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Under Massers's Gaze
By the Telvanni Tea Drinkers
DetailDevil, Jackimoff Wackimoff, Markond, MwGek and Wolfweim
Version: 1.4
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Contents
=========
1. Description
2. Requirements
3. Recommended mods
4. Permissions
5. Installation
6. Removal
7. Updating
8. Incompatibilities
9. Known Issues or Bugs
10. Load Order
11. Changelog
12. Contact
13. Credits
============
Description
============
Embark on a mysterious journey in search of a missing troupe of Khajiit from the Mages Guild, known for their fascination with the moon Masser. What secrets were they chasing? Unravel clues that could lead you beyond the familiar lands of Nirn itself. As you follow the trail, you’ll uncover ancient lore, face unexpected challenges, and question where this path may ultimately lead you. Will you find the missing Khajiit... or uncover something far greater?
To start this adventure, ask around in the Mages Guilds across Vvardenfell until you pick up a rumor about an investigation about missing Khajiit Guildmembers or talk to Folms Mirel in the Caldera Mages Guild Branch directly.
Featuring
• Discover New Lands: Traverse a variety of fresh locations and hidden cells, each with its own secrets to uncover.
• Encounter Unique Characters: Meet interesting NPCs, each with their own rich backstories and quests to share.
• Delve Into a New Dungeon: Delve into a new designed dungeon that will test your courage and wits.
• Master Puzzles: Put your problem-solving skills to the test with engaging and inventive puzzles.
• Immerse in Fresh Dialogue: Enjoy a wealth of unique, carefully crafted dialogue that brings the story to life.
• Admire Custom Creations: Experience new models and textures, thoughtfully designed to enhance your adventure.
Walktrough Summary:
1) Talk to members of the Mages Guild to pick up a rumor about Missing Khajiit guildmembers.
2) Talk to Fols Miriel in the Caldera, Guild of Mages.
3) Talk to all the Caldera Mages Guild Members abut Dro'virr.
4) Report to Fols Miriel.
5) Travel to Sadrith Mora, Wolverine Hall: Mage's Guild.
6) Talk to Skink-In_Tree's-Shade.
7) Talk to Procyon Nigilius.
8) Travel to Caldera, Guild of Mages.
9) Report to Fold Miriel.
10) Travel to Tel Branora, Seryne Relas's House
11) Talk to Seryne Relas
12) Travel to Balmora, Guild of Mages
13) talk to Ajira and convince her to share details about the Khajiit.
14) Read Zhasrara's journal to learn the Air Bubble Spell.
15) Return to Caldera, Guild of Mages and maybe stock up on restore magicka potions.
16) Ask for directions to travel to the Dwemer Ruin of Btuanumzhar.
17) Travel to Btuanumzhar by going out the north gate of Caldera and following the sign's to Ald-Ruhn.
18) Look for a Dwemer entrance and enter the elevator down to the ruin.
19) Progress from Btuanumzhar to Btuanumzhar, Quarters.
20) Walk down endless stairs in Btuanumzhar, Quarters until you notice it is not going anywhere.
21) Walk back up the same stairwell and you are at a different floor.
22) Progress from Btuanumzhar, Quarters to Btuanumzhar, Halls of the World Tear.
23) Walk until you reach a blocked corridor. Walk through this backwards by not looking at it.
24) Gaze deep into the World Tear.
25) You land on an asteroid in space.
26) Cast the protective Air Sphere spell.
27) Travel roughly north over the ridge to spot the camp of the Khajiit.
28) The permanent Air Sphere in the camp will protect you from the vacuum.
29) Talk to Zhasrara.
30) Talk to the leader, Ri'Shajirr.
31) Talk to Dro'virr to learn that there was a mason visiting taverns in Caldera.
32) Leave the camp (don't forget to cast the Air Sphere spell) and return to Nirn through the Dwemer observatory. Jump down the shaft.
33) Travel to Caldera, Shenk's Shovel and talk about a "mason" to learn that there is an Orc Mason in Caldera, Ghorak Manor.
34) Travel to Caldera, Ghorak manor and talk to Borkul gro-Lag.
35) Offer him a few local brews (Matze, Sujamma, Shein or Greef) to progress.
36) Start the drinking competition by giving the Borkul gro-Lag Sujamma, Flin, Cyriodiilic Brandy and Greef.
37) Loose the drinking competition (That's unfair)
38) Wake up in jail.
39) Talk to Amaund Motierre about your escapades last night.
40) Sleep it off on the bedroll in the corner.
41) Talk to the guard at the door.
42) Travel to Suran, Ibarnadad Assirnarari: Apothecary
43) Buy a Resist Alcohol Potion through the topic in the dialogue screen (maybe one extra to be safe if you mess up later).
44) Return to Caldera, Ghorak Manor.
45) Drink the Resist Alcohol Potion and talk to Borkul gro-Lag.
46) Borkul buys this round and you win the competition.
47) Travel to Btuanumzhar by going out the north gate of Caldera and following the sign's to Ald-Ruhn.
48) Talk to Borkul gro-Lag and let him follow you to through the ruin.
49) Do the same steps as before to traverse the ruin.
50) Cast the Air Sphere when you arrive on the asteroid, this should also protect Borkul gro-Lag.
51) Head north again towards the camp.
52) Walk close to the Khajiit leader, Ri'Shajirr, to progress the quest.
53) The mason will start to work and you can speed up the process by doing another quest.
54) Return to Nirn the same way as before.
55) Travel to Balmora, Guild of Mages.
56) Talk to Ajira about growing mushrooms in the vacuum and Fortify Strength Potions.
57) Travel to Caldera, Verrick Germain: Trader.
58) Buy 5 pickaxes from the trader.
59) Return to the Khajiit leader (another trip through the ruin), Ri'Shajirr and don't forget your Air Sphere protection.
60) Plant the mushrooms in the cave roughly west of the camp by activating the ground around the campfire.
61) Return to the camp and wait/sleep 14 days until the monastery has been built.
62) Enter the monastery when the Journal update tells you work has finished.
63) Talk to Ri'Shajirr to receive a reward and progress.
64) Talk to Borkul gro-Lag and escort him back to Nirn, to Caldera, Ghorak Manor
65) Travel to Balmora, Guild of Mages.
66) talk to Ajira and escort her to the Word Tear.
67) They are out of reach and gone... :(
68) Endorse our mod if you had fun.
Handy Console commands for playtesting our mod:
player->additem "Potion_Local_Brew_01" 1
player->additem "potion_local_liquor_01" 1
player->additem "potion_comberry_brandy_01" 1
player->additem "potion_cyro_brandy_01" 1
player->additem "Potion_Cyro_Whiskey_01" 1
player->additem "ttd_alcohol_resist_p" 1
player->additem gold_001 10000
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Requirements
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Morrowind, Tribunal, and Bloodmoon
OAAB_Data (https://www.nexusmods.com/morrowind/mods/49042)
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Recommended mods
=================
• Morrowind Optimization Patch (https://www.nexusmods.com/morrowind/mods/45384)
• Project Atlas (https://www.nexusmods.com/morrowind/mods/45399)
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Permissions
============
Need permission to modify our mod. If all members of our team are unreachable on the Morrowind Modding Community or Nexus Mods, and a reasonable effort has been made to contact us, you have our permission to modify, adjust or build upon this mod.
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Installation
=============
1. Copy all files into the Data Files folder.
2. Rerun you distant land generation if playing with MGE XE.
3. Activate Under Masser's Gaze.esp.
4. Play the mod.
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Removal
========
1. Uncheck Under Masser's Gaze in your loadorder.
2. Remove Under Masser's Gaze.esp from the data files folder.
3. Delete the TTD folders inside Data Files\meshes, textures, icons and sounds folder.
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Updating to
=============
Overwrite all existing files with the new files. Run the update through Wrye Mash to avoid problems.
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Incompatibilities
==================
This mod works on both vanilla and OpenMW engines. Although visuals might be better on an OpenMW install. Since adjustments to vanilla locations are minor, this mod is highly compatible with other mods. There are currently no known incompatibilities.
This mod makes minor alterations to the following cells:
West Gash Region (-5,5)
Balmora, Guild of mages
Calder, Ghorak Manor
Caldera, Verrick Germain: Trader
Ebonheart Legon Garrison
=====================
Known Issues or Bugs
=====================
Be sure to note down any bugs on the nexus page so we can update the mod (https://www.nexusmods.com/morrowind/mods/55445).
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Load Order
===========
Load both the objec before the mod.
1. OAAB_Data (https://www.nexusmods.com/morrowind/mods/49042)
2. Under Masser's Gaze
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Changelog
==========
V1.0
Initial release
V1.1
Cleanup of some dialogues and journal entries - edited for brevity, readability, and repetition, along with general errors. (We made changes to about 60% of the dialogue and journal entries)
Filtered some dialogue so Ranis, Trebonius, and Skink no longer give a rumor it makes no narrative sense for them to give.
Filter a topic to stop the mason using Khajiit dialogue.
Edited a player response to no longer be in Khajiit speak.
Swapped the placeholder perception filter for a more dwemer approriate version.
Swapped the place frame around the void tear for a more Dwemer appropriate one.
Added fadeouts to mushroom planting and orc return scenes.
Added a small platform under the Dwemer return teleport site.
Removed several out of bounds pieces left over in Bthuanumzhar.
Fixed the floating bubble in space bug.
Air Sphere is no longer added for free to the player if they enter space, the need to get it through the quest.
Rotate the MGE skybox a bit to improve the position of Masser and Nirn.
Updated the TDD_Spacesphere_MGE.nif to make the Messer object properly merging with with starsphere.
Added water to "The Void, Asteroid" cell to force MGE XE to render the Air Bubble sphere on the skybox distant land.
Changed a non vanilla texture in TTD_X_Banner_01 to a vanilla one to remove a single used texture from the mod.
Added the moon Secunda to our skybox mesh.
Added ownership to all the items, original idea was that they shared everything. But that maybe feels like a bug to players.
Cleaned out the edited vanilla entry 'I am %name, %class' in the background topic.
V1.2
Changed the barrier door in the Dwemer ruin to a forcefield and added a fitting new corridor tile.
Removed the hint notes in the Dwemer puzzle ruin and added a journal of Dro-Virr for more immersion.
Borkul gro-Lag doesn't disappear before your eye anymore when he is home again, but is disabled when you exit the door.
Fixed a bug where active spells couldn't be viewed anymore by hovering over them with your mouse.
V1.3
Improved some rough edges in the cell "The Void, Monastery".
Cleaned out a dirty edit to the 'latest rumor' topic.
Cleaned out two dirty edits in greeting 1.
Cleaned out a dirty edit to the 'skooma' topic.
Cleaned out the topic 'a favor' to not interfere with the puzzle box quest.
Changed the teleport-block-script in the cells starting with "The Void" to more accurately check the player leaving these cells and enabling teleport again.
Added folder 02 Normal maps for OpenMW.
V1.3.1
Fixed a bug with the barrier that a few vanilla users encountered, where the player couldn't get past it despite walking backwards as required.
Fixed an audio bug for the lyre player where K'harr tries to start playing the song every frame.
Rotated the skybox in the transition sequence to not show the moon, which caused immersion problems when moving, but stars.
V1.4
Fixed various typo's and errors in topics, dialogue and journal entries.
Added a scripted and animated elevator to enter the cell 'Bthuanumzhar' and changed the cell to accommodate for it.
Added floodlights to the cell 'Bthuanumzhar'.
Added titles to the quests to support SSQN.
Added a patch with unique icon for SSQN on MWSE and OpenMW.
Added an extra cell in 'Bthuanumzhar' to accommodate for the return to Nirn sequence.
Added a better, more fun and more immersive return to Nirn (and save some time back and forth for gameplay pace).
Added a small hidden area in 'Bthuanumzhar, Halls of the World Tear".
Added extra VFX and scripts to the final scene of the questline.
Improved Ajira's dialogue throughout the questline.
Added a forcegreet to Borkul on the return to Nirn, to not make the player miss him on their way out.
Added a reward given to the player as Folms says in his dialogue.
Changed the display name of the loaddoor into the cell 'Bthuanumzhar' to just state 'Metal door' instead of 'Elevator Door'.
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Contact
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DetailDevil (https://next.nexusmods.com/profile/DetailDevil)
Jackimoff Wackimoff (https://next.nexusmods.com/profile/JackimoffWackimoff)
Markond (https://next.nexusmods.com/profile/Damius)
MwGek (https://next.nexusmods.com/profile/mwgek)
Wolfweim (https://next.nexusmods.com/profile/Wolfweim)
========
Credits
========
Thanks to Bethesda Softworks for developing Morrowind and the Construction Set.
Thanks to Brucoms for developing the TES3 Readme Generator this readme was made from.
Thanks to the Morrowind Modding Community for giving a platform for modding events
Thanks to Darkelfguy for hosting the Morrowind Modding Madness event.
Thanks to the OAAB_Data team for the assets used in this mod.
Thanks to Melchior Dahrk for the Space Suit, Rockwall and Space portal.
Thanks to StaticNation for the Turband.
Thanks to Grumbling Vomit for the NPC Animations.
Thanks to Kurpulino for the FX effect resources.
Thanks to DimNussens for the Tents meshes, Boardgame and Lyre.
Thanks to Wazabear for the original star sky texture.
Thanks to Vegetto for generating normal maps for openMW.
Thanks to Tamriel Data team for the Telescope.