******************************************************************* Tel Meskoa & Tel Matouigius, by F.I.M. aka san monku 1.3.93 english version Mod for "The Elder Scrolls III" - Morrowind+Tribunal+Bloodmoon !!! feel free to laugh at my engl translation :P !!! maybe less now @v1.3+ O_O feedback welcome for the next version. ******************************************************************* Index: 1. INSTALL 2. CREDITS 3. FEATURES 4. PLAYING THE PLUGIN 5. Changelog 6. Quest location list (SPOILER) ******************************************************************* 1. INSTALL ******************************************************************* FOMOD installer: 00 Core (necessary) 10 Tel Meskoa ESP (choose for standard location north of Tamriel Rebuilts port telvannis) 10 Tel Meskoa ESP Races Playable (choose for standard location with new Races Playable) 11 Tel Meskoa Aesthesia Grass (choose to generate MGE grass, requires Aesthesia groundcover) 11 Tel Meskoa Remiros Grass (choose to generate MGE grass, requires Remiros' groundcover) 11 Tel Meskoa Vurts Grass (choose to generate MGE grass, requires Vurt's groundcover) 20 Tel Meskoa ESP MOVED (choose for moved location, far south-west, matched to abots moved version) 20 Tel Meskoa ESP MOVED Races Playable (choose for moved location with new Races Playable) 21 Tel Meskoa MOVED Aesthesia Grass (choose to generate MGE grass for the moved version, requires Aesthesia groundcover) 21 Tel Meskoa MOVED Remiros Grass (choose to generate MGE grass for the moved version, requires Remiros' groundcover) 21 Tel Meskoa MOVED Vurts Grass (choose to generate MGE grass for the moved version, requires Vurt's groundcover) 30 SSQN (choose if SSQN - Skyrim Style Quest Notifications is installed) 40 Alternative Birthsign Textures (chose for alternative birthsign textures) 50 Readme (found in "Data files\Docs" folder) Manual install: copy the content of "00 Core" to your "data files" folder and either esp of folder "10" or "20" or "11" or "21" for the Races to be playable optional matching esp for MGE grass (remember to only use during distant land generation) known compatibility issues: goblin lab -> use moved esp if you use tel meskoa particle weapons, install those before Tel Meskoa to not overwrite the upscaled textures. This mod is compatible with Tamriel Rebuilt. ******************************************************************* 2. CREDITS ******************************************************************* Grisum, Beta Tester ! (german version) Garak, Admin of planetmorrowind.de, thanks for hosting the german version since 2005 speedy2 (sxc.hu) and Shejan, Amanita muscaria Texture Focuras, vocie of Dreoram Lady E some particle effect, meshes and creatures abot for sending me his version, where i took some scripts he fixed/optimized, the additional moved location and for making me aware of the missing sounds on the added creatures Solidfire Darknut (glass glowset) used as reference to change my textures to fit with glass glowset Hoschie and Family for shooting photos i can turn into textures Rytelier - Aesthesia grass gen ini Remiros - grass gen ini Yacoby - grass mesh generator DCSS for ripping of gods as birth signs crawl.develz.org go play NOW Dwalin2012, Varil92, Shlotov88 - reporting bugs Just A Simple Name Generator - Aleist3r/MementoMoritius Wenderer - FOMOD Creation Tool Mayang.com - Texutures ESRGAN used to upscale textures models used: 4x_4xBox by buildist 4x_4xESRGAN by victorca25 4x_4xMisc by Alsa 4x_ESRGAN_GroundTextures_NonTiled by ZaphodBreeblebox 4x_ESRGAN_Laeris_Wood by Laeris 4x_Manga109Attempt by Kingdomakrillic 4x_skyrim_armor by Alsa 4x_ESRGAN_Skyrim_NonTiled_RGB_Catrom by Deorder 4x_Fallout_Weapons_V2 by Bob c&p some Morrowind interiors ******************************************************************* 3. FEATURES ******************************************************************* 5 Islands Quests and small story Though Enemies New Items in optional ESP Playable Dremora and Vampire Races, disabled by default New Birth Signs ripped off from DCSS 3 Mercenaries Purchasable Castle lots of new Cells some non-lore friendly "eastereggs" ******************************************************************* 4. PLAYING THE PLUGIN ******************************************************************* I recommend characters with level 40-50 maybe you can make it with lvl 30, i don't know. At Tel Mora is a teleport shrine with that you can travel to Tel Meskoa, from there you can travel with a ship to Tel Matouigius. The main quest on Tel Matouigius can only be started if the guild quests on Tel Meskoa are done. You will not see the islands on the map unless you use the MCP (Morrowind Code Patch) under - Interface changes - you need to activate Map expansion. ******************************************************************* 5. Changelog ******************************************************************* 1.3.93: Removed playable from the classes, left them in because to lazy to check npcs that have them Renamed potion of might to elixir of might to match the other potions, also added new model and reduced/changed buffs Added the new potion models made for v2 for the other elixirs Changed 3 teleport scripts to only have to change 1 global after moving the landmass ******************************************************************* 1.3.92: new birthsign: Xom the Unpredictable, chaotic god of chaos. gives Xom's portal stone and random effects and "events" changed guild quest chain reward from 4 location teleport ring with a portal stone that can be customized (more or less like a hearthstone) changed teleport amulets into portal stones, with teleport protection in certain cells added birthsign textures (vanilla style and alternative) added optional support for SSQN - Skyrim Style Quest Notifications lowered some floating trees when using Vurt's solstheim trees removed some trees and rocks removed a unique item that was placed by mistake ******************************************************************* 1.3.91: ground texture changes to generate ascadian isles grass instead of bitter coast minor other ground texture changes castle service npcs have to be hired and still refuse service until quest finished castle exterior expanded to fit the interior somewhat, from 100% nonsense to 20% ? wooden dock from tel matouigius town replaced with imperial one mage mercenary will cast heal spell on player when below 60% until above 90% mage mercenary spells replaced with spells without aoe increased health of mercenaries by 50 shrinked interior of the mercenary house to fit exterior 2 sets of stone meshes replaced with ones that have the uv maps fixed, 1 set added new texture deleted some meshes in preparation for 1.4/2.0 whatever it will be replaced a lot of the leveled creature spawns used for more variation and less trivial enemies changed some creatures of leveled creature lists added some creatures and leveled creatures almost all trainers had 3 level 100 skills, some have now no lvl 100 skills some still 1 fixed some floating trees when using vurt's solstheim trees rock'd some texture seams added some plants and some plant related changes fixed a weather type on a interior behaving like exterior ******************************************************************* 1.3.9: the 2 new races not playable anymore (optional ESP without this change) some script changes some lighting changes reduced enchantment capacity on weapons and armor to the same as daedric added prefix to "tiered" enemies, "skeleton warrior" "adept skeleton warrior" "elder skeleton warrior" some leveled list changes teleport npc near dock service refusal added deleted unused travel NPC minor book/note changes removed a daedric armor piece and reduced some other loot changed sleep creatures added some missing path grids 20% poison resist added to birthsign The Shining One changed summon skill from birthsign Kikubaaqudgha replaced old birthsign "the dremora" i missed last time with another dcss god, Makhleb adjusted some soul values removed the markers for almsivi intervention and divine intervention NPC that should only have bound armor, which isn't possible, now has broken armor that is not bound and some other minor stuff not worth listing or forgotten (non player related, added position marker for easy "tesfaithing") ******************************************************************* 1.3.8: fixed locked door script which checked wrong journal entry added cell that will be used instead of the museum interior (1.3.7 fix did not work as expected) tandores quest: added option to decline quest if not ready tandores quest: disabled teleporting on all cells during the quest instead only the last changed texture on an enemy using the almalexia mesh removed "auto calc" from spells fixed misplaced ship door removed propylon allowing travel back to the first elemental level and adjusted entry position reduced hp on the crypt melee skeletons increased NPC speed that is fallowing during quest some lighting changes reduced the size of an ingredient mesh some journal/dialog changes removed a daedric armor piece some NPC and creature placement changes changed some cell and item names and some other minor stuff not worth listing or forgotten ******************************************************************* 1.3.7: removed the museum interior, in preparation for 1.4 (blocked door for now) removed some rocks in preparation for 1.4 and changed some others added missing spikes and debris to daedra ruins ability to teleport on key locations disabled fixed exit portal in a mage tower, no leaving while boss alive cell changes (names, mostly lighting in town interiors was dark when using TLaD etc) race, names, gender and level changed on some NPCs NPC selling spells don't have their spells from auto calc anymore fixed some scripts removed the LadyE trees which were used only 3 times some minor changes on some items, spells and enchantments and some other minor stuff not worth listing or forgotten ******************************************************************* 1.3.6: cleaned 9 dirty NPC edits - thanks Varil92 for reporting. added vurt's groundcover esp ******************************************************************* 1.3.5b: MOVED ONLY, fixed teleport shrine from tel mora to tel meskoa - thanks Dwalin2012 for reporting. ******************************************************************* 1.3.5: reduced paralyze to 1 second on weapon enchantments changed the ship on tel meskoa: docks to a longboat, i promise this can navigate around the castle changed the spikes on one of the mage towers ******************************************************************* 1.3.4: fixed mercenary contract dialog to show the correct remaining contract time adjusted mercenary health, available spells, speed and athletics stats removed "easter-egg" item from creature inventory made abundant ingredient with restore magicka somewhat "incompatible" with comberrys changes to many enchantments changes to many spells added vertex painting and collision mesh to the volcano mesh ******************************************************************* 1.3.3: farm house meshes replaced to not get snow textures on it, depending on texture replacer used some texture seams fixed moon mesh replaced with altered version so it's not the same as the one in vivec some strong items easy to steal removed like daedric weapons etc some interior changes vendor inventory/chests changes, amount of gold reduced and available items changed enemy inventory changed, daedric/ebony weapons replaced with lvld list (still chance for daedric/ebony) guild hall exterior expanded to match interior some minor script changes de-saturated mushroom texture boat travel from tel meskoa docks to tel matouigius farm both ways enchantment changed quest reward changed npc/cell name changes region sounds changed/added soul values mostly reduced some named/unique enemies increased undead leveled list changed, will now spawn variations of some enemies secret hidden stupid stuff ******************************************************************* 1.3.2: non esp changes: Green Crystal model/texture improved esp changes: remaining IDs changed to not start with numbers removed 3 enchantments edits Lore unfriendly "easter-egg" made more hidden potion renamed custom scum mesh added in case transparent scum texture is used, no more floating stuff. Note rotated Texture seam rock'd 1 Cell containing part of the farm renamed MOVED only, fixed missing ship travels ******************************************************************* 1.3.1: non esp changes: some textures and icons updated some meshes changed (collision, UV mapping, vertex painting etc) esp changes: renamed and nerfed 1 potion removed some items from the moonsugar and skooma leveled lists. there should be no tel meskoa stuff in non tel meskoa regions fixed spelling for the races and classes changed birth signs to ones inspired by dungeon crawl stone soup ******************************************************************* 1.3: dialog changes grammar and spelling changes more context to the kill quests on tel meskoa updated many scripts, some changes taken from abots version, thanks! upscaled all textures x4 UV corrected many meshes updated almost all weapon/armor meshes/textures glass weapons/armor given the glass glowset treatment tried to match the style of the glass glowset mod added path grid to many cells normalized all weapons and armor to strongest vanilla stats (enchantment capacity a bit higher...) reduced hit points on some enemies changed spells on some enemies nerfed some misc items removed all shelf fungi from trees for tree replacer compatibility added 2 new plants volcano terrain replaced with a mesh (sun might shine through sometimes) added missing sounds to creatures (thanks to abots esp to let me know) added 3rd Mage Mercenary to use unused journal entries and some other changes ******************************************************************* 1.2b: fixed creature sparkling sound footsteps ******************************************************************* 6. Quest Location List ******************************************************************* If you're not sure if you did all quests, look at this Quest list. !!! S P O I L E R !!! If the quests for the Renegade Telvanni on Tel Meskoa are done, you can do the Renegade Telvanni quests on Tel Matouigius. On Tel Meskoa's main island the Dremora have 5 quests for you, the cave is in the south on the main island. In the tel meskoa meteor is 1 quest. On the second Tel Meskoa island, with the volcano, you can find 2 quests. You will get them from a guy in a Mournhold house. On Tel Meskoas main island, in the vampire temple are 2 quests. In the tomb, where you get in one vampire quest, you get another quest. In the town on Tel Matouigius are 2 quests, the 2 npcs will talk to you if u get near them. At castle Kaoss you have to do a quests to get access to the service of the npcs In the north of Tel Meskoas main island in front of a daedric ruin is a npc with a quest. *******************************************************************