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Sounds interesting i will try it out.
Edit: Garçon, there's a Guardian of the Galaxy in my Morrowind! I just realized I wrote "Starlord's NPC additions" in my first post instead of Starfire. Sorry about that.
I installed the mod and now there are NPCS in various guilds that are called Warrior, Mage and Thief. i would say an NPC different from another when its called different to start with. Next step would be a different back story. There are some good npc's in this mod though. Those are followers for the most Part as far as i could have discovered.
Can you tell us more about it?
Bank Mod Beta 2.0
Created by: Indestructible
Current Homepage: http://www.gamerzalliance.com
Exclusive Download Release at http://www.balmora.com
1. Added Loan System! (Official Bank Loans and Loan Sharks) See Mod Description for details.
2. Added houses to purchase in Suran, Pelagiad, Tel Branora and Dagon Fel.
3. Added new features to the more expensive homes. Such as personal mages or merchants. See Mod Description for details
4. Added bank to Vivec (outside of town proper near the sith strider)
5. Added Membership level 4 (100,000+)
6. Fixed some deposit and withdraw bugs
7. Fixed withdraw 10,000 bug
8. Tweaked down interest rates
9. Made service charges increase based on the membership level, rather than decrease.
Dave's Furniture Store Plug-In v2.01
for TES: Morrowind - September 2003
Dave Humphrey - uesp@m0use.net
http://www.m0use.net/~uesp/
Erstam - erstam@online.de
This plugin adds over 400 furniture items that you can pick up and move, allowing
you to completely alter your own house layout while in the game... the only thing
you gotta find is an empty house (now supplied as well). Items include all the
typical house furnishings (tables, chairs, beds, etc...), plants and trees for
decorating outside your house, and even placeable containers so you can store all
your loot.
FEATURES
-------------------------------------------------
- Over 400 new items that you can pick up, drop, and carry.
- A furniture store in Balmora (near the Temple), Hla Oad (just South of town)
and Vivec (North along the road from the Foreign Quarter) where you can buy
all the furniture you want.
- A 'magic' ring which will allow you to lock most furniture items in place
so you cannot accidently move them.
- A variety of plants and planters for your very own garden.
- New lights (including fires) to light up your home just the way you want.
- 7 new, empty homes which are purchased from Alorit Tiann in the Grand
Council Chamber in Ebonheart. They cost anywhere from 40,000 (small shack in
Hla Oad) to 1.2 million (grand mansion in Ebonheart).
- Buy strange and unique items in the Thrift Shop near Hla Oad. Includes Armor
Dummies, summonable lockpicks, probes and hammers (so you'll never run out)
and few sets of unique armor (total worth well in the millions, if you have
the cash).
*****************************************************************
The Elder Scrolls III
MORROWIND:
BALMORA EXPANSION:
Featuring
The Briton Knight by Jeremy
And
Vonhelira's Metal Queen Boutique by CanadianIce
version 1.4
by Gorg,
CanadianIce and Jeremy
60 screenshots available at http://www.cuneo.us/tesmw/browse.php?dir=Gorg
*****************************************************************
Very big thanks to the following individuals whose efforts and long hours both prior and current helped make this project successful.
CanadianIce
Jeremy
Telesphoros
Special thanks to all awesome modders of the morrowind community whose work inspired me to create this mod. Especially to those whose work is now showcased as part of this mod. The mods are listed below and the original readmes included.
A very very big applause for Bethesda for creating such a great game!!!
*****************************************************************
Installation:
*****************************************************************
Requires Winace 2.0 or higher which can be downloaded from http://winace.com/
BTW---> For those who continue to ask why I use winace instead of winzip, the answer is simple the zip file version of this mod was almost 80 meg...30meg larger than the winace version. :)
The winace file will extract in its own subfolders that can either be extracted directly into your ...\Morrowind\Data Files\ directory or can be extracted to a temp folder and copied to that directory.
Files should be automatically placed as follows:
*.nif go to Data Files\Meshes\...
*.tga go to Data Files\Icons\...
*.dds go to Data Files\Textures\...
Balmora Expansion.esp goes to Data Files\ folder
readme may be deleted.
*****************************************************************
Purpose & History:
*****************************************************************
[v 1.4 update-] (requires Tribunal)
-Updated textures that were missing mip maps.
[v 1.3 update-] (requires Tribunal)
-Moved temple marker so it was not inside the building mesh.
-Removed availablity of Corpus/Corprus cures from he hospital.
-Fixed a separation in a half wall in the House of Strange.
-Fixed missing post in Angur Feloth's House.
-Fixed manniquin name.
[v 1.2 major update-] (requires Tribunal)
Here is what I fixed:
-Now compatible with NOM2,Window Glow2, ICE's Hideaway and fixed compatibility issue with Asgard3.1
-Restored temple to it's original position.
-Restored Nerano manor to its original position.
-Created unique door names for Vorar Helas House which should eliminate door problems some people are having.
-Repositioned the following buildings to increase compatibility:
Entertainment District Stairs
Enchanted Weapons
Faarp Sisters Fletcher Shop
-Deleted Kaelhu's Sore and House to increase compatibility
-Removed the windows from Balmora Residence and MQB to match interior
-Fixed Family Problems quest so that you get the reward
-Fixed dialogue for Monah so that he recognizes that you rescued his daughter
-Fixed dialogue for Maid in Balmora Residence, she will not contine a conversation with you if you broke into the house
-Fixed sign inside MQB, it no longer gives you a bounty for clicking on it
-Removed bound longbow from Sara Faarp's inventory so she cannot sell it
-Updated all the names to be more race inclined for all the NPCs
-Changed Fidel's Hammer icon to make it more visible
-Fixed the spelling errors on the documents in the Zoo
-Fixed the problem with the missing meshes for Gold and Dwemer Arrows
-Fixed the ?PCRace dialogue error for the guy in the hottubs in the Bathhouse
-Fixed the spelling error on the sign for MQB
-Fixed the spelling of Breton in Jessie's dialogue in The Breton Knight
-Fixed Belaren's missing head problem
-Fixed the problem with the missing meshes for the nord heads/hair (previously fixed in update 1.1)
-Fixed it so you can no longer sleep in inappropriate locations and stores
-Fixed the GROWL problem (NPCs growled at you instead of saying Hello greetings)
-Generated pathgrids for the more cluttered building to help with companions
-Fixed floating candle and paper in Andur's house
-Fixed the diplay manniquins in the stores so that you can not steal their items or talk to them, and they are no longer animated.
-Made it harder to steal from the Enchanted Weapons shop.
As far as I know that is it, except for the sound and animation stopping issues and those are MW Engine problems that I can't fix.
[v 1.1 update-] (requires Tribunal)
This fixes the problem of the missing meshes and textures for several of the female nord heads and hair.
[v 1.0 - initial release] (requires Tribunal)
What this plugin does: (The Short Version)
Balmora expansion combines over 40 existing well known mods that effect or add to Balmora and the surrounding area. It creates tons of new material and models, adds cohesive dialogue and interaction between the old and new, adds quests, dungeons, houses that can be earned and ties it all together is a tight knit progressive story. The neat part is that none of the original town statics or interior cells were touched so any mods that only add to the original Balmora and doesn't effect landscape still works as do all mods that added stuff to the inside of existing stores. For Jeremy’s part he has created a number of sets of all new exciting armor and clothes, and created his first store for selling his stuff The Breton Knight. CanadianIce has created an all new Metal Queen Boutique store run by Erika's cousin Vonhelira. It is approx. the same size as her original in Dagonfell with over 15meg (compressed) of new fashions including several new styles based on new models for cloaks and short skirts. Both of these stores and the material contained in them will reside in the new Balmora exclusively.
Additionally Balmora Expansion includes a major sewer system part of which has been tamed of sorts and has become known as the Undercity. The Undercity was designed as a home for children of the night and darker beings. It currently houses a new version of Carnithus' Armamentarium, a temple to the Faceless God, a tavern, and a dark themed residence which can be earned as a home for the player if you are up to the quests. It also has room for several other stores should someone want to addon to the mod later down the road. All vampire friendly. This sewer system is compatible with Qarl's upcoming Underground mod with the 2 mods being totally independent yet complimenting each other thanks to some last minute work between groups.
*****************************************************************
What this plugin does, what it includes and its history: (The Long Version aka THE BOOK)
Over a year ago Gilgalas introduced a WIP mod on the forums called Balmora Trade City, an exciting concept that combined a number of popular mods effecting Balmora into a single compatible plugin with some new material. Like Silgrad Tower it had some open slots for interested modders should they want to join the project. It made it to early alpha stage but never got finished. Gilgalas is the inspiration for this work. I loved the idea but hated the implementation as it appeared as a random collection of mods that lacked cohesion, remember it was only an alpha and I'm sure it would have been awesome if it ever reached completion.
I took the alpha with Gilgalas's knowledge stripped it apart and began to regrow it, that was over 8 months ago. Balmora Expansion represents the end result. In addition to the new shops by CandianIce and Jeremy, and the new content I created, Balmora Expansion contains either the complete mods or parts of mods listed below.
This mod is really little more than a showcase for the awesome work done by the community as represented by the mods below. There were so many great mods to choose from I could not possibly include them all, I simply had to draw the line someplace. In some instances the mods had to be tweaked to make them fit into the storyline and feel of the city. An example of this was Faarp's Quiver's and Fletching Kit V2.5, his original NPC was standing on a street corner; in Balmora Expansion that NPC now shares a shop with her sister who specializes in selling bows. Together they operate an archer shop. In some instances only parts of mods were used such as GhanBuriGhan's The Regulars - Sitting NPCs where I only used some of his sitting people not all of them. Also I have included the original readmes for all mods used in this so you can see the full list of credits. Anyways on with the lists:
***Balmora Expansion includes the following new mods created specifically for it:
*Vonhelira's Metal Queen Boutique by CanadianIce, featuring all new fashions for both male and female players. Special thanks also to MP*Canus and Brady226 for the textures of some of the male versions of the robes in the boutique. For all those who pleading for a second store, your pleas have been answered.
*The Breton Knight by Jeremy featuring not only all new armor styles but also Jeremy's first store designed specifically for selling his awesome works.
Plus the new stuff I created. (You have to figure out those yourself, can't give away all the surprises).
***Balmora Expansion incorporates the following mods that should be unchecked in the MW data files list if you are currently using them:
Balmora Manor
Balmora Zoo
Balmora Bathhouse
Balmora Museum
Morrowind Abodes (Your Balmora Residence.esp only)
Dave's Furniture Store Plug-In v1.6
Lysandrus
Quivers and Fletching Kit
Wyr Jewelers
Carry your Bedrolls
DEJ Pocket Watch
Magic Backpacks
Nyagetan
Healers
WeaponPack2
ThievesGarb (Black Clothing)
Dark Club Mod 1.1
Ranger Robe
Sheikizza Aedric Armour Collection V01
Sheikizza Daedric Armour Collection V1.0
***Balmora Expansion includes elements of the following mods customized for use with this mod. The original mods can still be used in conjunction with Balmora Expansion and will function normally:
LadyE's display cases, spider webs ad jewelers sign
Dongles Musical Instruments
Gorg's Flowing Capes
Forgottens Longbow Pack
Elements from Silgrad Tower (concepts for several of the new shops I created (such as the hospital and restaurant) came from this inspired work)
House of Mannequins v1.0
Tenience's Rare Items
Particle Weapon Merchant Mod
Pack Animal Merchant
Lovemod
Heavenly Pleasures
Legolas Gear
The Regulars 2.02
Carnithus Armamentarium & Add-On I
LichLair V1.1
Darkstone Manor
Britneys Secret v1.1 (Oops, I did it, it was too funny) :) (used the faces only)
ENJOY
Gorg
*****************************************************************
Compatibility Notes: (I strongly recommend that you read this)
*****************************************************************
***Balmora Expansion requires Tribunal due to scripting requirements. It cannot be made to run with Morrowind only, however it does not need Bloodmoon.
***Balmora Expansion was designed from a clothing and armor standpoint to work with Morrowind original bodies only and use the original bodies placement scheme only. With that said we also designed the mod to be completely compatible with both Better Bodies v2.0 and Better Heads 1.1, so all the new armor and clothes work with BB2.
***Balmora Expansion affects 2 common leveled items lists:
l_m_potion and random_loot_special_marksman
It is strongly recommended that you use the level list merger in Ghostwheel's TES Plugin Tool v1.3 if you are using any other mods that affect these lists. It can be found at http://www34.brinkster.com/ghostwheel/
If your not sure then run the utility to be safe. These type of lists are used to determine the random contents of items in chests and things. If you do not use the merger tool and other mods add things to the same list then the other items will not show up randomly in the game.
***Balmora Expansion has been tested with and is fully compatible with the following mods:
NOTE---The following mods must be installed before Balmora Expansion in order to guarantee that they will work properly.
Bank Mod by Indestructible (tested with v 2.1 and higher using both the standard esp and the nohouses esp.)
Armorer by Indestructible
Petshop by Jdooby
Private Mobil Base
Asgard 3.0
Ashland Traders
A Good Place to Stay
Illuminated Order
Balmora Extras
Azriel the Merchant
ICE's Hideaway
Neccessities of Morrowind 2
Windows Glow2
Any mod that affects only the interior cells of building originally located in Balmora such as mods that add items, npcs, etc. to shops, homes and guilds.
Any mod that adds items or npcs to the exterior cells of Balmora whereby the item added is located on an existing walkway or cobblestone textured area and LAND is not altered in any way.
***Balmora Expansion has been tested with and is NOT compatible with the following mods:
dh_homes.......................updated version in Extras folder
HousesForSale..................updated version in Extras folder
Soothsayer's Booth.............updated version in Extras folder
Balmora Trade City
Balmora Walled City
Balmora House
Balmora Keep
Balmora Market
Balmora Farmers Market
Private Tower Balmora
Home Sweet Home
KFM Castle
Any mod that alters LAND in or adjacent to the original town of Balmora.
NOTE--- As noted above the Extras folder contains updated version of several mods for use with Balmora Expansion. If you are using any of these mods the originals should be unchecked in your MW data files list and the updated version used.
*****************************************************************
How to use the plugin(s)
*****************************************************************
When you start Morrowind to play, choose "Data Files"
and doubleclick on the box next to Balmora Expansion.esp
NOTE: This plugin was developed with and requires version v1.4.1313 of Tribunal.
It has been tested on both a Morrowind/Tribunal setup
and on a Morrowind/Tribunal/Bloodmoon setup in both case with the latest patches.
*****************************************************************
Save Games
*****************************************************************
This plugin is completely clean and should not interfere with any other plugins that you are running unless they are listed above.
This plugin will not invalidate your old saved games. If you save
your game while this plugin is loaded, you may encounter error messages
when you reload the saved game without the plugin. But you will be
able to continue on with the original game.
As always I recommend that you backup your saved game before running the plugin, This mod is huge and it's impossible to predict how it will react to the millions of possible combinations that can exist on MW gamers computers.
*****************************************************************
For modders only
*****************************************************************
1. Do whatever you want, all I ask is that you mention me in the readme if it's mine or the other modders responsible if its theirs.
2. I encourage those who enjoy this mod especially the Undercity to add additional buildings and continue to grow a home for the darker players of the game to enjoy.
***************************************************************************************
Vertical Limit climbing mod
v. 1.01
A mod for The Elder Scrolls III: Morrowind
Tribunal / Bloodmoon / GOTY Required!
Created with MW v. 1.6.1820
by GhanBuriGhan
***************************************************************************************
Description:
***************************************************************************************
This mod adds climbing to the game, in a way similar to Daggerfall. You can now climb almost every obstacle with a more or less vertical surface if you have the skill.
How does it work? To climb, you first need climbing equipment. You can buy climbing equipment from a number of traders and pawnbrokers, e.g. at Arrille's tradehouse in Seyda Neen, in Balmora at Ra'virr's and Dralasa Nithyron's shops, in Ald-ruhn in Daynes Redothril's pawnshop, and in Suran from the pawnbroker Goldy Belaram. You may also find one as random loot. If you are starting a new game, you can get your limbing equipment during the character generation process in the room with Sellus Gravius.Finally,if you can't wait to try it out, give yourself one via console:
player->additem gbg_climbing_belt 1.
I strongly recommend to tie the climbing equipment to a quick key for ease of use (press F1, select "inventory item", then the climbing equipment).
To climb, face the surface you want to climb and run into it, so that you are "running in place". Now equip the climbing gear or press the fastkey you assigned. There will often be a short delay (ca. 3-4 seconds) but eventually you will start climbing the wall. To change the direction you climb (up / down) press the quick-key again (or equip climbing gear again) without stopping to run. So to climb down from a ledge you are standing on you can, with some skill, do the following: Edge backwards until you begin to fall. Immediately hit run forward, and the climbing gear quickkey. Hit quickkey a second time to begin climbing down.
Climbing depends on acrobatics skill. There will be a check against acrobatics every few seconds, and if you fail, you will fall. The speed with which you climb depends on your speed attribute - you need fairly high speed to really be able to climb faster. The height you can climb on average thus depends both on your acrobatics skill and your speed. Khajiit and Bosmer get racial boni for climbing. Khajiit, as natural climbers always climb at top speed,and of course profit from their natural acrobatics bonus. Bosmer, born and raised in trees, loose their grip less easily than other races. As a Khajiit thief or acrobat you will be an excellent climber from the very beginning.
Even the best can't climb endlessly, though: You will loose your grip when your fatigue falls to 0.
Climbing terminates when an obstacle overhead (a ceiling, a larger overhang, a ridge, etc.) blocks your vertical ascent, or the surface is for some other reason getting you stuck. The same applies for climbing down.
You can not climb with a weapon drawn.
Hope you enjoy the mod, have fun!
A warning: Climbing was not foreseen by the makers of Morrowind, so it is theoretically possible that this mod may allow you to get to places you weren't meant to go. However, levitation lets you fly everywhere anyway, and I am not aware of a situation where climbing would break the game.
***************************************************************************************
Installation:
Unzip to your morrowind/data files/ folder
Enable the mod: in the launcher, under data files, check the vertical limit ESM file. As with every mod It is advisable to save under a new name and keep a copy of an older savegame. However, due to the nature of this mod, I do not foresee much trouble when removing it.
If you have used an older version of this mod installed, you should clean your save befoe using this version: Load MW without any version of Vertical Limit, ok any error messages, save to a fresh slot, quit morrowind, enable the new esp., and continue playing from the new save you made.
In case you use other mods that change levelled lists (e.g. many weapon and item mods), use a levelled list merger tool, such as Ghostwheel's TesTool ( http://www34.brinkster.com/ghostwheel/ )
***************************************************************************************
Known issues:
- Climbing can be jerky, and sometimes even results in unpleasant screen "flickering". This is a game engine problem and cannot easily be changed.
- Some surfaces look like they should be climbable, but get the player stuck in the vertical direction.This results in inability to climb them. Try jumping or move slightly left and right to get unstuck, or find a better spot.
- You may sometimes "warp" through vertical obstacles, although very rarely.
- Climbing depends on acrobatics, but trains athletics (due to the running).
- Using EnableRaceMenu interrupts the function of the script on the climbing gear, and allows it to be equipped. Remove and reequip it to get it going again.
***************************************************************************************
Version history:
1.02:
-Added climbing down feature
-Improved nudge script
1.01 (closed beta):
-Reworked and optimized scripts
-Added falling script to avoid "sticking to wall" effect.
-Added variable climbing speed
-Added racial bonuses
-Added climbing to character generation tutorial, and added unclimbable walls to census office courtyard
-Added climbing gear to more traders
-Made ghostfence unclimbable
-Added inability to climb with weapon drawn
beta 0.5:
- initial beta release
***************************************************************************************
Credits and contact:
made by GhanBuriGhan 13.June.2004
beta testing v 1.01: Falcon
Please report bugs on the elder scrolls modding forum or via email to GhanBuriGhan@gmx.net
The Elder Scrolls, Morrowind, etc. are property of Behthesda Softworks
***************************************************************************************
Writing Enhanced v1.0
1. Overview
2. Installation
3. Instructions
4. Locations
5. Extra Options
6. TC Compatibility
7. Troubleshooting
8. Known Issues
9. Contact
10. Credits
11. Changelog
Overview
Aerelorn's Writing Enhanced (AWE) adds 80 blank books and 70 blank scrolls sold from 10 different locations all around Vvardenfell. When one of the books or scrolls is equipped, the player can give it a name and then enter up to 3000 characters of text. A quill and inkwell are required for writing and can be purchased from 5 of the 10 locations. If the ALT-key is held while equipping a previously written book or scroll, the player can either erase and rewrite the contents, resume writing from where they left off(so writing in installments is possible), or export the book to a .txt file. Also, for users of the Book Rotate mod, an optional setting is available to make the blank books added by Writing Enhanced to use the rotation script.
Writing Enhanced requires Morrowind Enhanced(MWE) v1.2. See http://www.freewebs.com/aerelorn/ to download MWE or other MWE-enhanced mods.
Note: Requires Tribunal or Bloodmoon
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Installation
Unzip the mod into your /Morrowind/Data Files/ directory
Download Morrowind Enhanced v1.2 and install it if you don't already have it. The latest version can be found at http://www.freewebs.com/aerelorn/ or the major mod sites.
Run Morrowind Enhanced.exe. It is required for the mod to function correctly.
From here, you can set options to autolaunch Morrowind and/or the Fps Optimizer on startup
Run Morrowind and select MWE_Writing.esp in the Data Files menu
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Instructions
Writing a book or scroll:
Buy one of the blank books or scrolls in one of 10 locations around Vvardenfell. A quill and inkwell is also required.
After you've bought a blank book or scroll, go into your inventory and equip it.
A messagebox will pop up and allow you to type in the name you wish to give to the book or scroll. The maximum name length is 31 characters. After you're finished entering it, hit the End key.
A messagebox will then pop up and allow you to type in the text of the book or scroll. The maximum length is 3000 characters. When you reach that limit, you'll hear a clicking sound with each key you hit so you'll know you're at the end.
Hit the End key when you're finished writing.
A messagebox will give you the choice to copy what you wrote into your book or scroll(Yes), scratch it out(No), or go back and write some more(Back).
After you've written a book or scroll:
If you hold the ALT-key while equipping a book or scroll, you will be given the option to either rewrite it, resume writing it, or export it.
Rewriting: This will erase the previous contents, allowing you to select a new name and text. If you select the No option after hitting End, the previous contents will be restored.
Resume Writing: This will resume writing at the end of previous text. You can either continue writing or backspace and edit what was there before. If you select the No option after hitting End, the previous contents will remain unchanged.
Export: This will export the text of the book to a file named AWE - <book name>.txt
Note: Users of the Book Rotate mod should see the Extra Options section for details on how to get the books added by Writing Enhanced to rotate as well.
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Locations
The following locations each sell 8 blank books and 7 blank scrolls:
Seyda Neen, Arrille's Tradehouse - Arrille*
Balmora, Dorisa Darvel: Bookseller - Dorisa Darvel
Ald-ruhn, Codus Callonus: Bookseller - Codus Callonus
Khuul, Thongar's Tradehouse - Thongar*
Vivec, Jobasha's Rare Books - Jobasha
Suran, Ralds Oril: Trader - Ralds Oril*
Molag Mar, Vasesius Viciulus: Trader - Vasesius Viciulus*
Sadrith Mora, Wolverine Hall: Mage's Guild - Dabienne Mornardl
Tel Mora, Berwen: Trader - Berwen*
Dagon Fel, Heifnir: Trader - Heifnir
* Also sells Quill and Inkwell
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Extra Options
MWE_BookRotate can be set in the console(type "set MWE_BookRotate to <value>") to the following values:
The default, books are set down normally
Books will use the rotation script from the Book Rotate v5.2 mod.
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TC Compatibility
It is very easy to use AWE with TCs(Total Conversions). Simply do the following:
Install the TC Compatible version of MWE_Base.esp. See the Morrowind Enhanced manual for more details.
Install AWE normally.
Copy the MWE_Writing.esp file from the TC Compatible Esp folder of the install zip into your /Data Files/ folder, overwriting the regular esp.
Since the shops may not exist in a TC, none of the books or scrolls are placed in the world. Therefore, they must be added manually. Open up the console and type "placeatpc <name> 1 1 1" where <name> is MWE_Books1, MWE_Books2,...,or MWE_Books10 to place a crate at your character's feet. Each of the 10 crates holds 8 books, 7 scrolls, and a quill and inkwell.
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Troubleshooting
Problem: The text I've written doesn't show up in the book.
Solution: Ensure that the esp is named either MWE_Writing.esp or Clean MWE_Writing.esp and that it is not set as read-only.
See also the Troubleshooting section in the Morrowind Enhanced manual.
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Known Issues
Do not rename the esp file. Both "MWE_Writing.esp" and "Clean MWE_Writing.esp" will work, anything else will not.
The messagebox used to display text will cause a low framerate if you're typing fast. Therefore, the letters may lag slightly. If you use the FPS Optimizer, it can be set to reduce view distance to almost nothing while in menus. This helps somewhat.
Be ***CAREFUL*** with the < and > characters. Books and scrolls use a subset of HTML, so those characters should only be used if you're trying to add HTML tags. If you use them in any other form, you risk making parts of the book not show up.
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Contact
Feedback is welcome using any of the following methods:
Morrowind Enhanced Forum: http://aerelorn.1.forumer.com/
AIM: aerelorn
MSN: aerelorn@hotmail.com
ICQ: 310565663
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Credits
Scripting/Coding: aerelorn
Books/Locations/Testing: Tonto
Book Rotate Script: Cydine & Maboroshi Daikon
Special Thanks to: OverrideB1 for the acronym
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Changelog
Version 1.0
Initial Version
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Combat Enhanced v1.2
1. Overview
2. Installation
3. Combo Overview
4. Combo List
5. Trance
6. Rage
7. Difficulty Sliders
8. Extra Options
9. Addons
10. TC Compatibility
11. Troubleshooting
12. Known Issues
13. Contact
14. Credits
15. Daisy Chaining
16. Changelog
Overview
Aerelorn's Combat Enhanced(ACE) is the first of hopefully several plugins to use the Morrowind Enhanced(MWE) utility. It provides:
30 different combat combos performed using simple combinations of the basic attacks(i.e. Slash, Slash, Thrust). There are 5 combos for each of the 6 weapon types(Long Blade, Short Blade, Blunt Weapon, Axe, Spear, and Unarmed). The combos range from stat drains to knockdowns to decapitations.
Trance: The ability to slow down time to give you a better handle on the fight and dodge attacks and arrows
Rage: Slows time even further than Trance while increasing your own speed. Allows you to tear through a swarm of enemies in the blink of an eye. You must build up your Rage Level by performing normal combos in order to use Rage.
Difficulty Sliders: There are currently sliders that let you increase the Health, Magicka, Strength, and Agility or reduce the Block skill of all enemies in the game, so you can make things more difficult should you so choose.
Combat Enhanced requires Morrowind Enhanced(MWE) v1.2. See http://www.freewebs.com/aerelorn/ to download MWE, other MWE-enhanced mods, or the ACE Trailer.
Note: Requires Tribunal or Bloodmoon
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Installation
Unzip the mod into your /Morrowind/Data Files/ directory
Download Morrowind Enhanced v1.2 and install it if you don't already have it. The latest version can be found at http://www.freewebs.com/aerelorn/ or the major mod sites.
Run Morrowind Enhanced.exe. It is required for the mod to function correctly.
From here, you can set the keys for Trance and Rage, adjust the Difficulty Sliders, and set options to autolaunch Morrowind and/or the Fps Optimizer on startup
Run Morrowind and select MWE_Combat.esp in the Data Files menu
UPGRADE INFORMATION: If you are upgrading from a previous version of Combat Enhanced, you may see some error messages when you first load your saved game. Just click Yes and then resave when you get into the game.
(Optional) I'd recommend printing out the combos list
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Combo Overview
Combos are performed via a sequence of the three basic strikes, which are:
Slash - Press the attack button while strafing left or right
Thrust - Press the attack button while moving forwards or backwards
Chop - Press the attack button while moving diagonally or standing still
It is highly recommend that you turn off "Always use best attack" so you can see the different strike animations
An example sequence is "Slash, Slash, Thrust". You must first hit with a Slash, then with another Slash, then with a Thrust. If you miss, you don't need to start over. Rather, you just need try the hit again. So if you do the following sequence, "Slash(hit), Slash(miss), Slash(miss), Slash(hit), Thrust(miss), Thrust(hit)", the hits translate to "Slash, Slash, Thrust", and the sequence will be complete.
Each combo requires a certain level of skill, as indicated in the Combo List
Each combo drains a certain amount of your fatigue. If you don't have the necessary fatigue available, the move will still work. However, your weapon skills will be lowered for a few seconds, so it's a good idea to keep your fatigue at a high level.
Finishing Moves: All Level 90 Skills are finishing moves. They require that the target has less than 25% of their health remaining, as indicated by the enemy health bar.
All combos can be fully Daisy Chained
Certain combos(like Dismember Arm and Behead) only have a visual effect on NPCs, not creatures. However, the moves still work on creatures.
Hitto has made an addon for ACE called ACE_Subtitles that adds messageboxes upon successful completion of combos, in case you want something more than just the sounds. A link to it can be found at http://www.freewebs.com/aerelorn/
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Combo List
Name Skill Required Combo Sequence Description
Long Blade Cut
10
Thrust, Thrust, Slash A deep cut that saps the opponent's strength
Shockwave
30
Slash, Slash, Thrust Powerful thrust that knocks all enemies in front of you to the ground
Blade Break
50
Slash, Chop, Chop, Thrust Breaks the blade of your weapon off in the enemy, causing massive damage. See Extra Options
Disarm Weapon
70
Thrust, Chop, Chop, Slash Knocks opponent's weapon out of their hand. See Extra Options
Dismember Arm
90
Thrust, Thrust, Chop, Slash, Chop Finishing move that takes off the opponent's arm
Short Blade Throat Slash
10
Chop, Chop, Slash Silences the enemy
Slice
30
Thrust, Thrust, Slash Area attack against the enemies immediately in front of you
Dice
50
Chop, Thrust, Slash, Slash Increases your weaponspeed for a few seconds
Puncture
70
Chop, Thrust, Thrust, Thrust Punctures a vital organ, causing continuous damage
Stab
90
Slash, Chop, Slash, Slash, Thrust Finishing move with a strike straight through the heart
Blunt Weapon Bone Break
10
Slash, Chop, Slash Damages the opponent's weapons skills
Knockdown
30
Chop, Slash, Thrust A thrust to the stomach knocks the wind out of your opponent
Disarm Shield
50
Thrust, Slash, Slash, Chop Knocks the opponent's shield out of their hand
Slam
70
Slash, Slash, Thrust, Chop Area attack version of Knockdown
Knockout
90
Chop, Chop, Slash, Slash, Chop
Finishing move that knocks the opponent unconscious
Axe Hack
10
Chop, Slash, Chop Quick blows to tire out the opponent and make them attack slower
Cleave
30
Slash, Chop, Slash High damage attack that can knock off gauntlets, pauldrons, and helmets
Spin
50
Chop, Thrust, Slash, Slash Area attack that damages all enemies around you
Frenzy
70
Slash, Chop, Chop, Chop Weaponspeed increase and halves the damage you take for a few seconds
Behead
90
Thrust, Chop, Chop, Slash, Slash Finishing move that takes off the enemy's head
Spear Gore
10
Thrust, Slash, Thrust A strong thrust to the opponent's hip that slows them and makes them fall down more often
Offbalance
30
Chop, Chop, Thrust A thrust to the shoulder that offbalances the enemy and causes increased damage on subsequent strikes
Sweep
50
Chop, Thrust, Slash, Slash Large area attack that damages and knocks enemies down
Quickthrust
70
Slash, Thrust, Thrust, Thrust Increases weapon speed for a few seconds as long as you keep thrusting
Impale
90
Slash, Chop, Thrust Thrust, Thrust Finishing move with a spear through the opponent's body. See Extra Options
Unarmed Break Nose
10
Thrust, Chop, Thrust Causes large damage and drains extra fatigue
Gouge Eyes
30
Slash, Slash, Chop Blinds the opponent and does extra damage
Uppercut
50
Slash, Slash, Thrust, Chop Knocks the opponent backwards and down and does extra damage
Stun
70
Thrust, Chop, Chop, Thrust Temporarily paralyzes the enemy and does extra damage
Snap Neck
90
Chop, Chop, Slash, Slash, Thrust Finishing move that breaks the opponent's neck
* Area attacks won't effect companions with Companion Share unless you are specifically attacking them
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Trance
Trance slows down the passage of time so you can react more quickly, better plan your combos, and dodge attacks. After you've set your Trance key in the MWE window, you can toggle Trance on and off by pressing that button in the game. While in use, Trance will drain fatigue, but will keep working even if your fatigue is 0.
The amount that Trance slows down time can be adjusted with the "Trance Slowness" slider in the MWE window. 10 is the default, and the slowest available. Lower values will make time pass more quickly while in Trance.
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Rage
Rage slows down the passage of time far more than Trance, while also speeding you up. Additionally, while in Rage every strike you make will be a combo, allowing you to tear through enemies.
You must build up your Rage Level by using normal combos
Each combo gives you 1 Rage point.
It takes a minimum of 25 Rage points to initiate Rage.
You can see your current Rage Level by pressing alt-<rage key>.
Unfortunately, Unarmed attacks cannot be sped up the same way weapon-based attacks can. Therefore they will move very slowly while in Rage.
Once you've started Rage :
Each second will take off one Rage point.
You can keep track of how much you have left by watching your magicka bar. It will go from full to zero as your Rage runs out.
You can exit Rage at any time by hitting the Rage key again, but if you exit before the first 25 seconds are up, you won't get those points back
Rage does the following combos for all weapon types each time you hit:
Non-lethal hit
Slash - Disarm Weapon(or Cleave if they have no weapon)
Thrust - Cleave
Chop - Disarm Shield(or Cleave if they have no shield)
Lethal hit
Slash - Behead
Thrust - Shockwave
Chop - Dismember Arm
The amount that Rage slows down time can be adjusted with the "Rage Slowness" slider in the MWE window. 60 is the default, and the slowest available. Lower values will make time pass more quickly while in Rage.
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Difficulty Sliders
There are currently 5 enemy difficulty sliders that are adjustable in the MWE window. Each one will multiply a certain attribute of the enemy by the value shown. For instance, if you set the Health difficulty slider to 2.5, all enemies you fight will have 2.5 times their normal health.
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Extra Options
MWE_BladeBreak can be set in the console(type "set MWE_BladeBreak to <value>") to the following values:
The default, Blade Break works normally
Blade Break is turned off completely
Blade Break only works if you're in Trance. So if you're accidentally using it sometimes, but still want to use it at others, this is the option for you
MWE_AutoEquip can be set in the console(type "set MWE_AutoEquip to <value>") to the following values:
The default, nothing happens
If you use Long Blade Disarm Weapon or Spear Impale and catch the weapon falling in midair, you will auto-equip it.
Same as 1, except it only works for Long Blade Disarm Weapon and not for Spear Impale
Same as 1, except it only works for Spear Impale and not for Long Blade Disarm Weapon
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Addons
The following two addons are available for ACE:
ACE Subtitles- created by Hitto. Adds messageboxes to successful combos.
ACE Books - created by Hitto(with books by Hitto, Harlequin, Zorro17, and Goumindong). Adds 23 books that that fit into Morrowind lore which detail the usage of the 30 combos in ACE. The books are scattered in various locations around Vvardenfell.
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TC Compatibility
It is very easy to use ACE with TCs(Total Conversions). Simply do the following:
Install the TC Compatible version of MWE_Base.esp. See the Morrowind Enhanced manual for more details.
Install ACE normally.
Copy the MWE_Combat.esp file from the TC Compatible Esp folder of the install zip into your /Data Files/ folder, overwriting the regular esp.
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Troubleshooting
Problem: I used a move and it knocked an enemy through a wall.
Solution: Some moves do this. Most of the time the enemy will run back through the wall. Otherwise, you can type "ra" in the console to reset the enemies to their starting positions.
Problem: I was using a Long Blade, and my sword suddenly broke.
Solution: It sounds like you used Blade Break accidentally. There is an Extra Option available to limit this.
See also the Troubleshooting section in the Morrowind Enhanced manual.
If none of these answers help you, locate the log.txt file that's been created in the same directory as Morrowind.exe. Zip up that file and send it to me along with a description of the problem.
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Known Issues
If you use Long Blade Dismember Arm against an NPC who is not one of the default races(i.e. a new race added by a mod), they will be killed but their arm will not come off. If there is a popular mod that uses a lot of new races, support will be added for them if someone requests it.
A crash/freeze bug has been reported by several people, though I was unable to duplicate it. It occurs whenever the player dies, and is caused by one or both of the following Blood & Gore add-on plugins:
Blood & Gore Adventurer's TC
Blood & Gore GIANTS
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Contact
Feedback is welcome using any of the following methods:
Morrowind Enhanced Forum: http://aerelorn.1.forumer.com/
AIM: aerelorn
MSN: aerelorn@hotmail.com
ICQ: 310565663
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Credits
Scripting/Coding/Everything else: aerelorn
Original Sounds: CaptainCrisis
Special Effects Textures/Icons: Xeocube
Special Thanks to: AcidBasik5, Alpha Falcon, Argent, bodgy, DarrkPhoenix, delta21, DireGuard, empty, freestonew, FrozenNord, Harlequin, Hitto, j4m3sb0nd, Korrow142, Lucypher, matteg91, Mode_Locrian, mutko_dr, Nanashi, PirateBill, Sarvus, Sayter27, Sionach, Staberinde, StanRex, theKettle, TheLys, thraldur, Tonto_101, Torpulf, Zorro17 and everyone else who downloaded the beta and gave feedback and ideas
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Daisy Chaining
Each time you hit, the type of hit is stored in a list of your last 8 hits. Based on your weapon type, this list is then checked against the available combos. So for example, let's say you're using Unarmed and your last 8 hits were:
Chop, Slash, Slash, Thrust, Chop, Chop, Slash, Slash
If you make a Chop next, you'll perform Gouge Eyes because your last 3 hits will be Slash, Slash, Chop.
If instead, you make a Thrust next, you'll perform Snap Neck because your last 5 hits will be Chop, Chop, Slash, Slash, Thrust.
If you switch to a Long Blade and make a Thrust, you'll perform Shockwave because your last 3 hits will be Slash, Slash, Thrust.
It's in this way that moves are fully daisy-chainable, even between weapons. For example, the following 9 hits can produce 5 combos if you switch weapons at the correct time:
Chop, Thrust, Slash, Slash, Thrust, Chop, Chop, Slash, Slash
|____________________|
.........Spear Sweep
......................|_______________|
....................Long Blade Shockwave
......................|___________________|
..........................Unarmed Uppercut
.........................................|_____________________|
.........................................Long Blade Disarm Weapon
.........................................|_________________________|
..........................................................Axe Behead
Hopefully that little chart will make it a bit more clear.
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Changelog
Version 1.2
Added a Rage Slowness slider to complement the one for Trance Slowness
You can now do multiple finishing moves against a single opponent while in Rage(i.e. chop off their head, both arms, and then shockwave them a dozen times before they die)
Falling items now fall to the correct ground position, rather than just the best guess(most useful for falling/levitating opponents)
A few misc bug fixes
Added TC Compatible Esp
Version 1.1
Area attacks will no longer effect companions with Companion Share unless you are specifically attacking them
Body Parts from Dismember Arm and Behead will now be deleted after 3 days pass, so they should disappear about the same time the corpse normally would
Dismember Arm now works on NPCs using Better or Smoother Bodies. The falling arm uses the normal Bethesda models/textures
Dismembered Arms/Heads will not reappear on corpses when removing random items from their inventory(except for the Dismembered Head/Flesh items)
The MWE_AutoEquip option now works more reliably
Falling items now take race into account for their starting height
Removed Speed Slider to make more room for data storage on NPCs
Version 1.0
If you think of a Mod which you think is really good and worth to be tried out. Please post it too, i dont want to to miss good mods. Thanks in Regard
You just throw in random mods that you find like that crappy climbin mod from daggerfall. AND EVEN WORSE -> YOU POST THE FULL README IN HERE which NONE will read !!!. and i see that you dont just do it in this thread but in various others. I consider you a troll. If there was an option to hide your posts or mute them i would use it and so would others do as well.
Think about how helpful your comments have been. i kindly asked you to stop and explained you how these suggestions would look like.I EVEN GAVE U AN EXAMPLE.
You posting "Mod suggestions" is worrse then you staying away from this thread
The Elder Scrolls III:
Morrowind
Kirel's Interior Weather V1.0
featuring T-Rex!*
1. INSTALLING THE MOD
*******************************************************************
To install the plugin, unzip the file into the Morrowind Data Files
directory.
*******************************************************************
2. WHAT IT DOES?
*******************************************************************
Plays weather sound effects in interior cells, but not in places like
caves, ruins, etc and places you wouldn't expect to hear them - all
with little or no FPS hit.
The unique selling point of this mod is that it has interior weather
effects for cells added by any other plugins straight out of the box.
No need for patches or editing.