[Relz] Pozzo's Rise of House Telvanni v1.4

Post » Fri Apr 01, 2011 9:39 am

http://www.gamesas.com/index.php?/topic/1154856-relz-pozzos-rise-of-house-telvanni-v15

Pozzo's Rise of House Telvanni v1.41
Update to http://www.gamesas.com/index.php?/topic/1045818-relz-pozzos-rise-of-house-telvanni-v13 (http://www.gamesas.com/bgsforums/index.php?showtopic=945609)

Edit 2010/06/25: I managed to build a new bug into v1.4. Thanks to abot for noticing and reporting it! If you've already downloaded v1.4, please redownload the updated version v1.41. I'm sorry for the inconvenience!

Download locations:

ElricM (have given up on this site :()
http://www.fliggerty.com/phpBB3/viewtopic.php?f=50&t=3217
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4449
http://www.tesnexus.com/downloads/file.php?id=27545

What is this mod about?

Rise of House Telvanni is a mod for the Telvanni Archmagister. By a series of quests and political decisions the player can either lead House Telvanni to political predominance or expand it moderately. Depending on the player's decisions, House Telvanni will gain one to four new strongholds, topple or leave alone the Mages Guild, crush or support the Twin Lamps, take over or lose all influence in the East Empire Company and shake Vvardenfell's Grand Council to the core.


What's new in v1.4?

Since v1.3, RoHT has gained an option to skip the final quest and leave Vvardenfell's government unharmed. The rest is mostly bug fixes, compatibility improvements, and a bit of general polishing.
As for addons, there's a new addon for Necessities of Morrowind (NoM) as well as an addon for Taddeus' balanced armors and weapons.
For modders, I have included a diagram of RoHT's quest tree.


The quests in detail

Gothren's successor
Freshly instated into office, the player needs to http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/MallamRyoninFarasholeinthewall.jpg http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/BolsIndayn.jpg http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/ZubadaiahinTelMora.jpg (3 screenshots) for the late Gothren.

Dealing with the Mages Guild
Rivalry with the Mages Guild has reached a new climix. The Telvanni Council wants them http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/MGVivecburning.jpg and http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/MGBalmoraburning.jpg - except for two prominent scholars: Edwinna Elbert and Skink-in-Tree's-Shade. It's up to the player to either fulfil or deny that demand.

Ghosts from the past
The http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/ZubadaiahinTelAruhn.jpg calls the player for assistance: She has been attacked by a group of deranged mages. In order to find and hunt them down, the player will http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/SummoningChamber_active.jpg, confer with http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/Zafirbel.jpg and finally face Zubadaiah's assailants in the lost Daedric Realm of http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/Pergamaea.jpg.

The Wards of Trine: Star of Zafirbel
This is the first of three visions that Therana will have in this mod. Each leads to a powerful artifact, once owned by a founder of House Telvanni.

Acting against Imprudent Imperials (Dealing with the EEC)
After those internal affairs, it is time to expand House Telvanni's economical influence. To achieve this, the player must secretly eliminate the East Empire Company's leader, Canctunian Ponius, and http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/MehitabelLlaras.jpg.

The Wards of Trine: Cube of Uvirith
Therana's second vision sends the player to a dangerous place to retrieve Uvirith's powerful cube.

A Mechanic's Dream
This quest will only begin, if the player has crushed the Mages Guild and recruited Edwinna Elbert into House Telvanni. Edwinna's platform in Sadrith Mora has become too small, and she wants a http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/Tel_Dwemeris_access.jpg to pursue her studies. Her plans are ambitious, so she needs some assistants. It is the player's task to find her four suitable candidates and ensure a steady supply of tools.

Building Tel Llarelah
Tel Aruhn's new mistress Zubadaiah has brought her prot?g? Uvoo to Vvardenfell. This young and aspiring Wizard has chosen Dagon Fel as his tower's location. Unfortunately, the soil isn't as fertile as he imagined, so the tower's growth rate is very slow. Zubadaiah asks the player to help Uvoo grow his tower.

The Wards of Trine: Telvanni's Chalice
Therana's third and last vision sends the player to yet another Deadric Realm. Therein lies http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/Ulaeash.jpg.

A new member: Skink-in-Tree's-Shade
This quest will only begin, if the player has crushed the Mages Guild and recruited Skink-in-Tree's-Shade into House Telvanni. In earlier versions, http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/SkinkinTelKR.jpg moved to Tel Aruhn without ever having a place to live at. In v1.3, he'll get fed up with that situation and leave without notice. The player needs to http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/SearchforSkinkstep1.jpg. In the meantime, Skink has managed to grow http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/TelKR_EndStage_02.jpg at a rather dangerous spot. He is disappointed and enraged at House Telvanni in common and the player in particular. It will take some time and effort to appease him and convince him to return into the House. Among other things, he demands help for a fellow Argonian who is trying to grow himself a http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/TelaseroafterStoh-GeiExterior.jpg.

A new Member: Edwinna Elbert
This quest will only begin, if the player has crushed the Mages Guild and recruited Edwinna Elbert into House Telvanni. On a trip to nearby Nchuleft, Edwinna will encounter some uncommon Dwemer spectres. Her carelessness will have a http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/Edwinnaandhershadow.jpg, and the player will need to go to great lengths to help her exorcize her Demon. You will need to enter her mind and liberate her mind while maintaining your own sanity. You will be assisted by http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/eerieconference.jpg, who has a rather uncommon and unexpected history.

Quest: Removing an Annoyance
A Bosmeri preacher is slandering House Telvanni right on the streets of Sadrith Mora. Gothren seems either unwilling or unable to deal with it, so the player needs to step in.

Freedom ... or something like it (The Twin Lamps quest)
The Council is at the end of its tether concerning the Twin Lamps. That organisation has pestered slavers for a long time, and the Council won't tolerate it anymore. It wants to see the Twin Lamps destroyed. But Aryon and the player's advisor have different thoughts: They actually consider to support the Twin Lamps in exchange for increased political influence in Ebonheart's Grand Council. The player has to decide about House Telvanni's stance on slavery. Will you decide to abdicate from slavery, find alternate means to do slave's work, appease Telvanni slave traders and convince the Council of your plans or will you concur with the Council's stance and destroy the Twin Lamps movement?

Investigating Pergamaea (the teleportation system)
Zubadaiah's prot?g?, Dagon Fel's master Uvoo requests permission to http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/UvooinPergamaea.jpg. He hopes to rediscover and restore an ancient teleportation system. He will eventually find an artifact which will teleport the player into the Daedric Realm of Nueranar where he/she will have to find a means to restore it to functionality.

House Telvanni grasps Power
The final quest in recent versions had the player assassinate Duke Dren, so that his manipulatable daughter Ilmeni would take over his office.
What has changed: I have expanded this quest by a large bit. If the Archmagister would openly kill the Duke, that could be a reason for military actions. So the player will hire an assassin who would do the work and then go after the assassin to destroy him. The evidence will then be used to frame Orvas Dren as his brother's murderer. As soon as Ilmeni takes office, she'll be trapped in House Telvanni's claws, represented by a http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/Damania.jpg and a http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/GarosTulvroni_02.jpg.

Final Reward
In recent versions, you'd always get the same reward at the end of the mod's main quest: The helm of Boethia's rock. With v1.3, depending on the player's performance on the earlier quests, the final reward can now range from a fool's cap to a really specialthe present from a mysterious admirer.

Misc. Quest: An Axe for an Axe
This is a tweak of the well-known "Witch and a naked Nord" quest. The difference is that the Nord is neither naked nor paralyzed and that both are now members of House Telvanni. So whose side are you going to take? This quest is made to be stumbled upon; it does not jump at you, but there are four different ways to begin it and four different ways to end it.

Misc. Quest: Till Undeath do us part
This is a quest for all the Vampire friends out there. The vampire ancient http://i271.photobucket.com/albums/jj158/bhlmods/Rise%20of%20House%20Telvanni/TelKR_Laceratis1.jpg has lost his sister, and if you ask insistently enough, he might tell you his story. If you decide to help him, you will be faced with a couple of very tough riddles, and there won't be any further clues. This is only a side quest, and if an ancient vampire is unable to solve those riddles, don't expect to do it easily. This quest provides some background for both Alighiere and Dhaunayne Aundae.

A little something for modders: RoHT is made to be modded
I have made RoHT a master file (.esm) and added a system of global variables for interaction with other mods. This is described in detail in the separate Modders' Readme file.

Finally, here's RoHT's readme file to quench your thirst for information (now wrapped into spoiler tags to save you from a lot of scrolling. Splendid idea, Karpik!):
Spoiler
*********************************************************************************                                                                              **                            The Elder Scrolls III                             **                                  MORROWIND                                   **                      Rise of House Telvanni (RoHT) v1.41                     **                                                                              **                                 June 25, 2010                                *********************************************************************************Authors: Pozzo, Karpik777, bhl et al.Type:    Quests, FactionsRequirements: Morrowind, Tribunal, BloodmoonTable of Contents:1.  Introduction2.  How to get started3.  Installation and requirements4.  Updating from previous versions5.  Uninstallation6.  Compatibility/Known Conflicts7.  Mod History8.  Credits9.  Permissions10. Contact Information  ********************************************************************************1.  Introduction********************************************************************************This mod is an extended version of Pozzo's Rise of House Telvanni. By a seriesof quests and political decisions the player can either lead House Telvanni topolitical predominance or expand it moderately. Depending on the player'sdecisions, House Telvanni will gain one to four new strongholds, topple or leavealone the Mages Guild, crush or support the Twin Lamps, take over or lose allinfluence in the East Empire Company, and maybe even shake Vvardenfell's GrandCouncil to the core.In total, RoHT features a main questline that, depending on the player'schoices, consists of up to 19 quests. In addition, there are 2 miscellaneousquests.It also gives some lore about the Telvanni and a chance to reclaim some ancientTelvanni artifacts.********************************************************************************2.  How to get started********************************************************************************Once you have become the Telvanni Archmagister, go to Sadrith Mora, enter theCouncil House, and turn left. There's a door leading to the Archmagister'schambers: enter it, and talk to Llovyn Salvu, your personal advisor.********************************************************************************3.  Installation and requirements********************************************************************************This mod requires Morrowind, Tribunal, and Bloodmoon.To install the mod, unzip the files into the Morrowind/Data Files directory.From the Morrowind Launcher, select "Data Files", check the box nextto "Rise of House Telvanni.esm", and you're ready to start.The files in detail (..\ is your Morrowind\Data Files\ folder)--------------------------------------------------------------..\Rise of House Telvanni.esm    The actual mod..\Rise of House Telvanni Readme.txt    This file..\Rise of House Telvanni Modder's Readme.txt    Information for modders who want their plugins to cooperate with or build    on RoHT...\Icons\RoHT\*.*    Icons used for objects in RoHT..\Meshes\RoHT\*.*    Meshes used for objects in RoHT..\Textures\RoHT\*.*    Textures used by RoHT's meshesAddons & Patches----------------If you intend to use one or more of these, copy these appropriate files to ..\..\Patches and Addons\RoHT CoM Addon.esp    Addon for both RoHT and Emma's "Children of Morrowind" (CoM). It will move    some children to safety in critical situations.    It was made for CoM v2 but should also work with v1.    Only use this patch if you are using both RoHT and CoM...\Patches and Addons\RoHT GDR Aleft Patch.esp    Patch for Julian K. Spire's "Greater Dwemer Ruins: Aleft" (GDR Aleft).    GDR Aleft completely redesigns Aleft. This plugin copies a couple of RoHT's    items to another location within Aleft so that RoHT remains playable in    conjunction with GDR: Aleft.    It was made for GDR: Aleft v1.    Only use this patch if you are using both RoHT and GDR: Aleft...\Patches and Addons\RoHT Havish Patch.esp    Patch for JOG's "Havish"    Some of Havish's quests require members of the Mages Guild. This mod makes    RoHT and Havish completely compatible with each other, even if you decide to    destroy the Mages Guild.    It was made for Havish v1.2 but should also work with v1.0, v1.1, and v1.3.    Only use this patch if you are using both RoHT and Havish...\Patches and Addons\RoHT NoM Addon.esp    Addon for Nymeria's and Taddeus' "Necessities of Morrowind" (NoM). It will    add food and water sources to a couple of RoHT's Cells. It will also change    the bottles in RoHT's Cells according to NoM's Compatibility Pack FAQ.    NoM is required for this addon to work! It was made for NoM v2.x. NoM v3 is    currently in development, so I can't tell yet if it'll be compatible.    Only use this addon if you are using both RoHT and NoM...\Patches and Addons\RoHT Taddeus Balancing.esp    Patch for Taddeus' "Balanced Armors" and Taddeus' "Balanced Weapons"    This patch changes the stats and values of RoHT's armors and weapons so that    they blend in with Taddeus' changes.    I recommend that you only use this patch if you are also using Taddeus'    mods. Otherwise, RoHT's weapons will appear puny and cheap...\Patches and Addons\RoHT TLSH Patch.esp    Patch for Nevena's "Twin Lamps and Slave Hunters" (TLSH)    TLSH requires Ilmeni Dren and Duke Dren. During RoHT's questline, Duke Dren    will die, and Ilmeni Dren will become Vvardenfell's Duchess. This patch    copies Duke Vedam Dren's dialogue over to Duchess Ilmeni Dren in order to    restore full compatibility between RoHT and TLSH.    It was made for TLSH v1.5.    Only use this patch if you are using both RoHT and TLSH...\Patches and Addons\RoHT v1.4 Quest Tree.png    A diagram of RoHT's quest structure, useful for modders who want to work on    or with RoHT NPCs that must be alive-----------------------Whatever you do in Morrowind, don't kill Aryon, Divayth Fyr, Yagrum Bagarn, orEdd Theman (Fast Eddie). I need them for RoHT.********************************************************************************4.  Updating from previous versions********************************************************************************Updating from v1.3------------------Updating from RoHT v1.3 should be rather harmless: master files (.esm) are saidto be very forgiving in terms of being updated, and it's also said that theydon't suffer from duplicating and the likes. I haven't tried yet.Wrye sheds some light on this matter in his Notes:http://wryemusings.com/Wrye%20Matching.htmlThe things that slightly worry me are in section "Effects of Common DoublingFixes": While RoHT's file date has changed with v1.4, it is absolutely possiblethat its ModIndex for your savegame remains intact, and its ObjectIndex numbersfor references are in a rather regular range.So as with all mods, do create a backup of your savegame before you begin usingRoHT v1.4. If you don't like it, or if (against all probability) it should screwup your game, you'll have something to revert to.You might want to clean your savegame with Wrye Mash in any case. (Again: createa safety copy of your savegame before you alter it.)One thing you really need to be aware of is that the Oubliette's Cell name haschanged. That means that every thing you may have stored there, will get lostafter the update. I consider it highly unlikely that you left anything there,but your milage may vary.I haven't really updated the Addons and Patches, I have merely updated theirheaders so that they won't complain about outdated masters. When updating RoHTto v1.4, you should also update the Addons and Patches. Afterwards, you reallyshould run your savegame through Wrye Mash in order to repair all ModIndexentries. As always: be sure to create a backup of your savegame first.Updating from v 1.25 and earlier--------------------------------RoHT v1.3 et seq. are technically completely different from v1.2x and earlier:not a single ID has remained the same. That means that an actual update isimpossible. You can replace versions 1.25 and earlier with v1.4 without anyproblems, and you can play through v1.4 just fine, but you will lose allprogress you have made in those earlier versions. Also, when you have killedeither Canctunian Ponius, Divayth Fyr or Duke Vedam Dren, you will have toaccept the consequences.As with all mods, do create a backup of your savegame before you begin playingRoHT's quests. If you don't like it, or if (against all probability) it shouldscrew up your game, you'll have something to revert to.I'm sorry for the inconvenience, but with so many changes in v1.3, it wasn'tpossible to maintain compatibility with earlier versions.********************************************************************************5.  Uninstallation********************************************************************************From the Morrowind Launcher, select "Data files", unselect the box next to"Rise of House Telvanni.esm". Also unselect the boxes next to"RoHT CoM Addon.esp", "RoHT GDR Aleft Patch.esp", "RoHT Havish Patch.esp","RoHT NoM Addon.esp", "RoHT Taddeus Balancing.esp", and "RoHT TLSH Patch.esp"if you have installed them.Then, delete all of RoHT's files as listed in section 3 of this Readme file.********************************************************************************6.  Compatibility/Known Conflicts********************************************************************************I have done my best to make RoHT as compatible as possible. First, RoHT doesn'talter anything in Tel Uvirith. So it is compatible with most interior modsfor Tel Uvirith.RoHT is already compatible with:--------------------------------Hunter Modification by Elim Garak    RoHT contains the following objects from this mod: ring_daedreyon (clothing)    boundring (enchantment), telebernanit (global variable), daedreyon (NPC)    None of these objects are altered. I just need them in RoHT in order to    reference them.Less Generic NPCs (LGNPC) Tel Uvirith v1.20 by the LGNPC teamTown of Uvirith v1.3 by Tapani_doeUshindra Beach v1.2 by The PixieUvirith Inside v1.6 by TheDopeHatManUvirith's Legacy v1.09 by StuporstarVillage of Mora Uvirith v1.0 by Kosta51I have included external Addons or Patches for the following mods:------------------------------------------------------------------Balanced Armors and Balanced Weapons by TaddeusChildren of Morrowind v2 by Emma (will also work with v1)Greater Dwemer Ruins: Aleft v1.0 by Julian K. SpireHavish v1.2 by JOG (will also work with v1.0, v1.1, v1.3)Necessities of Morrowind v2.x by Nymeria and TaddeusTwin Lamps and Slave Hunters v1.5 by NevenaRoHT has a non-critical impact on unmodded Morrowind:-----------------------------------------------------Please note that RoHT's impact on quests will only set in after playing RoHT'srespective quests. If you play the following Morrowind quests before you startplaying RoHT's quests, you won't notice any difference to unmodded Morrowind.Also, please note that the following section contains SPOILERS on a few thingsthat will happen in RoHT.Quests:-------A1_4_MuzgobInformant (Main Quest: Gra-Muzgob Informant)    Sharn gra-Muzgob will die in the assault on the Guild of Mages, but you can    get her notes either from the Telvanni mercenaries or from the Telvanni    councilor, Neral Sarodan.B6_OmaniHort (Main Quest: Hlaalu Hortator)    If the player has successfully framed Orvas Dren for his brother's assassi-    nation, Velanda Omani will quickly adapt to the situation and name you    Hortator.B6_UlesHort (Main Quest: Hlaalu Hortator)    If the player has successfully framed Orvas Dren for his brother's assassi-    nation, Nevena Ules will behave as if Orvas Dren was dead. I.e., she'll be    very anxious to name you Hortator.HT_SilverDawn (House Telvanni: Staff of the Silver Dawn)    You are Archmagister, for Jyggalag's sake! Do you really want to run this    petty errand?IC14_Ponius (Imperial Cult: Pledge from Canctunian Ponius)    Ponius will get killed during RoHT's questline. This quest, however, can be    completed by simply paying the money out of your own pocket. And since that    money pledge was Ponius' private commitment: tough luck for the player.    Nobody will pay you that money back.MT_DB_Darys (Morag Tong: Ultimatum for Movis Darys)    When the Mages Guild has been destroyed, you'll find Movis Darys in    Ald-ruhn, Council Club. The Telvanni mercenaries will give you a hint where    to look for him.MV_SlaveMule (Rabinna's Inner Beauty)    I don't see any reason to provide a patch here. Either you support the Twin    Lamps, and the quest is playable as is, or you crush them in which case you    wouldn't escort the slave to the Argonian Mission in the first place.MV_RunawaySlave (The Runaway Slave)    I don't see any reason to provide a patch here. Either you support the Twin    Lamps, and the quest is playable as is, or you crush them in which case you    wouldn't escort the slave to the Argonian Mission in the first place.TG_CookbookAlchemy (Thieves Guild: Potion Recipe)    If you sent Telvanni mercenaries to wipe out the Guild of Mages, Big Helende    will react as if Tusarmicil was dead (which logically is true).TG_LootAldruhnMG (Thieves Guild: Loot the Mages Guild)    I haven't touched any dialogue, but if Ald'ruhn's Mages Guild Hall has been    transformed into the Telvanni Consulate, you'll find the Tanto hidden behind    a stone within the Consulate.TG_SadrithMoraDefenses (Thieves Guild: Wizard For Hire)    There's no need for the Thieves Guild to hire a wizard from the Mages Guild    when one of their members is Archmagister of House Telvanni. I added some    appropriate dialogue to shorten this quest.TG_SS_GreedySlaver (Thieves Guild: Bal Molagmer, Brallion's Ring)    In case that Ilmeni Dren has already followed her father in office, I copied    all dialog entries for the topic "Brallion's Ring" to Duchess Ilmeni Dren as    well. Gentleman Jim Stacey won't recognize that Ilmeni is Duchess, but the    quest will work.TG_SS_Plutocrats (Thieves Guild: Bal Molagmer, Books for Vala)    Vala Catraso is shopping for books when the Telvanni mercenaries dash into    Ald'ruhn's guild house. You'll find her in Codus Callonus' bookstore.    She does not comment on the raid, though.town_Sadrith (Miscellaneous quest Sadrith Mora: Gateway Ghost)    After Uleni Heleran's demise (along with the entire Guild of Mages), the    Gateway Haunt will vanish forever. If you haven't solved the mystery until    then, you won't solve it ever.VA_VampChild (Aundae quest: Blood Ties)    Sinyaramen will speak with you if the Mages Guild has been destroyed, so    you don't need to see Tusamircil or Iniel first.Containers:--------de_p_desk_dren    I needed to attach a script to Orvas Dren's desk. This is vital for RoHT.Doors:------MH_JailDoor_02    RoHT doesn't actually alter this door from the Tribunal addon. Instead, it    replaces the door from "Mournhold, Royal Palace: Guards' Quarters" to    "Mournhold, Royal Palace: Jail" with a different door ("RoHT_MH_JailDoor_02")    I needed a unique door for the "RoHT_CoupDEtat" at this place.NPCs:-----Canctunian Ponius    I have attached a script to Canctunian Ponius. RoHT isn't dependent on that    script, so it doesn't really matter if another mod overwrites RoHT's changes.ilmeni dren    I have attached a script to Ilmeni Dren. RoHT isn't dependent on that script,    so it doesn't really matter if another mod overwrites RoHT's changes.Orvas Dren Druglord    I have attached a script to Orvas Dren. RoHT isn't dependent on that script,    so it doesn't really matter if another mod overwrites RoHT's changes.Scripts:--------treboniusScript    This has been slightly changed. RoHT isn't dependent on those changes, so it    doesn't really matter if another mod overwrites RoHT's changes.RoHT has non-critical conflicts with:-------------------------------------Building Up Uvirith's Grave (BUUG) v1.1 by Acheron    BUUG moves Fast Eddie to Uvirith's Grave, and RoHT might move him back or    vice versa. This does not affect each mod's functionality.Master Index Plugin (Bethesda Softworks)    This mod requires that the player talks to Caldera's Mages Guild steward,    Folms Mirel. RoHT will move him to Shenk's Shovel after the player has sent    Telvanni mercenaries to wipe out the guild.Propylons v1.1 by Charles Cooley    This mod requires that the player talks to Caldera's Mages Guild steward,    Folms Mirel. RoHT will move him to Shenk's Shovel after the player has sent    Telvanni mercenaries to wipe out the guild.Sixth House v2.03 final by Endrek    RoHT and Endrek's Sixth House mod are compatible as long as the player    doesn't try to actively play them both at the same time. That's absolutely    fine with me: I wouldn't want to be both Archmagister and Dagoth Ur's lap    dog. It seems to be safe to have both mods running at the same time so that    you can choose which House you'd like to join. But when you're playing both    mods simultaneously, I can't offer you assistance if anything breaks (which    will probably happen since Sixth House requires Divayth Fyr to be killed    while RoHT needs him for quests, and both mods may have the player kill    Duke Dren.) Shortly spoken: using both mods together might work, or it might    not. In case you intend to try both mods simultaneously, I suggest that you    at least complete Zubadaiah's and Edwinna's quests first. That way, you    won't have to worry about killing Divayth Fyr for the Sixth House.Various face and hair replacers    This is not really a conflict: RoHT features a couple of new incarnations    for Edwinna Elbert, Mallam Ryon, and Skink-in-Tree's-Shade. While plugin-    based head/hair replacers will alter their original Morrowind incarnations,    they won't effect their RoHT clones. It might look odd, that's all.RoHT has unresolved critical conflicts with:--------------------------------------------Balmora Council Club by Princess Stomper    This mod requires that the player talks to Duke Dren a lot which will    become impossible during RoHT's questline.Ebonheart Interior Expansion by Princess Stomper    This mod requires that the player talks to Duke Dren a lot which will    become impossible during RoHT's questline.Grandmaster of House Hlaalu by Lady Galadriel    This mod replaces Orvas Dren's desk with a different desk so that it breaks    RoHT's final quest. It also requires that the player talks to Ilmeni Dren    and Duke Dren who might both become inaccessible in the course of RoHT's    questline. Taking into account that this is a mod solely for Hlaalu players,    there's a simple cure for every Telvanni: just don't run it alongside RoHT.    As a Telvanni, you won't miss it.Less Generic NPCs (LGNPC) Pax Redoran v1.20 and earlierLess Generic NPCs (LGNPC) Tel Uvirith v1.10 and earlier    I have contacted Cyrano about this, and he has added patches into LGNPC Tel    Uvirith with v1.20. Thank you, Cyrano!Ushindra Beach v1.1 by The Pixie    Ushindra Beach requires that the player talks to Ald'ruhn's Mages Guild    guide, Estirdalin. In RoHT, she might be forced to leave.    v1.2 is compatible with RoHT. (I worked on that update.)        ********************************************************************************7.  Mod History********************************************************************************Long ago, Pozzo created a mod that allowed the Archmagister of House Telvanni togain considerable influence on Vvardenfell by completing a series of quests toundermine the Empire and strengthen House Telvanni:Rise of House Telvanni was born.On October 22, 2003, Pozzo released v1.2 Beta of this mod to the public. Shortlyafterwards, he left Morrowind modding and also this mod as a Beta. On June 28,2006, Karpik777 rediscovered it and presented his find to the Morrowindcommunity. Despite its Beta status it was received very well, so after fixingthe most pressing errors and balancing some over-the-top rewards, Karpik777re-released it as version 1.21 on the Bethesda Forums. From then on, the mod sawa quick succession of updates.On July 7, 2006, Karpik777 fixed a couple more errors that SkyShadowing had foundbefore. The next day, he released it as v1.22 on Planet ElderScrolls, thusmaking it available to the entire community again.On July 31, 2006, Aeroldoth volunteered to fix the mod's spelling and grammaticalerrors. As he put it: "I LOVE to fix spelling errors, or rather, I HATE to readthem." He finished this endeavoring assignment within a month, so that onAugust 25, 2006, a completely proof-read v1.23 saw the light of day. In additionto proof-reading, he also fixed a lot of the mod's errors.On February 17, Karpik777 fixed another quest breaking bug and released v 1.24to the public.That was about the time that I set eyes on this beauty of a mod. I played it andliked most of it. So I began to fix any error I could find. I also removed thepreviously incorporated mod "Of Human Bondage", thus creating what was to bev1.25. On April 20, 2007, Karpik777 uploaded it to Planet Elderscrolls. I washonestly flattered by that and since I really liked - and still like - the modbegan to ponder how it could be further improved.On July 8, 2007, almost exactly one year after Karpik777 resurrected themod, I announced that I had begun to work on it again. It took me more than twoyears, before on October 7, I was finally ready to present the completelyrevised and greatly extended version 1.3 of RoHT.As I'm writing this, another nine months have passed. v1.3 has been met with anamount of praise and affection that I would never have dreamt of. More than 2800players have downloaded it, played it, and quite a few told of their experience.Many wished for an alternative way to play RoHT's final quest, and found acouple of bugs along the way. Most of the bugs were harmless. However, a few didhave a critical impact on Morrowind and other mods, so it's time for an updateagain. v1.4 fixes the known bugs and provides an alternative way for the finalquest.So: welcome to the Rise of House Telvanni. I hope you enjoy playing it as muchas I enjoyed making it.bhlChangeLog---------Version 1.41- Fixed a bug in the RoHT_Oubliette_Door_ScrVersion 1.4- Fixed various bugs- Provided an alternative way for the final quest- Elaborated on a few dialogue lines- Added support for constantly levitating player characters- Added support for CDCooley's "Improved Teleportation"  and Melian's "Teleport Plugin"- Made an addon for Nymeria's and Taddeus' "Necessities of Morrowind"- Made an addon for Taddeus' "Balanced Armors" and "Balanced Weapons"Version 1.3- Fixed various bugs- Changed all IDs to a new, coherent nomenclature- Added various quests and expanded on existing quests- Added a system of global variables for interaction with other mods- Made RoHT a master file (.esm)- Added interaction with Elim Garak's "Hunter Mod"- Made an addon for Emma's "Children of Morrowind"- Made a patch for Julian K. Spire's "GDR: Aleft"- Made a patch for JOG's "Havish"- Made a patch for Nevena's "Twin Lamps and Slave Hunters"- Added a separate Readme file for moddersVersion 1.25- Fixed various bugs- Removed both the "Of Human bondage" mod and the Festival Slave marketVersion 1.24- Changed the requirements for the "Zafirbel's Star" dialogueVersion 1.23- A whole lot of grammar, spelling and logical corrections thanks to AeroldothVersion 1.22- Fixed various bugs- Added a more balanced versionUpdates since Beta v.1- Altered the Daedric realms slightly- Added another for a small Three Sisters quest- Incorporated a skip "Destroying Mage Guild" option.- Various typo fixes- Fixed various bugs in the Archmagister's quarters,- Changed Lighting in Archmagisters quarters********************************************************************************8.  Credits********************************************************************************A mod of RoHT's scope isn't built by a single person. I may have done most ofthe work on v1.3 and v1.4, but I couldn't have done it completely on my own.My heartfelt gratitude goes to every single of the following people.(All names are listed in alphabetical order if not stated otherwise.)Special thanks to RoHT's "fathers" (in chronological order):------------------------------------------------------------Pozzo: for creating RoHT in the first place and for giving me free hand on any    updateKarpik777: for rediscovering RoHT, for fixing its bugs, for reuploading it, for    inspiration on new quests, for Beta testing it, and for much moreThanks to those who have worked directly on RoHT:-------------------------------------------------Aeroldoth: for fixing bugs as well as fixing grammatical and spelling errorsDarkside: for merging the "Of Human Bondage" mod into an early version of RoHT.    I have removed it with v1.25, but it was part of RoHT for a long time.Thanks to those who gave me information and inspiration:--------------------------------------------------------Arcimaestro Anteres: for inspiration on the deceased ArchmagistersCyrano: for explaining how to make dialogue hyperlinks show up when their topic    is introduced and when you have also just updated their Journal conditionsFroderick, aka ElvisX3K: for being a constant source of inspiration and for    being the world's best Beta TesterGez: for background information on Morrowind and Tamrielic lorehaplobartow: for help with the Tamriel Rebuilt integrationHarlequin: a HUGE THANK YOU for inspiration for many quests, especially for    Skink-in-Tree's-Shade's quest seriesJac: For Scripting Help on the RoHT_Alighiere_sc_Note_1_Script    and thanks to Erstam for developing the Script in the first placeJOG: although having nothing directly to do with this mod, I learned a lot from    reading his scripts from Havish and Booty Island.ManaUser: for explaining how to set up creatures as guards    and thanks to SpectreoftheSpectrum for asking it in the first place.    Also thanks for explaining how to make a book readable but not pickupable    And thanks to RedwoodTreeSprite for linking me to ManaUser's explanation.Olivares: for inspiration on the Duke Dren questPsyringe: for inspiration on Edwinna Elbert's questsStuporstar: for information about the cdc_teleportation (for companion behavior    with a couple of teleport mods)Turrican man: for inspiring Pozzo on the lighting effects in the    Archmagister's chambers.Tyraa Rane: for proofreading RoHT's entire dialogue - twiceVarana: for bringing me down to earth after the lore/number of used slaves    discussionVorwoda the Black: for inspiration on the Duke Dren questThanks to those who made the tools I used:------------------------------------------Argent: for BookGen and the bsa BrowserAlphax, amorilia, m4444x, Shon, tazpn, wz, and everyone who contributed to    NifSkopeBethesda Softworks: for the Construction Set and for making MorrowindEly VanReen Soto: for the TES Plugin Conflict DetectorFarren Hayden: for the Enchanted EditorGhanBuriGhan, Yacobi, Melian, and anyone who contributed to    Morrowind Scripting For Dummies (MWSFD)Ghostwheel: for TESToolMentalElf: for TESFilesRougetet: for the Morrowind Grid Use Map (MMGUM)Srikandi: for her Dialogue tutorial and for     the Elder Scrolls Construction Set Item IndexWrye: for MashThanks to those who provided me with modder's resources:--------------------------------------------------------Acid_Basik: for Floating IslandsAllerleihrauh: for the textures on Rhedd's heads and hairsDemonXen: for New Centurions (Mechanical Creatures)dongle: for Water Meshes and Druid StaffsKorana: for Authentic DocumentsLady Eternity: for the Fire Pillar, the Flaming Floor, and the Graveyard FogLochnarus: for chestsMcMornan: for the Dwemer IngotMichael "HelioS" Bennett: for his Silver Battle AxePhijama: for the Serpentine StaffQarl: for Rays of Light and the Flask ReplacerRhedd: for lots of new face and hair meshesSotiCoto: for Dreamer HeadsStarCon5: for the ShovelWestly: for the Dwarven ShadeWytch: for the Blackened SkullThanks for testing RoHT and helping to fix its bugs:----------------------------------------------------abotAnonytrollAorawnateserolConquest CalvinDaedra LordDivinePandaEddbeardfable2Froderick, aka ElvisX3KgaiusimperatorHakuroshihappyelkKarpik777Layson KaarMaster SamMogTMNovemberRainpovuholoRaymRednave21Rex Littlesaleg37Scotty1215SpiffymanSkyShadowingth3undon3on3Tyraa RaneValreThanks for helping with compatibility:--------------------------------------Cyrano: for making the Less Generic NPC project (LGNPC) compatible with RoHTEmma: for allowing me to release the Children of Morrowind patchElim Garak: for allowing me to add a Mouth for Master Daedreyon from    The Hunter ModificationJOG: for allowing me to release the Havish patchStuporstar: for making Uvirith's Legacy compatible with RoHTThank you all! You have helped make RoHT what it is today.bhl********************************************************************************9.  Permissions********************************************************************************Reuploading:------------I may be updating RoHT, so I'd like to know where it is hosted. Please don'treupload it without asking me first. If I cannot be contacted for an extendedperiod of time (6 weeks), chances are that I have left the Morrowind community.In that case feel free to reupload the mod. Also, should RoHT disappear fromthe internet, by all means reupload it.Altering RoHT:--------------I may be updating RoHT, so I'd like for people to contact me first. If I cannotbe contacted for an extended period of time (6 weeks), chances are that I haveleft the Morrowind community. In that case go ahead and alter the mod.Using RoHT content in other mods:---------------------------------RoHT is made to be modded: please refer to the modder's readme file for moreinformation. Also feel free to contact me for additional information.However, do not merge RoHT itself into a compilation. If you'd like to expandon it, use a separate plugin.Using resources in other Morrowind mods:----------------------------------------I have altered all Meshes so that their texture paths point to ..\Textures\RoHT.I have done so to provide players with an easy way of installing and uninstall-ing RoHT, and I'd like to keep it easy.If you like one of my icons, meshes, or textures for your Morrowind mod, takeit. You may use it and alter it to your liking. In order to keep the installa-tion and uninstallation process easy, I ask that you move all files you use outof the ..\RoHT subfolders and edit the meshes accordingly. I'd also like to knowhow my work is used, so I also ask that you contact me and give credit where itis due.For permissions regarding other modders' work, please refer to the modder'sreadme file: "Rise of House Telvanni Modder's Readme.txt"In it, I have listed each file's origin. If you like something, please downloadthe original resource.Using resources in other games:-------------------------------All icons, meshes, and textures made by Pozzo or me are alterations of standardMorrowind files. You may not use them in any other game than Morrowind.Concerning other resources, please ask their respective authors for permission.Translations:-------------I of course appreciate if someone wants to take the time to translate RoHT.I take for granted that the translated content will be the same as in theoriginal version. As RoHT is very dialogue-intense, I think it's a good ideafor a translator to contact me first, in order to ensure that there isn'talready a translation on its way from someone else. If I cannot be contacted for an extended period of time (6 weeks), chances arethat I have left the Morrowind community. In that case go ahead and translateanyway.********************************************************************************10. Contact Information********************************************************************************bhlThe Official TES Forums: bhl    http://www.gamesas.com/bgsforums/index.php    Great House Fliggerty: bhl    http://www.fliggerty.com/phpBB3/index.phpeMail: bhlMods(at)gmx.net


I hope you enjoy playing and modding RoHT as much as I did. :)

bhl

Edit: Added the link to v1.5's release thread
User avatar
Scott
 
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Post » Fri Apr 01, 2011 11:42 am

Sounds great! Thanks for the continued work on this, bhl. :goodjob:
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Joe Alvarado
 
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Post » Fri Apr 01, 2011 1:14 pm

Congratulations on the release of version 1.4. Playing through 1.3 was one of the most enjoyable things I did in Morrowind last year, and I thank you for the update :)
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Daniel Lozano
 
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Post » Fri Apr 01, 2011 1:41 pm

I just downloaded this a few minutes ago. Awesome work! :celebration:
After my current project is finished, I'll have to play this immediately.

Thank you so much for all your hard work on this... I just know I'm gonna love it! :D
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Catherine Harte
 
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Post » Fri Apr 01, 2011 8:51 pm

Your summary says that in the alternate version of the final quest, Orvas Dren is framed for the Duke's murder. What if Orvas has "left the building"? In my game he died long ago, as part of my character's ascension to Hlaalu Hortator.
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Vincent Joe
 
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Post » Fri Apr 01, 2011 5:37 pm

In that case, you'll frame a dead man. RoHT doesn't care if Orvas is dead or not.
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Jerry Cox
 
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Post » Fri Apr 01, 2011 11:44 am

ROHT is one of my very favorite mods of all time, thank you so much for this update!
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Laura Simmonds
 
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Post » Fri Apr 01, 2011 7:21 pm

alright BHL, congrats on your newest release. I still love this mod, and it has made me think of you as one of my favorite modders for any game. I'm glad this update got out, is that typo of mixing up East and West fixed? Cus' that is the only problem I could find.
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SaVino GοΜ
 
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Post » Fri Apr 01, 2011 3:00 pm

Is this compatible with Uvirith's Legacy? I have a patch for v 1.3 of this mod but will 1.4 be compatible?
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noa zarfati
 
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Post » Fri Apr 01, 2011 2:42 pm

I can't believe even though we thoroughly tested this a number of times, there were still errors we didn't see. :P

Excellent mod that I recommend to all - the storyline and quests are so fun, to lead Telvanni to the dominance it holds over Morrowind. :chaos:
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Craig Martin
 
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Post » Fri Apr 01, 2011 9:43 am

Unless bhl altered the cells of the RoHT towers significantly, or changed the IDs of all the books from 1.3, then yes it should still be fully compatible. I will download this now and have a look at it. Great to see another update bhl!
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Andres Lechuga
 
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Post » Fri Apr 01, 2011 4:10 pm

[steps out from the shadow] Congrats on the release!

Now if only all Telvanni mods would progress as nicely :whistling: [goes back into the shadows to avoid hurled fruits, weapons and spells]

One suggestion though - while the codebox has fallen into the abyss, you can still put the readme in a spoiler tag
Spoiler
it will save us a lot of scrolling down ;)

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~Amy~
 
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Post » Fri Apr 01, 2011 8:30 am

[...] is that typo of mixing up East and West fixed? Cus' that is the only problem I could find.

Yes, that's fixed. :)

Is this compatible with Uvirith's Legacy? I have a patch for v 1.3 of this mod but will 1.4 be compatible?

Yes, RoHT is still compatible with UL. The patch will probably complain about an outdated master file, but that's harmless.

I can't believe even though we thoroughly tested this a number of times, there were still errors we didn't see. :P

Well, most errors were really small, e.g. little pieces of dialogue which wouldn't have hurt if I had left them uncorrected. The few bugs that actually demanded a fix, were "Alighiere's Blood Thirst" (a spell that was accidentally set to "Auto Calculate Cost") and a couple of problems with Morrowind's main quest. I guess we didn't find those, because we all played RoHT after completing the main quest.
And because the vast majority of errors was so small, I didn't even start a round of Beta Testing this time. Which promptly backfired. Abot has just sent me an error report: with v1.4, I renamed the Oubliette but forgot to change a script accordingly. I'm working on it right now, so expect to see v1.41 within an hour or so. Sorry for the inconveniance. :(

Now if only all Telvanni mods would progress as nicely :whistling: [goes back into the shadows to avoid hurled fruits, weapons and spells]

Hey, get out of that shadow! SME may be developing slowly, but I don't care. I prefer quality mods, and if quality takes time... so be it. I'm awaiting SME's release with great anticipation and patience. I still want a certain cave for Fast Eddie (or maybe for myself).

B

Edit: Typos
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koumba
 
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Post » Fri Apr 01, 2011 7:35 pm

Update

I'm sorry to report that I built a new bug into v1.4 that would break one of the side quests. Thank you, abot, for finding and reporting it! If you have already downloaded v1.4, please redownload the new v1.41. Again: I'm sorry for the inconvenience!

B
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no_excuse
 
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Post » Fri Apr 01, 2011 11:50 pm

Thanks for the new bug release, I can't wait to use it! :celebration:
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Mylizards Dot com
 
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Post » Fri Apr 01, 2011 8:48 pm

Vielen Dank, bhl :bowdown:
Thanks for sharing this masterpiece.
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Alexandra walker
 
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Post » Fri Apr 01, 2011 6:24 pm

:o This mod's certainly passed hands a number of times over the years.

Sounds nice! I never tried it though. My impression was that the general concept of aggressive expansionism seemed out of character for the Telvanni (who I interpret as having more of a "we just want to be left alone to practice our ways" mentality). They do swat flies who annoy them, but they seem otherwise more interested in their research or internal Telvanni squabbles.

That said, if the mod explains everything well it would be fine. The quests do sound very interesting.
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Terry
 
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Post » Fri Apr 01, 2011 3:52 pm

:o This mod's certainly passed hands a number of times over the years.

Sounds nice! I never tried it though. My impression was that the general concept of aggressive expansionism seemed out of character for the Telvanni (who I interpret as having more of a "we just want to be left alone to practice our ways" mentality). They do swat flies who annoy them, but they seem otherwise more interested in their research or internal Telvanni squabbles.

That said, if the mod explains everything well it would be fine. The quests do sound very interesting.


Well, in the vanilla game, much of the conflict that the other houses have with the Telvanni is their roughshod expansion over the island, and even your character, should he or she be Telvanni, engages in that very same expansion practice by building a tower out in the wastes as a way of claiming a whole swath of territory previously unoccupied. Telvanni aren't concerned with the mundane activities of the Hlaalu, and certainly not the rigid customs of the Redoran, but they are much more than the "we just want to be left alone" type - that makes them sound like hippies. Telvanni are ruthless egocentrics who engage in research not for the sake of knowledge itself but for the purpose of increasing their power.
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Jessie
 
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Post » Fri Apr 01, 2011 9:08 pm

I played through this once. I loved it.

I'm going to go through it again, but it this conflict with the Building Up Uviirth's Grave+Uvirith's Legacy combo mod?
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Toby Green
 
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Post » Fri Apr 01, 2011 4:53 pm

No, it doesn't conflict at all. I've worked closely with bhl to ensure that. In fact, they're very complimentary to each other.
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Agnieszka Bak
 
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Post » Fri Apr 01, 2011 11:03 am

Edit: double post.

I guess I'll take the opportunity to mention that the master file will be updated for the next version of the RoHT patch for UL.
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Allison Sizemore
 
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Post » Fri Apr 01, 2011 7:46 pm

Do ROHT or UL require a new game to work? How far into the house telvanni questline is "too far" to fully experience these mods?

Thanks :)
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Genevieve
 
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Post » Fri Apr 01, 2011 5:32 pm

RoHT starts after the player becomes the Archmagister - there isn't a "too far point". I can't remember how it was set up in UL, but the first quests start with the rank of Oathman - I think you can do them later too.
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DAVId Bryant
 
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Post » Fri Apr 01, 2011 8:27 pm

There really isn't any such thing as "too far" into the vanilla Telvanni quests to begin RoHT and UL. The RoHT quests aren't even available until you're Archmagister. Same with most of UL, although its effects will start to show as soon as you start building your stronghold. I don't think it would hurt to add either to an existing game; the only exception I can think of is if you'd started your stronghold, had something stored in it (or your PC was in it when you saved your game) and you added UL.
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Angela
 
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Post » Fri Apr 01, 2011 7:42 pm

Awesome :D thanks for the quick replies guys!
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leni
 
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