I've always thought the south Wall was a place with unexpressed potential and always wanted to see a 'real' Thieves Guild there (instead of just a bar where a couple of thieves are standing around doing nothing); somewhere Caius Cosades might actually hang out, meeting with sources in shadowed corners and soaking up the atmosphere. Perhaps it's a place of intrigue and secrecy, though, a front for a guild of outlander thieves in a city of ruthless and brutal Camonna Tong, a guild who's very survival depends on cunning. A place where even the Imperial Spymaster of the Blades is outmatched in guile.
What would the Thieves Guild have to do to make their way on Vvardenfell? In their fight against monsters, would they be themselves not be forced to use monstrous means? To what lengths would they go to fortify their sole place of power? In what ways would a war between criminals manifest itself there?
This mod is an exploration of these questions. The South Wall will now now truly a guild of thieves, along with everything that entails.
Presenting
THE SOUTH WALL,
Den of Iniquity
Features:
*An atmospheric, living, and believable environment for a guild of thieves
*An exploration of the war with the Camonna Tong and its consequences
*A rather darker perspective on a Guild often perceived as 'the good guys,' and at Balmora's
underworld in general
*Secrets and subterfuge
*Choices and repercussions
*New quests for Guild members
*Many new animations by RX31
*Surprises
Readme:
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South Wall, Den of Iniquity v. 1.1
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By Balathustrius
Requires Morrowind only
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0. Notice
1. Introduction
2. What this mod does
3. Installation
4. Recommended Accompaniments
5. Known Issues
6. Version History
7. Credits
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0.NOTICE: Please note that I cleaned this mod thoroughly. I mention this because the revamped South Wall has many surprises built in, and if you open it up and rummage about in it, spoilage will likely result.
Also please note that the South Wall is fairly empty during the day; things really pick up only in the evening, after 7pm or so. If you go there during the day and nothing's going on, this is not a glitch.
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1.INTRODUCTION: Have you ever wondered why the South Wall, the base-of-operations for the Thieves Guild in the economic capital of Vvardenfell, is a half-empty, dreary hole-in-the-wall dive? Or why the brutal and influential Camonna Tong hasn't seen fit to clear their home city of the hated outlander Guild? Or why "Sugar Lips" Habasi, criminal mastermind and high-ranking officer of the Guild, is standing alone in an empty hallway?
I did.
The South Wall has always seemed like it had unexpressed potential. As a haven for the Guild in the home of their hated enemies, it should be a place expressing both the of cosmopolitan nature of Imperial culture and the seediness of the criminal underworld. Bright lights, live entertainment, music and merriment, but also dank shadows, blades fingered beneath drawn cloaks, and tension thick on the hazy air.
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2.WHAT THIS MOD DOES: This mod revamps the South Wall Cornerclub with the goal of creating an atmospheric and believable base for the Thieves Guild to operate in in Balmora. The upper floors have been left mostly untouched, but the lower levels have been totally reworked. Secrets abound, and attention has been paid to detail.
This mod does not alter any of the existing Thieves Guild quests or remove any of the NPCs that previously hung out at the South Wall, but be aware that "Sugar Lips" Habasi has relocated to a more secure area of the club, as might be expected with the gang-war with the Tong in full-force. Thus, joining the guild in Balmora takes slightly more effort than previously. You'll need some thief skills, or at least a thief's state of mind, to join.
Also note that you do not need to be a thievish character to enjoy the mod; any class will find the South Wall vastly more vibrant and alive than previously, but thieves who join the Guild will obviously have more to do.
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3.INSTALLATION: Uncompress the folder (using the free software 7zip from http://www.7-zip.org ) and copy all of the folders into your Morrowind/Data Files directory, overwriting when prompted. From the Morrowind Launch button, select Data Files and then check the box next to the plugins you wish to load. Then play as usual.
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4. RECOMMENDED ACCOMPANIMENTS:
For best effect, I counsel the use of Better Bodies by Psychodog Studios: http://www.psychodogstudios.com/
and the Morrowind Code patch, by Hrnchamd and Psyringe: http://www.tesnexus.com/downloads/file.php?id=19510
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5.KNOWN ISSUES: This mod alters the lowers floor of the South Wall in a major way, and so will probably conflict with other mods that do the same. Fortunately, there are not too many that do, and I've included several patches that should fix up some common problems. Here is a list of known conflicts and what to do about them:
*If you are using Morrowind Comes Alive 5.2 by Neoptolemus, you will want to use the patch I've included in this file, which rearranges MCA's additions to the cell.
*If you are using the Atmospheric Sound Effects mod by Duncan, you will want to use TESAME or the editor of your choice to delete the changes to the cell "Balmora, South Wall Cornerclub. Otherwise Juju will appear, and the ASE ambiant music will conflict with the ambiant music that this mod adds.
You may, if you wish, also use the ASE_ADDON I've included. This small plugin merely adds ASE activators to the new areas added by this mod. Note that this addon requires ASE to function, and that you will still need to delete the ASE changes to the South Wall Cornerclub to avoid conflicts.
*If you are using The Regulars plugin (sitting NPCs) by GhanBuriGhan, you will want to use TESAME or the editor of your choice to delete the change he made to South Wall, or else you will end up with an orc sitting incongruously in the center of the room. I added my own sitting NPCs to the place, anyway.
*If you are using the Living Cities of Vvardenfell mod v. 03-13 by Helios and Wrye (Schedules for NPCs), you will want to use the patch I've included in this file, or else NPCs will appear in weird and unfitting locations. Make sure my patch loads AFTER the LCV Schedules mod (it's a very slight change to 4 of the Balmora scripts).
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5.VERSION HISTORY:
v.1.1, Small fix for a bug that was affecting some people (not me, strangely), added lore-correct names to patrons of SW as per request
v.1.0 Initial Release
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6.CREDITS: Credit goes to LadyE for the blood meshes and cage mesh, Dongle for the bathtub and basin meshes, Dereko777 for the dancers' clothes, GhanBuriGhan for the sittingpants mesh, and RX31 for the excellent animations (also thanks to Qarl for collecting them and putting them on PES).
I also borrowed an ambient sound from Illtempered's excellent mod, "Arena and The Rusty Swordsman," who in turn I believe borrowed it from the BEER! mod by Tarnsman.
Thanks to GhanBuriGhan also for his Morrowind Scripting for Dummies and to XeonXT for his Scripting Tips and Tricks guide. The amount of frustration that those saved me is truly huge.
And finally, thanks to the great Morrowind mod community without whom this game would have become stale in 2003.
Screenshots:
http://i293.photobucket.com/albums/mm75/digitalwaylander/screenshots/MGEScreenshot1.jpg
http://i293.photobucket.com/albums/mm75/digitalwaylander/screenshots/MGEScreenshot10.jpg
http://i293.photobucket.com/albums/mm75/digitalwaylander/screenshots/MGEScreenshot2.jpg
http://i293.photobucket.com/albums/mm75/digitalwaylander/screenshots/MGEScreenshot3.jpg
http://i293.photobucket.com/albums/mm75/digitalwaylander/screenshots/MGEScreenshot8.jpg