Morrowind

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Original upload

Created by

ShadowMimicry StaticNation abot

Uploaded by

StaticNation

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About this mod

In search of a missing expedition, the Protagonist discovers a large, abandoned, Dragon Temple on the island of Solstheim.

Requirements
Permissions and credits
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You will need to download the original mod from fullrest
this is the English translation esp.

In other words, you need to download the mod from the website fullrest.ru completely, and then install this esp file on top of it with a replacement. To get access to the translation.



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English 1.6.1 works on the Russian 1.0
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Change log and credits

1.6.1 - Fixed script causing CTD after Movie plays - Static
1.5.1 - Relinked dungeon doors on TOTSP version - Static
1.5 - Major Dialog Changes, reestablished missing links, Rebuilt Translation & Rebased - Static
1.4 - Major Dialog changes, Fixed missing links on translation - Static (Broken Release)
1.3 - Book layout fixed, & other fixes to translation by Static
1.2 - Hotfix for mesh paths by abot (see requirements), junk data cleanup, script updates by Static 
1.1 - Further tweaks to translation, Swinging door script by Static, Dialogue cleaned, other scripts updated and fixed/replaced by abot
1.0 - initial release. Translation by Static, Source mod by ShadowMimicry

Plans for future releases:
Fix books layout, further translation tweaks, possibly elevenAI voiced lines

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Original mods statement follows
by ShadowMimicry
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 Foreword:

In the Elder Scrolls series, I've always lacked continuity.  Yes, artifacts and names of territories passed from one part to another, but their appearance and style, with rare exceptions, were completely different from their predecessors.


 Why this is happening is not for certain, and most likely this is a complex of reasons.


 I've always wanted to tie the parts of the series a little harder.  The idea of   playing Morrowind and suddenly stumbling upon something (item, weapon, location) from the next games in the series has always seemed attractive to me.  Firstly, because it made the game a little more modern, and secondly, the same desire for closer ties is to blame.


 Therefore, as soon as I got the initial skills in modding, he immediately took up the implementation of this idea.  As usual, I started small (I will build a small cave).  And it ended with a fairly extensive plugin lasting a year and a half.  So, what did it take so long if we are talking about one cave?  It's all to blame for the main idea of the plugin - to make the player feel like he got into TES V: Skyrim, hence the name, although the plugin itself has nothing to do with Skyrim, all events take place within the framework of TES III.  But in order to achieve such an effect, I needed to port a fairly large number of different objects and creatures from TES V. Of course, I did not want to thoughtlessly copy the ancient Nordic ruins, so something author's was added to every corner of the Temple.


Description:
 ⦁ a small mainquest that can be finished in different ways (about four endings), about 2/3 hours of leisurely gameplay;
 ⦁ large interior location "Lost Temple" it is divided into 6 separate interior cells.  There are also minor exterior changes in his area;
 ⦁ 9 new types of opponents (a set of draugr: from warrior to commander) and one dragon priest who is a quest character;
 ⦁ 4 quest characters including Angaredel, each of the listed ones has a variety of dialogue.  And communication with each of them can give different results);
 ⦁ 2 full sets of armor (Ancient Norse armor and its variants);
 ⦁ several sets of weapons (some of which were added by third-party plugins, and the other I ported);
 ⦁ a unique set of ritual clothes of the priest (you can get only after completing the quest in a certain way);
 ⦁ the presence of hidden caches and mechanical traps;
 ⦁ a large number of new items (a bowl of items);
 ⦁ detailed and as far as possible thought out location
 ⦁ Plays atmospheric Skyrim music when entering the temple with interruption to combat (Only when playing on MGE/MWSE)
 ⦁ Lots of sound effects (clatter of stones, hum of fireplaces, whistle of drafts, etc. (You need to experiment with enabling/disabling hardware acceleration in the game settings)

Of course, you need to remember that with all the crutches and innovations of Morrowind, this is a game released in 2002, and I'm not Todd Howard.  I started working on the plugin when I didn't really know much about anything.  Therefore, some of the listed mechanics and capabilities are far from ideal.  But, before publishing the mod, there was a small beta test and it seems that the impressions of the testers are mostly positive.  However, there are still a number of serious bugs / errors that manifest themselves in different ways and are quite difficult to catch.  Please write about everything you find.