Mods (for mod defs and links ONLY)

Discussion in 'The Elder Scrolls III: Morrowind' started by fable, Jun 19, 2004.

  1. Magelord648 Initiate

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    I released this a couple of weeks ago and got an excellent response so I thought I'd post it here.

    This is a simple mod that converts that useless dining room in the Vivec guild of mages into some quarters for the Arch-Mage. Once you are Arch-Mage the door will open and you will have access to some unmoveable alchemy equipment of secret master quality, Despair's ingredient sorters and my very own enchant tome that I made for a project I am working on. I also did a quick retexture of the exquisite robe and stashed one in the closet. (It's enchanted) There are a few chests for storage and a bed. I'd say it's balanced so it should work for everyone.


    Arch-Mage's Quarters - Planet Elder Scrolls

    And the forum thread.
    Magelord648s Mods -> [RELEASE] Arch-Mages Quarters
  2. Magelord648 Initiate

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    Health Fix - Planet Elder Scrolls

    No more levelling only endurance in your early days to have high health for your future challenges. Konstantine has tweaked the formula to work out health. Fortify endurance now has a use. It's great for people who don't want to plan ahead for their character and just take things as they come. It requires Tribunal for start scripts but most people have it nowadays.
  3. dragon wench Super Moderator

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    Just wanted to make note of this, it's the best Tel Uvirith mod I have tried to date. Very polished, and it fits into the game as though it had always been there:

    Building Up Uvirith's Grave - Planet Elder Scrolls

    From the Description:

    This mod allows Telvanni players to expand Tel Uvirith into a town which reflects the player's tastes and faction affiliations.
    A couple months ago, I decided to replay Morrowind as a Telvanni character. I always felt that the faction strongholds were a bit too remote and lacking in services. This was especially the case with Tel Uvirith, located in the dead center of nowhere. I wanted a stronghold that would be custom-tailored to my character, with optional buildings and services and easy transportation to the outside world. Starting from Astion's concept of a modular Tel Uvirith, I went to the TESCS and added buildings onto the stronghold, making them available for purchase from an NPC. I also added one extra building per game-faction, allowing players to customize the appearance of their tower/town according to which factions they belonged to (e.g. a player with a medium rank in the Imperial Legion would be able to build a Legion Keep).

    In total, this mod contains 20 construction options to keep a player busy, including:
    -Throne room: Contains a teleport ring for a quick return to Tel Uvirith.
    -Jail Cells: Lockable cells in Tel Uvirith's Dungeon.
    -Alchemy Nest: A place to store ingredients. You can also buy ingredient pots/sorters.
    -Tinker's Lab: Repair your damaged/destroyed robots.
    -City Wall: Protect the town with a gated perimeter fence.
    -Silt Strider Port: for transport to and from the town.
    -Marketplace: Contains several service NPCs.
    -Manor district: Homes for wealthy NPCs.
    -Mining office: Establish a mining industry and reap the profits.
    -An inn, The Rusty Bucket: NPCs from your other factions will show up here to offer you faction-based buildings and services. This includes: A Cult Shrine, a Tribunal Temple, a Morag Tong Guild House, a Legion Keep, a thief's hideout, a mage who improves alchemy apparatus, a Twin Lamps base (through a quest) and a Fighters Guild training house complete with practice dummy.

    Here are some other important features of this plug-in:
    -Promote Fast Eddie to Spellwright and have him build a manor for himself.
    -Complete Twin Lamps quests, including some repeatable slave-escort missions.
    -Explore a series of caves beneath your tower.
    -Command your tower's robots as companions.
    -Utilize extra storage space in your tower.
    -Watch most of your buildings develop in phases, rather than appear overnight.
    -Attain a set of portable camping gear from your foreman.
    -Buy an alchemy sorter and pots for Srikandi's ingredients and Expansion ingredients (extra esp files included for each set of pots/sorter).

    [This plug-in may not be compatible with other Uvirith mods since all the stronghold's cells were modified]

    My goal in releasing this plug-in is to increase your level of immersion when playing Morrowind, to give you the feeling of truly owning your tower and the surrounding town which emerges. The mod was made to fit in with the game world, the buildings and NPCs (hopefully) not seeming out of place.
  4. dragon wench Super Moderator

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    I haven't tried this yet, will do on my next MW run, but this companion mod looks to be pretty good:
    Jasmine, a Morrowind Companion - Planet Elder Scrolls

  5. fable Initiate

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    A very useful new mod:

    Useful Summoned Creatures. The name doesn't quite convey what it does. Simply put, a newly summoned creature doesn't wait around twiddling its claws until you get attacked. It immediately scans for the nearest enemy within a short distance, and attacks. This is sensible behavior, and identical to the behavior employed by summons made by foes. Good to see matters finally balanced out.
  6. fable Initiate

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    Unfortunately, the ES series was nerfed from the start when it came to interguild and/or house fighting, though that was one of the major goals in both Morrowind and Oblivion. While it couldn't be done now through mods, given the way either game is built, one great mod that lets you change things for house is Pozzo's Rise of House Telvanni. Per the description:

    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.

    There are some minor and major conflicts with a handful of other mods, all of which are thoroughly considered both in the thread and readme file accompanying the mod. It works very well, and really does create an illusion of a game whose participants evolve over time. Strong recommendation on this one.
  7. Benk Initiate

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    Howdy guys. Can anyone name any decent city expansions? I've been playing the game for a while now, pretty much standard, and thought I'd add something to the game. Any suggestions?
  8. dragon wench Super Moderator

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  9. candesco Initiate

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    Another settlement expansion:

    Ald Redaynia extended, by Princess Stomper.
    Ald Redaynia is by the npc's described as a village, but when approaching it you will see nothing more then a velothi tower. This mod corrects that and turns Ald Redaynia into a little village with houses, a chapel, tradehouse, docks and a tavern. There are also some minor quests added and you can obtain a home here. The original bittercup quest from the Thieves guild, which sends you to here, is unharmed and can still be done. The mod also add an extra shipmaster to Dagon Fel, next to Heama Farseer (the original shipmaster) which can bring you to Ald Redaynia. At Ald Redaynia itself there is a shipmaster at the docks who will bring you to Khuul.
    The mod is NoM compatible and you can play it with Children of Morrowind (optional)

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