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The Illuminated Order v1.0c
On the Researches of the Illuminated Order of Invisibles
(Tribunal Required) (Compatible w/ Bloodmoon)

Updated 6/27/03

-Created By: Charles J. DeVito
-1.0 Version By: Charles J. Devito ([email protected]) / LDones ([email protected])

http://www.hiredgoons.net/MWFiles/
(for screenshots and more info)

-Skeleton meshes appear courtesy of CheesedOne
Reskinned by LDones

-Enormous, Extra Special Thanks to TheLys
For writing and providing the basis for what became our lich transformation scripts. Couldn�t have done it without him.


Please see �VI. Special Thanks & Additional Credits� for more info
A lot of people offered a good deal of help to see this mod completed.


I. Description

The Illuminated Order v1.0c
For the Elder Scrolls: Morrowind (Tribunal Required)

Adventure into unknown depths, and plunge into the greatest mysteries of Vvardenfell with the Illuminated Order v1.0! A completely new faction with over 20 quests that will take you across Tamriel and beyond, including new and never before seen mod features and character opportunities!
Join a paranoid and secretive sect of the most mysterious and skilled researchers & adventurers in all of Tamriel. See amazing sights! Combat against impossible odds! Seek out and utilize strange and powerful artifacts, unlike anything seen before! And at the end of it all, confront your true self and have the opportunity to become a powerful lich!
A rumor at the Eight Plates in Balmora states that an insane Dunmer male has been running around claiming to be a lich. After an encounter with the madman, a series of quests will be set in motion that lead the player on a strange quest to discover the secrets of becoming a lich, and then on to joining a secret society of mystic intellectuals and adventurers named the Illuminated Order of Invisibles - hidden in secret guildhouses across Vvardenfell, from a safe haven beneath the Molag Mar Waistworks, to an undersea Dwemer vessel dubbed Barataria, and the lost Dunmer stronghold of Fionnovar.
Delve into obscure areas of Elder Scrolls lore and have the opportunity to visit the ruins of Scourg Barrow, search for the Waters of Forgetfulness in a Sixth House cave, explore a bizarre undersea science vessel with some strange surprises, party-crash a Wererat's island retreat, raid a Dreugh colony, encounter the three secret greater liches of Vvardenfell, and travel to the forgotten Hall of the Daedra to uncover the secrets of lich transformation - with an option to actually undergo the ritual at the end of it all and live out the rest of the player-character's existence as an undead master of magic!
Don't hesitate - Join the Illuminated Order today!
http://www.hiredgoons.net/MWFiles/IlluminatedOrder/
(for screenshots and more info)


Also included in the .zip are two extra .esp�s � one for Bloodmoon Compatibility Extras, and one for Flee AI Tweaks � see �Installation� below for details.



I highly recommend the following mods for use w/ The Illuminated Order v1.0:
( Both available from http://www.hiredgoons.net/MWFiles/ )

Wakim's Game Improvements (R9) - 60k - By Wakim - Groundbreaking in its far-reaching effects upon gameplay, Wakim's Game Improvements (WGI) includes some of the most impressive, well-thought-out modifications available.� Includes Flee AI, a magic system overhaul, dialogue and faction-relation enhancements, and numerous Item/Character/Game Settings balances, all making Morrowind a richer and more vibrant world for all kinds of characters to play in.� Highly Recommended.

Dodge Mod (Enhanced) 1.2-WD (Tribunal Required) - Originally created by Horatio � Enhanced by LDones � New version re-coded by WDog - Updated 3/18/03 - 8k - Unarmored is now a far more formidable skill with this plug-in, based on a mod by Horatio. Playing Unarmored now grants the player a Dodge/Sanctuary bonus based on skill level, making him/her harder to hit the higher it goes. Wearing armor will deplete and/or nullify this bonus, and only high-evel characters can retain some bonus while wearing more then one or two pieces.� This version takes advantage of Tribunal scripting functions so, unlike the previous version, raising other Armor skills will no longer nullify your dodge bonus.� Wizards, monks and fashion conscious rogues rejoice


This mod is fully compatible with The Elder Scrolls: Bloodmoon, and
and should be compatible w/ future versions of McAsmod�s Werewolves mod.


II. INSTALLATION

1. Unzip the contents of this ZIP file into your Morrowind\Data Files directory.

2. Start the game. At the splash screen menu, select "Data Files" and select/double-click
'Illuminated Order v1.0.esp'.

A. If you don�t already have a mod that alters Flee AI Settings, we highly recommend that you also select/double-click the file �Flee AI Tweaks.esp�. This will enable enemy Flee AI, and allow you to experience the mod the way it was intended.

B. Players that have Bloodmoon installed should also select/double-click the file �Illuminated Order v1.0 � Bloodmoon Compatibility Extras.esp�. This will allow proper handling of lycanthropy and a particular ring from Bloodmoon for players that undergo the Ritual of Becoming. Players that do not have Bloodmoon installed should obviously not select this.

3. You're ready to go. Play the game.


III. Playing the Plug-In

Ask around the Eight Plates in Balmora for the latest rumors, until you hear about a mad dark elf who was heard claiming he was a lich.....

The remainder of the quests will present themselves to you from there on out. Players should be about level 5-8 to start the mod, but the difficulty ramps up after the first few quests, and you�ll need to be able to take on some very powerful, endgame-type opponents to make it through the final series of quests. Thankfully, there are plenty of helpful and unique items along the way (that just get weirder and more powerful the further in you go) to give you a leg up.

That having been said, the mod is definitely big on dialogue and atmosphere, and is only about as hack-and-slash as you want it to be (though there are some very heavy battles, for those that are looking for them � and those that aren�t will have to do some running now and then). Just under a third of the over 20 quests absolutely require you to kill something, and the majority of those are in the final stages of the mod. We worked hard to ensure that different types of players had an advantage and disadvantage in different scenarios, and stealth-based characters will find a lot of help lying around if they keep their eyes and minds peeled.

The mod is also pretty unobtrusive to (though still easily accessible from) the existing gameworld � if you�re not prepared for the quests or need to take a break, you can keep playing and exploring the rest of MW, pretty much without ever knowing the Illuminated Order was installed. Likewise, there are numerous �benefits� to keeping the mod installed after it�s completion (not the least of which is potential sequel(s) down the line J ). And the bits that do intercede on existing areas blend in really well.


Quick Tips!

-Talk to everyone! Read everything! They say this in the normal game, but it is especially true in our mod. A great many secrets can be learned of in this way that are otherwise very easy to overlook � Interesting experiences and powerful artifacts can be heard of that may otherwise be left behind. Also, characters will have different things to say before and after certain quests, and will respond differently to you once you�ve completed the mod.

-Explore! � Thoroughness in exploration is typically rewarded in the mod, and if you take the time to investigate your surroundings and look into what you hear you�ll find many interesting experiences and useful items that players who play straight through might miss out on. There�s a lot to take in � take your time. J

***Semi-Spolers!***

-Three particular �toys� from the 3rd guildhouse are far more powerful than they might appear, though learning to use them may take a bit of reading� Likewise, there is a second interview to be had with an unlikely subject in the 3rd guildhouse that may impart some special knowledge to you.

-The inhabitant of a certain lighthouse mentions an item in his journals that is very nearby, and can save your life once a day, if you know how to use it.

-The hidden fortress of the Order holds all sorts of surprises for the inquisitive player - a treasure hunt of sorts can be found within � start your search beneath the stairs that lead to the workshop and forge � I�ll leave it to you from there. Also, the garden holds little spirits that are not opposed to traveling with you or even protecting you if you know how to show them what you want. A certain rogue can tell you the latest rumors about the place � one of which can steer you towards a very nice character bonus.


*******SPOILERS!*******

NOTE: If M�aiq the Liar, Miron Garer, or Crazy Batou are already dead in your game, the mod will put them back in their original state when they�re needed (and only once) (If Crazy Batou is resurrected, he won�t have his Bloodworm Helm the second time around � Just FYI�). There is a very slim possibility that this will cause doubling of these three NPC�s - but this would only occur in very strange circumstances, such as if another mod had made changes to the positioning of the characters. It was tested thoroughly and it never happened here, but it�s theoretically possible (I think). If the NPC�s are killed again (Except Batou), then you�re out of luck.

NOTE: The Lich�s Spellmaking ability appears to function on gold, but won�t really cost the player anything. You can create one spell a day as a lich, and have about 30000 Gold worth of power to play with � if you have reserve gold in your inventory and somehow spend more than 30000 gold on a single spell (good luck casting it), then the scripts will �re-imburse� you once the spell�s been created � just FYI, it might take a few frames for your gold count to get back to normal � but it does, trust me. J

NOTE: Placing any of the teleportation amulets you receive in the mod in a container (chest, corpse, etc.) will produce what appear to be duplicates of the item � this is due to the way the script handles the item (which is intended to never be �droppable�). These duplicate items are useless, and will only take up space � to eliminate them, simply drop them into the world or add them to your own inventory � this will allow them to be �deleted� properly.

NOTE: Loading the first game(s) saved after the final confrontation of the mod may incur a Cloned NPC error, stating that the save game may contain invalid data, and unequipping a variety of items from your character on gameload - this should happen only once. The error itself is unavoidable due to the way that the final Trial is handled, but the circumstances/effects of it vary. In general, this error is harmless, but some have reported that their encumbrance resets to 0 and won�t change, that misc. items (potions, the daedric quest items, etc.) have been removed or restored to their inventory, or that spell effect strangeness/stacking can occur. Generally re-booting and trying again or emptying your inventory and picking things up again should fix any encumbrance or spell effect problems � or, at worst, reloading an earlier game and trying again with different equipment. If any of you have any serious problems due to this, please e-mail me ([email protected]). They�re rare, which indicates that they are surmountable � and they shouldn�t interrupt your enjoyment of the game. J


IV. What This Mod Contains

-Adds: a new faction
20+ new quests
Several new areas, including the dreugh colony of Imboca, Fionnovar, Barataria, Inverness, Los Christabel and more
(includes a version of Scourg Barrow, (renamed Scourge Barrow, for purposes of compatibility w/ Tenaka�s Black Queen Chronicles mod)
Numerous new enchantments and enchanted weapons
Many New and Unique Artifacts, that don�t function quite like anything you�ve seen

-Alters the following existing cells:
Balmora, in between the north end of the channel running through town and the guard tower located at the north end of town, east of the channel (This will slightly conflict w/ the Bank mod � Not too a major conflict, check it out, you�ll see)
Sadrith Mora (underwater between the boat docks and the Telvanni council hall)
Ald'ruhn, Ald Skar Inn
Tel Vos, Central Tower (removes one dwarven artifact item)
Heran Ancestral Tomb
Arys Ancestral Tomb
Aleft
Mzahnch Lower Level
Molag Mar, Underworks
Molar Mar, Waistworks
Gnisis, temple (very minor)
Molag Mar, Buoyant Armiger headquarters (very minor)
Ald'ruhn, Venim Manor (very minor)
Sharapli
Massama Cave
Maren Ancestral Tomb (very minor)
-LAND Changes:
--Los Christabel cell is cell of small island north of Dagon Fel (previously empty of all but terrain)
-- The Island cells are cells of island north of Khuul, west of Ald Redania (previously empty of all but terrain)
-- Imboca cell is cell northwest of The Island, Sheogorad region (previously empty of all but terrain)
-- Inverness cell is on northeast end of Red Mountain (previously empty of all but terrain)
- Alters the following existing NPCs:
Miron Garer, Khuul
Crazy Batou
M'aiq the Liar (minor)

-Alters major topics Latest Rumors, Little Advice, Little Secret, Greeting 0, Greeting1, and Greeting2 topics. Adds Voice Entries for Hello topic. Adds a single Attack voice entry.
-Additions to far too many minor topics to list
-Adds numerous global variables, PCWearingLich, PCGreatBest, PCOrdLich, etc.
-Adds numerous scripts (no startscripts)
-Other additions that I won�t bother to list (Large amounts of dialogue, Journal Entries, books, Activators, lights, creatures, objects, items, etc.)


V. Version History

1.0c � Corrections/Bugfixes � 6/27/03
-Added a script to ensure proper removal of the daedric quest items after the Ritual of Becoming
-Changed the way the teleport amulet scripts functioned to reduce chances of amulet �weirdness�
-Added a check in the Ritual of Becoming so it now also accepts Eltonbrand as Boethiah�s offering
-Fixed a bug where the PC�s rank in the Order was not officially raised upon completion of the mod
-Fixed a bug in the Barataria brig door script that would keep re-opening the door in some cases
-Fixed a variety of typos & spelling/grammar/format errors (Thanks to everyone who sent them in!)

1.0b � Corrections/Bugfixes � 6/22/03
-Fixed a problem in the lich Spellmaking script with improperly declared variables. Spellcraft now functions properly and consistently. (Special Thanks to Gideon for figuring this one out)
-Fixed a problem in dialogue where the final teleportation amulet was not given to the player upon completion of their quests for the Order.
-Added a check to the 2nd Order Quest to also accept Greater Ancestor Ghost souls.
-Changed the way the 3rd Order Quest searched for the required item
-Changed the way another character�s corpse-looting was handled.
-Fixed several typos.

1.0a � Oversight/Bug Fixes � 6/20/03
-Fixed a problem w/ a particular character�s corpse not being able to be looted.
-Fixed a problem w/ the handling of [censored]�s Ring from Bloodmoon.
-Fixed a problem with the amulet given out for the 5th Order quest.
-Fixed a problem w/ a certain quest removing the proper amount of a certain item upon completion.
-Fixed several small dialogue filtering errors.
-Changed the way a certain character was enabled.
-Same filename and version due to immediacy of changes and to keep downloads going smoothly.

1.0 � Full Roll-Out � 6/18/03
- Contains bugfixes, enhancements, and additions too numerous and involved to detail. Full-bore, feature-complete release.

0.9 � Initial Release � 1/4/03



VI. Random Questions

Q: Can you really become a lich in this mod?
A: Yes -- but not until the very end.

Q: Does being a lich change your appearance and the way people react to you?
A: Yes. Dramatically, and often entertainingly so. Unlike being a vampire, however, there are things you can do to still make yourself able to interact with regular people.

Q: Does being a lich come with super powers and stuff?
A: Yes. It also comes with drawbacks, and just becoming one involves paying a significant price that many won't want to pay. It's also irrevocable. Once you become a lich, it's for good.

Q: The mod is way too easy/way too hard. What�s up w/ that?
A: I spent a lot of time trying to scale & balance out the encounters � some are specifically meant to be far too difficult to face head on, and so require some stealth/artifice/serious running. If it�s too easy, I highly suggest grabbing some difficulty/Balance mods, such as Wakim�s Game Improvements and MW_Advanced. If you�ve got some more in-depth thoughts on the difficulty, send them to [email protected] � I�d like to know what you think.

Q: Your mod conflicts with one of my favorite mods.
A: Though the mod is extremely unobtrusive to the existing gameworld, due to the sheer volume of plug-ins/mods available, there are bound to be one or two conflicts. It was checked against around 200 different mods, many of them popular quest mods, and the only conflict we�re aware of is with the Bank mod � the house for sale in Balmora sits right on top of an added building we put in � You can still get out of both buildings no problem, and it actually looks almost alarmingly normal, so it should be liveable. We worked hard to prevent conflicts, but that one got through.

Q: How many hours went into this? How many gameplay hours can I expect out of it?
A: About 75 hrs went into the first version (0.9). I don�t even want to think about how many hours went into 1.0, but chances are it�s easily double that (bear in mind, work was very slow for the last few months of completion on 1.0 � constant, but slow). You can probably easily expect 4-5 hrs of gameplay out of the mod if you just play it straight through. A great deal more than that for the inquisitive and/or thorough player.

Q: Is this a clean mod?
A: Yes. Cleaned religiously w/ the TESPCD, among other things. (LDones) I am the clean mod Gestapo. (There�s one entry for a Global that might show up as unclean in the TESPCD if you have Bloodmoon. But it�s there for a reason, so I wouldn�t potentially have to make and update multiple .esp�s down the line. J )

Q: I'm making my own mod. Can I use stuff from your mod?
A: Yes. Just give credit for the stuff of ours that you use. Letting us know would also help, but it isn�t mandatory.

Q: I want to make my own mod. How do I....?
A: I'd suggest the boards at www.elderscrolls.com, and doing a search for GhanBuriGhan�s Morrowind Scripting For Dummies. Other than that, just take mods you think are interesting and start looking at them in the editor, figuring out how they did little things along the way. (LDones � That�s what I did. Everybody says it, but if you have even the slightest inclination to mod for Morrowind, just go ahead & start doing it. It�s a lot easier than it looks, and it�s a lot of fun to whomp out a small script, or area, or creature, or even an entire quest mod (though that�s a bit more time-consuming).

Q: Can Argonians and Khajiits become liches, too?
A: Not exactly, mostly due to modeling limitations, and a lack of knowledge of how to get around the SkipEquip behavior for Argonian/Khajiit feet. They do, however, still get a chance to undergo the Ritual of Becoming to get some very cool extra powers, with next to no downside. It may not be as cool as being a lich, but it�s still cool � and powerful.

Q: What about custom races?
A: No. Due to the lack of being able to predict if a custom race is a Beast Race or not, custom races cannot undergo the Ritual of Becoming. They can still do everything else the mod has to offer, however. The lich transformation is only one part of a pretty big mod.

Q: Can vampires join the Illuminated Order?
A: Theoretically, yes, they can join the Order, but odd things may happen � the Order doesn�t trust vampires, and it�s policy is that they won�t harbor them (with one noteable exception) � but the way the dialogues are structured, they could probably get away with it � They�d just get lots of screams of �Curse you, vampire! Away!�, before calmly reporting for duty. I can only think of one specific area that vampires would definitely not be able to get past, due to NPC Interaction limitations. So they can theoretically join and play up to a point, but then they have to either get cured or �get lost�.

Q: Can vampires become liches in the mod?
A: Yes, but they�re cured of vampirism in the transformation. So no special vamp-liches. And no, liches can�t get infected after the transformation.

Q: (For Bloodmoon Players) Can liches become werewolves? Can they use [censored]�s Ring?
A: No, they can�t get transformed into werewolves, even if they catch the disease. They can, however, use that happy little ring. And a lich-powered Ring wearer is a very, very powerful thing. Incentive for players to try completing Bloodmoon as a lich, I suppose. J

Q: I can�t find an Ancestor Ghost anywhere. Help!
A: Some people with high-level characters have reported difficulties locating an ancestor ghost for the 2nd Order quest. There are several places in the game where there are stock ancestor ghosts that aren't part of a levelled list - There's one in the Nerano Ancestral Tomb, the Andrano Ancestral Tomb, the Thelas Ancestral Tomb, the Redoran Underworks in Vivec, and the Prelude Shipwreck, Lower Level, according to the editor. If all of those are dead and gone, you may want to try outside Kogoruhn - I think the one there respawns. Certain mods stock ancestor ghosts as default creatures as well, so that may help (Although the wandering nighttime ghosts from mods such as GIANTS will not work properly � you�ll have to find a �stock� ghost to complete the quest. UPDATE: The mod has now been updated so the quest-giver accepts Greater Ancestor Ghost souls as well � which can be found in abundance in the Mournhold sewers.

Q: You misspelled Scourg Barrow.
A: Yes, but it was done on purpose, to prevent any serious conflicts with existing mods that feature the Barrow (such as Tenaka�s Black Queen Chronicles). I�m a savage lore hound, myself, it doesn�t bother me � Just lay back and enjoy the ride. J

Q: How come you have to have your own Scourge Barrow? It�s already been done previously.
A: No slight to Tenaka is intended, but I have a very different picture in my mind of the fate of the King of Worms than he does, and a different conceptualization of the character. Mannimarco (the King of Worms) is NOT in this mod, but I do plan to use him myself elsewhere.

Q: I found a bug. Now what?
A: Email LDones at [email protected] with details on the bug please.

Q: I found a typo. Now what?
A: Email LDones at [email protected] or Charles Devito @ [email protected] and tell us what topic you encountered the typo in, with which character. Or in what book.

Q: Hey, wouldn't it be really cool if the liches had their own faction?
A: Yep, it would be. Sooner or later I might get around to doing that. Not for a good, long while though.

Q: Are you planning another mod?
A: CJDevito - I did this one because it was an idea I wanted to see -- a faction devoted to the 'dark' subjects' -- someone else create from when I first got Morrowind. When half a year went by without anyone else tackling it, I decided to. If I do another mod, it'll be on another subject I've waited for someone else to do without anyone doing..... either a House Indoril mod or a mod for one of the vampire clans that actually gives you things to do as a vampire.


VII. Special Thanks & Additional Credits

Special Thanks to The Other Felix for allowing use to semi-cannibalize his vampire voice response coding for our NPC lich reaction routines, and his HelmExperiment ideas for same.

Special Thanks to Xanathar from the Imperial Library(http://m0use.net/~xanathar/), for allowing us to snag our �Cosmology Lesson� dialogue from a section originally posted by Michael Kirkbride.

Special Thanks to Mephisto for allowing us to pillage his spellmaker/gold-add-remove-code, from his Tome of Ancient Knowledge mod.

Special Thanks to zdim, for allowing us to stock our stronghold with books from his 20Books mod.

Special Thanks to wakim, for the inspiration for much of the NPC lich response handling.


The Daedric Font used for the Lich Aspect Runes was created by Dongle.

The following books were added to the mod from other sources � Here are the original authors and modders who initially released them:

20books.esp � By Zdim � Includes - Eleven Posers; Jabberwocky; The Cats of Ulthar; The Doom That Came to Sarnath; The Emperor�s Bird; Old Sultan

magicbooks.esp � By ishdrall � Includes - Paradigm Shifts & Aeonics; The Solider & The Hunchback

The Real Barenziah vII � 1st Edition was originally published in Bethesda Softworks� The Elder Scrolls: Daggerfall. I believe it was first ported to Morrowind by Threesixty, w/ tweaks by JMS.

Vivec�s Gift, and The 36 Lessons of Vivec, Sermon 0 originally by Michael Kirkbride. I believe they were first ported to Morrowind by Adam N. Rorabaugh.



Cjdevito Thanks:

-Special thanks to: Chameleon of the Gamebanshee boards for vital testing and feedback
The helpful communities of the Morrowindfiles.com and the Elder Scrolls forum boards for their scripting assistance.
-Inspirations: The Asgard mod visually inspired elements of Fionnovar.
Blue Oyster Cult's album, "Imaginos", which inspired elements of this mod too numerous to list.
Tennyson's "Ulysses", from which two lines are pilfered.

LDones Thanks:

Cjdevito - for making a great mod, and for allowing me to mess with his creation so thoroughly and over such a broad period of time.

-GhanBuriGhan for his never-ending work on explaining scripting to the masses through Morrowind Scripting for Dummies. Indispensible, it is.

-Wakim, Horatio, Hoghead, intelligentsia, PumaMan, Proudfoot, Lady Eternity, Rhedd, Allerleirauh, Caladan Brood, Brother Juniper, adam from Adventurer�s, The Other Felix, Qwert, Sheikizza, TheLys and the whole McAsmod team, WDog, GhanBuriGhan (again), vanhikes, Mephisto, JOG, Duncann, and everyone else who makes modding Morrowind into an artform, keeping imaginations going, eternally toiling away on the forums and in the editor.

-Xanathar and all the guys at the Imperial Library, for keeping information alive. (http://m0use.net/~xanathar/)

-TheLys; the boys @ Morrowind Summit; the folks at Euro-Morrowind, and everyone else who so openly offers their resources to support the modders and the Morrowind community.

-Hellbishop, Garrett_Strife, and everyone else who lends so much energy and support on the Official Elder Scrolls Forums.

-And of course to Bethesda Softworks, for capturing the imaginations of so many gamers.

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