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The Elder Scrolls III

The City of Jarvik

REQUIRES: Morrowind Script Extender.
Bloodmoon and Tribunal
"Better Bodies" by Psychodog Studios is required to be installed
but it is not necessary for it to be activated.
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Index:

1. Introduction
2. Current Status
3. Travel and Lore
4. How to install
5. Credits
6. Usage
7. Contact us
8. Help/Cheats


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1. INTRODUCTION

This is primarily a release to advertise our project and hopefully recruit modders to join us.

There are a few small simple quests to get you started on your journey. (Don't expect these to be earth shattering though, and it is probably quite easy to break them! so just go with the flow.) There is a small fight at the begining however so a level 5 or higher is probably needed but much over a level 10 would be overkill.

Travel to Dagon Fel in the evening and visit "The End of The World" tavern, there help a stranger in his hour of need.

Read your journal updates they will help you with what is going on and give clues to what is expected for you to do next.

If your way is blocked or the door is locked then it is for a good reason... there is nothing beyond it!!!
But not all doors to nowhere are locked... we probably missed a few ;)

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2. CURRENT STATUS

The big city project was recently renamed back to the "City of Jarvik" and is now being re-developed not as a single city but divided up to make a whole country with many large cities, towns and villages.

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3. TRAVEL AND LORE

Note that as the city is completely built in interior cells it is impossible to walk or swim there from the Morrowind game world. Follow the quest to get there.

You will find few, if any references to Morrowind in Jarvik, as it lies far away from Tamriel and has no association with the Empire.

Jarvik was the first city to emerge on this archipelago. The capital moved to Yarwich many years ago but this city is still a thriving centre of commerce... among other things. Its culture and architecture are reminiscent of that of nineteenth-century Britain.

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4. HOW TO INSTALL

The models, textures and animations used in this mod are all stored in a BSA archive which needs to be registered before you can load the mod. In the file morrowind.ini, find the section [Archives] and then add our bsa to the list, replacing the # with your next number:

Archive #=zzcity_jarvik.bsa
Change the # to the next number in your file.

Also copy the sub-directories included into your Data Files directory

Now activate the .esp file using the Morrowind launcher.

To uninstall unactivate the .esp, remove the added line from the file morrowind.ini and delete the bsa, esm and esp

There are also a few files in sound and music which can be removed.

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5. CREDITS

Many modders have kindly allowed us to use their resources, some of them originally made for other games such as Mount and Blade or Sims 2. We would like to thank all of them for their contributions. There are two modders, however, to whom we owe particular gratitude: Barabus and Gutekfiutek. The resources which they created quite literally dominate the landscape, giving the mod a flavour not found anywhere else.

Below is a list of modders whose creations were used in this mod. These are either resources or objects which we received permission to use. Should
you spot any omissions please let us know so that we can update the list.

� AcidBasick � model and texture: Kriin creature made for Morrowind (resource).
� Adele � models and textures: primarily furniture, originally made for Sims 2.
� Alien Slof � models and textures: clothes from the Goth Shop mods.
� AnOldFriend � models: rocks made for Morrowind.
� Ayse � models and textures; tree for Morrowind (resource).
� Barabus � models and textures: housing, roads and tools made for the City mod.
� Ben Tate � model and texture: Japanese Wooden Bench (Creative Commons resource).
� Bienchen83 � models and textures: food originally made for Sims 2.
� Cait � models and textures: various animals (resource). NOTE! we have corrected the mesh textures paths in our BSA
� Darkelfguy - Video.
� Dongle � meshes and textures: a galleon and a light house made for Morrowind, retextured by Mr. Swiveller (resource).
� Emma � models and textures: heads and hairs made for Morrowind (resource).
� FlyTsi - the Cathedral mesh.
� Georgius Septim � models and textures: shields made for Morrowind.
� GhanBuriGhan and Killgore - scripts: sitting NPCs for Morrowind.
� GutekFiutek � models and textures from Polished Landscapes/Buildings, originally made for Mount and Blade.
� Hexameter � models: carriages originally made for Sims 2.
� Korana � models and textures: music instruments as well as various items from the Bath Shoppe mod (resource).
� Mandamus - hair and clothing.
� Maylin � postbox originally made for Sims 2.
� Mireneye � meshes and textures: rocks made for Morrowind (resource).
� Mr. Dave - miscellanous items
� N'Dib � models and textures: trees made for Morrowind (resource).
� NelothsMouth � models and textures: barrels made for Morrowind (resource).
� Parsimonius � models and textures: furniture and plants originally made for Sims 2.
� Phaedrus � model: row boat made for Morrowind (resource).
� Plangkye � models and textures: Victorian dress (resource) and clothes from the Hilgya's shop mod.
� Qarl � models and textures: furniture and various small objects made for Morrowind (resource).
� RWS � models: cliffs originally made for Neverwinter Nights 2.
� Sandy � models and textures: food, utensils and furniture originally made for Sims 2.
� Shannon � models, textures and scripts.
� Sinblood - Clothes and the Targeter.
� Swiveller � textures and sounds.
� Tarius � models and textures: Oblivion-style wayshrine made for Morrowind (resource).
� TextureFreak and Korana � models and textures: washing clothes made for Yesterbreeze, here used with permission from Regaez.
� The Wanderer � models, textures and scripts.
� Vurt � models and textures: trees and mushrooms made for Morrowind.
� Westly - heads.
� Worm � models: cliffs originally made for Neverwinter Nights 2.
� Zimnel � textures and the Yarwich overcoat

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6. USAGE

We will continue to work on this mod and its resources in the future. Please DO NOT re-distribute the resources that we created, adapted or converted. Do feel free to make mods of any description dependent upon the "The Big City" though.

Some of these resources have been released separately by their creators. In those cases, their own conditions will naturally apply.

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7. CONTACT US

Project lead: [email protected]
Project ULR: http://smwcp.proboards.com/

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8. HELP/CHEATS

Really ?

Found a bug ?
Don't just tell us about it!
Come and join us and help fix it...
That is what this release is all about.

If you feel the need to read this other than out of curiosity then you are probably not what we are looking for :)

Can't Find the stranger ?
Go to "The end of the World" tavern in Dagon Fel between 8 and 10 in the evening.

Can't find Daniel the next day?
You probably left the tavern before him. Make sure he has left for his room upstair. Then you will need to wait another day.

If you get to Jarvik but are then paranoid about all your armour and weapons having been taken from you.
Rest assured you will get them all back at the end... but if you are still that paranoid you can either
Restart your game from before you started on this adventure and go our seperate ways or in the console window enter "startscript tw_take_script"

You can by-pass most of the quests... but why?

The quests are...
The introduction - meet and help a stranger at "The Worlds End".
Take a pet for a walk - Yes he can and will most likely get stuck, lost, in your way indoors or all three.
Help a sick crew mate - You'll find him below.
Go on to find out what got him sick.
Talk to Daniel (aka The Stranger) - Get his part of the story.
Finally go talk to Niel - get the rest of this story, your gear back and return to Dagon Fel.