Morrowind
0 of 0

File information

Last updated

Original upload

Created by

Taken_by_Trees changed username to Langusteer

Uploaded by

Langusteer

Virus scan

Safe to use

About this mod

Expands the ruins around Kogoruhn

Permissions and credits
This is a mod I made back in 2010.

============= 
Kogoruhn ruins 
============= 
Version 1.11 
By Taken by Trees 
1. Description 
2. Requirements 
3. Installing the plug-in 
4. Playing the plug-in 
5. Save games 
6. Conflicts/Known Errors 
7. Changelog 
8. Further Updates 
9. credits 
10. contact and information 
11. legal stuff/disclaimer 
=============== 
1. DESCRIPTION 
=============== 
"Kohoruhn was the seat of power of house Dagoth before its fall. The stronghold is surrounded by a few ruined houses in the original game. I have expanded these ruins so that the area around the stronghold is filled with ruins of a large settlement making the place even more forboding and dangerous than before. "

What it does is adding the ruins meshes (found around the ashlands, mainly around kogoruhn) to create a ruined settlement around the dunmer fortress in the exterior cell "Kogoruhn". There is a few additionally manually placed enemies but they keep to the theme of the area in question.

=============== 
2. Requirements 
=============== 
Morrowind 
======================== 
3. INSTALLING THE PLUGIN 
======================== 
Use the nexus mod manager 

or

Extract the esp file to c:\Program Files\Bethesda Softworks\Morrowind\Data Files 
From the Morrowind Launcher, select Data Files and check the box next to the Kogoruhn ruins 1.1.esp 
===================== 
4. PLAYING THE PLUGIN 
===================== 
Go to Kogoruhn to see all the changes. 
=============== 
5. SAVE GAMES 
=============== 
Safe to add to an already started game. 
============================ 
6. CONFLICTS / KNOWN ERRORS 
============================ 
Compatible with RoHT (Rise of House Telvanni) 

Vurt's groundcover
Will result in floating grass. A workaround is removing the additions in Kogoruhn from Vurt's mod.
But hey, why would there be grass in the Kogoruhn area anyway?

Alters some of landscape in the exterior cell Kogoruhn and some minor changes to the mountains in the nearby cells. 
Will obviously conflict with most mods which alter Kogoruhn's exterior.

============ 
7. Changelog 
============ 
1.11
- script added to the blightcloud, which now shows up during ashstorms
- the typo in the meshname is fixed( no more floating buildings =P)
- no more requirement for bloodmoon
-- A big thank you to Abot for this corrections --
1.1 
- Compability with RoHT 
- Added clutter and remains of sixth house worship among the ruins 
- Tweaked the Pathgrid 
- Changed some of the positioning of the ruins 
- A few tweaks to the shadows 
- removed blight cloud 
1.0 Release 
============ 
7. Further Updates 
============ 
I do have the urge to start modding again, but I've nothing planned for the moment.
============ 
8. CREDITS 
============ 
Melichor Darhk for the mesh: md_azura_strongdwell_01.nif (now renamed md_ruin_r_01.nif) 
Abot for a warm welcome to the forum and all his advice and corrections of the 1.1 release.
Bethesda for the great game of Morrowind and the constuction set. 
========================== 
9. CONTACT AND INFORMATION 
========================== 
If you have any questions, concerns or ideas, please feel free to find the old thread on the on the official forum or leave a comment here on the nexus. 
========================= 
10. LEGAL STUFF/ DISCLAIMER 
========================= 
Feel free to expand this mod and impliment it into other mods, as long as I'm mentioned in the credits. If you want to use the md_azura_strongdwell_01.nif (now renamed md_ruin_r_01.nif ask Melichor Darhk for permission. At the current date (2016-01-13 he's still often seen on the official forum)