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Terik Fel

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About this mod

Who is the Hammer of Orsinium? The First Fighter, the First *Strongest* Fighter, as he likes to call himself. Grog gro-Igram. Some might say he's more Orc than Orcs, I'm sure he'd agree. Grog likes to fight, a lot. But he doesn't know Morrowind like you do, he doesn't know where the best fights are, and that's where you come in.

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The Hammer of Orsinium
by Terik Fel


Introduction

Who is the Hammer of Orsinium? The First Fighter, the First Strongest Fighter, as he likes to call himself. Grog gro-Igram. Grog is a special type of Orc, he's mightier and better than other Orcs. Some might say he's more Orc than Orcs, I'm sure he'd agree. Grog likes to fight, a lot. He also likes to crush skulls and listen to the sound they make. He'll tell you both if you ask him, because if there's anything Grog likes to talk about, it's fighting. That's why he came to Morrowind you see, to fight his rival. And he won, of course. But now Grog has nothing to do except drink and tell tales of his previous battles in life. He could go fight of course, but he doesn't know Morrowind like you do, he doesn't know where the best fights are, and that's where you come in.


Description/Background

It's been a while (more than a decade) since I last played Morrowind, and a lot has changed. Or rather it hasn't changed, that's the problem. I remember Morrowind being a different game, but I've come to realise a lot of that is nostalgia clouding my view. Don't get me wrong, Morrowind is great, but it could be better. Or so that was what motivated me to visit the Morrowind Nexus for the first time and download some mods to improve the original game. I found what I was looking for, mostly. Something was missing though, and it was a colourful companion to join me in my quest to become the Nerevarine once again. I had a look through the Companions category of the Nexus, and there were some good companions to choose from, but none that really had what I was looking for. So I decided to put in some time and effort, and take a chance at making my own companion.
And so, Grog gro-Igram was born.


The Hammer of Orsinium was originally written to be a one-dimensional character taken to excess, as a parody of one-dimensional characters, but truthfully I couldn't help but add depth to his character. That's not to say Grog will go soft by any means, Grog loves to fight, that's his  motivation - it's who he is. Does he need more motivation than that to be a successful character? I don't think so. I enjoyed writing Grog's character, his dialogue and his reactions a lot. It was genuinely a fun experience, one I wanted to share with those people who still play Morrowind and are looking for interesting companions. Whether it be for the first time or for the hundredth time you're playing Morrowind, then Grog is a good choice to make. He's good in a fight, tough as nails and if anyone gets in your way he'll crush their skull good. That's what he does best.


Requirements

Tribunal and Bloodmoon, that's it.


Installation

Drag and drop the .esp into your Data Files folder in your Morrowind directory and enable the file through the launcher.


Changelog

0.2b:
-Added Dialogue Option to check Grog's Health/Magicka/Fatigue (Commands->"What is your Status?")
-Made certain quest items unable to be picked up until a certain point in Grog's questline to prevent bugs.
-Quest Name properly identified in Journal entry.
-Added a small number of new dialogue lines that were previously left out (Caius' House, Arkngthand, Ilunibi Caverns, when you have Corprus).

0.1b:
-Initial Release

Incompatibility Warning

Users have reported issues while using the mod Ashfall alongside this mod. Using both mods alongside one another may result in bugs.

Frequently Asked Questions

1)What should I expect when I play this mod?
An Orc companion with unique lines of dialogue and a small quest line attached. The mod is considered to be in a beta stage, so bugs may be found.

2)How many unique lines of dialogue are there?
I don't know the exact number but it's what I'd consider "enough" for Grog. This isn't intended to be a companion that offers commentary on every action and choice the player makes, rather you'll get the most talking out of him by asking him about himself and topics he brings up. As mentioned later in the FAQ, the responses he gives to his own topics will change depending on where you're at in his questline. So don't be afraid to ask him about an old topic as you progress through the quests.

3)Where do I find Grog?
At the Inn of Ald Skar in Ald-ruhn.

4)Why does Grog speak so strangely?
Grog doesn't speak Tamrielic very well and no one in Morrowind speaks Vosh Rakh, so he's stuck speaking what he can in the common tongue.

5)Are there quests for Grog?
There's a fully functional questline for Grog that isn't particularly long, but improves Grog's opinion of the Player, unlocks new dialogue and results in a reward at the end. I've included a spoiler-light walkthrough in the .zip file for anyone who's having trouble.

6)Do I need any other Companion Scripts or Mods to improve the experience?
I've integrated the Companion Project's Companion Script v3.1 into the mod (full credit goes to them for their amazing work) as I was getting tired of watching Grog get stuck on every rock in sight. It's not perfect, but it'll improve the general companion experience compared to vanilla Morrowind significantly.

7)Will there be future updates to the mod?
There will be bug fixes as necessary if any issues are found. For future content it is likely to be additional dialogue and perhaps an expansion to the quest line.

8)I've got a suggestion.
I'd love to hear it, drop a comment on the file and I'll give it a read.

9)Grog seems powerful, will this change?
Yes and no. Grog was originally designed to be a companion for when you reach Master/Arch-Magister of House Telvanni (I was extremely let down by that empty shell called Fast Eddie who lacked any character or style), so Grog was to act as a 'retainer' for any character who reached Master or Arch-Magister rank in House Telvanni. To get back to the original question, Grog will always be intended for level 15+ characters, and if any change will occur in the future it will be to make it so that only those level characters have access to him.

For now Grog will be available to all player free of charge and with no conditions. Although be warned, Grog's quests will take you to dangerous locations, low level players (below level 15) will definitely have a hard time.

10)What sort of future updates do you have planned?
Put simply, more dialogue. More conditions for recruiting Grog and possibly a small expansion to his questline.

11)How do I access more dialogue from Grog?
By progressing down the quest line more topics will become available, existing topics will have different answers to them, and Grog will talk about different things in new places you visit. Disposition doesn't mean much here, it's all about you proving to Grog that you've got the heart of an Orc by your own actions. Always be sure to check older topics between Grog's questline to hear new things. As you progress, the chance to ask Grog about these things will disappear. So it's always best to talk to him after every major development. As a general rule of thumb, if it's a vanilla topic you ask Grog about, he probably won't have a whole lot to say unless it's important to him.

12)Does this mod work with x mod?
I've tried to limit the amount of changes I've made to the world of Morrowind with this mod, and I've used tes3cleaner and Morrowind Enchanted Editor to hopefully mop up some of the mess. As such, the mod should be compatible with just about any other mod, but the truth is I don't have the time to test every mod available, so I can't say that there will never be problems. If you find a mod with compatibility issues be sure to let me know, and I'll point it out here.

13)Does this mod fit the lore?
The mod has its own lore that fits into the existing lore of Tamriel and re-uses and mentions existing characters, locations and events. In the case of existing lore, I haven't changed anything directly, rather I've tried to add to them in different aspects. There will be more information about different characters, locations and events(largely about Orsinium and Orcs). All which come from the personal experiences of Grog. Whether or not you choose to believe Grog's take on things or what happened during things he experienced himself is up to you. Nothing is given as a declaration of fact, only what happened from Grog's perspective. Whether or not you can regard this as "lore-friendly" is really up to your own standards.

14)Why did you disable the Combat section of the Companion Script?

I will answer your question with another question: How would Grog crush skulls without his hammer? His weapon, and type of weapon he uses, is important to his character.

15) Why are the quest directions you give in-game so vague? And a riddle? Really?
Well it's more like a poem but I see your point. I don't believe in hand-holding in video games or in stories. I give general clues as to where you should go once the questline actually starts (after visiting a certain island settlement), but I think that it's best to let the player think and try work things out for themselves. Perhaps it rewards the more experienced or informed players of the game, but I don't believe this is a bad thing personally. If in doubt, trial and error will work it out (or read the walkthrough!).

16)Are there any mods you recommend using with this one?
Run Faster - Faster Running Speed


Credits & Acknowledgements

First and foremost credit goes to the Companion Project for the amazing Companion Script that I have integrated into the mod.
You can check out a readme for the script in the mod file as well as a link to download the file.
I'd also like to shout-out DanaePlays on Youtube for her Morrowind Modding Tutorials which helped a bunch.


Usage, Permissions and Distribution

You're free to use this mod in your own mod as you see fit, ONLY if you give correct credit to myself, to the Companion Project team and the files included are not edited in any way. If you absolutely have to upload this mod elsewhere, be sure to keep the description, readme, file contents, author name and Credits INTACT. If you don't do this I can't stop you, but you'll be a horrible person.