Update to http://www.gamesas.com/index.php?/topic/1100327-relz-pozzos-rise-of-house-telvanni-v14/page__pid__16085804 and http://www.gamesas.com/index.php?/topic/1045818-relz-pozzos-rise-of-house-telvanni-v13 (http://www.gamesas.com/bgsforums/index.php?showtopic=945609)
Download locations:
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 v1.5?
RoHT v1.5 is chiefly a bug-fix release to v1.41. I have fixed some bugs and polished all scripts and dialogue. As for addons, there's an additional addon for Necessities of Morrowind (NoM) v3. For easier installation, RoHT's archive file structure is now compatible with Wrye Mash's installer function, BAIN. For more details, please refer to section 7 of RoHT's readme file further down this post.
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_Laceratis2.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.
Finally, here's RoHT's readme file to quench your thirst for information, put into spoiler tags in order to keep this post at reasonable length.
********************************************************************************
* *
* The Elder Scrolls III *
* MORROWIND *
* Rise of House Telvanni (RoHT) v1.52 *
* *
* March 13, 2011 *
********************************************************************************
Authors: Pozzo, Karpik777, bhl, et al.
Type: Quests, Factions
Requirements: Morrowind, Tribunal, Bloodmoon
Table of Contents:
1. Introduction
2. How to get started
3. Installation and requirements
4. Updating from previous versions
5. Uninstallation
6. Compatibility/Known Conflicts
7. Mod History
8. Credits
9. Permissions
10. Contact Information
********************************************************************************
1. Introduction
********************************************************************************
This mod is an extended version of Pozzo's Rise of House Telvanni. 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 maybe even shake Vvardenfell's Grand
Council to the core.
In total, RoHT features a main questline that, depending on the player's
choices, consists of up to 19 quests. In addition, there are 2 miscellaneous
quests.
It also gives some lore about the Telvanni and a chance to reclaim some ancient
Telvanni artifacts.
********************************************************************************
2. How to get started
********************************************************************************
Once you have become the Telvanni Archmagister, go to Sadrith Mora, enter the
Council House, and turn left. There's a door leading to the Archmagister's
chambers: enter it, and talk to Llovyn Salvu, your personal advisor.
********************************************************************************
3. Installation and requirements
********************************************************************************
This mod requires Morrowind, Tribunal, and Bloodmoon.
There are two ways to install this mod:
- the automatic way with the help of Wrye Mash's installer function, BAIN
- the manual way
The automatic way
-----------------
Copy this archive into Wrye Mash's "Installers" directory which is usually
located in your ..\Morrowind\ directory. Then start Wrye Mash, click on the
"Installers" tab, and select "RoHT v1.52.7z" in the left column. You'll notice
that it features two Sub-Packages: "Base Mod" and "Patches and Addons". "Base
Mod" contains the actual mod "Rise of House Telvanni", and "Patches and Addons"
contains various additions that improve or provide compatibility betwenn RoHT
and other mods. You'll find descriptions for those files further down in this
Readme file section. Select all .esm/.esp files you want to use, right-click on
"RoHT v1.52.7z" in the left column, and select "Install".
Then, switch to the "Mods" tab and select all .esm/.esp files you want to use.
The manual way
--------------
To install the mod, unzip the files into the Morrowind\Data Files directory.
From the Morrowind Launcher, select "Data Files", check the box next to
"Rise of House Telvanni.esm", and you're ready to start. In order to use one of
the Patches and Addons, select its respective .esp file as well.
The files in detail (..\ is your Morrowind\Data Files\ folder)
--------------------------------------------------------------
..\Rise of House Telvanni.esm
The actual mod
..\Docs\Rise of House Telvanni v1.52 Readme.txt
This file
..\Docs\Rise of House Telvanni v1.5 Modder's Readme.txt
Information for modders who want their plugins to cooperate with or build
on RoHT.
..\Docs\Rise of House Telvanni v1.5 Quest Tree.png
A diagram of RoHT's quest structure, useful for modders who want to work on
or with RoHT
..\Icons\RoHT\*.*
Icons used for objects in RoHT
..\Meshes\RoHT\*.*
Meshes used for objects in RoHT
..\Textures\RoHT\*.*
Textures used by RoHT's meshes
Patches and Addons
------------------
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 v2 Addon.esp
Addon for Nymeria's and Taddeus' "Necessities of Morrowind" (NoM) v2.x.
It will add drinks and water sources to a couple of RoHT's Cells. It will
also change the bottles in RoHT's Cells according to NoM v2's Compatibility
Pack FAQ. NoM v2.x is required for this addon to work!
Only use this addon if you are using both RoHT and NoM v2.x.
..\Patches and Addons\RoHT NoM v3 Addon.esp
Addon for and Taddeus' "Necessities of Morrowind" (NoM) v3.x.
With v3, Taddeus changed a couple of objects and removed others. These
changes required a new NoM addon. If you're using NoM v3.x, use this addon,
not RoHT NoM v2 Addon.esp. It will add drinks and water sources to a couple
of RoHT's Cells. Where possible, it will also change the bottles in RoHT's
Cells according to NoM v2's Compatibility Pack FAQ. NoM v3.x is required for
this addon to work!
Only use this addon if you are using both RoHT and NoM v3.x.
..\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.
NPCs that must be alive
-----------------------
Whatever you do in Morrowind, don't kill Aryon, Divayth Fyr, Yagrum Bagarn, or
Edd Theman (Fast Eddie). I need them for RoHT.
********************************************************************************
4. Updating from previous versions
********************************************************************************
Updating from v1.3 and later
----------------------------
Updating from RoHT v1.3 and later should be rather harmless: master files (.esm)
are said to be very forgiving in terms of being updated, and it's also said that
they don'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.html
The things that slightly worry me are in section "Effects of Common Doubling
Fixes": While RoHT's file date has changed with v1.5, it is absolutely possible
that its ModIndex for your savegame remains intact, and its ObjectIndex numbers
for references are in a rather regular range.
So as with all mods, do create a backup of your savegame before you begin using
RoHT v1.4. If you don't like it, or if (against all probability) it should screw
up your game, you'll have something to revert to.
You might want to clean your savegame with Wrye Mash in any case. (Again: create
a 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 has
changed since v1.3. That means that every thing you may have stored there, will
get lost after the update. I consider it highly unlikely that you left anything
there, but your milage may vary.
I have only slightly updated most Addons and Patches, I have mostly updated
their headers so that they won't complain about outdated masters. The exception
are the NoM Addons: since they replace references from RoHT, they need to be
rewritten every time their master file (Rise of House Telvanni.esm) changes.
Otherwise, they might change the wrong references. For example, I've seen an
outdated NoM addon exchange a flower tub for a bottle of water.
So when updating RoHT to v1.52, you should definitely update the NoM Addon, and
I encourage you to update the other Addons and Patches as well. Afterwards, you
should run your savegame through Wrye Mash in order to repair all ModIndex
entries. As always: be sure to create a backup of your savegame first.
Also, please be aware that 3rd party addons for RoHT might require an update.
A good rule of thumb is: If an addon only adds things to RoHT, it probably
doesn't require an update. If it changes objects or references from RoHT, it
will most likely need to be updated. (the joys of mismatched ObjectIDs)
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 is
impossible. You can replace versions 1.25 and earlier with v1.52 without any
problems, and you can play through v1.52 just fine, but you will lose all
progress you have made in those earlier versions. Also, when you have killed
either Canctunian Ponius, Divayth Fyr, or Duke Vedam Dren, you will have to
accept the consequences.
As with all mods, do create a backup of your savegame before you begin playing
RoHT's quests. If you don't like it, or if (against all probability) it should
screw 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't
possible to maintain compatibility with earlier versions.
********************************************************************************
5. Uninstallation
********************************************************************************
The automatic way
-----------------
Start Wrye Mash, click on the "Installers" tab, and select "RoHT v1.52.7z" in
the left column. Right-click on "RoHT v1.52.7z" and select "Uninstall".
The manual way
--------------
From the Morrowind Launcher, select "Data files", unselect the box next to
"Rise of House Telvanni.esm". Also unselect the boxes next to any of the addons
and patches if you have installed them:
"RoHT CoM Addon.esp", "RoHT GDR Aleft Patch.esp", "RoHT Havish Patch.esp",
"RoHT Taddeus Balancing.esp", "RoHT TLSH Patch.esp", and either
"RoHT NoM v2 Addon.esp" or "RoHT NoM v3 Addon.esp", depending on which NoM
version you're using.
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't
alter anything in Tel Uvirith. So it is compatible with most interior mods
for Tel Uvirith.
RoHT is already compatible with:
--------------------------------
Greath House Dagoth by The Mad God
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 team
Tamriel Rebuilt, Maps 1 and 2 by the Tamriel Rebuilt team
Town of Uvirith v1.3 by Tapani_doe
Ushindra Beach v1.2 by The Pixie
Uvirith Inside v1.6 by TheDopeHatMan
Uvirith's Legacy v1.09 et seq. by Stuporstar
Village of Mora Uvirith v1.0 by Kosta51
I have included external Addons or Patches for the following mods:
------------------------------------------------------------------
Balanced Armors and Balanced Weapons by Taddeus
Children of Morrowind v2 by Emma (will also work with v1)
Greater Dwemer Ruins: Aleft v1.0 by Julian K. Spire
Havish v1.2 by JOG (will also work with v1.0, v1.1, v1.3)
Necessities of Morrowind v2.x by Nymeria and Taddeus
Twin Lamps and Slave Hunters v1.5 by Nevena
RoHT has a non-critical impact on unmodded Morrowind:
-----------------------------------------------------
Please note that RoHT's impact on quests will only set in after playing RoHT's
respective quests. If you play the following Morrowind quests before you start
playing RoHT's quests, you won't notice any difference to unmodded Morrowind.
Also, please note that the following section contains SPOILERS on a few things
that 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.
EB_Express (Ebonheart Misc Quest: Dredil's Delivery)
RoHT doesn't really have an effect on this quest. Its first Journal entry
introduces Llalam Dredil as one of Duke Dren's advisors, even if the Duke
is dead. That hardly justifies a patch, so I left it alone.
HH_LiteracyCampaign (House Hlaalu: Literacy Campaign)
This is labeled as a House Hlaalu quest, but in fact, Ilmeni Dren will give
it to anyone who asks her about it. I think that it doesn't befit a Duchess
to give such a petty quest when she has much more powerfull methods at her
disposal. So Duchess Ilmeni will let the player end this quest if she has
issued before taking office, but she won't start the quest.
HH_TwinLamps1 (House Hlaalu: The Twin Lamps)
This is labeled as a House Hlaalu quest, but in fact, Ilmeni Dren will give
it to anyone who asks her about it. I think that it doesn't befit a Duchess
to give such a petty quest when she has much more powerfull methods at her
disposal. So Duchess Ilmeni will let the player end this quest if she has
issued before taking office, but she won't start the quest.
HH_TwinLamps3 (House Hlaalu: Free Hides-His-Foot)
This is labeled as a House Hlaalu quest, but in fact, Ilmeni Dren will give
it to anyone who asks her about it. I think that it doesn't befit a Duchess
to give such a petty quest when she has much more powerfull methods at her
disposal. So Duchess Ilmeni will let the player end this quest if she has
issued before taking office, but she won't start the quest.
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.
IL_MaidenToken (Imperial Legion: Maiden's Token)
Ilmeni Dren's dialogue will still be available when she has become Duchess.
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" quest 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 earlier
Less 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 will be disabled after the player has sent
Telvanni mercenaries to wipe out the guild.
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 to
gain considerable influence on Vvardenfell by completing a series of quests to
undermine 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. Shortly
afterwards, he left Morrowind modding and also this mod as a Beta. On June 28,
2006, Karpik777 rediscovered it and presented his find to the Morrowind
community. Despite its Beta status it was received very well, so after fixing
the most pressing errors and balancing some over-the-top rewards, Karpik777
re-released it as version 1.21 on the Bethesda Forums. From then on, the mod saw
a quick succession of updates.
On July 7, 2006, Karpik777 fixed a couple more errors that SkyShadowing had found
before. The next day, he released it as v1.22 on Planet ElderScrolls, thus
making it available to the entire community again.
On July 31, 2006, Aeroldoth volunteered to fix the mod's spelling and grammatical
errors. As he put it: "I LOVE to fix spelling errors, or rather, I HATE to read
them." He finished this endeavoring assignment within a month, so that on
August 25, 2006, a completely proof-read v1.23 saw the light of day. In addition
to proof-reading, he also fixed a lot of the mod's errors.
On February 17, 2007, Karpik777 fixed another quest breaking bug and released
v 1.24 to the public.
That was about the time that I set eyes on this beauty of a mod. I played it and
liked most of it. So I began to fix any error I could find. I also removed the
previously incorporated mod "Of Human Bondage", thus creating what was to be
v1.25. On April 20, 2007, Karpik777 uploaded it to Planet Elderscrolls. I was
honestly flattered by that and since I really liked - and still like - the mod
began to ponder how it could be further improved.
On July 8, 2007, almost exactly one year after Karpik777 resurrected the
mod, I announced that I had begun to work on it again. It took me more than two
years, before on October 7, 2009, I was finally ready to present the completely
revised and greatly extended version 1.3 of RoHT.
Another nine months later, on June 25, 2010, v1.3 had been met with an amount of
praise and affection that I would never have dreamt of. At that time, more than
2800 players had downloaded it, played it, and quite a few had told of their
experience. Many wished for an alternative way to play RoHT's final quest and
found a couple of bugs along the way. Most of the bugs were harmless. However, a
few did have a critical impact on Morrowind and other mods, so it was time for
an update again. v1.4 fixed the known bugs and provided an alternative way for
the final quest.
In the following months a couple of small yet annoying scripting errors were
discovered that required yet another update. The most notable error was RoHT's
cdc_teleportation implementation (compatibility with CDCooley's "Improved Tele-
portation" or Melian's "Teleport Plugin"). Due to a faulty script, it only
worked one way: teleportation would be disabled but not enabled again. I still
can't explain why the script was failing, but the new script does its job
properly. While I was working on it, I polished every bit of dialogue again,
paying special attention to punctuation. I also polished the scripts' syntax as
well as all other parts of the mod. New features were the built-in water level
fixes (important for mods like NoM who need to determine the water level in in-
terior Cells) and the addon for the newly released NoM v3.
To improve the installation process, I also restructured RoHT's archive so that
it will be recognized by Wrye Mash's installer function, BAIN. RoHT v1.5 was
released on January 2, 2011.
Less than three weeks later, on January 22, it was discovered that I acciden-
tally removed the teleport settings from the door that leads into Mournhold's
jail. Since my interests had begun to shift away from modding, I tried to take
advantage of RoHT being a master file (.esm) and made a quick patch - v1.51
which I released on February 15. And true to Murphy's law the patch didn't work
and crashed the game, instead. So after only three hours I withdrew the v1.51
patch. Fortunately, only about 30 people had downloaded it until then, so it
couldn't create too much damage.
After that experience I discarded the idea of an external patch and began to
update RoHT's master file once again. Another bug was reported where the crea-
tures in Ulaeash fell through the floor. So I raised all creatues in Ulaeash a
bit from the floor in hopes that this will prevent the bug from happening. This
has at least worked for Sankekur1 who reported the bug. And while I was at it,
I edited Tel Dwemeris' corridor and Tel Koj-Ruskthss' lower tower to simplify
RoHT's interaction with StuporStar's mod "Uvirith's Legacy" (UL; I added those
alcoves that UL's RoHT addon would add in earlier versions).
So today on March 13, 2011 I present you RoHT's latest and hopefully error-free
version 1.52.
Welcome to the Rise of House Telvanni. I hope you enjoy playing it as much as I
enjoyed making it.
bhl
ChangeLog
---------
Version 1.52
- Fixed a quest-breaking bug with the door that leads into Mournhold's jail
- Raised the creatures in Ulaeash from the floor to prevent them from falling
through it
- Simplified interaction with StuporStar's "Uvirith's Legacy"
Version 1.51
- The black sheep in RoHT's line of ancestors. Best left forgotten
Version 1.5
- Fixed compatibility for cdc_teleportation
- Overhauled the entire dialogue and added a couple of lines to reflect the
changes in Vvardenfell during RoHT's quests
- Added optional dialogue for the discrediting Orvas Dren quest when Orvas is
already dead at the beginning of the quest
- Overhauled all scripts
- Fixed a couple minor glitches
- Added an internal patch for the Great House Dagoth (GHD) mod: I set the unique
6th House creatures in Telasero to peaceful after the player has started GHD's
metamorphosis process
- Applied Taddeus' Water level fix to RoHT's new interior Cells
- Made an addon for Taddeus' "Necessities of Morrowind" v3
- Restructured the archive for use with Wrye Mash's Installer function, BAIN
Version 1.41
- Fixed a bug in the RoHT_Oubliette_Door_Scr
Version 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 modders
Version 1.25
- Fixed various bugs
- Removed both the "Of Human bondage" mod and the Festival Slave market
Version 1.24
- Changed the requirements for the "Zafirbel's Star" dialogue
Version 1.23
- A whole lot of grammar, spelling and logical corrections thanks to Aeroldoth
Version 1.22
- Fixed various bugs
- Added a more balanced version
Updates 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 of
the work on v1.3 to v1.52, 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
update
Karpik777: for rediscovering RoHT, for fixing its bugs, for reuploading it, for
inspiration on new quests, for Beta testing it, and for much more
Thanks to those who have worked directly on RoHT:
-------------------------------------------------
Aeroldoth: for fixing bugs as well as fixing grammatical and spelling errors
Darkside: 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 Archmagisters
Cyrano: for explaining how to make dialogue hyperlinks show up when their topic
is introduced and when you have also just updated their Journal conditions
Froderick, aka ElvisX3K: for being a constant source of inspiration and for
being the world's best Beta Tester
Gez: for background information on Morrowind and Tamrielic lore
haplobartow: for help with the Tamriel Rebuilt integration
Harlequin: a HUGE THANK YOU for inspiration for many quests, especially for
Skink-in-Tree's-Shade's quest series
Jac: For Scripting Help on the RoHT_Alighiere_sc_Note_1_Script
and thanks to Erstam for developing the Script in the first place
JOG: although having nothing directly to do with this mod, I learned a lot from
reading his scripts from Havish and Booty Island.
Leonardo: for explaining how to make mod archives compatible with Wrye Mash's
Installer function, BAIN
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 quest
Psyringe: for inspiration on Edwinna Elbert's quests
Stuporstar: 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 - twice
Varana: for bringing me down to earth after the lore/number of used slaves
discussion
Vorwoda the Black: for inspiration on the Duke Dren quest
Thanks to those who made the tools I used:
------------------------------------------
Argent: for BookGen and the bsa Browser
Alphax, amorilia, m4444x, Shon, tazpn, wz, and everyone who contributed to
NifSkope
Bethesda Softworks: for the Construction Set and for making Morrowind
Ely VanReen Soto: for the TES Plugin Conflict Detector
Farren Hayden: for the Enchanted Editor
GhanBuriGhan, Yacobi, Melian, and anyone who contributed to
Morrowind Scripting For Dummies (MWSFD)
Ghostwheel: for TESTool
john.moonsugar: for tes3cmd and tes3lint
MentalElf: for TESFiles
Rougetet: for the Morrowind Grid Use Map (MMGUM)
Srikandi: for her Dialogue tutorial and for
the Elder Scrolls Construction Set Item Index
Wrye: for Mash
Thanks to those who provided me with modder's resources:
--------------------------------------------------------
Acid_Basik: for Floating Islands
Allerleihrauh: for the textures on Rhedd's heads and hairs
DemonXen: for New Centurions (Mechanical Creatures)
dongle: for Water Meshes and Druid Staffs
Korana: for Authentic Documents
Lady Eternity: for the Fire Pillar, the Flaming Floor, and the Graveyard Fog
Lochnarus: for chests
McMornan: for the Dwemer Ingot
Michael "HelioS" Bennett: for his Silver Battle Axe
Phijama: for the Serpentine Staff
Qarl: for Rays of Light and the Flask Replacer
Rhedd: for lots of new face and hair meshes
SotiCoto: for Dreamer Heads
StarCon5: for the Shovel
Westly: for the Dwarven Shade
Wytch: for the Blackened Skull
Thanks for testing RoHT and helping to fix its bugs:
----------------------------------------------------
abot
Anonytroll
Aorawn
ateserol
Bruno13069
Conquest Calvin
Daedra Lord
DivinePanda
Eddbeard
fable2
Froderick, aka ElvisX3K
gaiusimperator
Hakuroshi
happyelk
Karpik777
Layson Kaar
Leonardo
LostGateToCruelty
Mask*DeMasque
Master Sam
MogTM
NovemberRain
povuholo
Raym
Rednave21
Rex Little
saleg37
Sankekur1
Scotty1215
Spiffyman
SkyShadowing
TehStumpeh
th3undon3on3
Tyraa Rane
Valre
Thanks for helping with compatibility:
--------------------------------------
Cyrano: for making the Less Generic NPC project (LGNPC) compatible with RoHT
Emma: for allowing me to release the Children of Morrowind patch
Elim Garak: for allowing me to add a Mouth for Master Daedreyon from
The Hunter Modification
JOG: for allowing me to release the Havish patch
Stuporstar: for making Uvirith's Legacy compatible with RoHT
Thank 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't
reupload it without asking me first. If I cannot be contacted for an extended
period 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 from
the 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 cannot
be contacted for an extended period of time (6 weeks), chances are that I have
left 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 more
information. Also feel free to contact me for additional information.
However, do not merge RoHT itself into a compilation. If you'd like to expand
on 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, take
it. 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 out
of the ..\RoHT subfolders and edit the meshes accordingly. I'd also like to know
how my work is used, so I also ask that you contact me and give credit where it
is due.
For permissions regarding other modders' work, please refer to the modder's
readme file: "Rise of House Telvanni Modder's Readme.txt"
I have listed each file's origin in that file. If you like something, please
download the original resource.
Using resources in other games:
-------------------------------
All icons, meshes, and textures made by Pozzo or me are alterations of standard
Morrowind files. You may not use them in any other game than Morrowind.
Concerning other resources, please refer to RoHT's modder's readme file or 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 the
original version. As RoHT is very dialogue-intense, I think it's a good idea
for a translator to contact me first, in order to ensure that there isn't
already a translation on its way from someone else.
If I cannot be contacted for an extended period of time (6 weeks), chances are
that I have left the Morrowind community. In that case go ahead and translate
anyway.
********************************************************************************
10. Contact Information
********************************************************************************
bhl
The Official TES Forums: bhl
http://www.gamesas.com/bgsforums/index.php
Great House Fliggerty: bhl
http://www.fliggerty.com/phpBB3/index.php
eMail: bhlMods(at)gmx.net
Not new, but often overlooked: 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. If you want your mod to interact with RoHT, you can read those variables' values by script or dialogue and have your mod react accordingly. Your mod doesn't even need to be dependent on RoHT for this! There's a detailed description of RoHT's variables in the separate Modder's Readme file. I'd have liked to post that file in this post as well, but the Forum complained about my post being too long (ridiculous, how can 82 kB be too long ), so I'll put it into a new post.
Enjoy!
bhl
Edit: Corrected the version number. Copy-and-Paste does have it's disadvantages...
Edit 2011-03-13: Updated the mod to v1.52