[RELz] The ForgottenHalls

Post » Sat May 28, 2011 4:05 pm

-------------------
The Forgotten Halls
------ v 2.1 ------

Lost deep below Neselia the Forgotten Halls await to be discovered

Long lost halls of the Falmer hide rumors of death traps, undead creatures and treasure - do you
dare to venture deeper into the Neverhalls? What will you find?

------------
Requirements
------------
This mod requires Morrowind, Bloodmoon, Tribunal and The Neverhalls mod.

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Installation
-------------
*Extract all files to the /Morrowind/Data Files/ folder
*Tick the plugin in the Morrowind Launcher

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Playing the mod
---------------
The Forgotten Halls is an expansion to the Neverhalls and such it requires the Neverhalls to work.
The mod adds two new areas to the Neverhalls to explore, along with a host of new traps and items
to find.

The Forgotten Halls can boast:

- New traps: SPike pits and Dark Sila stones
- High level enemies: Can you defeat the Ghoul King?
- New Armor: The depths hide many things
- New lore: Find the scripters and learn more about the ruin Neselia
- New weapons, new creatures, new misc items
- New Summon spells (added in Version 2)

-------------------------
Changes made in version 2
--------------------------

-changed file name
-removed dirty refrences to armor
-removed dirty refrences causing NPC duplication
- added more loot chests
- fixed a few spelling mistakes
- re-adjusted the loot level list, increasing the chance of finding an item in a chest
- re-aligned the staff spike trap
- Changed the pit traps to damage the player
- New book to expand upon the falmer and Neselia lore/background
- Sila Textures. Ghostnull has kindly updated the textures and so I will be working them into the mod.
- balanced out the enchantments and the item values (see below for full list of balance changes)
- New summon spell! Now you can summon a ghoul! It Was planned for the origonal mod but was not included


version 2.1
- Fixed dupliacting NPC
----------------
Balanced Items:
----------------

ITEM VALUE EDITS:


Falmer Ancient Amulet 2,000 (instead of 120)
Ring of Frost Bite 2,000 (instead of 400)
Sila's Aim 2,000 (instead of 1,200)

Falmer Bow 1,000 (instead of 10,000)
Staff of the Falmer 2,000 (instead of 20,000)
Ancient Falmer Longsword 5,000 (instead of 55,000)

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

ENCHANTMENT EDITS:


*Ancient Falmer Longsword frost damage 5-15 on strike (instead of 1-10)
disintegrate armor 50-150 on strike (instead of 1-10)

Falmer Ancient Amulet fortify attack 10 (instead of 20)
resist magicka 25 (instead of 20)
(removed sanctuary)

Ring of Frost Bite fortify attack 10
resist frost 25 (instead of 100)

Sila's Aim fortify marksman 10 for 30 on self (instead of acrobatics 15)
fortify attack 10 for 30 on self (instead of 5)

*This enchantment has been set to auto-calculated

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

Conflicts/Issues
---------------------
- None known (apart from that one epic castle mod I saw by Dagoth Jeff.....)
- Feel free to back up your save games before you install this mod.


Usage
---------
If you wish to use any of the resources in your own mod, you must please contact me first.


Credits
---------
Midgetalien - Level Design, Meshes, Scripting, Textures, Weapons
Vality7 - Tileset
Bjam - Door Meshes
Madent - Statue Mesh
Demon Xen - Ghoul King
Ghost Null - Sila Stones, Lamps, lights, tileset, textures and scripting
Lady E - Various Resources
Adul - Scripting
BTB - Balancing issuies and reconmendations
Fliggerty for his support and putting up with my constant questions and pleas for help
Everyone at the offical forums for their help and support

If I have forgotten anyone I apologise! Just drop me an email and I wil add you to the credits :)


http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8710

http://www.youtube.com/watch?v=Sk3NRVvPobU
User avatar
Keeley Stevens
 
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Post » Sat May 28, 2011 4:46 pm

YUSSS!!!! MUST PLAY! oops got exited.
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Makenna Nomad
 
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Post » Sat May 28, 2011 6:36 pm

YUSSS!!!! MUST PLAY! oops got exited.

hehe I wouldnt get too excited you might find its a pile of ****. :P
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Sweets Sweets
 
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Post » Sat May 28, 2011 2:48 pm

I really hope your not serious about something you worked so hard at. That kind of confidence scares me from trying it. :unsure:

hehe I wouldnt get too excited you might find its a pile of ****. :P

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Shianne Donato
 
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Post » Sat May 28, 2011 11:35 pm

hehe I wouldnt get too excited you might find its a pile of ****. :P



haha, doubt it, and if it is i'll come back and troll and flame this thread rather than remove the mod :stare:




:P
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Sharra Llenos
 
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Post » Sat May 28, 2011 9:33 pm

I really hope your not serious about something you worked so hard at. That kind of confidence scares me from trying it. :unsure:


haha nah I am not serious :D - I put too much time and effort into the mod. I have the utter confidence in the mod :)

haha, doubt it, and if it is i'll come back and troll and flame this thread rather than remove the mod :stare:




:P

:P
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Monika Krzyzak
 
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Post » Sat May 28, 2011 10:13 am

Thank you, I'm a fan of the original and this looks great.
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Vincent Joe
 
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Post » Sat May 28, 2011 4:11 pm

Thank you, I'm a fan of the original and this looks great.

no problem - I hope you enjoy it :)
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Darlene DIllow
 
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Post » Sat May 28, 2011 7:40 am

made a http://www.youtube.com/watch?v=Sk3NRVvPobU showing bits of the mod
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Mariaa EM.
 
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Post » Sat May 28, 2011 11:13 am

I like how you brought Oblivion traps to Morrowind. However from that video, the place seems a bit too.. clean. Some rubble and stuff would probably help the illusion. Even if it's untouched (And it's not, since it's got skeletons and crap), disrepair would kick in.

Might try it when I get Morrowind back.
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Danny Blight
 
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Post » Sat May 28, 2011 11:45 am

I almost finish the translation of your mod :D because the french players adored "The Neverhalls" and they also wanted some more, always more. :drool:
:foodndrink:



P.S: why didn't you name your .esp "The Fogottenhalls.esp" rather than "sm_falmerarmor_0.1.esp"? :rolleyes:
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Prisca Lacour
 
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Post » Sat May 28, 2011 7:09 pm

I am going to go play this right now, I think, MA. :3
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Budgie
 
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Post » Sat May 28, 2011 6:18 pm

I will not forget this! :clap:
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sexy zara
 
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Post » Sat May 28, 2011 7:07 pm

YAAAAAAAAAAAAYYYYYYYYYY!!!!!!!!!!!!! this is quite a nice surprise! :foodndrink: :goodjob: :bowdown: :dance:
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Catherine N
 
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Post » Sat May 28, 2011 11:10 pm

http://www.youtube.com/watch?v=Sk3NRVvPobU

Nice, sounds like you managed to bag Hans Zimmer to compose :P
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Chavala
 
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Post » Sat May 28, 2011 11:40 pm

I think how you brought Oblivion traps to Morrowind. However from that video, the place seems a bit too.. clean. Some rubble and stuff would probably help the illusion. Even if it's untouched (And it's not, since it's got skeletons and crap), disrepair would kick in.

Might try it when I get Morrowind back.

Oh theres disrepair and rubble. The video doesnt really do it any good as it shows a handful of corridors.

I almost finish the translation of your mod :D because the french players adored "The Neverhalls" and they also wanted some more, always more. :drool:
:foodndrink:



P.S: why didn't you name your .esp "The Fogotten Halls.esp" rather than "sm_falmerarmor_0.1.esp"? :rolleyes:


lol, well its because this was just going to be a falmerarmor mod back in the day. Then it evolved into this. Never got round to renaming the esp :spotted owl:


Nice, sounds like you managed to bag Hans Zimmer to compose :P

Yeah he owed me a favor. Something about giving him a list of cheats for morrowind. Not much of a gamer our Hans :P
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Mario Alcantar
 
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Post » Sat May 28, 2011 10:10 pm

This was a fun little addition to Neverhalls. Would have been nice if it was it's own dungeon similar in size to the Neverhalls but oh well :) I know that was one of your original plans. Oh yes there is disrepair you'll come across.

I really didn't have a character ready for either mod, I had used the Rings of Level Playing mod to get me through :o So I really can't give feedback on difficulty.

I jumped a little (IRL) the first time I came across a spike pit. I just didn't see it and the next thing I know I'm at the bottom of a pit. They all blend in fairly well with the rest of the scenery making them hard to see if you're not paying close attention. Unfortunately the spikes did not do any damage at all when falling in. I even TCL'd my character onto the spikes and ran around on top of them, no damage. The Dark Sila stones were annoying as well. After clearing out a certain large room I was still taking damage and after looking around trying to find what was hitting me, I realized it was that darn Dark Sila stone shooting me in the rear :P
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Ella Loapaga
 
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Post » Sat May 28, 2011 11:55 am

I wish my CD-drive was still working so I could play this :cold: but I got it anyway and will play it as soon as I can! Can't wait!
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Stephanie Nieves
 
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Post » Sat May 28, 2011 11:09 am

Unfortunately the spikes did not do any damage at all when falling in. I even TCL'd my character onto the spikes and ran around on top of them, no damage.


This is worrying :unsure: will have to look into that ASAP.

The Dark Sila stones were annoying as well. After clearing out a certain large room I was still taking damage and after looking around trying to find what was hitting me, I realized it was that darn Dark Sila stone shooting me in the rear :P

Good :D - they are suposed to be annoying hehe.
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Rebecca Dosch
 
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Post » Sat May 28, 2011 12:26 pm

Y'know, man, I won't play your mod, because it conflicts with THE MOST AWESOME CASTLE MOD EVER, and besides, I'm too busy writing some blames to Bethesda for putting the damn Dogsbane plants (or whatever it's called) inside THAT AMAZING CASTLE...

Just kidding :D I'll try it ASAP. Nice work!
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Wanda Maximoff
 
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Post » Sat May 28, 2011 5:10 pm

Looks neat. :)
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Sweet Blighty
 
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Post » Sat May 28, 2011 9:41 pm

Looks neat. :)

Thanks :)
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Chris Duncan
 
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Post » Sat May 28, 2011 10:57 pm

so errr anyproblems? :unsure:
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john palmer
 
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Post » Sat May 28, 2011 1:13 pm

Y'know, man, I won't play your mod, because it conflicts with THE MOST AWESOME CASTLE MOD EVER, and besides, I'm too busy writing some blames to Bethesda for putting the damn Dogsbane plants (or whatever it's called) inside THAT AMAZING CASTLE...

This came to mind, as well. It was of concern.
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Greg Swan
 
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Post » Sat May 28, 2011 1:43 pm

This came to mind, as well. It was of concern.


:P

I amde a note that it conflicts with your awesome epic cartoon castle mod dagoth Jeff
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Lexy Dick
 
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