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Wyrmhaven v3.0 by Neoptolemus - Tribunal & Bloodmoon Required
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Wyrmhaven is a tiny island far to the west of Solstheim, claimed at various times by a
clan of Chimer fleeing the wars with the Dwarves, a fire-breathing dragon, a band of
Nordic exiles, the Breton Kingdom of Farrun, and the Septim Empire. The closing years of
the Third Era see a rich trading port run by a corrupt Imperial Governor, who uses the
North Empire Company as a front for smuggling contraband throughout the northern
provinces. With the Wyrmhaven Imperial Legion firmly in the Governor's pocket, pirates
and smugglers operate with impunity, and only the embattled Order of Kynareth preserve
any semblance of law and order. Will you take the oath and earn your place among the
Knights of Kynareth, joining their battle against injustice and corruption?

To travel to Wyrmhaven, talk to Gilfanon on the ship south of Hla Oad.

This version is NOT saved game compatible with earlier versions, and will require a clean
save (preferrably a new game). You will also need to regenerate your distant land and
statics if you are updating, due to changes to the landscape.

As of version 3.0, Wyrmhaven now requires 'Tamriel_Data', which can be downloaded here:

https://www.nexusmods.com/morrowind/mods/44537

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FEATURES:

A new landmass covering roughly 5 x 5 cells.
A large Imperial-style port town with 60+ interiors, including a purchaseable home.
A new faction, the Order of Kynareth, with 26 quests.
250+ NPCs.
20+ new creatures.
A ton of new meshes, furniture, tilesets, misc items, animations, etc. See credits below.
Also includes a separate esp file to generate grass with the Morrowind Graphics Extender
(requires Vurt's grass meshes).

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CHANGES IN v3.0:

- Reworked the landscape and town to utilize assets from 'Tamriel Data', significantly
improving the appearance of everything.
- Added a journal hint for how to deal with Ragnarson in the bakery.
- Fixed a bug where Sir Laureloss would sometimes fall unconscious again after you have
woken him.
- Sir Beowine will now give you hints if you get stuck during the murder quest.
- Added a journal reminder to relock the door at the end of the skooma lab quest.
- Fixed a bug where Sir Percival could be stuck following you during the werewolf quest.
- Fixed a bug where the Dark Brotherhood hideout door would still be barred if you left
after killing the assassins but hadn't found the Letter of Instruction.
- Added a couple of extra stone blocks to the Temple of the Grinding Ice to make the
scavenger hunt a bit less tedious, and added a fallen pillar over one crack that you
could fall into and get stuck.
- The Knight-Marshal will now give you directions to Chimeranyon.
- Modified the ballista mesh so that the string is no longer sitting behind the wheels,
making it unable to actually fire.
- Several minor dialogue tweaks.
- Added some missing interior window lights to the top floor of the Census and Excise
building.
- Fixed some misaligned floor tiles in the bookshop.
- The Knights of Kynareth will now describe the command structure of the faction when
you ask them about 'someone in particular'. This will change throughout the main
questline, as you rise through the ranks and the hierarchy changes.

CHANGES IN v2.0:

- Made several cosmetic changes to the landscape, including changing all rocks to use the
Bloodmoon rock texture instead of the West Gash, and adding a bit more detail to the
coastline.
- The Nord ruins at Caedmund's Cove now have unique meshes.
- Improved the UV mapping on several architecture meshes.
- Added some pathgrids to the animal pens in the farmyard so the animals don't escape.
- Flipped the Silver Knife mesh so the blade is facing the right way.
- Modified the interior of the Salty Goblin so the lower level is directly beneath the
building, as it should be, instead of outside the town wall.
- Added sound activators to all ships in the port.
- Improved the pathgrids in the docks area so companion NPCs won't fall in the water when
you try to board the ship to leave the island.
- Crypt Ghouls no longer spawn in the sewers.
- Swapped the Troll mesh for one by R-Zero, which looks a bit more like a troll is
supposed to in the Elder Scrolls universe.
- Removed the Minotaurs. There are too many issues with the animations, which I'm not
clever enough to fix. Plus the island is a bit small to support a population anyway.
- The random NPC conversations will now pause when a menu is opened.
- Your squire's dialogue window will now pop up whenever they have something to say (or
complain about).
- Fixed a bug where the squires would sometimes get stuck after combat when you ordered
them to hold their ground. Asking them to wait or follow will now reset them.
- Squires will now wear quivers when using a bow after they are promoted to Knight.
- Miners in the Diamond Mine will now refer to 'these caves' instead of 'those caves' in
the Wyrmhaven lore entry about the mine.
- Added a warping script to certain follower NPCs so they don't get lost/stuck.
- Retextured several interiors. Fireplaces will now match the walls.
- Changed the enchantments on Eadhere's Cleaver and the Claymore of the Appii so they are
actually useful. The claymore also has a new mesh.
- Optimised a bunch of meshes. Probably won't improve fps.
- Fixed a few more grammatical errors in the dialogue.

CHANGES IN v1.2:

- Shifted the troll for the troll heart quest so he doesn't get stuck on the trees/rocks.
- Moved Sir Edgar into a corner so he doesn't get in the way.
- Added a few new goblin variants.
- Fixed the rotation on the Phyrinxian Grimoire mesh.
- The Cure Lycanthropy potion mesh is no longer massive.
- Some quest-specific rumours will now come up when you are doing the quest.
- Fixed a ton of grammatical errors in the dialogue.
- Replaced the Imperial floor tile textures so they are less bright.
- Changed the Gas Arrow mesh to one based on the Glass Arrow, instead of the Iron Arrow.
- Added two new Mummy variants, borrowed from The Undead 5.0. Also increased the Mummies'
weakness to fire from 50% to 100%.
- Replaced the Boring Beetle mesh with a better one.
- Set Sir Uldor to Corpse Persists so you don't break his quest if you enter Chimeranyon
too early.
- Sir Uldor's temporary coffin now disappears correctly after his tomb is built.
- Reduced the value of Legatus Appius' claymore.
- Replaced the North Empire Company guards' ebony weapons with silver ones.
- Replaced the ugly black cloak that appears in the final quest with a nicer looking
brown one.
- Fixed some issues with the Black Knight's cuirass mesh.
- Manfred is now slightly easier to find.
- Manfred will no longer give you the North Empire Company ledger before the 24 hour
waiting period has elapsed.
- Tweaked the script on the interior window lights so they will only glow when the sun is
actually shining outside.
- Eriol will no longer rat out the possible murderers, since he's sitting in between two
of them.
- Made some minor changes to the port area to improve fps, including removing the Dunmer
shipwreck. Two Dunmer ships is enough for what's supposed to be a Breton port.
- Fixed an instance where the market stalls would show items for sale while the
shopkeepers were disabled.
- Retextured a few buildings in the town, including the Governor's Manor and the tavern.
- Replaced the Mudcrabs along the shoreline with Sand Crabs, which are smaller and have a
different texture.
- Replaced some of the Frost Atronachs in the Temple of the Grinding Ice with Ice Golems
from my Golems mod.
- Fixed a bug where you could steal back the fake skooma after you had planted it in the
crates, but still finish the quest.
- Prisoners will no longer donate alms for the poor.
- Changed the knights' tabards to the versions used in MCA 8.0.
- Removed some floating and underwater grass in the add-on for MGE.
- Numerous other tweaks and fixes that aren't important enough to list.

CHANGES IN v1.1:

- Added the missing troll sounds.
- Fixed the missing spider texture.
- Manfred will now give you some Fortify Marksman potions so you can still use the Gas
Arrows if your skill is low.
- Fixed a heap of scripting errors that abot kindly pointed out to me.
- Fixed the "Not able to find Wrist part in _WYRM_a_black_wrist" error message.
- Fixed the new tree meshes so they don't glow in the dark (thanks abot).
- Alboin will now sell you Eadric's Tower.
- Corrected the material property of the church tower interior mesh so it properly reacts
to light sources.
- Fixed some typos.

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BUGS/CONFLICTS:

The Wyrmhaven landmass is a looooong way from Morrowind, and unfortunately suffers from
the 'shaking bug' which occurs in exteriors that are too far away from cell 0. You may
notice your characters hands and weapons vibrating slightly, and sometimes NPCs shake a
bit too. This could have been fixed by moving the island closer, but I wanted it to
occupy the correct geographical location to keep it compatible with future province mods,
although I may need to shift it slightly once 'Skyrim: Home of the Nords' is complete.
Apparently this bug is fixed in OpenMW, so once we have a stable version of that we won't
have to worry.

Wyrmhaven is also not visible on the in-game map (even if you are using the MCP map fix),
which is another result of it being located so far from cell 0. I don't see this as much
of a problem, as the island is pretty tiny. This will also probably be fixed in OpenMW.

There is one potential CTD that I have been unable to eliminate. Without giving anything
away, in one of the later quests you will have to climb a rope onto a ship. When you do
this it runs a fairly intensive script that can crash the game. If you quicksave BEFORE
you activate the rope and then reload, it won't CTD. I don't know why this is.

Another issue is low fps in the town. Morrowind wasn't really designed to handle that
many meshes in one cell, so it will chug a bit on an older computer. You might need to
change your graphics settings if it's really bad (update: this isn't really an issue
in 2021, but was when I first released the mod).

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CREDITS:

abot: Scripting fixes.
Adul: Two-handed sword, cutlass and hunting knife.
Alaisiagae: Nordic drums.
Alcar: Imperial tileset meshes from 'The Imperial Meshes Pack'.
Arcimaestro Antares: Animations in 'AM' folder.
Asylum: Brass containers, textures for bronze furniture, common bed, cabinet and chair.
Barbarus: Manticore head, Imp fireplaces and crypt meshes, Imp building textures.
Braddock: Pirate coats, trousers and boots in 'JB' folder.
Cait: Farm animals in 'Cait_Farm' folder and associated sounds.
Clavis: Door mesh in 'KEY' folder.
Connary: Zombie and Mummy textures.
Craigor: Drowned Ghost creature.
crazyboy: Viking ship mesh, Nord round shield mesh.
Cyborg: Large ship mesh.
Daduke: Bronze helmet meshes.
Dale Stocker: Manticore wings.
DarkSharp: Hair in 'DarkSharp' folder.
DecadenceNight: Map of Tamriel, borrowed from his DeviantArt page.
dejawolf: Black Knight helmet, Governor's Guard kettle hat.
Dongle: Glass door, windowjambs, harp, harpsichord, daedric cage, galleon, water meshes.
Don Salus: Heads in 'DON' folder.
Elthar: Nord round shield texture.
Emma: Heads in 'Emma' folder.
Eternum: Heads in 'ET' folder.
GhanBuriGhan: Sitting pants mesh, drumming sound.
GhostNull: Particle arrows, Imperial tileset meshes in 'GN' folder.
Gorg: Heads in 'FP' folder.
Happyhannah: Tabard mesh.
Hellkitty: Heads in 'HK' and 'HKT' folders.
Jeremy McGuinn: Kynaran armor and robe.
Kartikeya: Wolf mesh in 'JMN' folder.
Khan Raider: Bastard sword.
Koniption: Bomb mesh.
Korana: Absinthe bottle and ghost galleon.
LadyE & Proudfoot: Spider, cat, drummer, apple.
Launcelot: Daggerfall books from 'Daggerfall Book Collection'.
Lingarn: Scamp Shaman particle effect, Black Knight's sitting animation.
Lochnarius: Ancient and ornate chest meshes & textures, bronze ingot mesh.
LordBerandas: Ballista wheels.
Lord Yig: Fantasy tapestries.
Mighty Joe Young: Junk (ship) mesh, slightly modified by myself.
Miltiades & Playable Dremora team: Dremora meshes and textures.
Minamir & Plangkye: Iron stove in 'MNR' folder.
ModMan: Amber ingredient.
Momo: Ballista base taken from 'Momo's Crane Resource'.
Mr. Dave: Female dremora head.
Mykul: Hood mesh and icon.
Ndib: Trees (with modifications by Melchior and textures by Vurt), cliff meshes.
Nicholiathan: Desk mesh in 'NI' folder.
Nimrod Flamehair: Shop signs in 'N_F' folder.
Phaedrus: Lights and chandeliers from 'More Lights'.
Proudfoot: Round shields, morningstar, ghoul head.
Psychodog Studios: Dremora body.
R-Zero: Troll.
Ren: Hair in '1Hs' and 'Louis' folders.
Rhedd & Allie: Heads and hair in 'BG' folder.
RX31: Dancing animation.
Silaria: Vases in 'Silaria' folder.
Snakebitten: Quiver mesh.
TextureFreak: Tapestries and rugs in 'f' folder, tilesets in 'TF' folder.
Thann: Berserker axe.
TheHolyWraith & LadyE: Minotaur.
The Wanderer: Glass bottles, vases and shackle mesh in 'wl' folder.
UQForgotten: Heads in '1HS' folder, wooden longbow texture.
WildKarrde: Potbelly stove and pipe organ in 'WK' folder.
Wormgod: Heads in 'GT' folder.
Zyndaar: Longbow mesh, modular common tileset meshes, castle meshes from 'Freedom Keep'.

Wyrmhaven uses a HUGE amount of community-made resources, and although I did my absolute
best to list them all, there is a small chance I may have missed a couple of things. If
you notice something that is not on the list, please let me know so I can add it.

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PERMISSIONS:

You know the rules. Use what you like, but credit the original creators (and don't use in
anything other than a Morrowind mod!). The exceptions are Jeremy McGuinn's Kynaran armor,
and the ballistas, which use parts from Momo's crane. These are only included in my mod
with the authors' permission.

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