Morrowind
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jmk222beagle

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Muffinwind1

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About this mod

Welcome to the new Adventurers’ Guild! With locations in Pelagiad, Gnisis, Mournhold and Tel Aruhn! For the folks who want something interesting to do and get paid as well. Take on 10 new quests at each location, and report 18 discoveries for money as well. Sink a pirate ship and then raid it from underwater, blow up rocks under Mournhold.

Permissions and credits
http://users.beagle.com.au/jmk222/more/mozza/PlugIns.html Check out his mods
https://www.deviantart.com/johnk222/art/Discoveries-And-Adventures-The-Actual-Plug-In-666670049

Hello! Thank you for checking out my Discoveries & Adventures plug-in for The Elder Scrolls 3: Morrowind. You will need Tribunal and Bloodmoon installed as well.
I wanted to do something a bit like the discoveries in Skies Of Arcadia, and apply that to Morrowind, in a way that would suit the game. You can find stuff on your own, or ask for clues if you want to get everything done quicker. Plus there are many new quests as well for the Adventurers’ Guild in Pelagiad, Gnisis, Tel Aruhn and Mournhold. (That’s the order I put them in.) Setting up a grudge match for a High Ordinator and Royal Guard, (which can obviously have 2 outcomes,) blowing up a Camonna Tong agent, stealing items, using explosives to find a new part of Norenen-dur under Mournhold and grabbing new goodies, such as a horn, a Durzog collar and even a posh chair! You can also sink a ship, ride a balloon and discover the cause of a strange barrier at the fort in Pelagiad. Plus visit a strange realm and see a nifty new Dwemer ruin.
• Next, I must say: DON’T SAVE YOUR GAME DURING THE BALLOON RIDE! It will stuff up, when you reload. Wait until it’s landed again, and then save. Also, try not to reload a game while the game is running. I never really do this anyway, because it introduces that weird fading thing, but yeah, Morrowind doesn’t actually reset all the variables and stuff correctly, so you should exit entirely and then reload if you have to. I noticed some really weird stuff with the balloon after doing this, such as still being on the ride from a previous save, even though it had never happened in the earlier save I was loading. For your own good, take note!
• If you have any previous plug-ins that occupy any of the 18, 7 and 18, 8 area, they may conflict with my ship. I had this issue with my Sunken Pirate Base causing doubling for some reason. I’ve fixed the issue now, and the 2 plug-ins should be compatible. Loading S.P.B. first, if possible, might be a good idea as well, just in case.
• It’s best if you’ve got the sword Almalexia wants you to complete before doing the Mournhold guild stuff. I’m not going to elaborate on that, in case you haven’t finished Tribunal. You will hit a brick wall until you do do that part. Afterwards, you can continue, because it’s related to an area you need to access, and which wouldn’t be known about by others until you’ve found it.
• Some ding-dong at Bethesda didn’t put any North Markers in for Bamz-Amschend and beyond, so all the maps are pretty much facing the wrong direction. I based my book map off my own observation of the ladder in Plaza Brindisi Dorom, which is climbed from the NW side. So I took screen shots of all the areas leading from the plaza through to Norenen-dur, The Grand Stair, where one part of my new stuff is located. I then rotated all the map screen shots, and placed them together in the correct orientation. That then allowed me to correctly rotate my own North Marker in my one new zone, and set up my map book correctly too. There may be an unofficial patch that corrects this and puts in the North Markers, but I feel it’s beyond the scope of this plug-in, because other plug-ins may conflict with it, if the markers are changed.
• In the Dwemer ruin of Kandnchend, I felt it was frustrating to get Gerdr to go back up the stairs, so there’s a “cheaty” bit in her script that will zap her to where you are, if she gets left behind, but ONLY in the part of the quest where you are leaving, and ONLY in that entrance room.
• Some textures are from Mayang’s Free Texture Library. (http://www.mayang.com/textures/) If one of theirs was good enough to be used in Frozen, then they’re certainly fine for my plug-in. ;-)
• I’ll list the altered areas at the bottom, since they’ll give away the position of the discoveries. But if you’re concerned about compatibility issues, check it out. This plug-in may possibly be the least compatible one I’ve made, because it adds things to a LOT of areas in Morrowind. Unfortunately, I can’t tell if it will be compatible with plug-ins you already have, because there are too many of them out there! Plus it would take an age to do such testing. ALL my own plug-ins that are available from my web site and DeviantArt should be compatible, obviously.
Installing:
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• Extract the RAR file to your Data Files directory where you installed Morrowind, then enable the ESP file in your Morrowind launcher program. As usual, I recommend running new mods after your current ones. As Morrowind loads plug-ins based on date of file modification, you may want to make this plug-in newer than any mods you may have enabled, that are newer than this one. To do that, a program like New File Time may be a good idea. (http://www.softwareok.com/?seite=Microsoft/NewFileTime) This will avoid throwing your current load order out of whack then. (Because sometimes doubling can occur, which I’ve personally seen happen. Also, you only need to change the ESP file’s date.)
• This plug-in also includes an icon from my Inner Depths 3 plug-in. If you wish to remove Discoveries & Adventures, but already have Inner Depths 3, be sure to keep the “ID3-DwrvBuck.tga” file in the directory “JMK-ID3”. This saves you a little bit of room on your drive by not doubling up on files. There is also a fern from my Hidden House plug-in. The “JMK-DorelF.nif”, “jmk-hiho-dorfern.tga” and “JMK-DorelFern.tga” (icon) files are used again. If you happen to have this plug-in, or any of my other plug-ins which also use these files, be aware of them if you decide to refer to the Discoveries & Adventurers RAR file, and you wish to delete this mod, after testing it, for instance.
• Try the plug-in out before you settle on adding it permanently to your save games as well. Use some temporary saves; that way you can go back to where you were if you don’t like something.
Programs Used:
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The Elder Scrolls Construction Set, Art Of Illusion, Corel DRAW (8), WordPad, 3D Object Converter 4, WCVT2POV 2.7, Corel PHOTO-PAINT (8), DDS Converter 2.1, UVMapper Classic 0.3a, Morrowind Enchanted Editor, TerraEdit 0.1, & NIFSkope.
*** The Quests: ***
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Gnisis:
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1. A Stolen Horn
2. Blowing Up Brandols Heribalen
3. The Return Of The Pack Guar
4. The Toy Bear
5. A Giant
6. 5 Items For Gilbertine Drancelis
7. The Pinnacle Tower Conflict
8. Accessing Kandnchend
9. Gnisis Cliff Racer Infestation
10. The Spinning Rings
Pelagiad:
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1. The Violent Lich Of Harbe-Samsi Ancestral Tomb
2. Sand Bags For The Balloon
3. A Nord Woman’s Trek
4. The Fort Barrier
5. Elixir Of Valour From A Lost Shrine
6. The Crystal Maker
7. A Bandit Convoy
8. Exploring The Unearthed Adshalmaneser
9. Basement Banquet
10. The Preserved Chimer
Mournhold:
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1. Pinch A Posh Chair
2. Hastius Tenretni vs Nergal Heriloth
3. The Naked Goon (;-P)
4. Beyond Norenen-dur, The Grand Stair
5. Escaped War Durzog
6. The False High Ordinator
7. Instant Transport People
8. Kinnion’s Stalker
9. Who’s Boycotting The Elegant Eatery?
10. The Dark Shadow
Tel Aruhn:
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1. Escorting A Trickster
2. Baram Ancestral Tomb’s Golden Skull
3. Finding Thandulion
4. Sink The Golden Bounty
5. Arluin Riobel’s Realm
6. Caged At Nchuleftingth
7. Rescuing Thief-Of-Nights
8. Collecting Lava
9. A Strange White Wolf
10. The Stain On Fort Azura-Watch
Tips:
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• When you do the last quest in Tel Aruhn, setting a Mark location at the guild and using Divine Intervention spells can be quite beneficial to your travelling time, because you can travel to Wolverine Hall and back very quick.
• I recommend doing the Mournhold quests first, so you can get the transporter people. If you don’t have any other mods that do this, this will open up Mournhold to companions who usually can’t get there. Or out of there.
• The rings for the last Gnisis quest are all in reasonable locations. There aren’t any hidden up in the roof or anything.
• Arluin Riobel’s item may seem impossible to find, but let’s just say it’s inside his tower, near an item that will help you reach it. Remember, you are told to have it equipped, to find the other thing. ;-) Just having it on you is not enough.
• If you really can’t get passed something, my e-mail addresses are below! :-D
• One of the discoveries is never mentioned by the guild, because it’s quite secretive. I don’t want to give too much away, but if you want a clue, I’ll just say: “Ennbjof. Lizard’s Head.”
Other Plug-Ins By Me:
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• JMK’s Gems Addition (1.5) — Adds a large wad of crystals, which can be purchased from Abelle Chriditte. (Does not require Tribunal or Bloodmoon.)
• Thugs & Louts — Up to 63 beefy crooks lurking about in Vvardenfell, and one in Solstheim. (Does not require Tribunal or Bloodmoon.)
• (JMK’s) Ingredients Addition — Adds to the Gems Addition mod with more new ingredients to make nearly every potion effect. (Does not require Tribunal or Bloodmoon.)
• Redoran Sanctuary — A personal house of sorts in its own realm. Has a ring which can send you back to anywhere outside without screwing with your Mark position.
• Inner Depths 1 — An expansive tunnel system of various dungeon styles with more than one main route. Has 2 sets of very potent high end armour.
• Hidden House — An underground house in Mournhold with its own fighting arena that you can bet on as much as you like! Has more ingredients as well, and a teleporter room.
• Inner Depths 2 — More underground action up in the Grazelands. Has 2 choices of entrances.
• Tunnels & Bridges — Adds various passages through hills and bridges over gaps in Vvardenfell. (Does not require Tribunal or Bloodmoon.)
• Solstheim Lighthouse — To the east of Fort Frostmoth is a new lighthouse with a keeper who can trade with you. (Only requires Morrowind & Bloodmoon.)
• Inner Depths 3 — Solstheim gets a look-in with a large and more complex tunnel system that features some unique looking Dwarven areas. Has a thief trader called Jessie who has some cool stuff.
• Mysterious Floating Island — Get up above it all in the West Gash Region. My 1st released mod with quests. Parody is the order of the day with Britney’s Spear, Brooke’s Shield, a Face Book, Dwemer U Tube and a Nordic Eye Pad to name a few items you’ll see. Help a love-struck butler, a collecting merchant and get your own room as well.
• JMK’s Morrowind Ring Fix — this isn’t technically a plug-in, as it has no ESP file. These NIF and TGA files correct the black ring issue easy peasy. It works — I made it for me! And it will keep the rings fixed for future mods that use any of the ones that come with the game. (Does not require Tribunal or Bloodmoon.)
• Northern Island — Make ya way to Hebrash Island, north of Khuul to take part in new quests, get 2 new ingredients and meet new people.
• Bosmer Companion — Meet a cute Wood Elf girlie in Ald’ruhn, and progress to be her lover as well. I tried to make nothing male specific for those of you who are playing as a woman. She’ll keep up, levitate and water walk with you as well as carrying your extra loot. She has her own quest and a cute house as well. I made this because I always wanted a Bosmer lover in the XBOX version of Morrowind, but you could never do something like that.
• Ashlands Village — To the south-east of Ghostgate, lies an Ashlander camp, which has progressed into a little village. With various secrets, and quite a few quests, this is also a great spot to stop over when you’re travelling through the harsh Ashlands.
• Sunken Pirate Base — Do quests for the Green Leather Club in an underwater base. See plenty of new stuff, including a clock, dancers you can pay to strip and an item which can change your size! Repair your Skeleton Key as well.
• JMK’s Item Shop — A nifty little shop near Vivec with a lot of items that were left out of Morrowind, plus some static things which were converted to stuff you can take.
• JMK’s Health Spa — Take it easy and relax at Soothing Cove! Do some neat quests if you feel like it as well. Has new ingredients, items and lots of people with nothing on. (Only contains nudity if you have Better Bodies, or a similar mod.)
• Lighthouses Of Vvardenfell — Adds in 11 more lighthouses, plus a system of transport with guild guides, of sorts. (Requires only Morrowind.)
• JMK’s Indoor Garden — A special place where you can see any plant from the game as well as several by me. :-) Just the place for alchemists.
• Inner Depths 4 — Another dungeon crawl that starts in the West Gash Region. Also has a small quest to rescue a woman.
• JMK’s Heartwood Fix — Corrects the texture issue shared by Heartwood and a lot of the Telvanni related meshes. This is a non-ESP fix also. :-)
• Western Island — Head west from the Bitter Coast and find a nifty island with a story to it, and plenty of exciting things to discover, such as Welkynd and Varla stones, and a long dead explorer in his own realm. Also get your own sanctuary called The Nook.
• Forsaken Castle — Travel to an unknown realm to defeat a Daedric invasion of a castle and its grounds. Makes for a bit of a personal place, and has about 10 new ingredients.
• Ald’ruhn Arena — Fight in an arena through several battles, or watch and bet on matches too. Get money and increases to your reputation! Has announcements by me. (Requires you to convert the MP3 files to WAV to work with Morrowind. You can use Winamp or XMPlay to easily do this. XMPlay is easiest.)
• My Portable Room — A rather compact room you can access from mostly anywhere, to allow you to put down your loot and then carry on. Has 7 main teleporters and a bed. (Uses a Mark & Recall method.)
• Gem Supplies — Adds more ingredients to fill in some of the “weaker” areas of effects in my line up of ingredients and the ones which came with Morrowind.
• Strange Grove — My prize winning plug-in, which adds a new island between Solstheim and Khuul. Travel to a new kingdom, and take part in many neat quests. Gather mystic artifacts, buy a house and take part in animal racing! :D
• Prison Island — Head south and take part in various prison related quests. Get the ability to arrest nearly anyone, and then put them in the clink or execute them in the death chamber. Has references to various movies with prisons.
• Meet Me In Morrowind — A fun mod which you will probably not want to have installed permanently. It’s just so you can meet me, hear some stuff I have to say and try me out as a companion or in a duel.
• Dwarven Relic — A semi-combined effort between MySoulShards & me. :-) Find a strange Dwarven amulet, and restore it to power, and access a mysterious realm of doors which take you to most of the Dwemer locations in Morrowind.
• Ayleid Remnants — Discover Ayleid settlements in Solstheim and take part in several quests. Get cool items like Varla and Welkynd Stones too.
• UnderWater — Kind of like a big Daedric quest involving Meridia and a cult of necromancers. Visit a neat underwater shrine (with more bump mapping) and visit a strange realm which contains the necromancers’ headquarters.
• Bubblers Of Morrowind — Adds bubblers / drinking fountains to Balmora, Sadrith Mora, Mournhold, Ald’ruhn and 3 of them in Vivec. Take a drink and top up your Fatigue level.
• Outer Realm (Which is actually “newer” than this mod, and not yet released.) — Travel to the realm of Sanguine in an attempt to rescue a missing woman. (This’ll probably be done before the end of the decade. Maybe.)
Contact Information:
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• You can get in touch with me at these e-mail addresses:
[email protected] or [email protected], which has so far come back!
• You can see more of my art and what not at deviantArt: http://johnk222.deviantart.com/gallery/
All my other Morrowind mods are here too.
• You can contact me on ICQ: 151098740. Leave a message and if I’m using it at one of about 5 times a year, you might get a reply.
• If you’re having trouble getting my mods, for instance the Mature Content ones at DA, and you’re not a member, I will gladly send any of them to you by e-mail. Just request it nicely! Ashlands Village will be the complete version this way also, with the extra programs!
• My website will have some of my mods too: http://users.beagle.com.au/jmk222/more/mozza/PlugIns.html
Locations that have stuff added to them, or slight alterations (May spoil stuff here.):
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Ald-ruhn (-2, 7) — A hidden location marker
Ald-ruhn, Guild Of Fighters — A miscellaneous quest related item.
Ald-ruhn, Venim Manor Right Wing — A painting on the wall
Ascadian Isles (0, -5) — A shrine
Ascadian Isles (2, -14) — A new tomb
Ascadian Isles (3, -8) — A new NPC
Ascadian Isles (5, -8) — Some bandits
Ascadian Isles (6, -13) — A tree
Ascadian Isles (7, -13) — A new rock next to the tree
Ascadian Isles (7, -9) — A hidden discovery marker
Ashlands (1, 14) — A skull
Ashlands (6, 13) — A hidden discovery marker
Azura’s Coast (14, 9) — A hidden location marker
Azura’s Coast (14, 11) — A quest item.
Azura’s Coast (15, 6) — A new building in Tel Aruhn
Azura’s Coast (18, 7) & (18, 8) — A ship and various related items
Azura’s Coast (20, -7) — Fort Azura-Watch. (A tiny fort.)
Azura’s Coast (9, -10) — A hidden discovery marker
Balmora (-3, -2) — A new NPC
Balmora, Temple — a quest related ring
Baram Ancestral Tomb — A small quest item
Bitter Coast (-3, -9) — A trap door.
Bitter Coast (-8, 0) — A door
Fort Frostmoth, Supply Room — a quest item
Gnaar Mok — a quest item
Gnisis, Madach Tradehouse — A small quest item
Gnisis, Temple — 2 NPCs who eventually leave, plus a quest related ring.
Gnisis (-11, 11) — A new building
Grazelands (9, 15) — A hidden discovery marker
Grazelands (10, 12) — A creature who comes with you.
Maar Gan, Guard Tower 3 — A new NPC
Molag Mar (8, -5) — Neran-Maruddon (A small Velothian style joint.)
Molag Mar (9, -1) — A new NPC
Molag Mar (10, 2) — A new torch and a hidden detector mesh.
Mournhold, Godsreach — 2 new NPCs
Mournhold, Great Bazaar — The entrance to the Adventurers’ Guild & Elegant Eatery.
Mournhold, Plaza Brindisi Dorom — A temporary post
Mournhold, Royal Palace: Guards’ Quarters — A new chair you take
Mournhold, Temple Courtyard — A new NPC (who eventually goes) & a temporary post.
Mournhold, The Winged Guar — A new NPC who comes with you on a quest.
Mudan Grotto — A hidden discovery marker
Nchuleft — A hidden detector mesh and a new NPC who only appears for a quest, and then goes with you.
Nchuleftingth (Exterior) — A cage with a new NPC.
Norenen-dur, The Grand Stair — 2 new NPCs, a new door and some rocks up the top level.
Norenen-dur, The Wailingdelve — A hidden discovery marker
Old Mournhold: Battlefield — 2 new NPCs
Old Mournhold: Residential Ruins — A new doorway
Old Mournhold: Residential Sewers — 1 NPC and a trap door
Old Mournhold: Tears Of Amun-Shae — A temporary post
Pelagiad (0, -7) & (0, -8) — A hot air balloon, with a nearby NPC, some sand bags and the new guild.
Pelagiad, Halfway Tavern — A new NPC, who later moves out.
Red Mountain (1, 8) — Some rocks
Sadrith Mora, Wolverine Hall: Imperial Shrine — a quest related ring.
Seyda Neen — a key & a new NPC.
Sharapli — A hidden discovery marker
Solstheim, Altar Of Thrond — A hidden discovery marker
Solstheim, Castle Karstaag — A hidden discovery marker
Solstheim, Hvitkald Peak — A hidden discovery marker
Solstheim, Moesring Mountains (-22, 26) — A new discovery
Tel Aruhn — The rest of the new guild there
Tel Aruhn, Plot & Plaster — A temporary NPC.
Tukushapal, Sepulcher — A hidden discovery marker.
Vivec — Temporary Daedric creatures in all exterior canton areas.
Vivec, Hall Of Justice Secret Library  — A hidden discovery marker
West Gash (-10, 6) — Kandnchend. Although it’s on the border of the Bitter Coast at -10, 5 as well.
West Gash (-11, 12) and (-11, 13) — Pinnacle Tower
West Gash (-11, 14) — Purdanbilatu, a cave entrance in a ravine, south of Ald Velothi.
West Gash (-12, 13) — A new pack guar
West Gash (-6, 13) — A hidden discovery marker & a new discovery.
West Gash (-8, 14) — A new NPC.