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Kumarahaz - The Bandit Lair: Read Me

By Darkelfguy

Index:
1. Installation
2. Requirements
3. Version History
4. Playing the Mod and Summary
5. Features
6. Compatibility and Conflicts
7. Credits
8. Contact and Permissions
9. Future Projects

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1. Installation
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Simply extract all files to your Morrowind/Data Files/ directory.
Typically found on the C hard drive under Program Files.

If you're using the Steam version of Morrowind, you'll find the
Morrowind/Data Files directory underneath Steam/Steam Apps/Common/Morrowind.

To activate the mod, open the Morrowind Launcher, go to Data Files,
and scroll down until you see "Kumarahaz Bandit Lair.esp".

Activate the mod, and you're ready to go!

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2. Requirements
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Requires the base game of Morrowind, as well as the expansion Tribunal and Bloodmoon.

Also requires OAAB_Data and Tamriel_Data.

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3. Version History
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1.0 - Initial Release

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4. Summary and Playing the Mod
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To the northeast of Tel Branora, the caverns of Kumarahaz have become a haven for bandits,
Dunmer separatists that desire nothing more than to drive the Empire out of Morrowind.
Fortified in their underground stronghold, these bandits have been raiding the trading routes
of the Inner Sea, taking captives and plunder. Only now they've caught the attention of the
Imperial Legion, and their fate is in your hands.

Kumarahaz - The Bandit Lair is a dungeon overhaul and expansion mod, fully transforming the vanilla
game dungeon of Kumarahaz into a perilous and exciting new adventure, with new challenges to face!
Dangers abound within, can you defeat the bandits of Kumarahaz? Can you put an end to their terrors
upon the seas? And will you aid the Imperial Legion, or simply use them as a shield, a means to lay
claim to the treasures of Kumarahaz for yourself. Well now, that's up to you, the player, to decide
and find out for yourself!

In vanilla Morrowind, Kumarahaz was a small cavern to the north of Tel Branora, home to a handful of
measly low-level bandits, a wee bit of loot, and a dungeon delve that could take you anywhere between
5-10 minutes to complete. No quests took you there, no exciting surprises awaited within, just another
dull, under detailed, and plain cavern with the occasional bit of furnishings.

But with The Bandit Lair, Kumarahaz is a boring dungeon no longer! For here you'll find caverns lined
with fungal growths, underground lakes with island alcoves, and underwater tunnels that hide secret paths
in the depths below.

Richly atmospheric and scenic, Kumarahaz is home to many dangers, a bandit encampment, fortified and
protected by barriers and archers. A direct assault will be costly, but the clever adventurer can find ways
around, paths that allow one to avoid a head-on fight, and instead strike from the shadows.

For those who prefer a companion to join them on their delve or a goal to aim for, an Imperial Legion agent
in Tel Branora is looking for help in tracking down a dangerous group of bandits. If you need a place to
start, you can find him on the docks. Or simply go straight for the dungeon, the choice is yours.


*Cleaned with Morrowind Enchanted Editor and tes3cmd*

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5. Features
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Included in version 1.0 of "Kumarahaz - The Bandit Lair":

- A complete overhaul and expansion of Kumarahaz with three new richly detailed dungeon cell interiors,
containing over 5,000 handplaced objects
- One new quest
- A number of new flavor text documents, adding a few details to the life of the bandits of Kumarahaz
- A potential player home (technically, once the bandits are dead, the caverns are yours for the taking.
There may even be a teleport amulet hidden somewhere in Kumarahaz, but good luck finding it.)

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6. Compatibility and Conflicts
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This mod overhauls the dungeon of Kumarahaz, but the original vanilla cell has been left untouched,
and can be accessed via console window.

Confirmed Compatible With:
- OpenMW
- BCOM
- Morrowind Rebirth
- Mines and Caverns
- Azura's Coast Redone (Recommended)
- Tethered Tel Branora (Recommended)
- Tel Branora - Domain of the Mad Mistress (Recommended)
- Tel Branora Expansion (Recommended)
- And the vast majority of mods out there.

Conflicts:
- Minor Conflict with Tales of Tel Branora (technically)
Tales of Tel Branora adds a quest-related amulet to the vanilla Kumarahaz cell.
You can still access the vanilla Kumarahaz cell, but you'll have to coc in with the console.

Otherwise, Kumarahaz - The Bandit Lair makes edits to the following cells:
- Azura's Coast Region, 15, -11
- Azura's Coast Region, 16, -12
- Tel Branora, Azura's Coast Region, 14, -13

No landscape edits were made, only exterior clutter was placed in cells (15,-11) and (16,-12)
and a single NPC was placed in Tel Branora (14,-13)

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7. Credits
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Bethesda Softworks - For Morrowind and the CS, what would we ever do without them?
Link: http://www.elderscrolls.com/home/home.php

Farren Hayden - For Morrowind Enchanted Editor, a wonderful little program that makes cleaning mods all the easier.
Link: https://web.archive.org/web/20161103152243/https://mw.modhistory.com/download-95-1662

Melchior Dahrk - For playtesting and creating the Kumarahaz banner images
Link: https://next.nexusmods.com/profile/MelchiorDahrk/mods?gameId=100

OAAB_Data Team - For OAAB_Data, one of the greatest asset repositories for Morrowind and the only reason
why this mod was made. OAAB has transformed Morrowind modding, and made it a lot more fun!
Link: https://www.nexusmods.com/morrowind/mods/49042

Tamriel_Data Team - For Tamriel_Data, which combined with OAAB, gives us modders unlimited tools!
Link: https://www.nexusmods.com/morrowind/mods/44537

Greatness7, NullCascade, Hrnchamd, and Galrom - For the CSSE (Construction Set Extender)
Thanks to this tool, modding Morrowind has never been easier!
Link: https://mwse.github.io/MWSE/references/general/csse/

Myself (Darkelfguy) - For creating the physical mod.
Link: http://www.darkelfmodding.com/
YouTube: https://www.youtube.com/@MorrowindModdingShowcases/

A special thanks to everyone who has watched Morrowind Modding Showcases and supported the channel!
Without you all, there would be no "Kumarahaz - The Bandit Lair", and most likely a much less active community!
Thank you so much for your support, and with your help, the Morrowind modding community has a bright future ahead!

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8. Contact and Permissions
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If you need to contact me for help, bugs, mod support, or anything else try either the comments section at
Morrowind Nexus, or message me on Discord (username: Darkelfguy).

You can also contact me through BlueSky or Tumblr:
BlueSky - @morrowindmods.bsky.social
Tumblr - https://www.tumblr.com/darkelfguy

If I don't get back to you in a timely fashion, feel free to email or msn me at [email protected]

Please request permission before altering this mod or uploading it somewhere else.

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9. Future Projects
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Remember when Read Me files would sometimes contain previews of the author's upcoming projects?
I do, and while few people ever actually completed those projects (or read the Read Mes), I think
it's a fun tradition.

So here's a look at some of the other work-in-progress mods I have in development. If you've been
following me on Patreon, you'll have already seen previews of these mods and their development
stages.

Bal Ilanipu - The Smugglers Haven:

In the perilous north of the Sheogorad, among the scattered isles that divide the gray windswept
Ashlands from the jagged shores of the Sheogorad, sits the village of Bal Ilanipu. Isolated and
dangerous to approach, Bal Ilanipu is a small fishing village, where only the most stalwart of
captains dare to approach through the maze of menhirs and hidden rocks that have spelled the doom
of many a fine vessel.

This isolation has proven a boon for the community's not-so-hidden smugglers, for few Imperial Navy
ships dare to venture through the perils of the Sheogorad channel, and as such, the smugglers trade
is rich here. But this community is on the brink, divided into two camps, those who want to continue
to profit from smuggling the old-fashioned way, and those tempted by the riches offered by the Sixth
House for help in distributing seemingly innocuous ash statues... The fate of Bal Ilanipu and who
will prevail in this conflict of morals is yours to decide.

Planned Features:
- A New Village with 10+ Interiors
- An Overhaul of the Vanilla Dungeons - Ilanipu Grotto and Ainab
- 10+ Quests
- And more besides!

Azura's Coast - Guild of Mages:

The Arcane Academy in The Imperial City is the elite training school of the Mages' Guild, but surely
not every guild mage goes there right? There must be regional educational centers, places where mages
can learn the basics and so better contribute to their local guild branches - and that's the premise
of Azura's Coast - Guild of Mages.

This project adds a new guild hall to the Azura's Coast, complete with surrounding infrastructure,
where mages can go to study and learn the basics of the various schools of magic. Go from a fledgling
apprentice of the magical arts, to an experienced mage, and ultimately a guild master that can decide
the fate of the Azura's Coast - Guild of Mages with a questline divided into three parts, associated
with your rank and standing in the guild.

Planned Features:
- A New Guildhall in the Azura's Coast
- 10+ New Interiors
- An Overhaul of the Vanilla Dungeon - Ahallaraddon Egg Mine
- 15+ Quests
- A Potential Player Home

OAAB - The Haunted Tavern of the West Gash Remastered:

Originally released in January of 2009, The Haunted Tavern of the West Gash was a purely dungeon-delving
experience, with a, at the time, rather detailed dungeon. But this was before the age of OAAB_Data and
the CSSE, and before I knew how to implement quests, and as such, it is showing its age a bit.

OAAB - The Haunted Tavern of the West Gash Remastered is a project to rebuild this old mod in line with
more modern modding standards with completely redesigned caverns and tomb sections, and an enhanced tavern
interior. In addition, this will include new quests, including a quest hook to investigate the tavern and
a series of quests to restore the tavern once the evil has been vanquished.

This isn't the first time I've started a remaster of The Haunted Tavern of the West Gash, but it is the
first time that I'll be using OAAB, and while this is still in the preliminary planning stage, it'll likely
become more of a focus once Bal Ilanipu - The Smugglers Haven is released.

But that's all the projects I have in-development right now - will any of them see a release? Who knows!
But keep an eye out on a my social media pages, I tend to post previews of the mods, and videos, that
I'm working on there.