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~~THIS IS A COMBINED FILED OF ALL FOUR SOBITUE CHAPTER README'S, THE SEPERATE CHAPTERS SHOULD BE OBVIOUS~~

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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
{ Dagoth Agahnim's Sobitur Facility README (R)2009 }
{ Made by: Danny Brown a.k.a Dagoth Agahnim (yes, ES+Zelda) }
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

-THIS MOD HAS BEEN CLEANED WITH TESAME-

======================REQUIREMENTS===========================
-Morrowind patched above 1.6 (I used 1.6+) may work with
older version, haven't tested.

-Tribunal AND Bloodmoon for better scripting options.

-�exa's Dwemer Alchemy V2 (EN), for her sexy Dwemer Alchemy
apparati and storage jars. I've incorporated her apparati,
and used her storage jar meshes to make my own, fully working
automatic Alchemy Ingredient Sorter!!

-This mod. I have incorporated the other mods I used in
this mod's creation, and combined all the data files into a
single zip file, so all you need is this file. Credit is
given to the creators of these other mods, as well as a list
of the mod names, at the end of this readme. Attempts were
made to contact all mod creators, listed below are the ones
who actually responded as of this mod's release.

->Henkbein, creator of the Dwemer Cyborgs, has responded and
given me full permission to incorporate his mod into my own,
he was actually surprised that anyone still played Morrowind,
he'd stopped years ago.
->The maker of Lexa's Dwemer Alchemy has given me permission
to use some of their mod with mine.
->That's it so far, as of 7/12/2010.
=======================Installation===========================
-Move all files in this download to your Data Files folder,
easy peasy.

===================What This Mod Does=========================
-Adds a new island, Sobitur, off the northern coast of the
Sheogorad region.

-Island is actively volcanic, mind the lava and dust storms.

-Non-playable "race" of Dwemeri Cyborgs guarding the facility
and keeping it active. Do not respawn.

-Cyborgs of various roles: Sharpshooters, Pikemen, Swordsmen,
Bludgeoners, Hatchetmen, Smiths, Captains, Commanders, etc.

-Dwemer Sentinels, fully functioning sentinels who's parts
you've seen inside some of the Crater Citadels.

-Facility guarded by Golems, Cyborgs, and Animunculi.

-Several sections to the facility, including: Armory, Storage,
bed chamber for visiting Dwemer dignitaries(ripe for your own
use), Mess Hall, Kitchen, Mass Storage/Formation Area, Mine,
Thermal Tunnels, Research Lab, Observatory, Alchemy Nest (with
fully functioning automatic ingredient sorter!), Bathyspheres,
Docks, Lighthouse, and much more!

-Teleportation ring that can return you to Sobitur at any time.

-Connects Sobitol to Sobitur via a Teleporter. Sobitol is the
original facility from the Dwemer_Cyborgs mod made by Henkbein.
There are 2 different teleporters, the Pylons, which only move
the player, no companions: and the Unstable Portals, which move
the player AND companions. You cannot activate the Portal
without having two 'Companion Warp Stabilizers', one of which
is in Sobitol, the other in Sobitur. The Pylons only require
a single 'Warp Stabilizer' each to run, but you can only get
them from the facility you are trying to teleport to, so you
will have to visit both facilities for full teleporter use. I
felt this balanced the mods, as it wouldn't be right for you to
only have to fully explore ONE of the ruins and then have access
to the facilities of both.

-Provides another armor/weapon recolouring machine to the new
facility, Sobitur, which I feel is better incorporated than
the original, which is in a ruin reached from the back of the
Balmora Mage's guild.(Sorry Curry_Monkey, that was the ONLY
problem I had with your mod though, the rest is orgasmic :D )

-The Cyborgs here are made to be tough, ranging from level 10
to level 70. Come prepared for a fight. Be ESPECIALLY
careful, or stealthy, in the Formation Grounds, this facility
has been running non-stop since the fall of the Dwemer, and
Sobitur and Sobitol have continued churning out Cyborgs and
Animunculi, though at a slower rate now that the Dwemer miners
are gone, leaving just a few mining Animunculi.

-Read the READMEs for the other incorporated mods for
descriptions of what they add/do.

-Spoiler at the bottom for locations of 'Warp Stabilizers' and
teleport ring for Sobitur.

=====================History of Sobitur=======================
-Sobitur was a facility that not many outside of the Dwemeri
even knew existed. The island's active volcanism obscures
the structures from sight at most times, and also deters
people from bothering to explore or adventure in the area.

Sobitur was built twenty years after it's sister facility,
Sobitol, came online. While Sobitol focused on producing
Dwemer Cyborgs, Sobitur focused on uniquely armoring and
equipping each type of Cyborg and continuing ongoing research
in various fields of study. Upon the destruction of the
entire Dwemer race by Kagrenac, the Cyborgs automatically
took over basic operations of the facility in order to keep
it ready in the event their masters ever return.

Production has continued in the hands of the Cyborgs ever
since their masters' fall. The production has slowed down
tremendously however, because the majority of the miners in
Sobitur were Dwemer, with a handful of mining Animunculi, so
output has slowed, thus slowing production.

One interesting invention of the Dwemer in this facility is
the Equipment re-colourer, a machine that can take weapons
and armors of Dwemeri, Daedric, Glass, and Ebony and recolour
them, making it easier to indentify a Soldier's purpose and
role during a battle. This machine has been thoroughly
maintained by the Cyborg Smiths, and is still in full
functionality.

=========================Known Bugs===========================
-None known at this time. Report any bugs you find to me at
[email protected] with the subject title "Sobitur Bug"
and I will correct them and update my release.

-Will likely conflict with any mods that change the
landscape off the coast a fair distance North of Vvardenfell.

===========================NOTES==============================
-ALWAYS backup your save files before starting a new mod.

-If you are using ANY version of "Underwater Dwemer Ruins",
"Re-coloured Ebony and Dwemer", "Dwemer Cyborgs", "Dwemer
_Bow_and_Helmet", "Dwemer Golem", or "Dwemer Sentinels" you
may, -MAY-, need to disable them, I'm honestly not sure,
because I have fully incorporated these mods and all of their
files into my mod for ease of download and use. If you use
my mod AND these mods, you may encounter errors or 'doubling.'
It should not effect your save games if you have been using
these mods, just enable mine and disable the old mods.

===========Contact Information and Permission Info============
-Anyone may use the ORIGINAL content of this mod for use in
your own mods, and may upload this mod in it's entirety to
any site, so long as FULL credit is given to myself and the
authors of the mods I incorporated. Be sure to read THEIR
READMEs, which I have included in a seperate folder, for
their consent and contact information.

-You may contact me with questions, problems, concerns, or
suggestions by emailing me at [email protected], and
be sure to include "Morrowind Mod" somewhere in the title, or
something similar that will let me know what the message is
about.

-If I take a little time to get back to you, bear with me.
I'm in college, I'm employed, I have a wife and child, and I
still have....*shiver*....DIALUP INTERNET....(high speed is not
available in my area yet, I live in the middle of a forest)

-For alternate contacting, you can try to catch me on "World of
Warcraft", but please don't spam me or you will find yourself
on ignore instantly. I am on the Aggramar - US server, my
primary characters are Tholian, Azzraenelle, Ganon, Tholiann,
Tyranous, and Flangebank. Send me an in-game mail if I am
offline or in a raid, whisper me if I do not appear busy. If
you send me ingame mail, be sure the topic includes the word
"Morrowind" in it, so I know what it's about.

-One last thing, if anyone has the mesh Dongle made a while back
for a Dwemer Ship (retextured ship with dwemer metal) please
email that file to me, all the download links are dead now for
it and I lost mine. /sadpanda

==========================Credits==============================
-THIS MOD WAS CLEANED WITH TESAME

-Danny Brown(Dagoth Agahnim, myself), and my love for all that
is Dwemeri.

-Elizabeth, my loving wife who is as much of a gamer and
geek as her husband.

-Bethesda, for creating the Elder Scrolls universe and keeping
it up and running with such amazing quality.

-The Tamriel Rebuilt Team, even though they have nothing to do
with this mod, they have inspired me to never quit modding no
matter what life throws at me. I am happy when I mod, it lets
my inner-artist shine despite the fact I have no free time to
draw, sculpt, or sketch any longer. FYI, this mod does not, and
will NEVER clash with TR, I made sure of that when I chose the
location for my mod.

-Daniel Fuller(Curry Monkey), for his original recoloured
armor mods, which I have enjoyed for years.
(Underwater Dwemer Ruins) (Re-coloured Ebony and Dwemer)

-Henkbein, for his awesome Dwemer Cyborgs mod that knocked my
socks off when I first found it.
(Dwemer Cyborgs V2.1)

-Cethegus, for their open-faced Dwemer Helmet, nicely done.
(_Dwemer_Bow_and_Helmet-1046)

-Darknut, for his GDR (Greater Dwemer Ruins) modders' resource,
which gave me many more options while building my mod.

-Proudfoot Imaging, for the meshes for the Bathysphere, Tome,
and Orrery, all very nicely done.

-�exa, for her Dwemer Alchemy Apparati and Storage Jar meshes.

-Xanondorf, for his rare robes, of which I used the Dwemer Robe
in this mod.
================================================================
Honor above all...Except vengeance...
================================================================










































~~~~~~~~~~~~~~
***SPOILERS***
~~~~~~~~~~~~~~

-Teleport ring is in the Cyborg General's inventory,
you'll have to kill him. You can TRY to pickpocket
it, but seeing as the ring 'ports you to the command
center, you'll want the General dead anyway.

-Sobitur Warp Stabilizer is also in the Cyborg
General's inventory, go kill him.

-Sobitol Warp Stabilizer is on the table in the back
of the Sobitol Retreat.

-The first Companion Warp Stabilizer is in the hands
of, you guessed it, the Cyborg General!

-The second Companion Warp Stabilizer is on the table
in the back of the Sobitol Retreat.

-There are 3 different ways to enter the facility
from the outside, the Main entrance in the volcanic
crater, the secondary entrance by the docks, and a
tube entrance to the Access Hall between the main
facility and the mines, which is on the shore near
the base of the main volcano.

-The working Bathysphere has a 'Nap Chair' that works
just like a bed!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
{ DAGOTH AGAHNIM'S }
{ SOBITUR FACILITY Expansion: part 1, Legacy of Sobitur }
{____________________________________________________________}

THIS MOD CLEANED WITH TESAME.

TO INSTALL:

-extract to your primary Morrowind directory, it is set up to
go to the proper places in your data files from there.

-activate 'Clean DA_Sobitur_Quest_Part_1.esp'


WHAT THIS MOD DOES:

-This mod is an expansion to my Sobitur Facility mod, adding a
quest chain that starts the moment you go to sleep and turn
level 40, or if you are already 40+, when you next go to sleep.

-If you have already staked your claim to Sobitur, you may have
a problem, as new quest items were added to the Cyborg
Commander and General. I suggest you start this from a save
that was prior to going to Sobitur. If you haven't been to
Sobitur yet, or you are just now installing my Sobitur mods,
there's no problem at all.

-IF you have already taken over sobitur and you wish to just
'cheat' and complete the quests, just placeatpc the Cyborg
Commander and General and loot the new items from them. No I
am not going to include their ID's in this readme, you'll have
to look them up in the CS yourself, cheater :P

-I have tested this mod extensively and all quest chains appear
intact and functional, as do all new scripts.

-Note that this is 'Part 1' only, this is about half of what I
am planning. Once you complete the available quest chain, you
should have an idea of what I am planning next, and I think
you'll all love it :)

ENJOY YOURSELVES!

Sincerely~Dagoth Agahnim

contact info: [email protected] or read main file's
readme for more contact info.
website: http://havenofthefallencom.ipage.com/

Credits:
-Myself for the original content and storyline.
-See previous readme for various credits.
-I am using a few creature meshes from an unknown source. They
have been among my files for ages, and the site I had downloaded
them from is now no longer there. I do not intend to
steal anyone's work, I'll gladly update the readme to give you
credit if you can prove that you are the creator(s).


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
{ DAGOTH AGAHNIM'S }
{ SOBITUR FACILITY Expansion: part 2, Dark Secrets }
{____________________________________________________________}

THIS MOD CLEANED WITH TESAME.

TO INSTALL:

-extract to your primary Morrowind directory, it is set up to
go to the proper places in your data files from there.

-activate 'DA_Sobitur_Quest_Part_2 Clean.esp'


WHAT THIS MOD DOES:

-Adds the final part of the main quest chain for Sobitur.

-Continues where part 1 leaves off. once you've done part 1,
you'll know where to go for part 2, it's pretty obvious.

-Should work just fine even if you have staked your claim in
Sobitur already, affects only the Drilling Rig interior from
previous releases, the rest is all new content.

NOTES:

-In the last release (quest part 1) I had said that I was using
'several' creature meshes who's origins I couldn't pinpoint.
This is no longer the case. Most of them were incomplete, and
either had no animations, or other problems, so all have been
removed from my mod.

-There are two meshes that I still cannot track the original
source of. one is 'An_Iron_Golem' which appears in countless
mods already. I have searched and been unable to find out who
the original creator is. If this is you, contact me so I can
add your name to the credits please. The other is a flying,
fiery skull that has been on my system for about 5 years and
never had a readme with it. It came off of a modding resource
site which is no longer on the internet. So again, if this is
yours, contact me so I can add your name to the credits.

-For contact information and existing credits, view previous
readme's.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| Chronicles of Sobitur: Re-purposed |
| By: Dagoth Agahnim |
| 4th Installment of the Sobitur Series |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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-------------------------------------------------
Installation:

Extract the Data Files folder within this archive to
your morrowind folder, eg: c:/program files/morrowind
Everything will extract into the proper place from there,
click 'yes' to any file/folder replacements, some files
used by the previous installments are being replaced
with new textures for better appearance.

If you already have the previous Sobitur installments,
it is safe to copy and replace the old ones, nothing
has changed in the old plugins, I only make changes to
the new installments, so as to avoid object doubling.
-------------------------------------------------
Requirements:

Morrowind
Tribunal
Bloodmoon
�exa's Dwemer Alchemy V2 (EN)
DA_Sobitur_Facility_Clean
DA_Sobitur_Quest_Part_1_Clean
DA_Sobitur_Quest_Part_2_Clean

All of these required files are included in the download.
-------------------------------------------------
What this Mod is about:

This is the 3rd expansion of my Sobitur Facility mod.
It finishes the questline and adds several new areas
to the facility, which will all be listed below.
-------------------------------------------------
What this mod adds to the Sobitur chain:

-Last few parts of the questline, the ability to tell
several major factions of Vvardenfell whether or not
they may establish a base at Sobitur Facility now that
it has been made safe by you. The choice is yours
because without you the facility would still be a major
threat, and so ownership is considered yours now.
-The factions looking to get a foothold on/in Sobitur
are:
*House Hlaalu
*House Redoran
*House Telvanni
*Tribunal Temple
*Imperial Legion
*Imperial Cult
*Morag Tong
*Thieves Guild
*Mages Guild
*Fighters Guild
*East Empire Trading Company

-Allowing or denying access to Sobitur to any of these
factions will have no impact on your standing with them
at all.
-There are also randomly spawning nameless members of
each faction dotted through the facility. Only factions
you have allowed access will spawn. This adds a little
more to the appearance of their presence in Sobitur.
-Each faction offers something different to Sobitur,
whether that be a Silt Strider, a Boat, a merchant,
trainers, repairs, help with a price on your head, or
new sections of the mines to explore or plunder. Below
is a list of what each faction adds, this is NOT
infallible, there may be other things as well not listed,
this is just a general list so that you can get a better
idea of what you are getting.

*House Hlaalu: Walled floating base with a trader, a manor,
and a Silt Strider. They also dig a new section into the
mines.

*House Redoran: Small cluster of buildings with a Smith.
They also dig out a new section into the mines.

*House Telvanni: Floating Tower and Docks, tower is linked
to the Realm of Flame, and also has an alchemist who has
a re-stocking supply of the unique ingredients found in
the Realm of Flame.

*Tribunal Temple: A single Temple with burial chambers
in the basement. They are just there for general prayer
services to the workers, and also have a merchant with
the usual supply of curing and healing potions expected in
a temple, plus shrines.

*Imperial Legion: Establish a small Fort on the coast,
providing combat trainers, a smith, and some additional
guards to the Facility. Also dig a new section into the
mines.

*Imperial Cult: Adds a cult shrine to the inside of the
Legion fort (if you allowed them in) as well as a Priest
who can offer training and curative potions. There will
also be randomly spawning cult priests around the facility.

*Morag Tong: Send a few members to the kitchen in Sobitur.
They are mostly there as a stopover point for members
engaged in writs, but they bring some cooking staff with
them. The cooking staff will offer food and drinks, and
bring some life back into the empty kitchens. The
representative for the Morag Tong moves into the Lighthouse
and offers training.

*Thieves Guild: Establish a small hideout outside of the
facility. Meant to be a safehouse for members and also
a low-rent free inn for weary travelers. They will offer
basic inn fare like booze, bread, and cheese.

*Mages Guild: Adds some researchers to the Labs and the
Smithy, and other parts of the facility. Also adds an
Alchemist vendor to the labs.

*Fighters Guild: Adds a trainer and a sparring mat to
the Formation Grounds. He offers his services to anyone
who can pay.

*East Empire Trading Company: Take possession of the old
ship on the docks, adding a couple guards and an importer.
The importer on the ship offers a new service, he will sell
you rare ores and minerals in unlimited quantities, but at
very steep prices. This will allow anyone to more easily
get some items, like adamantite, ebony, and glass, but
it will be very expensive. This offers an unlimited
supply to you for a cost. I felt this would help the super
rich players who want to put all of their guards and
companions into matching armor uniforms, I know I do it so
someone else out there probably does too.

Each faction offers something for allowing them to set up
a base at Sobitur, so I would personally suggest allowing
them all in. The choice is up to you however. If for
any reason you don't like one of the factions, you can
give them the boot.

---------------------------------------------------------
Permissions:
-This mod is my project and my design. I will not give
permission to anyone to modify it or publish it elsewhere.
I will publish this mod where I wish to, which at the
moment is ONLY Planet Elder Scrolls. I will be building
a new subdomain eventually and I will also post it there,
but until then, PES is the only location to get my mod.
-Feel free to make personal mods within Sobitur. It's
your game and your character, and if you want to customize
the facility in some way for yourself, I won't try to
deter you, but you MAY NOT release your mod to the public.
This mod is meant to be played as-is, and if someone wants
to customize it afterwards for themselves, they may, but it
is for them only, not anyone else.
-If you make a new mod based within Sobitur, and you feel
that it fits in seamlessly and smoothly, contact me at
[email protected] with the title 'Sobitur', send
me your plugin (cleaned with enchanted editor or something
please) and explain what you've added or changed, why you
did it, and what I should look for when I try it. If I
like it, and I believe it enhances the experience without
changing it too much, I will allow you to release it and
I will add a link to where you release it to the description
of the Sobitur mod page along with a description of what you
made.
-If you find a mod that you enjoy that conflicts with Sobitur
please let me know and I will see about making a compatibility
plugin. Again, email me at [email protected], if you
are able, also upload the mod in question with the email.
If it is a minor or personal mod, I will just send the new
compatability plugin back to you in an email. If it is a major
plugin, I will release it on the Sobitur page as a new download.
If the conflict is occupying the same land space, I will not
even try to make them compatible. I already moved the entire
facility from above Dagon Fel to where it is now because it
conflicted with Tamriel REbuilt. I'm not doing that again.
I chose the current location because TR will never be modding
in that area, and because not many mods add land north of
Vvardenfell, so the odds of conflict are lessened.
-Any new objects, npc's, etc that I create are preceded in their
item ID by either 'DA', '_DA', or something like that. This
lessens the risk of another mod having the same item ID's and
causing a nasty conflict. If you are a modder, please take
note of this and do not create any ID's starting with DA or _DA.
-Any other mod I used to help make this mod is the sole
property of the person or persons that created them, and
is outside of my ability to give permission to use. I include
readme's for any such mods I use along with my download so
that you may read their own terms for yourselves. Any mod I
have used I have attempted to gain permission to use, and
have permission from some of them, which are listed as such
in all previous releases' readme's as well as the Sobitur
download page. Please refer to my other readme's for more
information.

---------------------------------------------------------
Credits:
-All the usual people from previous installments, especially
Darknut for his dwemer modders resources.
- (POSSIBLY MORE, UPDATED WHEN I RELEASE THE MOD)
---------------------------------------------------------
What to expect in the future:
-I am always working on something new in my spare time, and
this is the final major installment of the Sobitur chain.
Anything else I may make for Sobitur would be similar to
the following list:
*compatability plugins
*additional Alchemy sorter functionality
*bug fixes

-My next modding project currently has no name, but it is
Daedric/Aedric in theme, and will be another dungeon and
quest chain mod. I have no timetable for this right now,
I've compiled most modders resources I want to include in
it, and I will begin construction in the near future. I
will provide a link to all of my projects in the description
of each on their respective download pages on Planet Elder
Scrolls, so you will be able to easily navigate between my
mods.

-I am also planning another mod after the Daedric/Aedric
one. I plan to make it very unique. I have no real details
to share at the moment, since it is still just ideas in
my head right now.

Thank you everyone who enjoys my mods! Tell your friends
about me and stay in touch. I plan to keep modding until
the internet dies or I do. I may be recovering some of my
oldest mods soon as well. I found a couple of old hard
drives that I think were from my Windows 95 box. If they
are, then I should soon have all of the old mods I lost
years ago back. I will release them as-is as a showcase
of how I started. There is pretty much no scripting in
my early works, just buildings, items, and people.

---------------------------------------------------------
Contacting me:
You can email me at [email protected]
or go to my website at:
http://havenofthefallencom.ipage.com/