(REL) South Wall, Den of Iniquity

Post » Thu Aug 19, 2010 1:27 pm

DL: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7545

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:

***************************************************************
***************************************************************
South Wall, Den of Iniquity v. 1.1
***************************************************************
***************************************************************
By Balathustrius

Requires Morrowind only
***************************************************************
0. Notice
1. Introduction
2. What this mod does
3. Installation
4. Recommended Accompaniments
5. Known Issues
6. Version History
7. Credits
***************************************************************
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.

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

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.

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

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.

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

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.

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

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

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


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).

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

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


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


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
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amhain
 
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Post » Thu Aug 19, 2010 9:52 am

Roleplaying mods are all to the good. :) Downloaded, and will give this a try. Thanks for your work!
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Dylan Markese
 
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Post » Thu Aug 19, 2010 5:03 pm

Roleplaying mods are all to the good. :) Downloaded, and will give this a try. Thanks for your work!

This looks like it will fit my game perfectly!
Downloaded =)
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FirDaus LOVe farhana
 
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Post » Thu Aug 19, 2010 3:44 pm

Looks interesting--I'll have to give it a try! :thumbsup:

Out of curiosity, if we're running Piratelord's Expanded Sounds mod (which I believe is a heavily modified version of ASE), will we have to make the same or similar modifications you recommend for ASE?
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Anthony Rand
 
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Post » Thu Aug 19, 2010 11:39 am

Looks interesting--I'll have to give it a try! :thumbsup:

Out of curiosity, if we're running Piratelord's Expanded Sounds mod (which I believe is a heavily modified version of ASE), will we have to make the same or similar modifications you recommend for ASE?


Hm, if I recall correctly, Piratelord's mod removes the tavern music and Juju (the playlist selector NPC), right? If that's the case, you wouldn't need to erase his changes to the SW cell. It's really only the ASE music and Juju that conflict.
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Jack
 
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Post » Thu Aug 19, 2010 6:52 pm

Sounds like just what the game needs. Taverns (in most games) are "traditionally" the places where you meet with people, gather information, and plan your next "dungeon dive". In Morrowind (and OB, by the way), the taverns are places where a handful of NPCs stand around doing nothing, and there's rarely any reason to go, outside of a rare quest or two. Anything that brings actvity of any sort to the taverns is a plus.
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Jack Moves
 
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Post » Thu Aug 19, 2010 9:47 am

Wheres abassi?

also the textures and meshes of lady e animations give me problems...
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Stu Clarke
 
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Post » Thu Aug 19, 2010 3:06 pm

Looks interesting--I'll have to give it a try! :thumbsup:

Out of curiosity, if we're running Piratelord's Expanded Sounds mod (which I believe is a heavily modified version of ASE), will we have to make the same or similar modifications you recommend for ASE?

In fact it's not a modified ASE. It uses some ASE ideas and sound files, but everything in the mod is not a mod of ASE.
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Andrew Tarango
 
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Post » Thu Aug 19, 2010 11:55 pm

Wheres abassi?

also the textures and meshes of lady e animations give me problems...


To find Habasi,
Spoiler
go back through the kitchen behind the bar, down into the cellar, and through the locked door at the back. There are several keys lying around for the door - the one on the platter near the cook at the oven has no ownership tag, so you can take it freely. Alternately, if you've already joined the Guild in a different city, one of the dancers will give you a key if you agree to help her with a problem, and there's a key on a table in the dancers quarters if you go in there during the nighttime, when they're working.


As for LadyE models giving you problems, are you sure you extracted everything properly? If so, perhaps you could post the text of the warning you're getting? None of the LadyE models that I used have any animations at all, I'm pretty sure.
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Clea Jamerson
 
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Post » Thu Aug 19, 2010 4:57 pm

TES3Stream Warning: Model "Meshes\LadyE\Xdb_luteplaying_f_01.NIF" tex not found "FP_b_n_PT&D_m_wh.dds"!
Texture Load Error!: FP_b_n_PT&D_m_wh.dds
TES3Stream Warning: Model "Meshes\LadyE\Xdb_luteplaying_f_02.NIF" tex not found "FP_b_n_PT&D_m_bk.dds"!
TES3Stream Warning: Model "Meshes\LadyE\Xdb_luteplaying_f_02.NIF" tex not found "Zul_B_N_Nord_Head16.dds"!
Texture Load Error!: FP_b_n_PT&D_m_bk.dds
Texture Load Error!: Zul_B_N_Nord_Head16.dds
TES3Stream Warning: Model "Meshes\LadyE\Xdb_musician_drum_01.NIF" tex not found "FP_b_n_crewcut_bk.dds"!
Texture Load Error!: FP_b_n_crewcut_bk.dds
TES3Stream Warning: Model "Meshes\LadyE\Xdb_cr_drunkenpirate01.NIF" tex not found "db_misc_rumbottle.dds"!
TES3Stream Warning: Model "Meshes\LadyE\Xdb_cr_drunkenpirate01.NIF" tex not found "db_misc_rumbottletop.dds"!
TES3Stream Warning: Model "Meshes\LadyE\Xdb_cr_drunkenpirate01.NIF" tex not found "db_cloth_piratehatfeather_red.dds"!
TES3Stream Warning: Model "Meshes\LadyE\Xdb_cr_drunkenpirate01.NIF" tex not found "db_cloth_piratehat01.dds"!
Texture Load Error!: db_misc_rumbottle.dds
Texture Load Error!: db_misc_rumbottletop.dds
Texture Load Error!: db_cloth_piratehatfeather_red.dds
Texture Load Error!: db_cloth_piratehat01.dds
TES3Stream Warning: Model "Meshes\LadyE\Xdb_cr_sittingf[censored]01.NIF" tex not found "db_misc_rumbottletop.dds"!
TES3Stream Warning: Model "Meshes\LadyE\Xdb_cr_sittingfemalen.NIF" tex not found "db_misc_rumbottletop.dds"!
TES3Stream Warning: Model "Meshes\LadyE\Xdb_cr_sittingfemaleN2.NIF" tex not found "db_misc_rumbottletop.dds"!
Texture "Textures\_land_default.tga" count 3.
Texture "Data Files\Textures\Q_refl_writing_dark.tga" count 3.
Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.

Yes, all extracted right
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Emma Louise Adams
 
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Post » Thu Aug 19, 2010 4:35 pm

snip


Oh right, I see. Ok, hmm. Try recopying all the textures and meshes from the mod. Alternately, you may have downloaded a corrupted file. I'll check to make sure the files I uploaded are not corrupted.
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Adam Baumgartner
 
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Post » Thu Aug 19, 2010 8:14 pm

In fact it's not a modified ASE. It uses some ASE ideas and sound files, but everything in the mod is not a mod of ASE.


Ah, then I was mistaken. Thanks for the info. :)
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Beast Attire
 
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Post » Thu Aug 19, 2010 4:56 pm

This looks really good. :)

I'm glad you left the upper floors untouched, that's where I put my character's apartment. This should make her home even better a place to hang out. :)
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Kristina Campbell
 
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Post » Thu Aug 19, 2010 8:46 pm

Looks really good, great job. I wish all taverns were this good.
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Jennie Skeletons
 
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Post » Thu Aug 19, 2010 8:47 pm

The screens look very atmospheric, I like it! To be honest, a lot of the places in MW would need such a revamp.
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phillip crookes
 
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Post » Thu Aug 19, 2010 2:24 pm

Awesome! I dunno what it is but this mod is stella. Totally love the atmosphere - it's a mod I won't be playing without again.
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Chantel Hopkin
 
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Post » Thu Aug 19, 2010 11:59 pm

I've finished all the vanilla abassi quests...what must I do to do the mod quests?
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Spaceman
 
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Post » Thu Aug 19, 2010 1:38 pm

This is great, but I have two questions.

Sugar-Lips is still standing in her usual place, and I don't remember adding any mod to South Wall before this one.
Also, once
Spoiler
I got down in the ruins and sewers, the lack of detail was very noticeable. You made the Club look great, you should add some atmospheric detail to the lower sections too.


I'm keeping this in my game though! very cool.
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Romy Welsch
 
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Post » Thu Aug 19, 2010 10:22 pm

I like how old this game is, yet great concept mods are still produced. I haven't tried it yet, I'll post feedback when I do - but it looks great.
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Matt Bigelow
 
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Post » Thu Aug 19, 2010 2:17 pm

This is, above all, a great idea. I play as a thief usually, so this is the place I've always wanted to find. Loaded with cutthroats. In fact, it would be wonderful if there was a random chance that someone might actually try to steal from the player, or just "jack" them in general. This may already be in the mod, so... I'm just saying what I'd like to see. I would love to have location I absolutely had to do business in that was full of tension due the sorts of thugs and villains that hang out there.

I will definitely try this mod. Could someone direct me to a location detailing the aformentioned fix for the Orc "sitting incongruously"? I don't have any modding experience, and I am very fond of the changes that "The Regulars" makes. I'd appreciate it.

Wonderful work, and more of this sort of atmosphere is exactly what this (these) games need. Bravo.
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Hannah Barnard
 
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Post » Thu Aug 19, 2010 11:46 am

I've finished all the vanilla abassi quests...what must I do to do the mod quests?


Spoiler
Look behind the tapestries in Habasi's office


Sugar-Lips is still standing in her usual place, and I don't remember adding any mod to South Wall before this one.


You must have some mod that moves her loading after mine. I dunno what mod it could be, though; I've never seen one that did.

Spoiler
I got down in the ruins and sewers, the lack of detail was very noticeable. You made the Club look great, you should add some atmospheric detail to the lower sections too.


Yeah, I got done with the club, noticed how many objects I had added and thought 'hm, better reign myself in or the amount of clutter is going to crash people's systems.' So I went easier on the other areas. Maybe that was unnecessary. I might do an expansion to this mod eventually, so thanks for that input.

I will definitely try this mod. Could someone direct me to a location detailing the aformentioned fix for the Orc "sitting incongruously"? I don't have any modding experience, and I am very fond of the changes that "The Regulars" makes. I'd appreciate it.


I'd recommend using TESAME to open The Regulars plugin and just delete (highlight and push space bar, or right click) the entry titled 'Cell: Balmora, South Wall Cornerclub'

That will delete The Regular's change to that cell and you'll be good to go. =)

DL TESAME here: http://planetelderscrolls.gamespy.com/View.php?view=other.detail&id=53
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Emma Copeland
 
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Post » Thu Aug 19, 2010 12:13 pm

I discovered why Sugar-Lips was not in her new location for me.
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1112 little mod causes her to remain in her usual place when used with Balathustrius' mod.
After removing this little mod, the Den of Iniquity works fine.

In case anyone else has that problem, now you know why. :)
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Chris Ellis
 
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Post » Thu Aug 19, 2010 9:21 pm

Ok, I discored three legs and the place, but he doesn't gives me any quest...what must I do? who gives the quests?
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Noely Ulloa
 
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Post » Thu Aug 19, 2010 7:55 pm

Ok, I discored three legs and the place, but he doesn't gives me any quest...what must I do? who gives the quests?


Spoiler
There's a trapdoor behind some barrels there. Go down there. You'll eventually find some sewers; find the Guild Hall in them and talk to the people inside.

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Roisan Sweeney
 
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Post » Thu Aug 19, 2010 1:38 pm

I'm missing the Lady E textures as well. They don't appear to have been extracted from the PES download (That's to say, I can't find the file names for the missing textures in the textures folder after doing a manual extraction/copy from the unzipped download). I've downloaded the mod twice, and did a manual extraction/copy on the second download. No dice. /sigh
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Sam Parker
 
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