The Haunted Tavern of the West Gash: Read Me Index: 1. Installation 2. Requirements 3. Playing the Mod 4. Summery 5. Bugs and Conflicts 6. Credits 7. Contact and Information 8. Hints and Explanations ************************************************************************************************* 1. Installation ************************************************************************************************* Simply extract all files to your Bethesda Softworks/Morrowind/Data Files/ directory. Typically found on the C hard drive under Program Files. ************************************************************************************************* 2. Requirements ************************************************************************************************* All you need is Morrowind, no expansions and no other mods are required. ************************************************************************************************* 3. Playing the Mod ************************************************************************************************* There's 3 esps included with this file: The Haunted Tavern of the West Gash.esp - This is the original version, composed entirely of a single interior cell. Due to this however, it can be laggy on low and medium end computers. Check mark this one on the Morrowind Launcher under Data Files if you have a high end computer (anything lower than a high end computer will experience a lot of lag). THTWG - Framerate Version.esp - This is the frame rate friendly version. It's exactly the same as the original version except that it's been cut into three interiors instead of one. Check mark this one on the Morrowind Launcher under Data Files if you have a low or medium end computer. THTWG - Harder Version.esp - This version is equipped with creature level lists, allowing for players with a higher level character to experience more of a challenge. Recommended for characters above level 15 (level list starts the creatures off at level 20, with the difficulty upped depending on the character's level (Goes up to a max creature level of 50)). Check mark this one on the Morrowind Launcher under Data Files if you have a higher level character. Use only ONE of these three esps! Using more than one in a save WILL cause problems! ************************************************************************************************* 4. Summery ************************************************************************************************* There lies an Inn on the road to Khuul, a place once known for happiness, merry making, and joy. But then one night, it became a spot for violence and destruction. Now the inn is a place of sorrow, hate and the silence of the dead. Travelers whisper amongst their campfires about the haunted tavern of the west gash. Many have supposedly seen ghosts, and worse things, through the windows. The door is locked and although three years have passed, none have disturbed it. Will you be the first? Will you discover the secrets within? Will you be the audience to the tales of the dead? Well now, that’s up to you ain’t it? The Haunted Tavern of the West Gash is simply put, a dungeon mod. Unlike most dungeons however, this one is strongly story based. As you progress through the Glory Ride Inn, you'll discover various documents left by the deceased that act as a timeline leading up to the events of their ultimate demise. The total dungeon size is somewhere between four and five levels deep and should take most players about two hours to complete (possibly longer if the player tries to read and examine every little detail). If you're careful and look around, there are some small hidden treasures to be found, as well as a hidden "end" to the dungeon. The dungeon ("The Glory Ride Inn") lies just east and south of Khuul. The best way to get there is by taking the road that heads east just south of the silt strider. Follow this road until just a little ways past the Alen Ancestral tomb and you should see The Glory Ride Inn. Hope you all enjoy this little adventure and be sure to leave feedback (especially if you find a bug)! Features Include: *Over 100 hours of work compressed into about 2 hours of play (depressing isn't it?). *Around 25 pages worth of documents (a total of around 40 in-game texts) *10+ new unique items *Old Morrowind creatures with new levels and new level lists (This just means old meshes, but new creature IDs used only in this mod) *New unique container level lists (with new IDs of course) to surprise you with cool loot when you least expect it! *Cleaned with Morrowind Enchanted Editor* ************************************************************************************************* 5. Bugs and Conflicts ************************************************************************************************* Bugs: There's currently no known bugs, although the AI does act quirky at times but this is more of a 'Morrowind' problem than anything this mod does. Conflicts: This mod adds "The Glory Ride Inn" (the dungeon) to cell (-8,14). MMGUM lists six other mods as being located here, however, this does not guarantee a conflict. My mod makes no landscape changes and takes up only a small part of this cell, so chances are that any other mod you have in this location will work with this mod just fine. ************************************************************************************************* 6. Credits ************************************************************************************************* Rougetet - For MMGUM, which helped immensely when trying to find a good low-conflict area to build this mod. Link: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6000 The Secret Masters - For providing the wonderful tool known as Morrowind Enchanted Editor, I don't know what I'd do without it! Link: http://planetelderscrolls.gamespy.com/View.php?view=Other.Detail&id=52 The Imperial Library - Without the dedication by the members of The Imperial Library, it's doubtful that anyone would make a lore-friendly mod, so a special thanks to them for providing such a useful public service! Link: http://www.imperial-library.info/ Bethesda Softworks - Of course, you didn't think I was going to leave them out did you? They made Morrowind afterall, one of the best games ever released (in my humble opinion). Link: http://www.elderscrolls.com/home/home.php Myself (Darkelfguy) - I did make the mod afterall, not like I'm planting my name everywhere or anything. Link: Sorry, website still under construction, please check back soon! My friends and family - For putting up with my preoccupied attitude during the two month length of this project. Your patience is much appreciated. Link: What?! You were expecting a link here? Seriously? ************************************************************************************************* 7. Contact and Information ************************************************************************************************* If you need to contact me for help, bugs, mod support, or anything else try either the comments section at Planet Elder Scrolls or The Elder Scrolls Nexus. If I don't get back to you in a timely fashion, feel free to email or msn me at darkelfmodding@live.com and if I still don't get back to you within 48 hours, as a last ditch effort send me a message on Xfire (Darkelfguy). That I'm sure not to miss! Also please be sure to contact me for permission BEFORE you upload my mod to any other site! ************************************************************************************************* 8. Hints and Explanations ************************************************************************************************* This section is dedicated to helping players who may be lost and confused about how to proceed. Also, an Explanations sub-section is included (in FAQ form) to help answer any questions the player may have about certain design and story choices. Warning! This section DOES contain spoilers relating to the mod, don't proceed unless you've already played through and are either stuck or seeking answers! * * * * * * * Hints: Q. Where is the hidden end to this dungeon? A. I won't tell you straight out, but do you remember that room with the fake ebony sword? Look around in there, if you still can't find it, consult the end of the hints section. Q. Where is the key to the Lost n'Found? A. It should be next to the Innkeeper's corpse, in the main room of the tomb. Q. I can't seem to find Nilor's Stash, where is it? A. When you first walk down the stairs into the kitchen, instead of turning to continue towards the stoves, go straight. There's a pile of crates in the corner, jump on top of one of them and look over, Nilor's stash is in a sack right behind one of the crates. Q. I STILL can't find the hidden end! A. That's not a question! A question has a "?" at the end of it. Please restate the question. Q. WHERE. IS. THE. HIDDEN. END?(!) A. Fine, fine, I'll tell ya. Next to the corpse on the altar (by the fake ebony sword) is a small bowl. In this bowl is some crab meat, but what's that below it? A magical gem you say? A magical gem that will teleport you to another section of the dungeon?! There ya go, anything else? Q. I could use some money... A. So could I, so could I... * * * * * * * Explanations: Q. Hey, I'm back! And I got some more questions! A. I see, well what are you waiting for? I'm not a telepath you know. Q. Why have no guards ever investigated the Glory Ride Inn? A. There were no witnesses to violence (other than Fargoth, and he ain't talking) and there are no outward signs of violence. Most of the locals and guards just assumed the Inn went out of business. Q. What about Anya? I didn't see her corpse, and she would have been a witness! A. Ah, but Anya got out before any of the major conflicts began. When she came back the next day, all she saw was a locked door (no bodies). She would have just assumed that the fight from the night before had taken a toll and that the Inn would be temporarily closed. After the Inn never reopened, Anya just assumed that the damages from the fight were too much to repair and that the owners had quietly closed up shop. Anya then went off to search for work elsewhere (possibly at another tavern). Q. Did the Ashlander raids mentioned in the various journal entries actually happen? A. Actually happen? We're talking about a fictional story within a fictional world, so of course not! But if we're talking about the fictional history of Morrowind, who knows? Not much is mentioned in lore about the time period between 3E 417 and 3E 426, so anything could have happened during that time. However, I find Ashlander raids particularly possible due to the Ashlander presence already noticeable in the present (3E 427-430) and the fact that the Ashlanders are supposedly trying to oust out foreigners, Imperial legionnaires, and tourists alike in an attempt at isolation. Q. Why didn't any of the defenders inside the Inn ever just unlock the door? A. Retreat was a last resort option, they wanted to search for their missing comrades. So when they finally did pull back to the door, they discovered too late that the door had been locked. The undead were on them in seconds, it was a massacre! You should have seen it, it was very 300ish, or utterly awesome in other words. Q. Why can't I ever see any of the cool events?! A. Because cool events take lots of scripting, and I suck at scripting. Q. I think you're just lazy! A. True, very true. Next question? Q. Why is there a Telvanni Lord buried in the West Gash? That's no where near Telvanni territory! A. The tomb was presumably built several hundred years ago. Vvardenfell as a whole wouldn't have been so separated by Great House territory. Thus meaning that if a dead Telvanni Lord's last wish was to be buried on Vvardenfell, then it becomes plausible that he may have been buried in the West Gash. Q. No, not really. In fact, that doesn't seem very plausible at all! A. ...Why does this matter to you so much?! Why can't you just stick to the script? Q. I thought I was supposed to be asking the questions! A. Indeed, so why don't you ask one? And please not another accusation! Q. Who is this Sanouis Gerdith guy and why was he at the Inn? A. Sanouis Gerdith is the brother of Quim Gerdith (who can be found in Redaynia Village). He's mentioned in a letter in Redaynia Village, where he says he's coming to visit for a while. Now, I can predict your next question via my amazing mental powers! "But wouldn't that mean that Sanouis came through Redaynia 3 years ago?". Indeed, it does, but there's no date on the letter in Redaynia Village, giving me a convenient escape route! Besides, the Glory Ride Inn is right on the way between Gnisis and Khuul so it would make since that Sanouis might stop there. Q. Baltsine? What is this place? Is it like Fort Baltsine? A. Baltsine is a town mod I started in mid 2007 (but have yet to complete). But if I ever do finish it, then it'll already have a nice connection between all my other mods. Indeed, I find when mods reference each other, it makes them seem just like any other part of the natural game world (though that may just be me). And no, it's not like Fort Baltsine for Oblivion, I'm just terrible at coming up with original names, thus leading to a recycling of names in some of my mods. Q. Why are there so many roots jutting out everywhere? A. Well, we're talking about a powerful Telvanni lord being buried here. A powerful magic Telvanni lord. What happens to his magic when he's dead? Does it just disappear, or does it disperse into the ground? If the latter, then you might get a bunch of roots and gigantic mushrooms. Of course there's probably a book out there on the magic of The Elder Scrolls universe, but I haven't read it so this explanation will have to suffice for now. Q. That doesn't really make sense but that was my last question, I'm done. A. Good, if you have any more questions, might I suggest the comment section at PES or TES Nexus?