Investigations at Tel Eurus by the Dreamy Dreamers team Billyfighter, Katya, Markond, Ruffin Vangarr Description: ================================================================================== Far out to sea there is a chain of floating islands of possible Dwemer origin. This has proven to be too tempting an opportunity for Master Eurus of House Telvanni, founding a frontier settlement on one of the largest clusters of these islands. Tel Eurus was built and grown in cooperation between House Telvanni and a prominent Sloadic trading company, with some generous financiers from House Dres and House Hlaalu. Expensive goods now flow freely through Tel Eurus through sloadic airship routes; slaves, minerals and crystals mined from the islands, alchemy reagents, necromantic lore, art, Dwemer artifacts, and ebony. Until recently this operation ran without interference. The Sload refused Temple Ordinators passage on their ships to pursue the open and unashamed necromantic practices there, and the Imperials cannot even find them never mind tax them. Now they are suffering a series of attacks from within, Master Eurus eyeing his allies with suspicion, seeking an investigator to find who or what is behind the misfortune that has befallen his domain. The quest is approximately two to three hours long, with a strong emphasis on observation and investigation in the style of older adventure/point and click RPGs. To travel there, you can go to Tel Branora for airship. (Additional travel through Sadrith Mora opens shortly after.) ================================================================================== Requirements: ================================================================================== OAAB_Data version 2.1.0 or later. ================================================================================== Installing/Uninstalling: ================================================================================== If not using a mod manager, place files directly into Data Files. File/paths included: - BookArt, Icons, Meshes, Sound, and Textures all contain files within a folder named "TE" - Sound/Vo/Skeleton - Tel Eurus.ESP Instead of deleting the entire folders when uninstalling, make sure no other mods use the "TE" folders for assets. If you're using OpenMW, there is an OpenMW icon folder, use these to overwrite the original icons for a higher quality icon pack. ================================================================================== Updates: ================================================================================= 1.54: Manditory update for OAAB 2.1.0 compatibility. 1.53: Fixed inn merchant from not having anything to buy. Gave gold to upstairs inn merchant. 1.52: Fixed Draven's robe/first person models. Added Blue robe first person model. Fixes Feldyn's head model. Reworked side quest dialogue from 1.5 update. Ashfall compatibility added. Animated jars. New Ira-Ira winged twilight model. 1.51: Removed duplicate crystal device, assigned ID to unfiltered hit sounds. 1.5: Dialogue and bug fixes. Crystal netches retextured. New winged twilight in brothel after Rinora's side quest. New power core side quest by Draven. New Argonian slave master with slaves to buy, after questline. Small quest to free the slaves in the slavemarket, with hints by Astoria if you're in the Twin Lamps (freed 10+ slaves). Locked some doors within housing area. Shortcut for Astoria's quest added. 1.41: Dialogue rework. Cleaned dirty dialogue entries. 1.4: New sides quests for crystal device and jail. Reworked some dialogue. 1.36: Fix to skip ahead in Headless Halfman quest. 1.35: Mastermind coat 1st person fix, Tfeladumz dungeon expanded, Spider Control Rod script fix. 1.3: Mesh updates/fixes, new model/icon for damaged Saboteur helm, new Dwemer dungeon, new side quests, new spider control rod reward. 1.23: Fixed Astoria dialogue topic from saying she is clear when she isn't. 1.22: Script fixes for Book of Riddles and M'nenshka undead summon. 1.21: Ogrim head fix, dialogue updates, script fixes. 1.2: New Lighthouse cell, crystal mines, and lighthouse keeper side quest. Pet crystal netches added. A few more fixes to quests. Possible shortcuts added to Calinus Artino quest. 1.15: Several bug fixed to work better in the vanilla engine, script changes, removed floaters/mesh collisions, typos. 1.14: Important script fixes for vanilla engine. Books and Dwemer amulet. 1.13: Added voiced dialogue excluded from original release, script fixes, dialogue added to help guide through investigations. 1.12: New dialogue filled in, new Dres servant, script fixes and removed AddTopic "heavers" no longer in use. 1.11: Ronin chest mesh fixed, topics fixed from appearing on all NPCs. 1.1: Repacked correctly, spider egg icon fix. 1.0: Original release. ================================================================================== Known Issues: ================================================================================== Please report any issues on the Nexus! ================================================================================== Credits: ================================================================================== - Voice acting by Ruffin Vangarr. - Voice acting by Johnny Hostile: https://hristos.lol/ - OAAB Data assets by OAAB Team. - Mistify Mist by Melchior Dahrk. - Sload Airship and original Sload mesh by Ashtaar. - Sload Floater by Melchior Dahrk,. Saint_Jiub - Netch bristles texture source. Remiros - Intelligent Textures for some texture sources. Nobiax - Jelly & carapace texture source. - Sitting/NPC animations by Vidi Aquam, RX31, and Arcimaestro Antares. - Telvanni rugs by Vegetto. - Original giant mushroom, and other misc. meshes by LondonRook. - Skeleton Race by Mack_Of_Trades69, Mark Jones for modeling original skeleton model. - Cinderwine bottle originally by Qarl/Korana. - Original Telvanni robe mesh by Antares. - Helm by Danke. - Lighthouse originally by Resdayn Revival Team. - Morrowind Enhanced Textures for base Crystal netch retextures. Thanks for bug reports/testing: Abot, Echeveria, Melchior Dahrk, Laken, Revacholiere, GLisp and everyone else. Meshes made by Billyfighter and Ruffin Vangarr are free to use with credit. Just make sure our work doesn't use a base/textures from other work. May need permission for those before using. Ruffin Vangarr: Sloads New heads and hair Necromancer robes/boots Heavers Cage Knights Mastermind armor (icons and ground meshes by Billyfighter) Halfman armor (icons and ground meshes by Billyfighter) Telvanni robes (icons and ground meshes by Billyfighter) Alchemist hood (icons by Billyfighter) Ronin/Akavari Wanderer Armor (drawn/designed by Katya, icons and ground meshes by Billyfighter) Ira-Ira model Billyfighter: Acid/empty jar (based off OAAB ingred containers) Snail/G'uee Round Bonsai pot (to match OAAB square version) Purple mushrooms Blue Crystals, crystal devices, floating crystals Crystal netches (Help from Vidi Aquam, designed by Katya) Dwemer Amulet: Modified Walk Brass Eye (drawn/designed by Katya) Cage Amulet (Using Ruffin Vangarr's cage knight helm) Animated cauldrons (based off vanilla) Cinderwine (based off work by Qarl and Korana) Katanas (based off Glass Katana in OAAB) Crypt candles (based off vanilla), stairs and walls Death Iron Armor New door and doorframe (based of vanilla) Dres Banner texture Dwarven core platform Floating islands (based off OAAB) Crypt doorframes, modeled to work with OAAB grates. New ingredients: Hand, fin, spider eggs, crystal netch jelly Animated jars (based off work by Ignatious) Port cover/Port docks Sexy bottles Argonian eye-patch head Telvanni beds Custom Telvanni crystal bath room, bridges, beds, and other misc assets ================================================================================== Notes: ================================================================================== !!!SPOILERS!!! For starting the lead quests, you need to find a specific item to start each one. Must start the quest with Draven first. Astoria always helps guide you on what to do next! Starting each investigation quest: Lead 1: Crumpled Note in Barele Ulomion's Residence. Lead 2: Broken Glass in the broken crate in the underground marketplace slave market. Lead 3: Pile of slave bracers, just down the tunnel from the underground marketplace slave market. Lead 4: The mask on the middle of the table of the middle room in the Chamber of Engineering (inside the marketplace, must of seen the saboteur and reported to Draven first.) Lead 5: Jar of acid, just outside the Dwemer ruins back entrance. Lead 6: Halfman's head, tucked between some rocks in the underground marketplace slave market. Hints on harder quests: Clearing Astoria: Check the docks for a newly arrives fisherman. (Only appears after certain progress) Clearing Rinora: Find the note in M'nenshka's Alchemical Lab (Only appears after certain progress) Clearing N'negius: Find the journal in his lab, give it to Draven for translation. Clearing M'nenshka: Ask Mr. Grumbo to find out you need to summon an undead infront of her. Book of Riddles: Suuman only finishes translation when all the investigation quests are completed. Keep asking Astoria what to do next. ==================================================================================