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Ruins of Serpenthold
====================
By The Undying One


Long ago, the Empire built a stronghold off the eastern shores of Solstheim and emplaced a garrison there with the intent of establishing a strong presence there. However, all contact with the garrison was lost, as were those who attempted to investigate the disappearances. Does the fortress still stand? If so, what happened to its people? Others have attempted to find the answers to these questions, but no one has yet to return. Do you dare investigate the ruins yourself? If you succeed, the sum of its wealth shall be yours, but is that truly worth so high a price as your life or your very soul?

Ruins of Serpenthold is an adventure designed for higher level characters, though mid-level characters may be able to complete the bulk of this adventure with moderate difficulty. Beware, the price of completing this adventure may have lasting repercussions.


Installation Requirements
=========================

Morrowind version 1.6.1820 or higher.
Tribunal Expansion.
Bloodmoon Expansion.


Installation
============

Best if installed via the Nexus Mod Manager. Otherwise, drop the contents of this archive into your Data Files directory and activate Ruins of Serpenthold.esp via the Morrowind Launcher or your favorite mod manager.


Load Order
==========

Inconsequential.


Compatibility
=============

This mod will conflict with any mod that modifies the area around Solstheim, Isinfier Plains (-17, 19; -18, 19; -18, 20; -19, 19; -19, 20).


Known Issues
============

Some monsters simply refuse to fight. This has yet to be resolved.

There may be some areas (mostly the Sunken Catacombs) where your character may see over the ceiling and at times get stuck there. Also, some enemies may float partially into the ceiling. This may be a fault with GenMod's placement of enemies or possibly Morrowind's engine.

There may be a noticeable lag in certain areas (specifically the Sunken Catacombs). This is due to the number of enemies generated in the area and may vary depending on your machine.

There is an apparent dialogue bug that shows up when loading the plugin in the TES:CS, which claims that certain dialogue references have been changed (may be due to TESTool). However, it does not manifest itself in the game. Sadly, I do not know how to fix this at the current time, but nonetheless it should not affect your game in any way.

Somehow, the Veldion plugin has been referenced in the game (specifically, a weapon, to my knowledge - may be due to TESTool). It does not appear in game, so it should absolutely no effect on it (unless you are running Veldion, in which case the effect depends on which is being loaded first).


Getting Started
===============

Serpenthold is found off the east coast of Solstheim. There are no quests to assist you in finding it; it's a dungeon crawl that you are meant to just happen upon. Be sure to read any books you find: you might find one in which you can lose yourself (literally).


Troubleshooting
===============

I grabbed the statue from the chapel tower and now I get attacked by heartless at random timesat night. How do I stop this?
---------------------------------------------------------------------------------------------------------------------------

At this time, you can't. A sequel was planned but never implemented (largely due to Oblivion's release), wherein you would have to destroy the artifact, thus removing the curse. Either load a save prior to taking the statue or enjoy the continuous barrage of heartless (running is always a sound plan).


The dragon, Paragon, keeps killing me. How do I return the favor?
-----------------------------------------------------------------

If you're having problems with this dragon, then try avoiding him. It is not necessary to kill him, as he no longer has the only copy of the key required to complete the dungeon. If you insist on taking him out, read the spoilers section below.


Credits
=======

DarkRebis - Shadow Naga wings
Lord Yig - Fantasy art tapestries
Puma Man - Original Dragon meshes and scripts
Jim Adam and Apache Software Foundation - GenMod program (used for the Sunken Catacombs)
Lady Eternity - Unicorn (found in the courtyard)
Unknown - Revision 1.2


Licensing and Legal
===================

Redistribution is strictly forbidden without prior consent. This means do not upload it anywhere unless you have obtained permission from me.

Non-English translation versions may be uploaded without permission on the following conditions:

--All mod files contained in this archive are retained with their current names.
--No alterations are made to the contents of the plugins or master file other than those necessary to translate the English text.
--No alterations or additions are made to the meshes and textures other than those necessary to translate English text.
--This readme is included, in ENGLISH, exactly as it is written in the version it was downloaded with.

All inquiries regarding this mod must be directed to me via the TES Nexus forums. However, be advised that it is not likely any further revisions will be made, although inquiries will be made on a case-by-case basis.

Mod history archives such as Morrowind Mod History are permitted to keep a copy of this mod within their archives for historical purposes provided all authorship and credit information is retained and the contents of the mod are not altered in any way.


Revision History
================

Version 1.31
------------

--Corrected an oversight concerning Paragon, where Resist Shock was listed in Abilities and not Resistances. Did likewise with Night Eye, where the reverse was true. Spelling correction made in race description of Alu'Couatl.


Version 1.3
-----------

--Included the original Alu'Couatl Complete race mod (see attached readme file).


Version 1.2
-----------

--Added a script to reenable levitation once the character leaves the Netherealm. Characters who are currently 'cursed' with this oversight should return there and exit through the final portal.
--Teleportation should be disabled in the Netherealm now [untested].


Version 1.1
-----------

--Removed a needed key from the quetza'couatl and placed it nearby. Placing the key on his corpse was illogical due to the fact that the couatl do not leave corpses.
--Added various painted tapestries to the gallery. I forgot to do it the first time.


Version 1.0
-----------

--Initial release.


--------------------------------------------------------------------------------


Alu'Couatl
==========
By The Undying One

A forgotten nightmare originating from the Demiplane of Shadow, Couatl are said to be born of shadow itself. Contained herein is this ancient race with new abilities, a new character class, two new birthsigns, and a new weapon (two versions).

Also includes the Alu'couatl, which represent the next stage in the evolution of the Shadow Naga (as Couatl are also known). Although they share many similarities, Alu'couatl are more humanoid than their beastly counterparts and thus possess abilities that the lesser couatl do not, such as the ability to wear full helms and boots. Like the couatl, the alu'couatl's wings are not strong enough to maintain flight for any length of time; however, the ascended shadow nagas share the same jumping ability as the lesser feathered serpents. Alu'couatl are slightly less frail than their counterparts, but are more intelligent and personable. If you like playing with the couatl race but want the ability to wear otherwise forbidden armor pieces, then this is the race for you.


What you will find in this mod:
-------------------------------

A new beast race, the Couatl (or Shadow Naga), and humanoid race, the Alus'Couatl, both complete with new textures and meshes (initial stats are a little higher than average, starting abilities are balanced with every other race).

New abilities to augment the Shadow Nagas, from a spell-based high jump (as they cannot fly, despite their wings) to a frost-based ranged breath attack that allows them to absorb their target's lifeforce to replenish their own (not truly unbalancing, IMO).

Two new birthsigns, complete with retextured graphics (nothing fancy) and new abilities and powers to further augment the Shadow Naga, or whomever else you desire.

A new weapon to play with, in two versions. Both you will have to find for yourself (spoiler included below, but you shouldn't really need it as they aren't THAT difficult to find). The enchanted version of this blade comes with an initial hefty curse, but it's worth it!


Installation Requirements
=========================

Morrowind version 1.6.1820 or higher.


Installation
============

Best if installed via the Nexus Mod Manager. Otherwise, drop the contents of this archive into your Data Files directory and activate Alu'Couatl.esp via the Morrowind Launcher or your favorite mod manager.


Load Order
==========

Inconsequential.


Compatibility
=============

Any mod which alters the 'Evidence' chest near Sirollus Saccus in Ebonheart, Hawksmoth Legion Garrison, may conflict with this mod, although the only item affected is the unchanted version of the Shadow Blade.


Known Issues
============

Some monsters simply refuse to fight. This has yet to be resolved.

There may be some areas (mostly the Sunken Catacombs) where your character may see over the ceiling and at times get stuck there. Also, some enemies may float partially into the ceiling. This may be a fault with GenMod's placement of enemies or possibly Morrowind's engine.

There may be a noticeable lag in certain areas (specifically the Sunken Catacombs). This is due to the number of enemies generated in the area and may vary depending on your machine.

There is an apparent dialogue bug that shows up when loading the plugin in the TES:CS, which claims that certain dialogue references have been changed (may be due to TESTool). However, it does not manifest itself in the game. Sadly, I do not know how to fix this at the current time, but nonetheless it should not affect your game in any way.

Somehow, the Veldion plugin has been referenced in the game (specifically, a weapon, to my knowledge - may be due to TESTool). It does not appear in game, so it should absolutely no effect on it (unless you are running Veldion, in which case the effect depends on which is being loaded first).


Getting Started
===============

Simply start a new game and select either the Couatl or Alu'Couatl as your race. The newly provided class and birthsigns can be selected in the same manner.


Troubleshooting
===============

I have wings, but I can't fly! Is this broken?
----------------------------------------------

No, you're not supposed to fly. The wings are vestigial, like the "tails" some people have.


This mod doesn't work. At all.
------------------------------

Either you didn't activate it, or something is conflicting with it. You might want to investigate these two points before comdemning the mod to disfunctionality.


Credits
=======

DarkRebis - Shadow Naga wings


Licensing and Legal
===================

Redistribution is strictly forbidden without prior consent. This means do not upload it anywhere unless you have obtained permission from me.

Non-English translation versions may be uploaded without permission on the following conditions:

--All mod files contained in this archive are retained with their current names.
--No alterations are made to the contents of the plugins or master file other than those necessary to translate the English text.
--No alterations or additions are made to the meshes and textures other than those necessary to translate English text.
--This readme is included, in ENGLISH, exactly as it is written in the version it was downloaded with.

All inquiries regarding this mod must be directed to me via the TES Nexus forums. However, be advised that it is not likely any further revisions will be made, although inquiries will be made on a case-by-case basis.

Mod history archives such as Morrowind Mod History are permitted to keep a copy of this mod within their archives for historical purposes provided all authorship and credit information is retained and the contents of the mod are not altered in any way.


Revision History
================

Version 2.21
------------

--Spelling correction made in race description of Alu'Couatl.


Version 2.2
-----------

--Added the Alu'Couatl humanoid subrace.
--Fixed (untested): Bug in which the head would disappear when the character was turned into a vampire. I had to make the head playable to accomplish this (you'll see it during character creation).
--Updated: Couatl are a bit more powerful, but not overly so. Only minor tweaks have been made.


version 2.1
-----------

--Tribunal.esm association removed. Morrowind patch version 1.2 is still required, though.
--Reset altered, empty containers back to their respective defaults. You probably wouldn't have noticed this unless you loaded the plug-in in TES:CS.
--Increased the height and duration of the Dancing of Shadows spell, but only slightly.


Version 2.0
-----------

--Improved the stats and abilities of the Couatl to make them slightly more formidable.
--Made the chests more difficult to open (i.e. stronger traps).
--Increased the effect of the curse emplaced on the Sword of Shadows (you'll see...).


Version 1.1
-----------

--Moved the Shadow Blade from the barrel in the Seyda Neen lighthouse to a chest in the nearby Census office.
--Changed the Dancing of Shadows ability from a Power to a spell to allow for multiple castings in the same day.


Version 1.0
-----------
Initial release.