[REL] Morrowind Advanced 1.82

Post » Tue May 17, 2011 12:42 am

Hi, all,

I noticed recently that all of the places I previously uploaded Morrowind Advanced 1.82 seem to be gone at this point. In case anyone is looking for the mod I have uploaded it to Nexus:

http://www.tesnexus.com/downloads/file.php?id=30205

There is no change to this mod, it's still the same version I released in 2004, just a new location from which to download it.

If someone wants to put some screenshots up on that page it would be welcome. Special thanks to Wormgod for creating this mod in the first place, and Pookhill for his assistance with the revisions we did on it six years ago....I can't believe it's actually been six years... :)

-Stromgarde

*****************************************************************

The Elder Scrolls III:
MORROWIND and TRIBUNAL
Morrowind Advanced Ver. 1.82
25 April 2004

*****************************************************************

CREDITS

Original and Primary Author: Gary Noonan/WormGod Elite

Version 1.81+ Mod Revisions: Stromgarde & Pookhill
Version 1.81+ Documentation: Stromgarde

Thanks to Wormgod for creating this mod, and for granting permission
to develop and release versions 1.81+.

Special thanks to Avenger for his female version of the Lord's Mail
Cuirass, which Pookhill recolored for use as the female version of
the Imperial Elite Cuirass added by this plugin. Also, thanks to
Avenger and Sheikizza Icemane for their model of a female Daedric
Cuirass which was used in this plugin for the Light Daedric Cuirass.

References to "Morrowind Unofficial Patch" in this readme file refer
to the mod by Thepal. References to "Passive Healthy Wildlife" refer
to the mod by Puma Man.

Please send comments, bug reports, etc., to Stromgarde via the
Official Elder Scrolls Forums.

*****************************************************************

INSTALLING THE MOD

To install the mod, unzip the files into the Morrowind\Data Files
directory.

NOTE: YOU MUST HAVE TRIBUNAL INSTALLED TO AVOID ERRORS!!!!

By popular demand, Morrowind Advanced is now a master file. This
change was made to help eliminate the "doubling" problems many
players confronted in some earlier versions of Morrowind Advanced.

From the Morrowind Launcher, select Data Files and check the boxes
next to *both* "Morrowind Advanced.esm" and "MW_Adv_Required.esp".
Unfortunately, master files cannot delete objects from other master
files, so the second file is needed to delete some spawn points and
clean up some terrain features from the base Morrowind.esm file in
several cells which are modified by Morrowind Advanced.

You should uncheck any older version of Morrowind Advanced you may be
running; older versions will most likely be named MW_A01.esp unless
you previously renamed your personal copy.

For those who prefer to run Morrowind Advanced as a plugin file
rather than a master file, a .esp version of the mod can be found in
"Data Files\Morrowind Advanced - Resources\Morrowind Advanced.esp".
Simply copy this file to your root Data Files directory and use it
instead of the .esm file. Note that you will still need to run
"MW_Adv_Required.esp" after the .esp version of Morrowind Advanced
to resolve the issues mentioned above, as the cleaning references
in the file "MW_Adv_Required.esp" are not included in
"Morrowind Advanced.esp". Also, note that you may experience the
infamous "doubling" problem if you use the .esp version of the mod.

*****************************************************************

USING "MORROWIND ADVANCED" WITH OTHER MODS

If you are running Thepal's Unofficial Morrowind Patch you should
load "Morrowind Advanced.esm" *after* Unofficial Morrowind Patch.
Nothing seriously wrong will happen if you use a different load
order, however; you just won't get all of the adjustments to the
Frost Atronach which are included in this mod. All other known
conflicts between Morrowind Advanced and Unofficial Morrowind Patch
have been eliminated.

If you are running Puma Man's Passive Healthy Wildlife mod an updated
version of his patch for Morrowind Advanced can be found in
"Data Files\Morrowind Advanced - Resources\MW_Adv_PHW.esp". Older
versions of Puma Man's patch have a conflict with Morrowind Advanced
1.81+ so you should be sure to use the version included in this archive.

*****************************************************************

PLAYING THE PLUGIN

Morrowind Advanced is for characters who are looking for a greater
challenge. This mod will work for starting or veteran characters.
It features many new creatures, both in the leveled lists and placed,
to make the playing experience more of a challange. New dungeons
along with some new weapons and armor have also been added. Some
loot lists have been toned down to provide more of a challenge in
locating powerful equipment. Also, the famed Heavy Right Daedric
Pauldron has made an appearance in random locations; the shipped
version only featured one! New random leveled Daedric containers
can be found, as well as possible Dremora loot.

Summary of contents:

-Armor
Light Daedric Boots
Light Daedric Cuirass
Light Daedric Fountain Helm
Light Daedric L/R Gauntlets
Light Daedric God Helm
Light Daedric Greaves
Light Daedric L/R Pauldrons
Light Daedric Tower Shield
Light Daedric Shield
Light Daedric Terrifying Helm

Elite Imperial Boots
Elite Imperial L/R Gauntlets
Elite Imperial Cuirass
Elite Imperial Greaves
Elite Imperial Helm
Elite Imperial L/R Pauldrons
Elite Imperial Shield

-Ingredients
Dragonian Scales
Harpy Blood
Dragon Molar
Dragon Fang
Dragon Meat
Mouse Meat
Seducer Heart
Wyvern Spine

-Weapons
FireBrand of WormGod
Great Sword of the North

-Creatures/Encounters
Many existing creatures have been altered slightly for an
increased player challenge. These are balanced out within
new and existing leveled lists, so beginning characters can
still enjoy gameplay.

Rogue Ash Ghoul
Centurion Ripper
Goliath
Steam X-Terminator
Dragonian
Clannfear Warrior
Undead Warrior
Swamp Impling
Red Warrior Dragon
Elite Dremora Assassin
Elite Dremora General
Earth Golem
Giant Earth Golem
Spectre
Golden Saint Assassin
Harpy
Hungerling
Rabid Kagouti
Large Mouse
Devourer
Mako Mudcrab
Nix-Mastiff
Ogrim Behemoth
Ogrim Tracker
Rabid Rat
Elder Rat
Scampling
Elder Scrib
Seducer Fiend
Black Scarab
Undead Necromancer
Snakehead
Spectral Fiend
Winged Twilight Hunter
Wyvern
Zombie
Random encounters at higher levels with NPC Raiders.

-Dungeons
Imperial Stronghold; Ashland Sentry Point
Imperial Proving Grounds

*****************************************************************

CHANGE LOG

Changes in 1.82:

1) Added "LegionUniform" script to elite_cuirass ARMOR reference so the Imperial
Elite Cuirass will be considered a uniform by the Imperial Legion. (Stromgarde)

2) Deleted extra space between "Frost" and "Atronach" from names in the
"atronach_frost_bs", "atronach_frost_bs00", and "atronach_frost_dead" CREATURE
references. (Stromgarde)

3) Manually examined all 348 cells touched by previous versions of Morrowind Advanced
and cleaned many potentially harmful references. Also resolved a corrupt cell
reference which was present in older versions of Morrowind Advanced.
(Pookhill)

4) Split Morrowind Advanced references between a primary .esm (or .esp) file and a
slave .esp file to resolve problems caused by the way Morrowind handles the Merge
to Master function. Master files cannot delete objects from other master files,
so the slave file is needed to delete some spawn points and clean up some terrain
features near the Ashland Imperial Keep. (Pookhill)

5) Fixed AR for "elite_shield" ARMOR reference; it was 27 AR, changed it to 25 AR
so it was the same as the rest of the set. Also removed bogus "shield_elite"
ARMOR reference. (Stromgarde)

6) Removed bogus "ba" NPC reference. (Stromgarde)

7) Added word "Dead" to the names in the "atronach_flame_dead", "atronach_storm_dead",
"clannfear_dead", and "dead_cliff_racer_mwa" CREATURE references to try to make
things a bit more consistent; most "dead" creatures in Morrowind Advanced already
had "Dead" in the creature name. Only modified those references which were already
touched by Morrowind Advanced, so there are still a few dead CREATURE references
from Morrowind.esm which don't have "Dead" in the creature name; Bethesda was somewhat
inconsistent on this one. (Stromgarde)

8) Created an updated version of Puma Man's Passive Healthy Wildlife patch for Morrowind
Advanced that is compatible with version 1.81+ for Morrowind Advanced. Older versions
of the patch will have a conflict with the Imperial Elite Cuirass. Patch is included
in "Data Files\Morrowind Advanced - Resources" directory. (Pookhill)


Changes in 1.81:

1) Cleaned the plugin to remove "evil" GMST entries and many other things
that were redundant with the master files. (Stromgarde)

2) Updated NPC "sallie_the_traveller" so that her corpse persists. She
carries the teleportation amulet to one of the dungeons and is dead when
you enter her zone, so this change was necessary to ensure the amulet
didn't disappear if her corpse decomposes. (Stromgarde)

3) Added a female version of the Light Daedric Cuirass, using the female
Daedric cuirass from Avenger's Female Armors. Created new BODY part
"a_daedric_cuirass_f", part Chest, type Armor, female checked, using
Art File A\A_daedric_f_ChainCuirass1.nif. After creating the BODY part,
added it as the female body part in the ARMOR reference for the
daedric_cuirass_MWA armor, which is the Light Daedric Cuirass added by
Morrowind Advanced. (Stromgarde)

4) Changed name for "daedric_pauldron_left_MWA" ARMOR reference to "Light
Daedric Left Pauldron" from "Left Daedric Left Pauldron". (Stromgarde)

5) Fixed spelling of "Pauldron" in names for "elite_pouldronL" and
"elite_pouldronR" ARMOR references. (Stromgarde)

6) Deleted CLOTHING reference for "Daedric_Special01" and SCRIPT reference
for "amuletTelFyrscript" since these were essentially identical to
Morrowind.esm other than one capital letter in the script name in one being
a lower case letter in the other. This was done to eliminate conflicts
with mods such as Morrowind Unofficial Patch which alter the Tel Fyr amulet
script. (Stromgarde)

7) Removed extra space between "Frost" and "Atronach" in name for the
"atronach_frost" CREATURE reference. This was to eliminate a conflict
with Morrowind Unofficial Patch. (Stromgarde)

8) Altered CELL reference 8, -12 (for the daedric ruin Bal Fell) to make it
legal to rest there. This was done to eliminate a conflict with Morrowind
Unofficial Patch, and also because it didn't make sense that it would be
illegal to rest there. (Stromgarde)

9) Fixed several typos in "bk_ash_imp _note" BOOK reference: spelling of
word "appearance" in the first line and in second to last line changed text
"my advice to to clear out" to "my advice is to clear out." (Stromgarde)

10) Fixed spelling of "amulet" in "bk_bs_quest" BOOK reference. (Stromgarde)

11) Fixed spelling of "authorized" in "bs_goir" BOOK reference. (Stromgarde)

12) Added a space between the words "patroling" and "will" in "bs_gorg" BOOK
reference. (Stromgarde)

13) Added a female version of the Imperial Elite Cuirass, using a version of
Avenger's female Lord's Mail cuirass that was recolored by Pookhill. Installed
Pookhill's files Meshes\A\A_elite_cuirass_f_C.nif and Textures\tx_elite_mail00_f.dds
and Textures\tx_elite_mail02_f.dds. In Construction Set, created new
BODY part "A_elite_cuirass_f_C", part Chest, type Armor, female checked, using
Art File A\A_elite_cuirass_f_C.nif. After creating the BODY part, added it
as the female body part in the ARMOR reference for the elite_cuirass armor,
which is the Imperial Elite Cuirass added by Morrowind Advanced. (Stromgarde)

14) By popular demand, created a .esm version of Morrowind Advanced to help
eliminate doubling problems. Retained .esp file as an option for those who
want it. (Stromgarde)

*****************************************************************

DISCLAIMER AND NOTES

ALWAYS backup your savegame before using a new mod. Use of this
mod is strictly at your own risk. The author and contributors
are not liable or responsible for any problems which may result from
the use of this mod.
User avatar
Joe Alvarado
 
Posts: 3467
Joined: Sat Nov 24, 2007 11:13 pm

Post » Tue May 17, 2011 2:13 am

Nice to see Tesnexus getting some love! And great to see you around on the forums :D

BUT.....
I noticed recently that all of the places I previously uploaded Morrowind Advanced 1.82 seem to be gone at this point. In case anyone is looking for the mod I have uploaded it to Nexus:

..... its still up on PES. I know cause i downloaded it yesterday XD

But the more locations the bettter!
User avatar
Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Tue May 17, 2011 5:40 am

Nice to see Tesnexus getting some love! And great to see you around on the forums :D

BUT.....

..... its still up on PES. I know cause i downloaded it yesterday XD

But the more locations the bettter!


I see...someone else must have uploaded it there as I didn't put it there, but as you say the more the merrier. I used to use TheLys for hosting the mod, which obviously is long gone at this point.
User avatar
Amanda savory
 
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Joined: Mon Nov 27, 2006 10:37 am

Post » Tue May 17, 2011 12:05 am

I see...someone else must have uploaded it there as I didn't put it there, but as you say the more the merrier. I used to use TheLys for hosting the mod, which obviously is long gone at this point.

Fair enough - no harm done eh? :)

TheLy's was such a wonderful place - the first place i downloaded a mod from. And now its gone *sniff* has been for ages *sniff*
User avatar
Zualett
 
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Joined: Mon Aug 20, 2007 6:36 pm

Post » Tue May 17, 2011 4:13 pm

Ah, yes, I had forgotten about this version of MA - going to need to grab this for when I reset my MW build.
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Ray
 
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Joined: Tue Aug 07, 2007 10:17 am

Post » Tue May 17, 2011 9:48 am

Thanks. One of the best MW mods ever.
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Emily Martell
 
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Post » Tue May 17, 2011 11:33 am

Thanks. One of the best MW mods ever.
QFT :nod:
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KIng James
 
Posts: 3499
Joined: Wed Sep 26, 2007 2:54 pm

Post » Tue May 17, 2011 10:31 am

Thanks to everyone for the positive feedback about the mod. Glad to hear people are still using it after six years. Of course, Wormgod, one of the Bethesda developers, deserves the credit for the quality and depth of the mod. The work Pookhill and I did was mostly just spending many hours going through the whole mod to resolve conflicts and bugs.
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Jesus Duran
 
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Joined: Wed Aug 15, 2007 12:16 am

Post » Tue May 17, 2011 4:08 am

Just bumping this so this thread with the download link for Morrowind Advanced doesn't get automatically deleted.
User avatar
Kara Payne
 
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Joined: Thu Oct 26, 2006 12:47 am

Post » Tue May 17, 2011 2:46 pm

It's still up at PES, as a few other folks have pointed out.

In fact, I just gone done working on a slightly-edited version of Morrowind Advanced.

http://btb2.free.fr/site/downloads/morrowind_advanced.zip
User avatar
ONLY ME!!!!
 
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Joined: Tue Aug 28, 2007 12:16 pm

Post » Tue May 17, 2011 6:29 am

It's still up at PES, as a few other folks have pointed out.

In fact, I just gone done working on a slightly-edited version of Morrowind Advanced.

http://btb2.free.fr/site/downloads/morrowind_advanced.zip


As for the version on Planet Elder Scrolls, someone else repackaged the mod and posted it there. I haven't actually downloaded it to see if the person who posted it there made any changes other than the format of the archive file.

I took a look at your readme. Glad to see someone else has taken an interest in making the mod compatible with newer versions of unofficial patches. I haven't really been playing Morrowind much in recent years so I haven't been following changes in the unofficial patch updates (or whatever it's called now ;).)

I agree with what you mentioned in your readme about the .esm file being the recommended method of running the mod, rather than the alternate .esp file. I simply provided that as a resource for people who wanted to edit the file and make their own personal master files, as well as to satisfy some requests I got back in '04 from people who were uncomfortable switching from the .esp format of prior versions to the .esm format.
User avatar
Josh Lozier
 
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Joined: Tue Nov 27, 2007 5:20 pm

Post » Tue May 17, 2011 1:42 am

As for the version on Planet Elder Scrolls, someone else repackaged the mod and posted it there. I haven't actually downloaded it to see if the person who posted it there made any changes other than the format of the archive file.


I don't believe he did. As far as I can tell, it's the full version 1.82 proper.

When I go back and update my mod list, though, I'll be sure to post the new mirror link.

I took a look at your readme. Glad to see someone else has taken an interest in making the mod compatible with newer versions of unofficial patches. I haven't really been playing Morrowind much in recent years so I haven't been following changes in the unofficial patch updates (or whatever it's called now ;).)


Well, first it was the Unofficial Morrowind Patch, and then it was the Unofficial Unofficial Morrowind Patch, and now it's the Morrowind Patch Project (not to be confused with the Morrowind Code Patch, which is a whole different barrel of redheads).

I'm also interested in finding some unique meshes/textures for the ingredients you added, even if they're simply pallete swaps of existing ones. Problem is, I'm not nearly as good with a .nif editor as I am with the CS.

I agree with what you mentioned in your readme about the .esm file being the recommended method of running the mod, rather than the alternate .esp file. I simply provided that as a resource for people who wanted to edit the file and make their own personal master files, as well as to satisfy some requests I got back in '04 from people who were uncomfortable switching from the .esp format of prior versions to the .esm format.


Well, the .esp makes it *SLIGHTLY* easier to edit the plugin, but I just used TESPCD to find all of the conflicts with the patch, made the updates to the required plugin, and then removed the .esm dependency from the plugin (since I've renamed my personal copy of the master file).

Anyways, I appreciate the work you put into it. As I said in another thread, I consider Morrowind Advanced to be the "sixth plugin" to my own mod :)
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phillip crookes
 
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Post » Tue May 17, 2011 2:27 pm

Just a friendly six-month bump so the thread doesn't get deleted.
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BRIANNA
 
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Post » Tue May 17, 2011 12:28 am

The is still on http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4967 and I've already download the mod. :user:

You should consider to upload the mod to http://modhistory.fliggerty.com/. :tes:
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james tait
 
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Post » Tue May 17, 2011 7:10 am

The is still on http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4967 and I've already download the mod. :user:

You should consider to upload the mod to http://modhistory.fliggerty.com/. :tes:


As mentioned in a prior post, someone else repackaged the mod and put it up on PES. Nexus is the only place I've uploaded it to date that is still around.
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Annika Marziniak
 
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Post » Tue May 17, 2011 6:56 am

As mentioned in a prior post, someone else repackaged the mod and put it up on PES. Nexus is the only place I've uploaded it to date that is still around.

Yeah, it even says at the top of the description. If you click on the author link, you can see who uploaded it. A certain Rob_O.

I was not ready for the giant Steam Centurion the first time I played this mod. Hehe...
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Cameron Garrod
 
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Post » Tue May 17, 2011 1:49 pm

If I use this and PirateLord's "Creatures", I'll have to use Wrye Mash to merge the leveled lists, yeah? Will the number of spawns remain reasonable, or will I be slaughtered any time I feel up for a little cross-country trek?
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Victoria Vasileva
 
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Post » Tue May 17, 2011 12:14 am

If I use this and PirateLord's "Creatures", I'll have to use Wrye Mash to merge the leveled lists, yeah? Will the number of spawns remain reasonable, or will I be slaughtered any time I feel up for a little cross-country trek?

Yes, merge them.

Number of spawns will remain reasonable with both. I don't really remember what vanilla is like but I've been using both for quite some time and I don't feel overwhelmed by creature encounters. I've done a little trimming of spawn points but that's a different issue of personal taste unrelated to using both together.
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An Lor
 
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Post » Tue May 17, 2011 1:34 pm

Awesome, thanks for the reply :)
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Rob Smith
 
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Post » Tue May 17, 2011 9:33 am

I don't play MW whithout this mod.
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John N
 
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