[Relz] Pozzo's Rise of House Telvanni v1.5

Post » Tue May 17, 2011 2:06 pm

Pozzo's Rise of House Telvanni v1.52
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.
Spoiler

********************************************************************************
* *
* 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
User avatar
Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Tue May 17, 2011 2:15 pm

And as promised: the Modder's Readme file, put into spoiler tags for the same reason as stated above.
Spoiler

Welcome to RoHT v1.5 modding!

This file contains information that is useful for modders who want their mods to
either build on RoHT or to interact with RoHT. It contains little to none useful
information for players.
It will provide you with a comprehensive explanation of RoHT's global variables,
and it will also provide you with information on each and every file that is
used by RoHT.

If you intend to mod RoHT, please let me know. I may be able to provide you with
valuable advice. I'm registered as "bhl" at both the official gamesas Forums
and at Great House Fliggerty.

Before I begin with the details, please accept this piece of general advice:
BEFORE YOU ATTEMPT TO MOD RoHT, PLAY IT FIRST!
RoHT is a complex mod, and you should be familiar with it before you attempt to
change it.


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

Beta-Testing your Mod in conjunction with RoHT

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

I have left my Beta Testing tools in RoHT, and you're welcome to use them for
testing your mod as well. Those tools consist of two activators that will run a
script when you activate them:
- RoHT_Ring_of_Betatest (attached script: RoHT_betatestScript)
- RoHT_Ring_of_Betatest2 (attached script: RoHT_BetaTest2_Script)
RoHT_betatestScript will fast-forward you through RoHT's quests, and
RoHT_BetaTest2_Script will create a survivable Archmagister from scratch (it's
meant for a fresh-off-the-prison-boat player character).
Currently, neither activator is placed in the gameworld. If you intend to use
them, place them somewhere convenient, and alter their scripts to suit your
needs. Please make sure to either rename or remove them before you release your
mod.

Then, there's a light called RoHT_Radius_Helper. It's just a simple light with-
out a mesh. It's useful for determining distances (useful for triggered Message-
Boxes and the like). Just hit "L" in the Construction Set, and it'll show all
light radiuses. I used RoHT_Radius_Helper to determine the diameter of the Sixth
House altar in Telasero, for example.




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

Compatibility between RoHT and other mods

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

I have done my best to reduce RoHT's impact on other mods to a minimum. However,
when a Great House gains predominance over Vvardenfell, it'll inevitably stir
things up.

In fact, RoHT even takes its toll on Morrowind's main quest. To minimize that
toll, I didn't actually kill or disable an NPC when I needed to get rid of him.
Instead, I moved him to an interior Cell called "RoHT_TemporaryNPCStorage".
If you need him back, you can achieve that via the PositionCell command.




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

Interaction between RoHT and other mods

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

I have gone to some lengths to provide you with an easy way to inject RoHT into
your mod and vice versa. The core product of these efforts is RoHT's plethora
of global variables that allow other mods to determine RoHT's current status.
To check a variable's current value, simply add an identically named global
variable of the same type to your game, and read its value either by dialogue
or by script.
ALL THESE VARIABLES ARE MEANT TO BE READ ONLY. RoHT relies heavily on them, so
if another mod changes their value, it can totally screw things up. The only
case where I endorse writing access to RoHT's variables is with mods that expand
on the other Great Houses. For example, a "Rise of House Hlaalu" mod would need
to actively change RoHT's variables if it is going to react to it. In all other
cases, I ask you to only read RoHT's variables.

Example:
If you'd like an NPC to comment on House Telvanni taking over the East
Empire Company, add the global short variable "RoHT_EEC_status" to your mod, and
filter that NPC's dialogue for "global RoHT_EEC_status = 1". That's it; your mod
doesn't even need to be dependent on RoHT for this check.

Enough with the preface: here's a comprehensive list of RoHT's global variables.


cdc_teleportation
-----------------
This variable is part of both Charles D. Cooley's Improved Teleportation mod
http://www.tesnexus.com/downloads/file.php?id=27262
and Melian's Teleport Mod.
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8153
RoHT uses it for improved compatibility with their mods.
RoHT both reads and writes this variable.
Its assigned values are (excerpt, for a full list please have a look at
CDCooley's or Melian's mod)
0 = neither CDCooley's nor Melian's mod are running
> 0 = one of their mods is running, and teleportation is enabled
< 0 = one of their mods is running, and teleportation is disabled
It is used in these scripts:
RoHT_Woronac_Script
RoHT_Woronac_TeleOut_Script



RoHT_Abolition_Status
---------------------
Type: Global Short Variable
This variable doesn't do anything in RoHT. It is a means for other mods to
determine House Telvanni's stance on slavery.
It is set by RoHT_advisor and "Vedam Dren" in the dialogue topic
"negotiate with Duke Dren".
Its assigned values are:
0 = Nothing has changed on House Telvanni's stance on slavery.
1 = The player has prepared to negotiate with Duke Dren about abolition
2 = The player has botched up negotiations with Duke Dren. House Telvanni has
declared abdication from slavery, but Duke Dren has smelled the rat.
3 = The player has successfully negotiated with Duke Dren. House Telvanni has
declared abdication from slavery and received a special Councilor in
Ebonheart.
It is used in this script:
RoHT_Abolition_Script



RoHT_AlighiereVendetta
----------------------
Type: Global Short Variable
This variable is used to keep track of the RoHT_Misc_AlighiereQuest.
It is set in RoHT_Alighiere_Vendetta_Script which is started in the dialogue
topic "Belatrinde".
Its assigned values are:
0 = Alighiere is not pursuing his revenge on Dhaunayne Aundae
1 = Alighiere is out annihilating Clan Aundae
2 = Alighiere is back to TelKR and has brought his sister's remains with him
It is used in these scripts:
RoHT_Alighiere_Script
RoHT_Alighiere_Vendetta_Script
RoHT_Ashmelech_Corpses_Script
RoHT_Ashmelech_Detector_Script
RoHT_Ashmelech_Disabler_Script
RoHT_Ashmelech_Doors_Script
RoHT_Mummy_Belatrinde_Script
RoHT_StoneCasket_Belatrinde_Scr



RoHT_Axequest_HeardElmera
-------------------------
Type: Global Short Variable
This variable is used to determine if you have heard Elmera Indalas' version of
the RoHT_Misc_ElmeraQuest. Since there are too many ways you can stumble upon
this quest than I could keep track of with Journal entries alone, I needed to
create this variable and RoHT_Axequest_HeardTjalk.
This variable is set and used in dialogue only for the "RoHT_Misc_ElmeraQuest".
It is set by RoHT_ElmeraIndalas in the dialogue topic "our quarrel".
Its assigned values are:
0 = The player hasn't heard Elmera Indalas' side of the story
1 = The player has heard Elmera Indalas' side of the story
It isn't used in any script.



RoHT_Axequest_HeardTjalk
------------------------
Type: Global Short Variable
This variable is used to determine if you have heard Tjalk Strong-Arm's version
of the RoHT_Misc_ElmeraQuest. Since there are too many ways you can stumble upon
this quest than I could keep track of with Journal entries alone, I needed to
create this variable and RoHT_Axequest_HeardElmera.
This variable is set and used in dialogue only for the "RoHT_Misc_ElmeraQuest".
It is set by RoHT_Tjalk_2 in the dialogue topic "our quarrel".
Its assigned values are:
0 = The player hasn't heard Tjalk Strong-Arm's side of the story
1 = The player has heard Tjalk Strong-Arm's side of the story
It isn't used in any script.



RoHT_Axequest_Initialized
-------------------------
Type: Global Short Variable
This variable is set and used in dialogue only for the "RoHT_Misc_ElmeraQuest".
It is set by RoHT_ElmeraIndalas or RoHT_Tjalk_2 in the dialogue "Greeting 1".
Both characters aren't on good terms with each other. You need to either ask one
of them about the other, or take Tjalk's family axe to any of them. Only then
will this variable be set, and the quest can begin.
Its assigned values are:
0 = RoHT_Misc_ElmeraQuest hasn't started yet
1 = RoHT_Misc_ElmeraQuest has started
It isn't used in any script.



RoHT_cdc_teleportation
----------------------
Type: Global Short Variable
When the player enters Edwinna Elbert's mind, cdc_teleportation (another global
variable, see above) will be set to -1. RoHT_cdc_teleportation is used to store
cdc_teleportation's value before the player enters Edwinna's mind, and it is
also used to restore cdc_teleportation's value when the player returns from
Edwinna's mind.
It is set by RoHT_TenisiArobar_4 in the dialogue topic "exorcize Woronac"
It is used in these scripts:
RoHT_Woronac_Script
RoHT_Woronac_TeleOut_Script



RoHT_ChamberStatus
------------------
Type: Global Short Variable
This variable keeps track of the restoration ceremony for the Summoning Chamber.
It is set to values from 1 to 20 in RoHT_ChamberRestorationScript
Its assigned values are:
All integers from 1 to 20
It is used in these scripts:
RoHT_ChamberHiderScript
RoHT_ChamberRestorationScript
RoHT_SumFireScript
RoHT_sumSkullLight



RoHT_ConsulateAldruhnActive
---------------------------
Type: Global Short Variable
This variable determines if Ald'ruhn's Mages Guild Hall has been converted into
a Telvanni Consulate.
It is set to 1 by RoHT_advisor in the dialogue "Greeting 1".
Its assigned values are:
0 = Ald'ruhn's Mages Guild is still accessible
1 = Ald'ruhn's Mages Guild has been rebuilt as a Telvanni Consulate
It is used in these scripts:
RoHT_MG_Aldruhn_bouncer_Script
RoHT_MG_AldruhnConsulDoor_Scr
RoHT_MG_AldruhnSign_Script
RoHT_MG_AldruhnTelvSign_Script
RoHT_MG_iron_dagger2_Script



RoHT_ConsulateBalmoraActive
---------------------------
Type: Global Short Variable
This variable determines if Balmora's Mages Guild Hall has been converted into
a Telvanni Consulate.
It is set to 1 by RoHT_advisor in the dialogue "Greeting 1".
Its assigned values are:
0 = Balmora's Mages Guild is still accessible
1 = Balmora's Mages Guild has been rebuilt as a Telvanni Consulate
It is used in these scripts:
RoHT_MG_Balmora_bouncer_Script
RoHT_MG_BalmoraConsDoorLock_Scr
RoHT_MG_BalmoraConsulDoor_Scr
RoHT_MG_BalmoraSign_Script
RoHT_MG_BalmoraTelvSign_Script



RoHT_CultistsSudDead
--------------------
Type: Global Short Variable
This variable keeps track on the body count of the cultists in Sud. It is set
to 1 in RoHT_CultistsDeadCounter_Script.
Its assigned values are:
0 = at least one of the cultists in Sud is alive
1 = all cultists in Sud are dead
It is used in this script:
RoHT_CultistsDeadCounter_Script



RoHT_CultistsPergamaeaDead
--------------------------
Type: Global Short Variable
This variable keeps track on the body count of the cultists in Pergamaea. It is
set to 1 in RoHT_CultistsDeadCounter_Script.
Its assigned values are:
0 = at least one of the cultists in Pergamaea is alive
1 = all cultists in Pergamaea are dead
It is used in this script:
RoHT_CultistsDeadCounter_Script



RoHT_DwemerBuilderInvented
--------------------------
This variable determines whether Edwinna Elbert has already constructed the
Dwemer Builder or not.
It is set by RoHT_advisor in the dialogue "Greeting 1"
(after the RoHT_TwinLamps quest)
Its assigned values are:
0 = Edwinna hasn't constructed the Dwemer Builder yet
1 = Edwinna has constructed the Dwemer Builder
It is used in this script:
RoHT_DwemerBuilder_Script



RoHT_DwemerColossusInvented
---------------------------
Type: Global Short Variable
This variable determines whether Edwinna Elbert has already constructed the
Dwemer Colossus or not.
It is set by RoHT_advisor in the dialogue "Greeting 1"
(after the RoHT_UvooQuest)
Its assigned values are:
0 = Edwinna hasn't constructed the Dwemer Colossus yet
1 = Edwinna has constructed the Dwemer Colossus
It is used in this script:
RoHT_Colossus_Script



RoHT_DwemerMaintSpiderInvented
------------------------------
Type: Global Short Variable
This variable determines whether Edwinna Elbert has already constructed the
Dwemer Maintenance Spider or not.
It is set by RoHT_advisor in the dialogue topic "Bosmeri preacher".
Its assigned values are:
0 = Edwinna hasn't constructed the Dwemer Maintenance Spider yet
1 = Edwinna has constructed the Dwemer Maintenance Spider
It is used in this script:
RoHT_MaintenanceBot_Script



RoHT_Edwinna2_Status
--------------------
Type: Global Short Variable
This variable keeps track on Edwinna Elbert's things' presence on Sadrith Mora's
streets.
It is set by RoHT_advisor in the dialogue topic "Edwinna Elbert" and in the
dialogue topic "current focus"
Its assigned values are:
0 = Edwinna hasn't been recruited as a member of House Telvanni
1 = Edwinna has arrived in Sadrith Mora
2 = Edwinna Elbert has moved into Tel Dwemeris and removed her things from
Sadrith Mora
It is used in this script:
RoHT_Edwinna2_Script



RoHT_Edw_assist_Freyte
----------------------
Type: Global Short Variable
This variable determines if the player has recruited Freyte Fyr as one of
Edwinna Elbert's assistants.
It is set to 1 by "divayth fyr" in the dialogue topic "some specialists".
Its assigned values are:
0 = Freyte Fyr has not been recruited
1 = Freyte Fyr has been recruited as Edwinna Elbert's assistant
It is used in this script:
RoHT_EdwinnaAssistantsCount_Scr



RoHT_Edw_assist_Gronval
-----------------------
Type: Global Short Variable
This variable determines if the player has recruited Gronval as one of
Edwinna Elbert's assistants.
It is set to 1 by RoHT_Gronval in the dialogue topic "some specialists".
Its assigned values are:
0 = Gronval has not been recruited
1 = Gronval has been recruited as Edwinna Elbert's assistant
It is used in this script:
RoHT_EdwinnaAssistantsCount_Scr



RoHT_Edw_assist_Tenisi
----------------------
Type: Global Short Variable
This variable determines if the player has recruited Tenisi Arobar as one of
Edwinna Elbert's assistants.
It is set to 1 by "yagrum bagarn" in the dialogue topic "some specialists".
Its assigned values are:
0 = Tenisi Arobar has not been recruited
1 = Tenisi Arobar has been recruited as Edwinna Elbert's assistant
It is used in this script:
RoHT_EdwinnaAssistantsCount_Scr



RoHT_Edw_assist_Tjalk
---------------------
Type: Global Short Variable
This variable determines if the player has recruited Tjalk Strong-Arm as one of
Edwinna Elbert's assistants.
It is set to 1 by RoHT_Tjalk in the dialogue topic "some specialists".
Its assigned values are:
0 = Tjalk Strong-Arm has not been recruited
1 = Tjalk Strong-Arm has been recruited as Edwinna Elbert's assistant
It is used in this script:
RoHT_EdwinnaAssistantsCount_Scr



RoHT_EECLastPaidMonth
---------------------
Type: Global Short Variable
This variable is part of the calculations for the player's montly royalty as an
"advisor" to the East Empire Company. In detail: This variable stores the
last month for which you have been paid.
It is set in RoHT_EECIncome_Script.
It is used in this script:
RoHT_EECIncome_Script



RoHT_EECPayoff
--------------
Type: Global Long Variable
This variable is part of the calculations for the player's montly royalty as an
"advisor" to the East Empire Company. In detail: This variable stores the
amount of money you will be paid.
It is set in RoHT_EECIncome_Script and used by RoHT_Mehitabel_2 in the dialogue
topic "your royalty"
It is used in this script:
RoHT_EECIncome_Script



RoHT_EEC_status
---------------
Type: Global Short Variable
This variable keeps track of the East Empire Trading Company's status.
It is set to 1 in RoHT_Canctunian_Script and to 2 by RoHT_advisor in the
dialogue "Greeting 1"
Its assigned values are:
0 = Canctunian Ponius lives and is in charge of the East Empire Company
1 = Canctunian Ponius is dead, and Mehitabel Llaras has taken office
2 = Canctunian Ponius is dead ,and Mehitabel Llaras had to flee
It is used in these scripts:
RoHT_Canctunian_Script
RoHT_CanctunianDisabler_Script
RoHT_FinalRating_Script
RoHT_Mehitabel1_Script
RoHT_Mehitabel2_Script



RoHT_EHCouncil_status
---------------------
Type: Global Short Variable
This variable keeps track of the status of House Telvanni's Consulate in
Ebonheart.
It is set by RoHT_advisor in the dialogue "Greeting 1" and by "llunela hleran"
in the dialogue topic "Consulate"
Its assigned values are:
1 = Only the Consulate's rootstem is visible
2 = The full Consulate is grown
It is used in these scripts:
RoHT_Damania_Script
RoHT_EHCouncil_stage1_Script
RoHT_EHCouncil_stage2_Script



RoHT_FinalRating
----------------
Type: Global Short Variable
At the end of RoHT's quests, the player will be awarded points for for his/her
actions. This variable stores the player's total score.
Its assigned value ranges are:
(0 < RoHT_FinalRating <= 30) = the reward is a moist handshake
(and a dunce cap)
(30 < RoHT_FinalRating <= 70) = the reward is a gift from the Telvanni
Grandmagister (the Golden Helm of Boethia's Rock)
(70 < RoHT_FinalRating <= 100) = the reward is a gift from the Telvanni
Grandmagister (the Golden Helm of Boethia's Rock) and a gift from the
Telvanni masters (the Oghma Infinium)
It is used in this script:
RoHT_FinalRating_Script



RoHT_HavishPatchActive
----------------------
Type: Global Short Variable
This variable is set to 1 by RoHT Havish Patch v1.0.esp in its StartScript
RoHT_HavishPatch_Script.
Its assigned value ranges are:
0 = RoHT's Havish patch is not active
1 = RoHT's Havish patch is active
It is used in this script:
RoHT_MG_Vivec_Disabler_Script



RoHT_MainQuestIsComplete
------------------------
Type: Global Short Variable
This variable determines if the player has completed RoHT's main quest.
It is set to 1 by RoHT_advisor in the dialogue topic "current focus".
Its assigned values are
0 = RoHT's main quest has not been completed
1 = RoHT's main quest has been completed
It is used in this script:
RoHT_TopicInitialization_Script



RoHT_MallamIsInDistress
-----------------------
Type: Global Short Variable
During the RoHT_EdwinnaQuests quest, this variable determines whether Mallam
Ryon is in panic over Edwinna's assumed madness.
It is set to 1 by RoHT_advisor in the dialogue topic "greater concern" and back
to 0 by RoHT_MallamRyon3 in the dialogue "Greeting 1"
Its assigned values are:
0 = Everything is calm
1 = Mallam is panicking
It is used in this script:
RoHT_MallamDistress_Script



RoHT_MGIsDestroyed
------------------
Type: Global Short Variable
This variable determines the Mages Guild guildhall's status.
It is set by RoHT_advisor in the dialogue topic "eliminate the Guild".
Its assigned values are:
0 = the Mages Guild is alive
1 = the Mages Guild has been destroyed
2 = reserved for future use, e. g. for a reconstruction of the Guild houses
in Caldera, Vivec, and Sadrith Mora
It is used in these scripts:
RoHT_FinalRating_Script
RoHT_GatewayHauntDisabler_Scr
RoHT_MG_Aldruhn_Disabler_Script
RoHT_MG_Balmora_Disabler_Script
RoHT_MG_Caldera_Disabler_Script
RoHT_MG_FolmsRefugee_Script
RoHT_MG_iron_dagger_Script
RoHT_MG_iron_dagger2_Script
RoHT_MG_MovisRefugee_Script
RoHT_MG_Raid_Script
RoHT_MG_Sadrith_Disabler_Script
RoHT_MG_ValaRefugee_Script
RoHT_MG_Vivec_Disabler_Script
RoHT_sc_MG_DoorNote_Script
RoHT_sc_MG_DoorNote2_Script



RoHT_MH_JailGuardsDistracted
----------------------------
Type: Global Short Variable
This variable is set to 1 in RoHT_MH_JailDoor_Script
and to 2 in RoHT_MH_InflammableRug01_Script
Its assigned values are:
0 = Mournhold's prison guards are not distracted, they are patrolling the jail
1 = The player has received the prompt to distract the guards
2 = Mournhold's prison guards are distracted. The player can enter unseen
It is used in these scripts:
RoHT_MH_InflammableRug01_Script
RoHT_MH_InflammableRug02_Script
RoHT_MH_Jail_bouncer_Script
RoHT_MH_JailDoor_Script
RoHT_MH_JailGuard_Script
RoHT_MH_RedHerringFire01_Script



RoHT_Nueranar_Portals_Active
----------------------------
Type: Global Short Variable
In the course of the RoHT_UvooQuest this variable will enable the teleportation
portals throughout Vvardenfell.
It is set to 1 in RoHT_Nueranar_Crystal_Script.
Its assigned values are:
0 = The portals in Nueranar are disabled
1 = The portals in Nueranar are enabled
It is used in these scripts:
RoHT_Nueranar_Crystal_Script
RoHT_Portal_Frame_Script
RoHT_Portal_Nueranar_Script
RoHT_Portal_TelKR_gap_Script
RoHT_Portal_TelKR_Shields_Scr
RoHT_Portal_Vvardenfell100_Scr
RoHT_Portal_Vvardenfell116_Scr
RoHT_Portal_Vvardenfell130_Scr
RoHT_Portal_Vvardenfell160_Scr



RoHT_PCHasReadOghmaInfinium
---------------------------
Type: Global Short Variable
This variable is set to 1 in RoHT_bk_OghmaInfinium_Script.
Its assigned values are:
0 = The player hasn't read this book yet
1 = The player has read this book, and it will vanish afterwards
It is used in this script:
RoHT_bk_OghmaInfinium_Script



RoHT_PCKilledDukeDren
---------------------
Type: Global Short Variable
This variable determines if or how Duke Vedam Dren died.
It is set to -1 by RoHT_advisor in the dialogue topic "abdicate",
and it is set to 1 in RoHT_VedamDrenDeadCounter_Scr or by RoHT_advisor in
the dialogue "Greeting 1",
and it is set to 2 by various other people in the dialogue "Greeting 1"
and in RoHT_VedamDrenDeadCounter_Scr
Its assigned values are:
-1= PC deliberately chose to let the Duke live (NEW with v1.4)
0 = PC didn't kill the Duke
1 = PC killed the Duke personally, Ilmeni remains a private person
2 = PC had the assassin kill Duke Dren, Ilmeni is Duchess now
It is used in these scripts:
RoHT_FinalRating_Script
RoHT_IlmeniDrenDisabler_Script
RoHT_lmeniDren_Script
RoHT_lmeniDren2_Script
RoHT_OrvasDren_Script
RoHT_OrvasDrenDisabler_Script
RoHT_VedamDrenDeadCounter_Scr
RoHT_VedamDrenDisabler_Script



RoHT_PCWearingMasqueOfNamira
----------------------------
Type: Global Short Variable
This variable is used to determine whether the player is wearing the Masque of
Namira. It is used to filter dialogue for RoHT_advisor and
RoHT_ilmeni dren_2
It is set in RoHT_MasqueOfNamira_Script
Its assigned values are:
0 = The player isn't wearing the masque
1 = The player is wearing the masque
It is used in this script:
RoHT_MasqueOfNamira_Script



RoHT_RoHTIsPresent
------------------
Type: Global Short Variable
This variable does a single yet important thing: It lets other mods know that
RoHT is active in the current game.
It is set to 1 in RoHT_TopicInitialization_Script.
Its assigned values are:
0 = RoHT has been loaded
1 = RoHT has not been loaded
It is used in this script:
RoHT_TopicInitialization_Script



RoHT_SadrithMora_Abolition
--------------------------
Type: Global Short Variable
This variable hardly does anything. It is mostly a means for other mods to
determine if Brallion has set his slaves free. For RoHT it will only open
the slave pod doors in Sadrith Mora's slave market.
It is set to 1 in the RoHT_SadrithMora_Abolition_Scr.
Its assigned values are:
0 = Brallion is a slave trader
1 = Brallion has set his slaves free
It is used in these scripts:
RoHT_Sadrith_SlaveDoor_1_Script
RoHT_Sadrith_SlaveDoor_2_Script
RoHT_SadrithMora_Abolition_Scr



RoHT_Skink2_Status
------------------
Type: Global Short Variable
This variable keeps track on Skink-in-Tree's-Shade's presence in Tel Aruhn.
It is set by RoHT_advisor in the dialogue topics "Skink-in-Tree's-Shade" and
"current focus".
Its assigned values are:
0 = Skink hasn't been recruited as a member of House Telvanni
1 = Skink has arrived in Tel Aruhn
2 = Skink got fed up and left Tel Aruhn to build his own tower.
This happens as soon Edwinna Elbert moves into Tel Dwemeris.
It is used in this script:
RoHT_Skink2_Script



RoHT_StartedEECPayments
-----------------------
Type: Global Short Variable
This variable functions merely as a dialogue anchor for RoHT_Mehitabel_2.
It is set to 1 by RoHT_Mehitabel_2 in the dialogue "Greeting 1"
Its assigned values are:
0 = Mehitabel hasn't signed the player up as an "advisor" to the
East Empire Trading Company
1 = Mehitabel has signed the player up as an "advisor" to the East Empire
Trading Company. From now on, the player is entitled to a monthly royalty.
It isn't used in any script.



RoHT_SummonAlorah
-----------------
Type: Global Short Variable
This variable determines if Alorah's spirit has been summoned.
It is set to 1 in the RoHT_SummoningSkullScript.
Its assigned values are:
0 = Alorah hasn't been summoned
1 = Alorah has been summoned
It is used in these scripts:
RoHT_sumAlorahScript
RoHT_SummoningSkullScript



RoHT_SummonEndalos
------------------
Type: Global Short Variable
This variable determines whether Endalos' spirit appears or not.
It is set by RoHT_Endalos in the dialogue topic "Staff of Channeling"
and in RoHT_Endalos_altar_Script.
Its assigned values are:
0 = Endalos' spirit does not appear
1 = Endalos' spirit appears
It is used in these scripts:
RoHT_Endalos_altar_Script
RoHT_Endalos_Script



RoHT_SummonGothren
------------------
Type: Global Short Variable
This variable determines if Gothren's spirit has been summoned.
It is set to 1 in the RoHT_SummoningSkullScript.
Its assigned values are:
0 = Gothren hasn't been summoned
1 = Gothren has been summoned
It is used in these scripts:
RoHT_sumGothrenScript
RoHT_SummoningSkullScript



RoHT_SummonIrilyn
-----------------
Type: Global Short Variable
This variable determines if Irilyn's spirit has been summoned.
It is set to 1 in the RoHT_SummoningSkullScript.
Its assigned values are:
0 = Irilyn hasn't been summoned
1 = Irilyn has been summoned
It is used in these scripts:
RoHT_sumIrilynScript
RoHT_SummoningSkullScript



RoHT_SummonZafirbel
-------------------
Type: Global Short Variable
This variable determines if Zafirbel's spirit has been summoned.
It is set to 1 in the RoHT_SummoningSkullScript.
Its assigned values are:
0 = Zafirbel hasn't been summoned
1 = Zafirbel has been summoned
It is used in these scripts:
RoHT_SummoningSkullScript
RoHT_sumZafirbelScript



RoHT_TelAruhn_Abolition
-----------------------
Type: Global Short Variable
This variable hardly does anything. It is mostly a means for other mods to
determine if Savile Imayn has set her slaves free. For RoHT, it will only
open the slave pod doors in Tel Aruhn's slave market.
It is set in RoHT_TelAruhn_Abolition_Script.
Its assigned values are:
0 = Savile Imayn is a slave trader
1 = Savile Imayn has turned her slaves into free workers
It is used in these scripts:
RoHT_TelAruhn_Abolition_Script
RoHT_TelAruhn_SlaveDoor_1_Scr
RoHT_TelAruhn_SlaveDoor_2_Scr



RoHT_Telasero_status
--------------------
Type: Global Short Variable
This variable determines Telasero's development.
It is set to 1 by RoHT_Stoh-Gei in the dialogue topic "cleanse Telasero"
and to 2 by RoHT_skinkintreesshade3 in the dialogue "Greeting 1".
Its assigned values are:
0 = nothing new at Telasero
1 = added Stoh-Gei's Dome home
2 = fully expanded Telasero
It is used in these scripts:
RoHT_Telasero_atron_st_Scr
RoHT_Telasero_Dome_Script
RoHT_Telasero_Ex_Statics_Scr
RoHT_Telasero_Int_Creatures_Scr
RoHT_Telasero_Int_Ligths_Scr
RoHT_Telasero_Int_Statics_Scr
RoHT_Telasero_Lava_Script
RoHT_Telasero_SpiritWhispr_Scr
RoHT_Telasero_Teleporter_Script



RoHT_TelAzura_status
--------------------
Type: Global Short Variable
This variable is set to 1 by RoHT_advisor in the dialogue topic
"master alchemist"
Its assigned values are:
0 = Tel Azura isn't built yet, Ammardunibi Camp is active
1 = Tel Azura is completely built; Ranos and Bodrusa have moved there
It is used in these scripts:
RoHT_Ammardunibi_bouncer_Script
RoHT_FinalRating_Script
RoHT_RanosMouth_Script
RoHT_TelAzura_Script
RoHT_TelAzuraDoor_Script
RoHT_TelAzuraTent_Script



RoHT_TelDwemeris_status
-----------------------
Type: Global Short Variable
This variable determines progress on Tel Dwemeris' completion.
It is set to 1 by RoHT_advisor in the dialogue topic "Dwemer laboratory"
and to 2 by "RoHT_edwinna elbert 2" in the dialogue topic "some specialists"
and to 3 by RoHT_advisor in the dialogue topic "current focus"
Its assigned values are:
0 = Nothing of Tel Dwemeris yet exists
1 = Foreman + Bots are present at the building site
2 = The full stronghold has been built; the doors are still locked
3 = The full stronghold has been built; the doors are unlocked
It is used in these scripts:
RoHT_EdwinnaAryonMouth_Script
RoHT_TelDwem_doorScript
RoHT_TelDwem_locked_Script
RoHT_TelDwem_stage1_Script
RoHT_TelDwem_stage2_Script



RoHT_TelKR_status
-----------------
Type: Global Short Variable
This variable keeps track on Tel Koj-Ruskthss development status.
It is set by "Vedam Dren" in the dialogue topic "Skink-in-Tree's-Shade".
Its assigned values are:
0 = Tel Koj-Ruskthss isn't built yet
1 = Tel Koj-Ruskthss has been built
It is used in these scripts:
RoHT_SkinkMouth_Script
RoHT_TelKR_activation



RoHT_TelLlarelah_status
-----------------------
Type: Global Short Variable
This variable determines whether Dagon Fel's tower Tel Llarelah has been built.
It is set by RoHT_advisor in the dialogue topic "have your assistance".
Its assigned values are:
0 = Standard Dagon Fel
1 = The Orc forewoman has planted Tel Llarelah's seedling
2 = Tel Llarelah's tower has grown a bit
3 = Tel Llarelah's tower is complete, the Orc forewoman has left, and Uvoo has
moved in. Telvanni guards patrol Dagon Fel's streets
It is used in these scripts:
RoHT_DagonFelImpGuards_Script
RoHT_TelLlarelah_stage1_Script
RoHT_TelLlarelah_stage2_Script
RoHT_TelLlarelah_stage3_Script
RoHT_TelLlarelahConstrScript



RoHT_TelvanniCouncilExpansion
-----------------------------
Type: Global Short Variable
This variable determines whether House Telvanni's Consulate in Ebonheart has
been built.
It is set to 1 and 2 by Llunela Hleran in the dialogue topic "Consulate" or by
RoHT_advisor in the dialogue "Greeting 1".
And it is set to 3 by "RoHT_ilmeni dren_2" in the dialogue topic "my father"
or by RoHT_advisor in the dialogue topic "control it all".
Its assigned values are:
0 = The Council hasn't been expanded yet
1 = The player has ordered Llunela Hleran to expand the Council's structure
2 = The Council's structure has been expanded, the new Mouths haven't yet
arrived in Sadrith Mora's Council House
3 = The Council's structure has been expanded, and the new Mouths have arrived
in Sadrith Mora's Telvanni Council House
It is used in these scripts:
RoHT_CouncilHouse_beams_Script
RoHT_EdwinnaAryonMouth_Script
RoHT_HM_DaedreyonMouth_Script
RoHT_RanosMouth_Script
RoHT_SkinkMouth_Script
RoHT_UvooMouth_Script



RoHT_TwinLampsFightersDead
--------------------------
Type: Global Short Variable
This variable determines whether the Twin Lamps Fighters in the Argonian mission
are dead.
It is set to 1 in RoHT_TwinLampsDeadCounter_Scr.
Its assigned values are:
0 = At least one of the Twin Lamps Fighters is alive
1 = All Twin Lamps Fighters are dead
It is used in this script:
RoHT_TwinLampsDeadCounter_Scr



RoHT_TwinLampsOfficialsDead
---------------------------
Type: Global Short Variable
This variable determines whether the Twin Lamps Officials in the Argonian
mission are dead.
It is set to 1 in RoHT_TwinLampsDeadCounter_Scr.
Its assigned values are:
0 = At least one of the Twin Lamps Officials is alive
1 = All Twin Lamps Officials are dead
It is used in this script:
RoHT_TwinLampsDeadCounter_Scr



RoHT_TwinLamps_Status
---------------------
Type: Global Short Variable
This variable provides an easy means for other mods to determine the player's
stance on the Twin Lamps movement.
It is set to 1 or 5 by "aryon" in the dialogue topic "Twin Lamps movement"
and to 2 in RoHT_TwinLampsDeadCounter_Scr.
Its assigned values are:
0 = The player hasn't decided on what to do with the Twin Lamps yet
1 = The player has decided to crush the Twin Lamps movement but hasn't killed
them yet
2 = The player has wiped the Twin Lamps from the face of Ebonheart
5 = The player has decided to support the Twin Lamps
It is used in thise script:
RoHT_TwinLampsDeadCounter_Scr



RoHT_TwinLamps_SuddenKill
-------------------------
Type: Global Short Variable
This variable determines if the player has unexpectedly crushed the Twin Lamps
or not. The player might first announce to support the Twin Lamps but
overthrow that decision in the course of the quest.
Therefore, I need this variable as a dialogue anchor.
It is set in RoHT_TwinLampsDeadCounter_Scr
Its assigned values are:
0 = The player has announced to crush the Twin Lamps
1 = The player has announced to support the Twin Lamps but has actually killed
them all
2 = The player has hired Damania as a special Councilor to Ebonheart
3 = RoHT_advisor has closed this quest
It is used in this script:
RoHT_TwinLampsDeadCounter_Scr



RoHT_UvooIsInPergamaea
----------------------
Type: Global Short Variable
This variable determines whether Uvoo is currently exploring Pergamaea.
It is set by the advisor in the dialog "Greetings 1"
Its assigned values are:
0 = Uvoo is at Tel Llarelah
1 = Uvoo is in Pergamaea
It is used in these scripts:
RoHT_Uvoo_Script
RoHT_Uvoo2_Pergamaea_Script



RoHT_WoronacTeleportDisabled
----------------------------
Type: Global Short Variable
During the RoHT_EdwinnaMadness quest, this variable prohibits the player from
teleporting in and out of Edwinna Elbert's mind as if it were a usual place.
It is to 0 in RoHT_MindWhisperer_Script and to 1 in RoHT_Woronac_TeleIn_Script
Its assigned values are:
0 = The player may withdraw from Edwinna Elbert's mind
1 = The player may not withdraw from Edwinna Elbert's mind
It is used in these scripts:
RoHT_MindWhisperer_Script
RoHT_Woronac_TeleIn_Script
RoHT_Woronac_TeleOut_Script



RoHT_Zubadaiah_status
---------------------
Type: Global Short Variable
This variable determines whether Lady Zubadaih Rethosa has become Tel Aruhn's
new mistress.
It is set to 1 by RoHT_Zubadaiah1 in the dialogue topic "Lady Zubadaiah Rethosa"
Its assigned values are:
0 = Zubadaiah is not Tel Aruhn's new mistress yet
1 = Zubadaiah is Tel Aruhn's new mistress
It is used in these scripts:
RoHT_Zubadaiah1_Script
RoHT_Zubadaiah2_Script
RoHT_ZubMouth_Script



sixh_playertransformed
----------------------
Type: Global Short Variable
This variable is part of The Mad God's Great House Dagoth mod.
(http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=801)
RoHT uses it to make its unique Sixth House Creatures in Telasero peaceful
if the player has become a member of House Dagoth.
RoHT only reads this variable.
Its assigned values are (excerpt, for a full list please have a look at Great
House Dagoth's scripts):
0 = The player is not a member of House Dagoth
1 and following = The player has metamorphed into a Sixth House creature
It is used in this script:
RoHT_Telasero_Int_Creatures_Scr



telebernanit
------------
Type: Global Short Variable
This variable is part of Elim Garak's Hunter Modification.
(http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1380)
RoHT uses it to add a Mouth for Master Daedreyon of Tel Ebernanit.
RoHT only reads this variable.
Its assigned values are (excerpt, for a full list please have a look at the
Hunter Modification's scripts):
4 = Tel Ebernanit has grown completely
5 and following = Tel Ebernanit is being destroyed by another Great House
It is used in this script:
RoHT_HM_DaedreyonMouth_Script




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

Directory of used Resources

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

Within the Icons, Meshes, or Textures folder, I moved all of RoHT's files into a
subfolder called "RoHT", regardless of their original folder within the resource.
I have done this for ease of installation and, maybe even more importantly,
deinstallation. That also means that I have edited each and every Mesh to have
it point to their Textures again.
You're welcome to use any of these files as long as it's not stated otherwise,
but please move them to a different folder. I also encourage you to download the
original resource files from the given download locations. Those resources might
contain something else of interest to you as well.
You may use every Icon, Mesh, or Texture that I made as a modder's resource for
your Morrowind mod. Since many of RoHT's resources are retextures of standard
Morrowind files, they may only be only be used for other Morrowind mods and may
not be used for other games. (Please refer to Bethesda's EULA) Other people's
resources are often their own meshes, so they may also be used in other games.
For information on a specific file, please refer to the list below. I gathered
that information from the respective resources' ReadMe files. If you're in doubt
whether you may use a resource for your project, please contact the respective
author.

Whatever you may use: Please give credit where credit is due. And if it's one of
"my" files, I'd be interested to know what you are using it for. Don't be shy:
Go ahead, and tell me - I won't bite.

So... Without further ado, here's some information on each used file, sorted by
folder. I have named each object's ID in parentheses.



+-------------------------+
| ..\Icons\RoHT\ |
+-------------------------+

book_Oghma.tga
--------------
use in RoHT: Inventory Icon for the Oghma Infinium
(RoHT_bk_OghmaInfinium)
made by: The original author is unknown to me, someone made it for Korana.
With Korana's consent, I added an alpha channel.
taken from: Korana's Authentic Documents
download link: http://www.tesnexus.com/downloads/file.php?id=27167
permissions: Modder's Resource for Morrowind mods and other games


Chalice_Telvanni.tga
--------------------
use in RoHT: Inventory Icon for Telvanni's Chalice
(RoHT_Chalice_Telvanni)
made by: Pozzo
permissions: Modder's Resource for Morrowind mods only


Cube_Uvirith.tga
----------------
use in RoHT: Inventory Icon for Uvirith's Cube
(RoHT_Cube_Uvirith)
made by: Pozzo
permissions: Modder's Resource for Morrowind mods only


DruidStaff_02.tga
-----------------
use in RoHT: Inventory Icon for the Druid Staff
(RoHT_DruidStaff2)
made by: dongle
taken from: Druid's Staff
download link: http://www.elricm.com/mods.php?mod=1779
permissions: Modder's Resource for Morrowind mods only


Dwemer_Shovel.tga
-----------------
use in RoHT: Inventory Icon for the Ancient Dwemer Shovel
(RoHT_Dwemer_Shovel)
made by: StarCon5, retextured by bhl
taken from: sixtant and Shovel
download link: http://www.elricm.com/mods.php?mod=3083
permissions: Modder's Resource for Morrowind mods and other games


JX_CEPHALOPOD_HELM.tga
----------------------
use in RoHT: Inventory Icon for the Golden Helm of Boethia's Rock
(RoHT_HelmOfBoethiasRock)
made by: Pozzo
permissions: Modder's Resource for Morrowind mods only


NI_MM_DwemerIngot.tga
---------------------
use in RoHT: Inventory Icon for the Ancient Dwemer Ingot
(RoHT_Dwemer_Ingot)
made by: McMornan, special Thanks! to phoebe, RedWoodTreeSprite, Beardo,
and OldeCow69 for keeping this available
taken from: McMornan's Ingots
download link: http://www.tesnexus.com/downloads/file.php?id=6017
permissions: Modder's Resource for Morrowind mods and other games


RoHT_Endalos_Urn.tga
--------------------
use in RoHT: Inventory Icon for the Urn labeled "Endalos"
(RoHT_Endalos_Urn)
made by: bhl
permissions: Modder's Resource for Morrowind mods only


RoHT_Mask_UnknownMage.dds
-------------------------
use in RoHT: Inventory Icon for the Ancient Mask
(RoHT_Endalos_Mask)
made by: bhl
permissions: Modder's Resource for Morrowind mods only


Serpentine.tga
--------------
use in RoHT: Inventory Icon for the Staff of Channeling
(RoHT_StaffOfChanneling)
made by: Phijama, I added an alpha channel with his consent.
taken from: Serpentine Staff
download link: http://www.elricm.com/mods.php?mod=143
permissions: Modder's Resource for Morrowind mods only


Smeltery_Shovel.tga
-------------------
use in RoHT: Inventory Icon for the Ancient Dwemer Smeltery Shovel
(RoHT_Dwemer_Smeltery_Shovel)
made by: bhl
permissions: Modder's Resource for Morrowind mods only


Star_Nueranar.tga
-----------------
use in RoHT: Inventory Icon for the Star of Nueranar
(RoHT_Star_Nueranar)
made by: bhl
permissions: Modder's Resource for Morrowind mods only


Star_Zafirbel.dds
-----------------
use in RoHT: Inventory Icon for Zafirbel's Star
(RoHT_Star_Zafirbel)
made by: Pozzo
permissions: Modder's Resource for Morrowind mods only


StormMonarch_Heart.tga
----------------------
use in RoHT: Inventory Icon for the Heart of a Storm Monarch
(RoHT_StMonarch_Heart)
made by: bhl
permissions: Modder's Resource for Morrowind mods only


Tx_ARsilverbattle.tga
---------------------
use in RoHT: Inventory Icon for the Ornate Nordic Silver Axe
(RoHT_Axe_ElmeraHeirloom, RoHT_Axe_ElmeraReward)
made by: Michael "HelioS" Bennett
taken from: Assassins Armory v7.5
download link: http://www.elricm.com/mods.php?mod=322
permissions: Modder's Resource for Morrowind mods only. I can't discern from
the resource's readme whether it's Michael "HelioS" Bennett or
whether it's a retexture of a standard Morrowind icon. Please
contact Michael "HelioS" Bennett for extended permissions.


Tx_flask_04.tga
---------------
use in RoHT: Inventory Icon for the Vial
(RoHT_Vial)
made by: Qarl
taken from: Flask Replacer
download link: http://www.elricm.com/mods.php?mod=1445
permissions: Modder's Resource for Morrowind mods and other games


--------------------------------------------------------------------------------

+-------------------------+
| ..\Meshes\RoHT\ |
+-------------------------+

bhl_Qarl_Misc_flask_04.nif
--------------------------
use in RoHT: Mesh for the Vial
(RoHT_Vial)
made by: Qarl, shrunk to 50% of its original size by bhl
taken from: Flask Replacer
download link: http://www.elricm.com/mods.php?mod=1445
permissions: Modder's Resource for Morrowind mods and other games


BLACK_SKULL00.nif
-----------------
use in RoHT: Mesh for the Summoning Skull
(RoHT_SummoningSkull)
made by: wytch
taken from: Blackened Skull
download link: http://www.freewebs.com/wytch/modresources.htm
permissions: Modder's Resource for Morrowind mods only


Chalice_Telvanni.nif
--------------------
use in RoHT: Mesh for Telvanni's Chalice
(RoHT_Chalice_Telvanni)
made by: Pozzo
permissions: Modder's Resource for Morrowind mods only


Colossus.NIF
xColossus.kf
xColossus.nif
-------------
use in RoHT: Meshes for the Dwemer Colossus
(RoHT_Colossus, RoHT_Colossus_GoC)
made by: Demon Xen
taken from: New Centurions (Mechanical Creatures)
download link: This was never uploaded anywhere. It was shared privately.
permissions: OK for use in RoHT. Please ask Demon Xen for extended permissions.


Cube_Uvirith.nif
----------------
use in RoHT: Mesh for Uvirith's Cube
(RoHT_Cube_Uvirith)
made by: Pozzo
permissions: Modder's Resource for Morrowind mods only


db_firepillar02.NIF
-------------------
use in RoHT: Mesh for the fire pillars at Telasero
(RoHT_Telasero_fire_pillar)
made by: Lady Eternity
taken from: Fire Pillar
download link: http://www.proudfootimaging.com/ladye_mw ("Particles" section)
permissions: Modder's Resource for Morrowind mods only. The download came
without documentation, so I have to restrict it to Morrowind.
Please contact Lady Eternity for extened permissiona.


db_flamingfloor.NIF
-------------------
use in RoHT: Mesh for the flaming floor in "Edwinna Elbert, Subconscious"
(RoHT_Nchuleft_fog, RoHT_Nchuleft_fog_Ten, RoHT_Woronac_fog)
made by: Lady Eternity
taken from: Flaming Floor
download link: http://www.proudfootimaging.com/ladye_mw ("Particles" section)
permissions: Modder's Resource for Morrowind mods only. The download came
without documentation, so I have to restrict it to Morrowind.
Please contact Lady Eternity for extened permissiona.


db_graveyard_fog.NIF
-------------------
use in RoHT: Mesh for ground fog in several locations
(RoHT_Woronac_flaming_floor)
made by: Lady Eternity
taken from: Graveyard Fog
download link: http://www.proudfootimaging.com/ladye_mw ("Particles" section)
permissions: Modder's Resource for Morrowind mods only. The download came
without documentation, so I have to restrict it to Morrowind.
Please contact Lady Eternity for extened permissiona.


DG-WT_Circle1024.NIF
DG-WT_Circle256.nif
DG-WT_Circle512.NIF
DG-WT_Rect_2048.NIF
-------------------
use in RoHT: Meshes for the Dimension Gates
(RoHT_Portal_Nueranar, RoHT_Portal_Vvardenfel_xxx_yyy with xxx
being the diameter and yyy the maximum scaling factor in percent)
made by: Dongle
taken from: Water Pack v1.1
download link: http://www.elricm.com/mods.php?mod=1789
permissions: Modder's Resource for Morrowind mods and other Elder Scrolls
games. Do not port them for use outside of the Elder Scrolls
series.


Druid_Staff_02.NIF
------------------
use in RoHT: Mesh for the Druid Staff
(RoHT_DruidStaff2)
made by: dongle
taken from: Druid's Staff
download link: http://www.elricm.com/mods.php?mod=1779
permissions: Modder's Resource for Morrowind mods only


DwarvenSpecters.nif
xDwarvenSpecters.kf
xDwarvenSpecters.nif
--------------------
use in RoHT: Mesh for the Dwarven Shades
(RoHT_DwarvenShade, RoHT_DwarvenShade_Ten)
made by: Westly
taken from: Dwarven Spectre Additions
download link: http://planetelderscrolls.gamespy.com/View.php?id=5588&view=Mods.Detail
permissions: Modder's Resource for Morrowind mods only


DwemerBuilder.nif
xDwemerBuilder.kf
xDwemerBuilder.nif
------------------
use in RoHT: Meshes for the Dwemer Builder
(RoHT_DwemerBuilder, RoHT_DwemerBuilder_GoC)
made by: Demon Xen
taken from: New Centurions (Mechanical Creatures)
download link: This was never uploaded anywhere. It was shared privately.
permissions: OK for use in RoHT. Please ask Demon Xen for extended permissions.


DwemerSurveyor.nif
xDwemerSurveyor.kf
xDwemerSurveyor.nif
-------------------
use in RoHT: Meshes for the Dwemer Surveyor
(RoHT_DwemerSurveyor, RoHT_DwemerSurveyor_GoC,
RoHT_DwemerSurveyor_TDw)
made by: Demon Xen
taken from: New Centurions (Mechanical Creatures)
download link: This was never uploaded anywhere. It was shared privately.
permissions: OK for use in RoHT. Please ask Demon Xen for extended permissions.


Dwemer_Shovel.NIF
-----------------
use in RoHT: Mesh for the Ancient Dwemer Shovel
(RoHT_Dwemer_Shovel)
made by: StarCon5, retextured by bhl
taken from: sixtant and Shovel
download link: http://www.elricm.com/mods.php?mod=3083
permissions: Modder's Resource for Morrowind mods and other games


Dwemer_Smeltery_Shovel.nif
--------------------------
use in RoHT: Mesh for the Ancient Dwemer Smeltery Shovel
(RoHT_Dwemer_Smeltery_Shovel)
made by: bhl
permissions: Modder's Resource for Morrowind mods only


JG_DElf_hair_01red.NIF
----------------------
use in RoHT: Mesh for Runala Arothran's hair
(RoHT_ZubMouth_Hair)
made by: Rhedd, texture paths altered by Pozzo and bhl
taken from: Rhedd's Heads
download link: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2034
permissions: Modder's Resource for Morrowind mods only. Rhedd and Allerleirauh
used to regard their work as modders' resources, but I don't know
their stance on using their work in other games. If you'd like to
use this file outside of Morrowind, please contact Rhedd or
Allerleirauh about it.


JG_DElf_hair_02black.NIF
------------------------
use in RoHT: Mesh for Mehitabel Llaras hair
(RoHT_Mehitabel_Hair)
made by: Rhedd, texture paths altered by Pozzo and bhl
taken from: Rhedd's Heads
download link: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2034
permissions: Modder's Resource for Morrowind mods only. Rhedd and Allerleirauh
used to regard their work as modders' resources, but I don't know
their stance on using their work in other games. If you'd like to
use this file outside of Morrowind, please contact Rhedd or
Allerleirauh about it.


J_Cephalopod_helm.nif
---------------------
use in RoHT: Mesh for the Golden Helm of Boethia's Rock
(RoHT_HelmOfBoethiasRock)
made by: Pozzo
permissions: Modder's Resource for Morrowind mods only


J_DarkElf_Zubad_head.NIF
------------------------
use in RoHT: Mesh for Lady Zubadaiah Rethosa's head
(RoHT_Zub_Head)
made by: Rhedd, texture paths altered by Pozzo and bhl
taken from: Rhedd's Heads
download link: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2034
permissions: Modder's Resource for Morrowind mods only. Rhedd and Allerleirauh
used to regard their work as modders' resources, but I don't know
their stance on using their work in other games. If you'd like to
use this file outside of Morrowind, please contact Rhedd or
Allerleirauh about it.


J_tree_White_01.nif
-------------------
use in RoHT: Mesh for one of the white trees in Pergamaea
(RoHT_Pergamaea_tree_01)
made by: Pozzo
permissions: Modder's Resource for Morrowind mods only


J_tree_White_02.nif
-------------------
use in RoHT: Mesh for one of the white trees in Pergamaea
(RoHT_Pergamaea_tree_02)
made by: Pozzo
permissions: Modder's Resource for Morrowind mods only


J_Zub_hair.NIF
--------------
use in RoHT: Mesh for Lady Zubadaiah Rethosa's hair
(RoHT_Zub_Head)
made by: Rhedd, texture paths altered by Pozzo
taken from: Rhedd's Heads
download link: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2034
permissions: Modder's Resource for Morrowind mods only. Rhedd and Allerleirauh
used to regard their work as modders' resources, but I don't know
their stance on using their work in other games. If you'd like to
use this file outside of Morrowind, please contact Rhedd or
Allerleirauh about it.


KO_Book09.nif
-------------
use in RoHT: Mesh for the Oghma Infinium
(RoHT_bk_OghmaInfinium)
made by: Korana
taken from: Authentic Documents
download link: http://www.tesnexus.com/downloads/file.php?id=27167
permissions: Modder's Resource for Morrowind mods and other games


lg_float_island01.NIF
lg_float_island03.NIF
lg_float_island04.NIF
---------------------
use in RoHT: Meshes for the islands that are Nueranar
(RoHT_AcidB_Island01, RoHT_AcidB_Island03, RoHT_AcidB_Island04)
made by: AcidBasik, special Thanks! to RedWoodTreeSprite for reuploading
them
taken from: FloatingIslands
download link: http://www.elricm.com/mods.php?mod=4228
permissions: Modder's Resource for Morrowind mods only


LOCH_chest_02.NIF
-----------------
use in RoHT: Mesh for the ornate chest in "Solstheim, Frossel"
quest
(RoHT_Alighiere_Chest2)
made by: Lochnarus
taken from: Trunks and Chests
download link: http://www.elricm.com/mods.php?mod=3110
permissions: Modder's Resource for Morrowind mods only. Lochnarus doesn't
actually give explicit conditions in this resource's ReadMe, and
the implicit permissions are appurtenant to Morrowind only.


LOCH_chest_05.NIF
-----------------
use in RoHT: Mesh for the "fresco" in
"Vivec, Hall of Justice: Secret Library"
(RoHT_Alighiere_Chest5)
made by: Lochnarus, original model by Alfons Blom
taken from: Trunks and Chests
download link: http://www.elricm.com/mods.php?mod=3110
permissions: Modder's Resource for Morrowind mods only. Lochnarus doesn't
actually give explicit conditions in this resource's ReadMe, and
the implicit permissions are appurtenant to Morrowind only.


Maintenencebot.nif
xMaintenencebot.kf
xMaintenencebot.nif
-------------------
use in RoHT: Meshes for the Dwemer Maintenance Spider
(RoHT_MaintenanceBot, RoHT_MaintenanceBot_GoC)
made by: Demon Xen
taken from: New Centurions (Mechanical Creatures)
download link: This was never uploaded anywhere. It was shared privately.
permissions: OK for use in RoHT. Please ask Demon Xen for extended permissions.


NI_MM_Dwemer_Ingot.nif
----------------------
use in RoHT: Mesh for the Ancient Dwemer Ingot
(RoHT_Dwemer_Ingot)
made by: McMornan, special Thanks! to phoebe, RedWoodTreeSprite, Beardo,
and OldeCow69 for keeping this available
taken from: McMornan's Ingots
download link: http://www.tesnexus.com/downloads/file.php?id=6017
permissions: Modder's Resource for Morrowind mods and other games


Phij_Serpent Staff.NIF
----------------------
use in RoHT: Mesh for the Staff of Channeling
(RoHT_StaffOfChanneling)
made by: Phijama
taken from: Serpentine Staff
download link: http://www.elricm.com/mods.php?mod=143
permissions: Modder's Resource for Morrowind mods only


Qorb4b.NIF
----------
use in RoHT: Meshes for the Levitation devices in
"Tel Dwemeris, Globe of Construction"
(RoHT_GoC_Lev_Orb)
made by: Qarl
taken from: Kayla's Knick-Knacks
download link: http://www.elricm.com/mods.php?mod=2192
permissions: Modder's Resource for Morrowind mods and other games


Qray_blue.nif
Qray_blue_wide.nif
---------------
use in RoHT: Meshes for the Light rays in "Edwinna Elbert, Subconscious"
(RoHT_blue_beam, RoHT_blue_beam_sanity, RoHT_blue_beam_wide)
made by: Qarl
taken from: Rays of Light
download link: http://www.elricm.com/mods.php?mod=1093
permissions: Modder's Resource for Morrowind mods and other games


Qray_yellow.nif
---------------
use in RoHT: Mesh for the Light rays in "Tel Dwemeris, Corridor"
(RoHT_yellow_beam)
made by: Qarl
taken from: Rays of Light
download link: http://www.elricm.com/mods.php?mod=1093
permissions: Modder's Resource for Morrowind mods and other games


RoHT_Endalos_Urn.nif
--------------------
use in RoHT: Mesh for the Urn labeled "Endalos"
(RoHT_Endalos_Urn)
made by: bhl
permissions: Modder's Resource for Morrowind mods only


RoHT_fire_shield.nif
RoHT_frost_shield.nif
RoHT_lightning_shield.nif
-------------------------
use in RoHT: Meshes for the Forcefields that secure the Dimension Gate at
Tel Koj-Ruskthss
(RoHT_Portal_TelKR_FireShield, RoHT_Portal_TelKR_FrostShield,
RoHT_Portal_TelKR_LightningShield)
made by: bhl
permissions: Modder's Resource for Morrowind mods only


RoHT_Mask_UnknownMage.nif
-------------------------
use in RoHT: Mesh for the Ancient Mask
(RoHT_Endalos_Mask)
made by: bhl
permissions: Modder's Resource for Morrowind mods only


RoHT_StMonarch_Heart.nif
------------------------
use in RoHT: Mesh for the Heart of a Storm Monarch
(RoHT_StMonarch_Heart, RoHT_StMonarch_heart)
made by: bhl
permissions: Modder's Resource for Morrowind mods only


RoHT_Stoh-Gei_Hair.nif
RoHT_Stoh-Gei_Head.nif
----------------------
use in RoHT: Meshes for Stoh-Gei's hair and head
(RoHT_Stoh-Gei_Hair, RoHT_Stoh-Gei_Head)
made by: bhl
permissions: Modder's Resource for Morrowind mods only


RoHT_Telasero_portal.nif
------------------------
use in RoHT: Mesh for the teleporter on Telasero's roof
(RoHT_Telasero_Portal)
made by: bhl
permissions: Modder's Resource for Morrowind mods only


RoHT_Tenisi_Hair.NIF
--------------------
use in RoHT: Mesh for Tenisi Arobar's hair
(RoHT_Tenisi_Hair)
made by: Rhedd
taken from: Rhedd's Heads
download link: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2034
permissions: Modder's Resource for Morrowind mods only. Rhedd and Allerleirauh
used to regard their work as modders' resources, but I don't know
their stance on using their work in other games. If you'd like to
use this file outside of Morrowind, please contact Rhedd or
Allerleirauh about it.


RoHT_Tenisi2_Head.nif
RoHT_Tenisi3_Head.nif
RoHT_Tenisi_Hair.NIF
--------------------
use in RoHT: Mesh for Tenisi Arobar's head
(RoHT_Tenisi2_Head)
made by: Rhedd
taken from: Rhedd's Heads
download link: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2034
permissions: Modder's Resource for Morrowind mods only. Rhedd and Allerleirauh
used to regard their work as modders' resources, but I don't know
their stance on using their work in other games. If you'd like to
use this file outside of Morrowind, please contact Rhedd or
Allerleirauh about it.


Silver Battleaxe.NIF
--------------------
use in RoHT: Mesh for the Ornate Nordic Silver Axe
(RoHT_Axe_ElmeraHeirloom, RoHT_Axe_ElmeraReward)
made by: Michael "HelioS" Bennett
taken from: Assassins Armory v7.5
download link: http://www.elricm.com/mods.php?mod=322
permissions: Modder's Resource for Morrowind mods only. I can't discern from
the resource's readme whether it's Michael "HelioS" Bennett or
whether it's a retexture of a standard Morrowind icon. Please
contact Michael "HelioS" Bennett for extended permissions.


Soti-Dre-FH01.nif
-----------------
use in RoHT: Face Mesh for the female Dreamer in
"Tel Koj-Ruskthss, Tower Dungeon"
(RoHT_F_DreamerHead01)
made by: SotiCoto
taken from: Soti's Better Dreamers
download link: http://www.elricm.com/mods.php?mod=3577
permissions: Modder's Resource for Morrowind mods and other games


Soti-Dre-MH04.nif
-----------------
use in RoHT: Face Meshes for the male Dreamer in
"Tel Koj-Ruskthss, Tower Dungeon"
(RoHT_M_DreamerHead01)
made by: SotiCoto
taken from: Soti's Better Dreamers
download link: http://www.elricm.com/mods.php?mod=3577
permissions: Modder's Resource for Morrowind mods and other games


Star_Nueranar.nif
-----------------
use in RoHT: Mesh for the Star of Nueranar
(RoHT_Star_Nueranar)
made by: bhl
permissions: Modder's Resource for Morrowind mods only


Star_Zafirbel.nif
-----------------
use in RoHT: Mesh for Zafirbel's Star
(RoHT_Star_Zafirbel)
made by: Pozzo
permissions: Modder's Resource for Morrowind mods only


--------------------------------------------------------------------------------

+-------------------------+
| ..\Textures\RoHT\ |
+-------------------------+


bottom_rockGL.dds
-----------------
used in Mesh: lg_float_island01.NIF
lg_float_island03.NIF
lg_float_island04.NIF
made by: AcidBasik, special Thanks to RedWoodTreeSprite for reuploading
taken from: FloatingIslands
download link: http://www.elricm.com/mods.php?mod=4228
permissions: Modder's Resource for Morrowind mods only


Copper.tga
----------
used in Mesh: LOCH_chest_02.NIF
LOCH_chest_05.NIF
made by: Lochnarus
taken from: Trunks and Chests
download link: http://www.elricm.com/mods.php?mod=3110
permissions: Modder's Resource for Morrowind mods only. Lochnarus doesn't
actually give explicit conditions in this resource's ReadMe, and
the implicit permissions are appurtenant to Morrowind only.


JX_A_CEPHALOPOD_H.dds
---------------------
used in Mesh: J_Cephalopod_helm.nif
made by: Pozzo
taken from: Rise of House Telvanni
permissions: Modder's Resource for Morrowind mods only


Jx_A_Dreugh_C01.dds
-------------------
used in Mesh: JG_DElf_hair_01red.NIF
made by: Allerleirauh, edited by Pozzo
taken from: Rhedd's Heads
download link: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2034
permissions: Modder's Resource for Morrowind mods only. Rhedd and Allerleirauh
used to regard their work as modders' resources, but I don't know
their stance on using their work in other games. If you'd like to
use this file outside of Morrowind, please contact Rhedd or
Allerleirauh about it.


JX_A_Glass_shield.dds
---------------------
used in Mesh: JG_DElf_hair_01red.NIF
made by: Allerleirauh, edited by Pozzo
taken from: Rhedd's Heads
download link: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2034
permissions: Modder's Resource for Morrowind mods only. Rhedd and Allerleirauh
used to regard their work as modders' resources, but I don't know
their stance on using their work in other games. If you'd like to
use this file outside of Morrowind, please contact Rhedd or
Allerleirauh about it.


Jx_barkSP2.tga
--------------
used in Mesh: J_tree_White_01.nif
J_tree_White_02.nif
made by: Pozzo
taken from: Rise of House Telvanni
permissions: Modder's Resource for Morrowind mods only


Jx_leavesSPa.tga
----------------
used in Meshes:J_tree_White_01.nif, J_tree_White_02.nif
made by: Pozzo
taken from: Rise of House Telvanni
permissions: Modder's Resource for Morrowind mods only


JZ_DarkElf_Head_Morgiah_2.dds
-----------------------------
used in Mesh: J_DarkElf_Zubad_head.NIF
made by: Allerleirauh, edited by Pozzo
taken from: Rhedd's Heads
download link: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2034
permissions: Modder's Resource for Morrowind mods only. Rhedd and Allerleirauh
used to regard their work as modders' resources, but I don't know
their stance on using their work in other games. If you'd like to
use this file outside of Morrowind, please contact Rhedd or
Allerleirauh about it.


J_G_B_N_DElf_Ears_01.dds
------------------------
used in Mesh: JG_DElf_hair_02black.NIF
made by: Allerleirauh, edited by Pozzo
taken from: Rhedd's Heads
download link: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2034
permissions: Modder's Resource for Morrowind mods only. Rhedd and Allerleirauh
used to regard their work as modders' resources, but I don't know
their stance on using their work in other games. If you'd like to
use this file outside of Morrowind, please contact Rhedd or
Allerleirauh about it.


J_G_B_N_DElf_Hair_02k.dds
-------------------------
used in Mesh: JG_DElf_hair_01red.NIF
made by: Allerleirauh, edited by Pozzo
taken from: Rhedd's Heads
download link: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2034
permissions: Modder's Resource for Morrowind mods only. Rhedd and Allerleirauh
used to regard their work as modders' resources, but I don't know
their stance on using their work in other games. If you'd like to
use this file outside of Morrowind, please contact Rhedd or
Allerleirauh about it.


J_G_B_N_DElf_Hair_03r.dds
-------------------------
used in Mesh: JG_DElf_hair_01red.NIF
made by: Allerleirauh, edited by Pozzo
download link: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2034
permissions: Modder's Resource for Morrowind mods only. Rhedd and Allerleirauh
used to regard their work as modders' resources, but I don't know
their stance on using their work in other games. If you'd like to
use this file outside of Morrowind, please contact Rhedd or
Allerleirauh about it.


J_G_B_N_DElf_Hair_Bipolar.dds
-----------------------------
used in Mesh: J_Zub_hair.NIF
made by: Allerleirauh, edited by Pozzo
download link: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2034
permissions: Modder's Resource for Morrowind mods only. Rhedd and Allerleirauh
used to regard their work as modders' resources, but I don't know
their stance on using their work in other games. If you'd like to
use this file outside of Morrowind, please contact Rhedd or
Allerleirauh about it.


J_G_B_N_DElf_Head_MorgiahG.dds
------------------------------
used in Mesh: J_DarkElf_Zubad_head.NIF
made by: Allerleirauh, edited by Pozzo
taken from: Rhedd's Heads
download link: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2034
permissions: Modder's Resource for Morrowind mods only. Rhedd and Allerleirauh
used to regard their work as modders' resources, but I don't know
their stance on using their work in other games. If you'd like to
use this file outside of Morrowind, please contact Rhedd or
Allerleirauh about it.


ko_book_cover_brown_old.dds
---------------------------
used in Mesh: KO_Book09.nif
made by: Korana
taken from: Authentic Documents
download link: http://www.tesnexus.com/downloads/file.php?id=27167
permissions: Modder's Resource for Morrowind mods and other games


ko_book_edge_old2.dds
---------------------
used in Mesh: KO_Book09.nif
made by: Korana
taken from: Authentic Documents
download link: http://www.tesnexus.com/downloads/file.php?id=27167
permissions: Modder's Resource for Morrowind mods and other games


LOCH_trunk_tx2.dds
------------------
used in Mesh: LOCH_chest_02.NIF
made by: Lochnarus
taken from: Trunks and Chests
download link: http://www.elricm.com/mods.php?mod=3110
permissions: Modder's Resource for Morrowind mods only. Lochnarus doesn't
actually give explicit conditions in this resource's ReadMe, and
the implicit permissions are appurtenant to Morrowind only.


LOCH_trunk_tx5.tga
------------------
used in Mesh: LOCH_chest_05.NIF
made by: Lochnarus, original texture by Alfons Blom
taken from: Trunks and Chests
download link: http://www.elricm.com/mods.php?mod=3110
permissions: Modder's Resource for Morrowind mods only. Lochnarus doesn't
actually give explicit conditions in this resource's ReadMe, and
the implicit permissions are appurtenant to Morrowind only.


MM_DwemerIngot.dds
------------------
used in Mesh: NI_MM_Dwemer_Ingot.nif
made by: McMornan, special Thanks to phoebe, RedWoodTreeSprite, Beardo,
and OldeCow69 for keeping it available
taken from: McMornan's Ingots
download link: http://www.tesnexus.com/downloads/file.php?id=6017
permissions: Modder's Resource for Morrowind mods and other games


Qbase1_alpha.tga
----------------
used in Mesh: Qray_blue.nif
Qray_blue_wide.nif
Qray_yellow.nif
made by: Qarl
taken from: Rays of Light
download link: http://www.elricm.com/mods.php?mod=1093
permissions: Modder's Resource for Morrowind mods and other games


Qbase1_blue.tga
---------------
used in Meshes:Qray_blue.nif, Qray_blue_wide.nif
made by: Qarl
taken from: Rays of Light
download link: http://www.elricm.com/mods.php?mod=1093
permissions: Modder's Resource for Morrowind mods and other games


Qbase1_yellow.tga
-----------------
used in Mesh: Qray_yellow.nif
made by: Qarl
taken from: Rays of Light
download link: http://www.elricm.com/mods.php?mod=1093
permissions: Modder's Resource for Morrowind mods and other games


Qsilver Metal2.dds
------------------
used in Mesh: Qorb4b.NIF
made by: Qarl
taken from: Kayla's Knick-Knacks
download link: http://www.elricm.com/mods.php?mod=2192
permissions: Modder's Resource for Morrowind mods and other games


Q_alpha_heartBlue.tga
---------------------
used in Mesh: Qorb4b.NIF
made by: Qarl
taken from: Kayla's Knick-Knacks
download link: http://www.elricm.com/mods.php?mod=2192
permissions: Modder's Resource for Morrowind mods and other games


Q_refl_writing.tga
------------------
used in Mesh: bhl_Qarl_Misc_flask_04.nif
made by: Qarl
taken from: Flask Replacer
download link: http://www.elricm.com/mods.php?mod=1445
permissions: Modder's Resource for Morrowind mods and other games


Q_refl_writing2.tga
-------------------
used in Mesh: Qorb4b.NIF
made by: Qarl
taken from: Kayla's Knick-Knacks
download link: http://www.elricm.com/mods.php?mod=2192
permissions: Modder's Resource for Morrowind mods and other games


RoHT_Mask_UnknownMage.dds
-------------------------
used in Mesh: RoHT_Mask_UnknownMage.nif
made by: bhl
permissions: Modder's Resource for Morrowind mods only


RoHT_Stoh-Gei_Hair.bmp
----------------------
used in Mesh: RoHT_Stoh-Gei_Hair.nif
made by: bhl
permissions: Modder's Resource for Morrowind mods only


RoHT_Stoh-Gei_Head.tga
----------------------
used in Mesh: RoHT_Stoh-Gei_Head.nif
made by: bhl
permissions: Modder's Resource for Morrowind mods only


RoHT_StormMonach_Heart.tga
--------------------------
used in Mesh: RoHT_StMonarch_Heart.nif
made by: bhl
permissions: Modder's Resource for Morrowind mods only


RoHT_Tenisi2_HeadGlow.dds
-------------------------
used in Mesh: RoHT_Tenisi_Head.NIF
made by: Allerleirauh
taken from: Rhedd's Heads
download link: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2034
permissions: Modder's Resource for Morrowind mods only. Rhedd and Allerleirauh
used to regard their work as modders' resources, but I don't know
their stance on using their work in other games. If you'd like to
use this file outside of Morrowind, please contact Rhedd or
Allerleirauh about it.


RoHT_Tenisi3_HeadGlow.dds
-------------------------
used in Mesh: RoHT_Tenisi_Head.NIF
made by: Allerleirauh, edited by bhl
taken from: Rhedd's Heads
download link: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2034
permissions: Modder's Resource for Morrowind mods only. Rhedd and Allerleirauh
used to regard their work as modders' resources, but I don't know
their stance on using their work in other games. If you'd like to
use this file outside of Morrowind, please contact Rhedd or
Allerleirauh about it.


RoHT_Tenisi_Ears.dds
--------------------
used in Mesh: RoHT_Tenisi_Hair.NIF
made by: Allerleirauh
taken from: Rhedd's Heads
download link: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2034
permissions: Modder's Resource for Morrowind mods only. Rhedd and Allerleirauh
used to regard their work as modders' resources, but I don't know
their stance on using their work in other games. If you'd like to
use this file outside of Morrowind, please contact Rhedd or
Allerleirauh about it.


RoHT_Tenisi_Hair.dds
--------------------
used in Mesh: RoHT_Tenisi_Hair.NIF
made by: Allerleirauh
taken from: Rhedd's Heads
download link: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2034
permissions: Modder's Resource for Morrowind mods only. Rhedd and Allerleirauh
used to regard their work as modders' resources, but I don't know
their stance on using their work in other games. If you'd like to
use this file outside of Morrowind, please contact Rhedd or
Allerleirauh about it.


RoHT_Tenisi_Head.dds
--------------------
used in Mesh: RoHT_Tenisi_Head.NIF
made by: Allerleirauh
taken from: Rhedd's Heads
download link: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2034
permissions: Modder's Resource for Morrowind mods only. Rhedd and Allerleirauh
used to regard their work as modders' resources, but I don't know
their stance on using their work in other games. If you'd like to
use this file outside of Morrowind, please contact Rhedd or
Allerleirauh about it.


Soti-BlankGlow.dds
------------------
used in Mesh: Soti-Dre-FH01.nif
Soti-Dre-MH04.nif
made by: SotiCoto
taken from: Soti's Better Dreamers
download link: http://www.elricm.com/mods.php?mod=3577
permissions: Modder's Resource for Morrowind mods and other games


Soti-Dre-FH01.dds
-----------------
used in Mesh: Soti-Dre-FH01.nif
made by: SotiCoto
taken from: Soti's Better Dreamers
download link: http://www.elricm.com/mods.php?mod=3577
permissions: Modder's Resource for Morrowind mods and other games


Soti-Dre-FH01G.dds
------------------
used in Mesh: Soti-Dre-FH01.nif
made by: SotiCoto
taken from: Soti's Better Dreamers
download link: http://www.elricm.com/mods.php?mod=3577
permissions: Modder's Resource for Morrowind mods and other games


Soti-Dre-MH04.dds
-----------------
used in Mesh: Soti-Dre-MH04.nif
made by: SotiCoto
taken from: Soti's Better Dreamers
download link: http://www.elricm.com/mods.php?mod=3577
permissions: Modder's Resource for Morrowind mods and other games


top_grassGL03.dds
-----------------
used in Mesh: lg_float_island01.NIF
lg_float_island03.NIF
lg_float_island04.NIF
made by: AcidBasik, special Thanks to RedWoodTreeSprite for reuploading
taken from: FloatingIslands
download link: http://www.elricm.com/mods.php?mod=4228
permissions: Modder's Resource for Morrowind mods only


tx_collossustex.dds
-------------------
used in Mesh: Colossus.NIF
made by: Demon Xen
taken from: New Centurions (Mechanical Creatures)
permissions: OK for use in RoHT. Please ask Demon Xen for extended permissions.


TX_Creature_silverSipder00.tga
------------------------------
used in Mesh: DwemerSurveyor.nif
made by: Demon Xen
taken from: New Centurions (Mechanical Creatures)
permissions: OK for use in RoHT. Please ask Demon Xen for extended permissions.


TX_Creature_silverSipder01.tga
------------------------------
used in Mesh: DwemerSurveyor.nif
made by: Demon Xen
taken from: New Centurions (Mechanical Creatures)
permissions: OK for use in RoHT. Please ask Demon Xen for extended permissions.


tx_dwarven_robe_Shade.dds
-------------------------
used in Mesh: DwarvenSpecters.nif
made by: Westly
taken from: Dwarven Spectre Additions
download link: http://planetelderscrolls.gamespy.com/View.php?id=5588&view=Mods.Detail
permissions: Modder's Resource for Morrowind mods only


tx_dwrv_golemvent00gold.tga
---------------------------
used in Meshes:Colossus.NIF, DwemerBuilder.nif
made by: Demon Xen
taken from: New Centurions (Mechanical Creatures)
permissions: OK for use in RoHT. Please ask Demon Xen for extended permissions.


Tx_glass_Nueranar_jewel.dds
---------------------------
used in Mesh: Star_Nueranar.nif
made by: bhl
permissions: Modder's Resource for Morrowind mods only


Tx_glass_telvanni_jewel.dds
---------------------------
used in Mesh: Star_Zafirbel.nif
made by: Pozzo
taken from: Rise of House Telvanni
permissions: Modder's Resource for Morrowind mods only


tx_g_glass03.dds
----------------
used in Mesh: bhl_Qarl_Misc_flask_04.nif
Qorb4b.NIF
made by: Qarl
taken from: Flask Replacer, Kayla's Knick-Knacks
download link: http://www.elricm.com/mods.php?mod=1445
download link: http://www.elricm.com/mods.php?mod=2192
permissions: Modder's Resource for Morrowind mods and other games


Tx_metal_telvanni_top.dds
-------------------------
used in Mesh: Star_Nueranar.nif
Star_Zafirbel.nif
made by: Pozzo
taken from: Rise of House Telvanni
permissions: Modder's Resource for Morrowind mods only


Tx_metal_tel_bells.tga
----------------------
used in Mesh: Chalice_Telvanni.nif
made by: Pozzo
taken from: Rise of House Telvanni
permissions: Modder's Resource for Morrowind mods only


Tx_metal_tel_design.tga
-----------------------
used in Mesh: Chalice_Telvanni.nif
made by: Pozzo
taken from: Rise of House Telvanni
permissions: Modder's Resource for Morrowind mods only


Tx_metal_tel_strip.tga
----------------------
used in Mesh: Chalice_Telvanni.nif
made by: Pozzo
taken from: Rise of House Telvanni
permissions: Modder's Resource for Morrowind mods only


Tx_metal_tel_top.tga
--------------------
used in Mesh: Chalice_Telvanni.nif
made by: Pozzo
taken from: Rise of House Telvanni
permissions: Modder's Resource for Morrowind mods only


tx_skull_black00.tga
--------------------
used in Mesh: BLACK_SKULL00.nif
made by: wytch
taken from: Blackened Skull
download link: http://www.freewebs.com/wytch/modresources.htm
permissions: Modder's Resource for Morrowind mods only


Tx_telvanni_obsidian.dds
------------------------
used in Mesh: Star_Nueranar.nif
Star_Zafirbel.nif
made by: Pozzo
taken from: Rise of House Telvanni
permissions: Modder's Resource for Morrowind mods only


tx_uv_cube00.tga
----------------
used in Mesh: Cube_Uvirith.nif
made by: Pozzo
taken from: Rise of House Telvanni
permissions: Modder's Resource for Morrowind mods only


tx_uv_cube10.tga
----------------
used in Mesh: Cube_Uvirith.nif
made by: Pozzo
taken from: Rise of House Telvanni
permissions: Modder's Resource for Morrowind mods only


Tx_wood_telvanni_blacktrim.dds
------------------------------
used in Mesh: Star_Nueranar.nif
Star_Zafirbel.nif
made by: Pozzo
taken from: Rise of House Telvanni
permissions: Modder's Resource for Morrowind mods only


Tx_wood_tel_redtrim.tga
-----------------------
used in Mesh: Chalice_Telvanni.nif
made by: Pozzo
taken from: Rise of House Telvanni
permissions: Modder's Resource for Morrowind mods only


TX_W_Battleaxehead.dds
TX_W_Silver_battleaxe.dds
TX_W_waraxe_ARadtium_02.dds
---------------------------
used in Mesh: Silver Battleaxe.NIF
made by: Michael "HelioS" Bennett
taken from: Assassins Armory v7.5
download link: http://www.elricm.com/mods.php?mod=322
permissions: Modder's Resource for Morrowind mods only. I can't discern from
the resource's readme whether it's Michael "HelioS" Bennett or
whether it's a retexture of a standard Morrowind icon. Please
contact Michael "HelioS" Bennett for extended permissions.


TX_W_DruidStaff_01.dds
Tx_W_DruidStaff_g00.tga
Tx_W_DruidStaff_g05.tga
Tx_W_DruidStaff_g10.tga
Tx_W_DruidStaff_g15.tga
Tx_W_DruidStaff_g20.tga
Tx_W_DruidStaff_g25.tga
Tx_W_DruidStaff_g30.tga
Tx_W_DruidStaff_g35.tga
Tx_W_DruidStaff_g40.tga
Tx_W_DruidStaff_g45.tga
Tx_W_DruidStaff_g50.tga
Tx_W_DruidStaff_g55.tga
Tx_W_DruidStaff_g60.tga
Tx_W_DruidStaff_g65.tga
Tx_W_DruidStaff_g70.tga
Tx_W_DruidStaff_g75.tga
-----------------------
used in Mesh: Druid_Staff_02.NIF
made by: dongle
taken from: Druid's Staff
download link: http://www.elricm.com/mods.php?mod=1779
permissions: Modder's Resource for Morrowind mods only


_Phij_reflection.dds
_Phij_reflect_base_black.dds
_Phij_SS_handle.dds
_Phij_SS_head.dds
_Phij_SS_orb2.tga
_Phij_SS_particle1.tga
_Phij_SS_particle2.tga
----------------------
used in Mesh: Phij_Serpent Staff.NIF
made by: Phijama
taken from: Serpentine Staff
download link: http://www.elricm.com/mods.php?mod=143
permissions: Modder's Resource for Morrowind mods only


--------------------------------------------------------------------------------

That's it. If you've got questions, feel free to contact me. I'm registered as
"bhl" at both the official gamesas Forums and at Great House Fliggerty. You can
also send me an eMail to bhlmods@gmx.net

Happy modding!
bhl

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GabiiE Liiziiouz
 
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Post » Tue May 17, 2011 11:07 am

Congratulations with the new release bhl, I'm looking forward to giving it a go. :goodjob:
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Steph
 
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Post » Tue May 17, 2011 10:25 am

Congratulations for 1.5 release. Just for confirmation, can we use Uvirith's Legacy patch with RoHT 1.5?
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Fiori Pra
 
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Joined: Thu Mar 15, 2007 12:30 pm

Post » Tue May 17, 2011 9:34 am

I haven't tried it yet, but I fear that it will suffer from some Reference cafoodle. I'll check in a couple of minutes...

Edit: Yes, Reference cafoodle. With the old UL_RoHT_1.4_Compatibility.esp, you'll experience missing aisle parts. I have tweaked that file a bit to make it compatible with RoHT v1.5. Here it is: http://www.mediafire.com/file/rsfs6s3pnnichjw/UL_2.0_RoHT_1.5_Compatibility.7z. I haven't been able to contact Stuporstar for several weeks, so I can only hope she's OK with that.
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Gen Daley
 
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Joined: Sat Jul 08, 2006 3:36 pm

Post » Tue May 17, 2011 2:17 pm

Thanks for the new version -- downloading now!
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Lloyd Muldowney
 
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Joined: Wed May 23, 2007 2:08 pm

Post » Tue May 17, 2011 5:17 am

You could say this was a delayed "Happy New Year" release... anyway congrats to your release bhl. :banana: :celebration:
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Ashley Campos
 
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Joined: Fri Sep 22, 2006 9:03 pm

Post » Tue May 17, 2011 4:59 am

2011 is off to a promising start! :D
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Tina Tupou
 
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Joined: Fri Mar 09, 2007 4:37 pm

Post » Tue May 17, 2011 10:46 am

Awesome work on this bhl, and everyone who has helped him out. I love this mod!
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ruCkii
 
Posts: 3360
Joined: Mon Mar 26, 2007 9:08 pm

Post » Tue May 17, 2011 11:42 am

Ooo, Ieya will be pleased! Thanks!
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Everardo Montano
 
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Joined: Mon Dec 03, 2007 4:23 am

Post » Tue May 17, 2011 5:11 am

Thank you, I very much enjoyed your work on this mod; downloading the new version now.

Regards

The Mage
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Peetay
 
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Joined: Sun Jul 22, 2007 10:33 am

Post » Tue May 17, 2011 1:36 pm

Hello,

I'm using Rise of House Telvanni with Uvirith's Legacy along with the UL 2.0 & RoHT 1.5 compatibility patch that was posted up a few posts and I get some errors when loading the game.

I have two errors
Object "key_telvanni_platform" not found for dialogue type Topic
Info "EMPTY"
Object "netheles berom" not found for dialogue type Topic
Info "EMPTY"

I re-installed Roht 1.5 and UL 2.0 to make sure I had everything right, both plugins are checked and I've used Mlox to sort my load order. Is there a problem with the compatibility plugin?
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Oceavision
 
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Post » Tue May 17, 2011 1:01 am

Thank you all!

@Browncoat:
It's possible that the compatibility plugin is responsible for those errors: it references those objects (key_telvanni_platform and "netheles berom") without actually containing them. And since it's technically not dependent on UL, I can understand why your game presents you with those error messages. I'll try to look into it during the weekend.
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Enie van Bied
 
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Post » Tue May 17, 2011 6:31 am

If it helps (or even if it further confuses), I am using the 1.5 compatibility patch without any error messages on loading. Possibly a load order issue? If the patch references those without containing them, I imagine it might complain if it loads before UL.
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Neliel Kudoh
 
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Joined: Thu Oct 26, 2006 2:39 am

Post » Tue May 17, 2011 10:48 am

Okay, I used the Morrowind Mod Manager to move the compatibility program below all of the UL mods I'm using. That seemed to be the problem with those errors. I had used MLOX to sort my load order but forgot that it must not have been updated for the new compatibility plugin. Now I'm getting new errors that I've never gotten before in my play testing.

Unable to locate creature '_MCA_guards_telvanni_TR' in Leveled Creature '_MCA_guards_telvanni'.
Unable to locate creature '_MCA_guards_telvanni_TR' in Leveled Creature '_MCA_guards_telvanni'.
Unable to locate creature '_MCA_guard_watchman_fTR' in Leveled Creature '_MCA_guards_redoran'.
Unable to locate creature '_MCA_guard_watchman_mTR' in Leveled Creature '_MCA_guards_redoran'.
Unable to locate creature '_MCA_guard_watchman_mTR' in Leveled Creature '_MCA_guards_redoran'.
Unable to locate creature '_MCA_ex_region_telvannis_TR' in Leveled Creature 'TR_r_Helnim_Fields_land+0'.
Unable to locate creature '_MCA_ex_region_telvannis_TR' in Leveled Creature 'TR_r_Helnim_Fields_land+2'.
Unable to locate creature '_MCA_ex_region_telvannis_TR' in Leveled Creature 'TR_r_Helnim_Fields_land-2'.
Unable to locate creature '_MCA_ex_region_telvannis_TR' in Leveled Creature 'TR_r_Boethian_Lakes_land+0'.
Unable to locate creature '_MCA_ex_region_telvannis_TR' in Leveled Creature 'TR_r_Boethian_Lakes_land+2'.
Unable to locate creature '_MCA_ex_region_telvannis_TR' in Leveled Creature 'TR_r_Mephalain_Mountains_land+0'.
Unable to locate creature '_MCA_ex_region_telvannis_TR' in Leveled Creature 'TR_r_Mephalain_Mountains_land+2'.
Unable to locate creature '_MCA_ex_region_telvannis_TR' in Leveled Creature 'TR_r_Mephalain_Mountains_land-2'.
Unable to locate creature '_MCA_ex_region_telvannis_TR' in Leveled Creature 'TR_r_Boethian_Mountains_land+0'.
Unable to locate creature '_MCA_ex_region_telvannis_TR' in Leveled Creature 'TR_r_Boethian_Mountains_land+2'.
Unable to locate creature '_MCA_ex_region_telvannis_TR' in Leveled Creature 'TR_r_Boethian_Mountains_land-2'.
Unable to locate creature '_MCA_ex_region_telvannis_TR' in Leveled Creature 'TR_r_Molagreahd_land+0'.
Unable to locate creature '_MCA_ex_region_telvannis_TR' in Leveled Creature 'TR_r_Molagreahd_land+2'.
Unable to locate creature '_MCA_ex_region_telvannis_TR' in Leveled Creature 'TR_r_Molagreahd_land-2'.
Unable to locate creature '_MCA_ex_region_telvannis_TR' in Leveled Creature 'TR_r_Telvanni_Isles_land+0'.
Unable to locate creature '_MCA_ex_region_telvannis_TR' in Leveled Creature 'TR_r_Telvanni_Isles_land+2'.
Unable to locate creature '_MCA_ex_region_telvannis_TR' in Leveled Creature 'TR_r_Telvanni_Isles_land-2'.

There was no indication what plugin this was from but judging from the errors I would say its from the MCA - TR Addon.esp file. Wierd thing is I have TR map 1 & 2 installed and I've never gotten these errors before in my testing...why would moving a non-related compatibility plugin down produce these errors?

*EDIT*
Okay, apparently a number of plugins somehow became unchecked that were checked thus creating the errors. Re-enabled said plugins and everything works perfectly now! No more error problems! w00t!
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Justin
 
Posts: 3409
Joined: Sun Sep 23, 2007 12:32 am

Post » Tue May 17, 2011 2:57 am

Thank you for this, bhl. :goodjob:
I am so thoroughly impressed and grateful for how you have continued to refine and expand and maintain this great mod.
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Dale Johnson
 
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Joined: Fri Aug 10, 2007 5:24 am

Post » Tue May 17, 2011 1:41 pm

Well, what can I say? I really like this mod. Over the years I have kind of adopted it as "my baby". Actually it has many fathers and mothers, but you know what I mean. :)

@Browncoat:
Good to see that some problems solve themselves... :thumbsup:
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Laura
 
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Post » Tue May 17, 2011 3:24 pm

While updating RoHT from v1.41 to v1.5, I accidentally removed the teleport settings from the door that leads from Mournhold's Guards' Quarters to Mournhold's jail (RoHT_MH_JailDoor_02). This error breaks RoHT's final quest, so I needed to fix it with a patch. That patch is now available at all download locations linked to in this thread's top post. Earlier versions of RoHT are not affected.

Here's the patch's Readme file:
Spoiler

********************************************************************************
* *
* The Elder Scrolls III *
* MORROWIND *
* RoHT v1.5 to v1.51 Patch *
* *
* February 6, 2011 *
********************************************************************************

Authors: bhl
Type: Patch
Requirements: Morrowind, Tribunal, Bloodmoon, Rise of House Telvanni v1.5


Table of Contents:
1. Introduction
2. Installation and requirements
3. Uninstallation
4. Credits
5. Permissions
6. Contact Information




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

1. Introduction

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

This is a patch for Rise of House Telvanni (RoHT) v1.5. While updating RoHT from
v1.41, I accidentally removed the teleport settings from the door that leads
from Mournhold's Guards' Quarters to Mournhold's jail (RoHT_MH_JailDoor_02).
This error breaks RoHT's final quest, so I needed to fix it with this patch.
Earlier versions of RoHT are not affected.




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

2. Installation and requirements

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

This mod requires Morrowind, Tribunal, Bloodmoon, Rise of House Telvanni v1.5
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, right-click on "RoHT v1.5 to v1.51 Patch.7z" in the left
column, and select "Install".


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
"RoHT v1.5 to v1.51 Patch.esp", and you're ready to start.


The files in detail (..\ is your Morrowind\Data Files\ folder)
--------------------------------------------------------------
..\RoHT v1.5 to v1.51 Patch.esp
The actual patch
..\RoHT v1.5 to v1.51 Patch Readme.txt
This file




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

3. Uninstallation

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

The automatic way
-----------------
Start Wrye Mash, click on the "Installers" tab, right-click on
"RoHT v1.5 to v1.51 Patch.7z" in the left column, and select "Uninstall".


The manual way
--------------
From the Morrowind Launcher, select "Data files", unselect the box next to
"RoHT v1.5 to v1.51 Patch.esp".
Then delete all of this patch's files as listed in section 2 of this Readme
file.




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

4. Credits

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

Thanks to TehStumpeh for finding and reporting the bug.




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

5. Permissions

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

The permissions relating to this patch are the same as those of the main mod,
Rise of House Telvanni v1.5.




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

6. 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


I'm sorry for the inconvenience.

B

Edit: added the patch's Readme file
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DAVId MArtInez
 
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Post » Tue May 17, 2011 5:29 am

sweet, never played something other then telvanni :woot: damn i need to switch to the engl morrowind version xD
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Emmie Cate
 
Posts: 3372
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Post » Tue May 17, 2011 6:21 am

With the 1.51 patch I get this error on startup,

Object reference "RoHT_MH_JailDoor_02"missing in master file.Current file "RoHT v1.5 to v1.51 Patch.esp"Cell "Mournhold, Royal Palace: Guards' Quarters"


Anything to worry about?
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emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Tue May 17, 2011 3:24 pm

Actually, yes. That means that the patch can't find the reference to RoHT_MH_JailDoor_02 which it's supposed to repair. Unfortunately, I can't reproduce this bug here - the patch is running smoothly in my setup. At least in the Construction Set, that is. I haven't tested this minuscule patch in game. Give me a moment, I'll check it out...

Edit: That test failed miserably. My game seems to hate the patch. It crashes before I even get to the Main Menu. It's too late to really look into it right now. Does anyone else have the same problem as LostGateToCruelty?
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Bambi
 
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Joined: Tue Jan 30, 2007 1:20 pm

Post » Tue May 17, 2011 5:00 am

Thanks for having a look. Mine crashed before reaching the main menu also; throws up the error as it's loading the plugin.
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Jade Muggeridge
 
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Joined: Mon Nov 20, 2006 6:51 pm

Post » Tue May 17, 2011 5:54 am

Dang, and this was supposed to be a simple thing. Sigh, I guess, there'll be a v1.52, then...
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Kristian Perez
 
Posts: 3365
Joined: Thu Aug 23, 2007 3:03 am

Post » Tue May 17, 2011 7:10 am

Dang, and this was supposed to be a simple thing. Sigh, I guess, there'll be a v1.52, then...

... Hurray for updates? :D
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Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Tue May 17, 2011 6:11 am

Actually, yes. That means that the patch can't find the reference to RoHT_MH_JailDoor_02 which it's supposed to repair. Unfortunately, I can't reproduce this bug here - the patch is running smoothly in my setup. At least in the Construction Set, that is. I haven't tested this minuscule patch in game. Give me a moment, I'll check it out...

Edit: That test failed miserably. My game seems to hate the patch. It crashes before I even get to the Main Menu. It's too late to really look into it right now. Does anyone else have the same problem as LostGateToCruelty?



I have the same problem as LostGatetoCruelty.

Could it be because I haven't been in the jail yet?
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Kristina Campbell
 
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