod fully integrating expansion content into Vvardenfell, good job. I do have a question though: are there blighted variants of the Vvardenfell durzogs?
Y'know that's a really good idea and one I hadn't thought of. There's the diseased version but not a blighted one. I'll have to look into that...
Hmm, interesting. You know there's also a Stalhrim Spear that went unused as well. The mesh had a problem though, it's normals were flipped i.e. inside-out. I have a fixed version in this file http://www.4shared.com/file/E76OX2LQ/Stalhrim_Stuff.html if you want to include it.
Wow, thanks. That's really kind of you.

To include this I think I'd have to have a look at http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=662 to see how he adapted the scripts and stuff to include this. Also, from what I read there http://www.uesp.net/wiki/Bloodmoon:Raw_Stalhrim Raw Stalhrim to be had anyway so one has to be careful what gets made.

I didn't think I'd be thinking about a v2 before this is even up for download :o Thanks guys.
Sounds pretty good and makes sense!

thanks for this, :goodjob:

=MA=
Ohh...this looks promising. I'm trying to completely avoid switching in/out mods on my next save to accommodate a finicky quest mod, but I may have to hold out for this one. :goodjob:
Thanks to both of you.

[Edit: download links added to first post]
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Channing
 
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Post » Tue May 17, 2011 5:10 am

Looks like a wonderful mod, thanks for sharing it! :goodjob:
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Sunny Under
 
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Post » Tue May 17, 2011 1:11 am

Actually Dragon there's an .esp in that file I linked you to that has the spear and shortsword setup in scripts and dialog so you could look through there. I wouldn't use the .esp though as it'd conflict with what you already have.
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Juan Cerda
 
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Post » Tue May 17, 2011 4:43 am

Instant download! Thanks for making and sharing, it sure frees up a lot of .esp slots! I was a bit nervous when I read you were making changes to the DB attackers, but I like the changes you've made. :thumbsup:

on the PES page, there are two files available for download - are they the same thing or is one an update?
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bimsy
 
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Post » Tue May 17, 2011 11:04 am

Looks like a wonderful mod, thanks for sharing it! :goodjob:
Thanks :)
Actually Dragon there's an .esp in that file I linked you to that has the spear and shortsword setup in scripts and dialog so you could look through there. I wouldn't use the .esp though as it'd conflict with what you already have.
Ah, cool. I'll have to have a look.
Instant download! Thanks for making and sharing, it sure frees up a lot of .esp slots! I was a bit nervous when I read you were making changes to the DB attackers, but I like the changes you've made. :thumbsup:
Thanks :)

on the PES page, there are two files available for download - are they the same thing or is one an update?
Um. Weird. Not sure what happened there. Deleted one of them, they're both the same.
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MISS KEEP UR
 
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Post » Tue May 17, 2011 7:15 am

Aah! This is a must have/must use. :goodjob:
Thank you so much for doing this, Dragon32, and to DarkDragon and company for that important thread.
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Sabrina Steige
 
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Post » Tue May 17, 2011 5:13 am

INSTADOWNLOAD
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Solène We
 
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Post » Tue May 17, 2011 8:37 am

Very cool, I'd seen a couple of these mods floating around. But I like the twist you put on all this and bringing it together.

One suggestion, at PES you have Wild Durzogs as a related mod. I understand that it's related, but for some reason, I always read that as suggested. So if I hadn't read your description, I would have gone and checked it out, and possibly downloaded it. Hence downloading and having two conflicting mods. Just saying, I don't really care if you leave it up. :shrug:

Again, nice work! :goodjob:
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tiffany Royal
 
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Post » Tue May 17, 2011 12:45 pm

Thinking about it, there is actually some things more that could be done here, if you're up to it. One thing that always bugged me was that there's only one unpickable lock in the game, up at Fort Frostmoth. There are a few places in the vanilla game I think should have had this as well. For instance, Haspat Antabolis gives you a special key made from the Dwemer puzzle box, but the lock it goes to is easy to bypass, making the reward unnecessary. I would think that a key that has to be made from a "puzzle box" is more than the average key, and that nothing less should open the lock. The same goes for Vivec's chambers. True, the lock is level 100, but I've never had a game that I couldn't enter early. A GOD should have better security than mere mortals.
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Mizz.Jayy
 
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Post » Tue May 17, 2011 4:38 am

Aah! This is a must have/must use. :goodjob:
Thank you so much for doing this, Dragon32, and to DarkDragon and company for that important thread.
INSTADOWNLOAD
Thanks both of you :wave:
Very cool, I'd seen a couple of these mods floating around. But I like the twist you put on all this and bringing it together.

One suggestion, at PES you have Wild Durzogs as a related mod. I understand that it's related, but for some reason, I always read that as suggested. So if I hadn't read your description, I would have gone and checked it out, and possibly downloaded it. Hence downloading and having two conflicting mods. Just saying, I don't really care if you leave it up. :shrug:

Again, nice work! :goodjob:
Hadn't thought of that. It is related as they both do the same thing. Ideally the other mods I worked off of would be up there too... I'll leave it for now as I, personally, don't like it when mods entries on there get an update and there's no reason given for it (is it a new version or not?). Looks like I've some thngs to add anyways...
Thinking about it, there is actually some things more that could be done here, if you're up to it. One thing that always bugged me was that there's only one unpickable lock in the game, up at Fort Frostmoth. There are a few places in the vanilla game I think should have had this as well. For instance, Haspat Antabolis gives you a special key made from the Dwemer puzzle box, but the lock it goes to is easy to bypass, making the reward unnecessary. I would think that a key that has to be made from a "puzzle box" is more than the average key, and that nothing less should open the lock. The same goes for Vivec's chambers. True, the lock is level 100, but I've never had a game that I couldn't enter early. A GOD should have better security than mere mortals.
Well, doesn't really float my boat but I'll think about it. Got a whole lot of dialogue window to learn first.

[Edit: Missed some replies. Ooops]
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zoe
 
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Post » Tue May 17, 2011 12:53 pm

Updated to 1.1:
Added a new creature, blighted Durzogs, which can be found in the Grazelands, West Gash and some caves.

First post updated with new readme and screenshots
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Lawrence Armijo
 
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Post » Tue May 17, 2011 7:49 am

Nice mod Dragon, I implemented just a few changes in Morrowind Rebirth, if that's ok (like adding dwemer archers to Vvardenfell ruins). Although I did it myself in the cs by using your readme. I didn't use any changes made by the other modders. To keep it short, your mod was inspirational :P
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Melissa De Thomasis
 
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Post » Tue May 17, 2011 1:25 am

Nice mod Dragon, I implemented just a few changes in Morrowind Rebirth, if that's ok (like adding dwemer archers to Vvardenfell ruins). Although I did it myself in the cs by using your readme. I didn't use any changes made by the other modders. To keep it short, your mod was inspirational :P
Shucks :blush: And of course it's OK.

Although the real inspiration here is TheOtherFelix. He really started the whole thing with Tribunal Integration, if that didn't use the scripted levelled lists commands I doubt I'd ever have got round to doing this.
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Causon-Chambers
 
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Post » Tue May 17, 2011 2:00 pm

I just tried this with a new game and I really like what you did with the assassin quest. A small change but it seems so natural and balanced.
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Dj Matty P
 
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