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Terik Fel

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Mod Title: The Hammer of Orsinium
Author: Terik Fel

*****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.


*****F.A.Q*****

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 there may be bugs.

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. You'll get the most discussion from Grog by proceeding down his questline.

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

4)Why does Grog speak so strange?
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 questline.

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. I don't promise to reply or add it, but I *will* read it.

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 compatability 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.
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.