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Tel Meskoa & Tel Matouigius, by F.I.M. aka san monku

1.3.93 english version

Mod for "The Elder Scrolls III" - Morrowind+Tribunal+Bloodmoon

!!! feel free to laugh at my engl translation :P !!! maybe less now @v1.3+ O_O
feedback welcome for the next version.

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Index:

1. INSTALL
2. CREDITS
3. FEATURES
4. PLAYING THE PLUGIN
5. Changelog
6. Quest location list (SPOILER)

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1. INSTALL
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FOMOD installer:
00 Core (necessary)

10 Tel Meskoa ESP (choose for standard location north of Tamriel Rebuilts port telvannis)
10 Tel Meskoa ESP Races Playable (choose for standard location with new Races Playable)
11 Tel Meskoa Aesthesia Grass (choose to generate MGE grass, requires Aesthesia groundcover)
11 Tel Meskoa Remiros Grass (choose to generate MGE grass, requires Remiros' groundcover)
11 Tel Meskoa Vurts Grass (choose to generate MGE grass, requires Vurt's groundcover)

20 Tel Meskoa ESP MOVED (choose for moved location, far south-west, matched to abots moved version)
20 Tel Meskoa ESP MOVED Races Playable (choose for moved location with new Races Playable)
21 Tel Meskoa MOVED Aesthesia Grass (choose to generate MGE grass for the moved version, requires Aesthesia groundcover)
21 Tel Meskoa MOVED Remiros Grass (choose to generate MGE grass for the moved version, requires Remiros' groundcover)
21 Tel Meskoa MOVED Vurts Grass (choose to generate MGE grass for the moved version, requires Vurt's groundcover)

30 SSQN (choose if SSQN - Skyrim Style Quest Notifications is installed)
40 Alternative Birthsign Textures (chose for alternative birthsign textures)
50 Readme (found in "Data files\Docs" folder)

Manual install:
copy the content of "00 Core" to your "data files" folder
and either esp of folder "10" or "20" or "11" or "21" for the Races to be playable
optional matching esp for MGE grass (remember to only use during distant land generation)

known compatibility issues:
goblin lab -> use moved esp
if you use tel meskoa particle weapons, install those before Tel Meskoa to not overwrite the upscaled textures.

This mod is compatible with Tamriel Rebuilt.

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2. CREDITS
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Grisum, Beta Tester ! (german version)
Garak, Admin of planetmorrowind.de, thanks for hosting the german version since 2005
speedy2 (sxc.hu) and Shejan, Amanita muscaria Texture
Focuras, vocie of Dreoram
Lady E some particle effect, meshes and creatures
abot for sending me his version, where i took some scripts he fixed/optimized, the additional moved location and for making me aware of the missing sounds on the added creatures
Solidfire Darknut (glass glowset) used as reference to change my textures to fit with glass glowset
Hoschie and Family for shooting photos i can turn into textures
Rytelier - Aesthesia grass gen ini
Remiros - grass gen ini
Yacoby - grass mesh generator
DCSS for ripping of gods as birth signs crawl.develz.org go play NOW
Dwalin2012, Varil92, Shlotov88 - reporting bugs
Just A Simple Name Generator - Aleist3r/MementoMoritius
Wenderer - FOMOD Creation Tool
Mayang.com - Texutures
ESRGAN used to upscale textures
models used:
4x_4xBox by buildist
4x_4xESRGAN by victorca25
4x_4xMisc by Alsa
4x_ESRGAN_GroundTextures_NonTiled by ZaphodBreeblebox
4x_ESRGAN_Laeris_Wood by Laeris
4x_Manga109Attempt by Kingdomakrillic
4x_skyrim_armor by Alsa
4x_ESRGAN_Skyrim_NonTiled_RGB_Catrom by Deorder
4x_Fallout_Weapons_V2 by Bob

c&p some Morrowind interiors

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3. FEATURES
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5 Islands
Quests and small story
Though Enemies
New Items
in optional ESP Playable Dremora and Vampire Races, disabled by default
New Birth Signs ripped off from DCSS
3 Mercenaries
Purchasable Castle
lots of new Cells
some non-lore friendly "eastereggs"

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4. PLAYING THE PLUGIN
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I recommend characters with level 40-50 maybe you can make it with lvl 30, i don't know.

At Tel Mora is a teleport shrine with that you can travel to Tel Meskoa, from there
you can travel with a ship to Tel Matouigius.
The main quest on Tel Matouigius can only be started if the guild quests on Tel Meskoa are done.

You will not see the islands on the map unless you use the MCP (Morrowind Code Patch)
under - Interface changes - you need to activate Map expansion.


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5. Changelog
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1.3.93:

Removed playable from the classes, left them in because to lazy to check npcs that have them
Renamed potion of might to elixir of might to match the other potions, also added new model and reduced/changed buffs
Added the new potion models made for v2 for the other elixirs
Changed 3 teleport scripts to only have to change 1 global after moving the landmass

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1.3.92:

new birthsign: Xom the Unpredictable, chaotic god of chaos. gives Xom's portal stone and random effects and "events"
changed guild quest chain reward from 4 location teleport ring with a portal stone that can be customized (more or less like a hearthstone)
changed teleport amulets into portal stones, with teleport protection in certain cells
added birthsign textures (vanilla style and alternative)
added optional support for SSQN - Skyrim Style Quest Notifications
lowered some floating trees when using Vurt's solstheim trees
removed some trees and rocks
removed a unique item that was placed by mistake

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1.3.91:

ground texture changes to generate ascadian isles grass instead of bitter coast
minor other ground texture changes
castle service npcs have to be hired and still refuse service until quest finished
castle exterior expanded to fit the interior somewhat, from 100% nonsense to 20% ?
wooden dock from tel matouigius town replaced with imperial one
mage mercenary will cast heal spell on player when below 60% until above 90%
mage mercenary spells replaced with spells without aoe
increased health of mercenaries by 50
shrinked interior of the mercenary house to fit exterior
2 sets of stone meshes replaced with ones that have the uv maps fixed, 1 set added new texture
deleted some meshes in preparation for 1.4/2.0 whatever it will be
replaced a lot of the leveled creature spawns used for more variation and less trivial enemies
changed some creatures of leveled creature lists
added some creatures and leveled creatures
almost all trainers had 3 level 100 skills, some have now no lvl 100 skills some still 1
fixed some floating trees when using vurt's solstheim trees
rock'd some texture seams
added some plants and some plant related changes
fixed a weather type on a interior behaving like exterior

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1.3.9:

the 2 new races not playable anymore (optional ESP without this change)
some script changes
some lighting changes
reduced enchantment capacity on weapons and armor to the same as daedric
added prefix to "tiered" enemies, "skeleton warrior" "adept skeleton warrior" "elder skeleton warrior"
some leveled list changes
teleport npc near dock service refusal added
deleted unused travel NPC
minor book/note changes
removed a daedric armor piece and reduced some other loot
changed sleep creatures
added some missing path grids
20% poison resist added to birthsign The Shining One
changed summon skill from birthsign Kikubaaqudgha
replaced old birthsign "the dremora" i missed last time with another dcss god, Makhleb
adjusted some soul values
removed the markers for almsivi intervention and divine intervention
NPC that should only have bound armor, which isn't possible, now has broken armor that is not bound
and some other minor stuff not worth listing or forgotten
(non player related, added position marker for easy "tesfaithing")

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1.3.8:

fixed locked door script which checked wrong journal entry
added cell that will be used instead of the museum interior (1.3.7 fix did not work as expected)
tandores quest: added option to decline quest if not ready
tandores quest: disabled teleporting on all cells during the quest instead only the last
changed texture on an enemy using the almalexia mesh
removed "auto calc" from spells
fixed misplaced ship door
removed propylon allowing travel back to the first elemental level and adjusted entry position
reduced hp on the crypt melee skeletons
increased NPC speed that is fallowing during quest
some lighting changes
reduced the size of an ingredient mesh
some journal/dialog changes
removed a daedric armor piece
some NPC and creature placement changes
changed some cell and item names
and some other minor stuff not worth listing or forgotten

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1.3.7:

removed the museum interior, in preparation for 1.4 (blocked door for now)
removed some rocks in preparation for 1.4 and changed some others
added missing spikes and debris to daedra ruins
ability to teleport on key locations disabled
fixed exit portal in a mage tower, no leaving while boss alive
cell changes (names, mostly lighting in town interiors was dark when using TLaD etc)
race, names, gender and level changed on some NPCs
NPC selling spells don't have their spells from auto calc anymore
fixed some scripts
removed the LadyE trees which were used only 3 times
some minor changes on some items, spells and enchantments
and some other minor stuff not worth listing or forgotten

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1.3.6:

cleaned 9 dirty NPC edits - thanks Varil92 for reporting.
added vurt's groundcover esp

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1.3.5b:

MOVED ONLY, fixed teleport shrine from tel mora to tel meskoa - thanks Dwalin2012 for reporting.

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1.3.5:

reduced paralyze to 1 second on weapon enchantments
changed the ship on tel meskoa: docks to a longboat, i promise this can navigate around the castle
changed the spikes on one of the mage towers

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1.3.4:

fixed mercenary contract dialog to show the correct remaining contract time
adjusted mercenary health, available spells, speed and athletics stats
removed "easter-egg" item from creature inventory
made abundant ingredient with restore magicka somewhat "incompatible" with comberrys
changes to many enchantments
changes to many spells
added vertex painting and collision mesh to the volcano mesh

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1.3.3:

farm house meshes replaced to not get snow textures on it, depending on texture replacer used
some texture seams fixed
moon mesh replaced with altered version so it's not the same as the one in vivec
some strong items easy to steal removed like daedric weapons etc
some interior changes
vendor inventory/chests changes, amount of gold reduced and available items changed
enemy inventory changed, daedric/ebony weapons replaced with lvld list (still chance for daedric/ebony)
guild hall exterior expanded to match interior
some minor script changes
de-saturated mushroom texture
boat travel from tel meskoa docks to tel matouigius farm both ways
enchantment changed
quest reward changed
npc/cell name changes
region sounds changed/added
soul values mostly reduced some named/unique enemies increased
undead leveled list changed, will now spawn variations of some enemies
secret hidden stupid stuff

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1.3.2:

non esp changes:
Green Crystal model/texture improved

esp changes:
remaining IDs changed to not start with numbers
removed 3 enchantments edits
Lore unfriendly "easter-egg" made more hidden
potion renamed
custom scum mesh added in case transparent scum texture is used, no more floating stuff.
Note rotated
Texture seam rock'd
1 Cell containing part of the farm renamed
MOVED only, fixed missing ship travels

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1.3.1:

non esp changes:
some textures and icons updated
some meshes changed (collision, UV mapping, vertex painting etc)

esp changes:
renamed and nerfed 1 potion
removed some items from the moonsugar and skooma leveled lists. there should be no tel meskoa stuff in non tel meskoa regions
fixed spelling for the races and classes
changed birth signs to ones inspired by dungeon crawl stone soup

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1.3:

dialog changes
grammar and spelling changes
more context to the kill quests on tel meskoa

updated many scripts, some changes taken from abots version, thanks!
upscaled all textures x4
UV corrected many meshes
updated almost all weapon/armor meshes/textures
glass weapons/armor given the glass glowset treatment tried to match the style of the glass glowset mod
added path grid to many cells
normalized all weapons and armor to strongest vanilla stats (enchantment capacity a bit higher...)
reduced hit points on some enemies
changed spells on some enemies
nerfed some misc items
removed all shelf fungi from trees for tree replacer compatibility
added 2 new plants
volcano terrain replaced with a mesh (sun might shine through sometimes)
added missing sounds to creatures (thanks to abots esp to let me know)
added 3rd Mage Mercenary to use unused journal entries
and some other changes

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1.2b:

fixed creature sparkling sound footsteps


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6. Quest Location List
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If you're not sure if you did all quests, look at this Quest list.



!!! S P O I L E R !!!

If the quests for the Renegade Telvanni on Tel Meskoa are done, you can do the Renegade Telvanni quests
on Tel Matouigius.

On Tel Meskoa's main island the Dremora have 5 quests for you, the cave is in the south on the main island.

In the tel meskoa meteor is 1 quest.

On the second Tel Meskoa island, with the volcano, you can find 2 quests. You will get them
from a guy in a Mournhold house.

On Tel Meskoas main island, in the vampire temple are 2 quests.

In the tomb, where you get in one vampire quest, you get another quest.

In the town on Tel Matouigius are 2 quests, the 2 npcs will talk to you if u get near them.

At castle Kaoss you have to do a quests to get access to the service of the npcs

In the north of Tel Meskoas main island in front of a daedric ruin is a npc with a quest.

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