Morrowind

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Created by

Lochnarus -- Revised by TheNocturus

Uploaded by

thenocturus

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About this mod

The island is located far to the east of Vvaardenfell.
Beyond the mainland, between Necrom and Port Telvannis.

This mod was one of those hidden gems that was almost lost.
I wanted to share my revision of this masterpiece creation.

Requirements
Permissions and credits
Changelogs
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                     The Elder Scrolls III
                          MORROWIND: 

            Journey's End - Tamriel Rebuilt Edition
             by lochnarus (Revised by TheNocturus)
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Index:
1. Installing the Plugin
2. Accessing the Island
3. Additional Notes and Compatibility

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1. Installing the Plugin
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The installation has been simplified with the use of a bsa archive
This allows for greater compatibility because nothing gets overwritten in your data files

Requires all expansions.
Requires Abots Water Life: https://www.nexusmods.com/morrowind/mods/42417
Travel addon requires Tamriel Rebuilt: https://www.nexusmods.com/morrowind/mods/42145


1. Extract the files into your Data Files directory (Vanilla) OR into your mods directory (OpenMW)
2. (OpenMW) Add the mods directory to your openmw.cfg file located in ~\Documents\my games\OpenMW\
3. Register the bsa file in openmw.cfg (OpenMW) OR morrowind.ini (Vanilla)

The mod is now installed.
Activate the esp(s), and enjoy!

journeys-end.bsa                    -- All the resources such as textures and sounds
Journeys-end-TR.ESP            -- The main plugin
Journeys-end-TR-travel.ESP -- Optional travel addon for Tamriel Rebuilt


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2. Accessing the Island
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A rowboat lies on the shores of Tel Branora, if you can find it.
And a sailship is docked at Sadrith Mora for those in a hurry.


If you are using the optional journeys-end-TR-travel.ESP
A ship will be docked at Port Telvannis, as well as Necrom.


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3. Additional Notes and Compatibility
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The island is located far to the east of Vvaardenfell.
Beyond the mainland, between Necrom and Port Telvannis.


This mod was one of those hidden gems that was almost lost.
I wanted to share my revision of this masterpiece creation.

I changed as little as possible to keep the same feeling.

With that said, the mod is now compatible with:
Tamriel Rebuilt (main and preview)
Beautiful Cities of Morrowind

Thank you to the original mod author, and everyone involved in this amazing project.
Please scroll to the bottom of this document to see the full credits.
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 Continue reading for more information from the original readme 
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                     :: ORIGINAL README ::
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  Below is the unmodified contents of the original readme file
             Some information is no longer correct
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            The Elder Scrolls III
                  MORROWIND: 
    Journey's End - The Abode for Morrowind Version 1.1
         by lochnarus (changes to v1.1 by Patrograd)
               [email protected]

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Index:
1. Installation
2. Playing the Plugin
3. Notes on the Plugin


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1. INSTALLING THE PLUGIN


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Bloodmoon and Tribunal are both required to use this plugin.


To install the plugin, unzip the:


- Journeys End 1.1.esp and any add-on plugin files into the Morrowind/Data Files folder
- Meshes/LOCH folder into the Data Files/Meshes folder  
- Icons/LOCH folder into the Data FIles/Icons folder
- Texture files into the Data Files/Textures folder


*This plugin does not use any type of automatic install and the files MUST 
be manually placed into the correct folders. This is to ensure the mod will work.* 


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2. PLAYING THE PLUGIN


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From the Morrowind Launcher, select Data Files and check the box 
next to the Journeys_End.esp file, and any addon plugins you wish to include.
Loading this mod and then it's add-ons afterwards will ensure proper 
usage of all mod changes made by the add-ons.


Synopsis:


Journey's End is A large Telvanni/Indoril-inspired estate located On the very 
southeastern tip of Vvardenfell, very close to the Shrine of Azura, with 
fast boat travel to and from Tel Branora, Sadrith Mora. The island that Journey's 
End is located on is filled with plant containers of all types to ensure 
that you never run out of ingredients for alchemical purposes.


The island contains a large, unique alchemy laboratory that includes many master 
tools and even more ingredients, with a storage room also filled with tools, bottles 
and more ingredients. You will have to work hard to exhaust this supply! Included in 
the Alchemy add-on plugin are yet even more types of ingredients.


Journey's End also has a weapons room within the laboratory for enchanting weapons, 
and even a forge and armorer's tools, raw materials, a weapons rack, and 8 armor 
mannequins. There is a greenhouse with a fountain and beautiful flower garden, 
a beach with fishing dock, the Nerume Family Burial Tomb and a special rear dock 
for those who pilot scripted sailing ships such as the SellNSail Galleon.


The house itself is very stylish and has a large bedroom/study, an extensive library with
xtra books most people have never read before, a dining hall/bar area for the cooks and drinkers, 
a grand hall with access to the 2nd floor and basement wine cellar which has numerous 
liqours, and a balcony for scenic views with the FPS Optimizer.




TO CLAIM THE HOUSE AS YOUR OWN, YOU WILL HAVE TO COMPLETE A QUEST, WHICH STARTS ON
THE DOORSTEP OF THE HOUSE. A KEY IS INVOLVED. YOU WON"T HAVE TO LEAVE THE ISLAND TO DO THE QUEST.


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3. NOTES ON THE PLUGIN 


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TRAVEL: This mod uses a unique form of travel, done by using 
longboats as "doors." You can get to Journey's End from Sadrith Mora
or Tel Branora, and taking the new boats on the shores as you enter those 
areas. The one in Tel Branora is a small rowboat to the left/west of the docks.
The one in Sadrith Mora is a larger longboat to the South of the docks.
You use them just as any other door, walk up to them and hit the activate key.
This works on all ends of the travel routes.


LODESTONES: Color-coded quick magic transportation stones, for when you are
in a hurry to get to a from the house to the docks. Blue one goes to the SellnSail
Dock, the yellow one goes to the regular docks.


OPTIONAL ADD-ONS 


*THESE MUST BE AFTER JOURNEY'S END IN THE LOADING ORDER*
*THEY DO NOT DEPEND ON EACH OTHER AND EACH WILL WORK BY ITSELF*   


* Wilderness Add-on: Adds butterflies, fish, and a few turtles to the island, 
all passive to enhance the look, and to give it life. Requires the Wilderness Mod to run.


* Alchemy Add-on: Just what it says, adds ingredients from Srikandi's Homeopathic Alchemy mod to
a side office in the lab.
Requires Sri's Homeopathic Alchemy Mod to run.


* House of Mannequins Add-on: Just what it says, Adds 8 wooden armor mannequins to the weapons room.
Requires House of Mannequins mod to run.


This mod has been tested with Morrowind, Tribunal, and Bloodmoon. It should not cause any 
conflicts with any mods except landmass mods that take up the same area. It is
possible that this may conflict with quest mods that add caves or anything to the same area as well.


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CREDITS & USAGE


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So many people directly or indirectly helped me:


Korana- The blanket on the Nerume bed
JunkMail- The pedestals the dragons are on
Miltades- The dragons
Andoreth- The script for the fountain's water
dongle- the greenhouse
Proudfoot- the animated flag atop the house
Nigedo- The idea for the fountain's water
AcidBasick- The turtles, and the model for something else you'll see...;)
AnOldFriend3- Jade Sphere
Silaria- Ornate Vases
Brillo- Blue Pottery
Grumblepunk- The mannequins
Srikandi- The Homeopathic Alchemy Mod
Puma Man- the Wilderness Mod
lochnarus- the...oh, right that's me, well I did the rest


Patrograd- changes to v 1.1

TheNocturus - Revision 2.0 for Tamriel Rebuilt compatibility