The Illuminated Order Review
The Black Mill Review
The Cave of Woe Review
Prophesy Of The Lost Heir Review
Sea of Destiny Review
The Five Keys of Azura
Five Keys of Azura Images added 20th December

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Morrowind Mods - Elder Scrolls III Mods - TES3 Mods
Each mod has a review and a download link
Page updated 26th June, 2006
This page has a growing list of Morrowind mods that the author is
making available for download. As the mods are collected, played and
reviewed, they will be added to the top of the page together with a
download link to the original site. If you are new to the concept of
mods then a short explanation follows.
A Morrowind mod is a file that
contains an extension to the original game. This file usually has the
file extension .esp (or, sometimes, .esm). These mod files do not alter
the original game. The file consists of a series of changes that sit on
top of the original game in order to provide extended play. Before playing
Morrowind you have to be sure to go into the datafiles option and tick the
box related to each of the mod/s that you want selected. It is possible to
have multiple mods selected simultaneously, although you will need to check
the help files of each mod to ensure that they do not conflict with each other.
Morrowind Pages
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Morrowind Plugin - Review 26th January, 2006 : The Illuminated Order
The version of the game reviewed here is The Illuminated Order 1.0c
Edition, released on the 27th June, 2003. This is the intro, taken straight
out of the .rtf file that comes in the archive :
Adventure into unknown depths, and plunge into the greatest mysteries
of Vvardenfell with the Illuminated Order v1.0! A completely new faction
with over 20 quests that will take you across Tamriel and beyond,
including new and never before seen mod features and character opportunities!
Join a paranoid and secretive sect of the most mysterious and skilled
researchers & adventurers in all of Tamriel. See amazing sights!
Combat against impossible odds! Seek out and utilize strange and
powerful artifacts, unlike anything seen before! And at the end of
it all, confront your true self and have the opportunity to become a powerful lich!
Delve into obscure areas of Elder Scrolls lore and have the opportunity
to visit the ruins of Scourg Barrow, search for the Waters of Forgetfulness
in a Sixth House cave, explore a bizarre undersea science vessel with
some strange surprises, party-crash a Wererat's island retreat, raid a
Dreugh colony, encounter the three secret greater liches of Vvardenfell,
and travel to the forgotten Hall of the Daedra to uncover the secrets of
lich transformation - with an option to actually undergo the ritual at
the end of it all and live out the rest of the player-character's existence
as an undead master of magic!
Requirements : Tribunal is required for The Illuminated Order.
Installation : To install simply unzip the file to your
Morrowind Data Files directory, make sure to use the subdirectory names in
the zip file for the meshes and icons. Then activate Illuminated Order v1.0.esp
in the Data Files section of the Morrowind Launcher.
Playing Guidelines :
A rumor at the Eight Plates in Balmora states that an insane Dunmer
male has been running around claiming to be a lich. After an encounter
with the madman, a series of quests will be set in motion that lead
the player on a strange quest to discover the secrets of becoming a
lich, and then on to joining a secret society of mystic intellectuals
and adventurers named the Illuminated Order of Invisibles - hidden
in secret guildhouses across Vvardenfell, from a safe haven beneath
the Molag Mar Waistworks, to an undersea Dwemer vessel dubbed Barataria,
and the lost Dunmer stronghold of Fionnovar.
Features :
- a new faction
- 20+ new quests
- Several new areas, including the dreugh colony of Imboca, Fionnovar,
Barataria, Inverness, Los Christabel and more. (includes a version
of Scourg Barrow, (renamed Scourge Barrow, for purposes of
compatibility w/ Tenaka's Black Queen Chronicles mod)
- Numerous new enchantments and enchanted weapons
- Many New and Unique Artifacts, that don't function quite like anything you've seen
- Alters the following existing cells:
Balmora, in between the north end of the channel running through
town and the guard tower located at the north end of town, east
of the channel (This will slightly conflict w/ the Bank mod - Not
too a major conflict, check it out, you'll see).
Sadrith Mora (underwater between the boat docks and the Telvanni council hall)
Ald'ruhn, Ald Skar Inn
Tel Vos, Central Tower (removes one dwarven artifact item)
Heran Ancestral Tomb
Arys Ancestral Tomb
Aleft
Mzahnch Lower Level
Molag Mar, Underworks
Molar Mar, Waistworks
Gnisis, temple (very minor)
Molag Mar, Buoyant Armiger headquarters (very minor)
Ald'ruhn, Venim Manor (very minor)
Sharapli
Massama Cave
Maren Ancestral Tomb (very minor)
- LAND Changes:
--Los Christabel cell is cell of small island north of Dagon Fel
(previously empty of all but terrain).
-- The Island cells are cells of island north of Khuul, west of
Ald Redania (previously empty of all but terrain).
-- Imboca cell is cell northwest of The Island, Sheogorad region
(previously empty of all but terrain.
-- Inverness cell is on northeast end of Red Mountain
(previously empty of all but terrain).
- Alters the following existing NPCs:
Miron Garer, Khuul
Crazy Batou
M'aiq the Liar (minor)
-Alters major topics Latest Rumors, Little Advice, Little Secret,
Greeting 0, Greeting1, and Greeting2 topics. Adds Voice Entries
for Hello topic. Adds a single Attack voice entry.
-Additions to far too many minor topics to list
-Adds numerous global variables, PCWearingLich, PCGreatBest, PCOrdLich, etc.
-Adds numerous scripts (no startscripts)
-Other additions that I won't bother to list (Large amounts of dialogue,
Journal Entries, books, Activators, lights, creatures, objects, items, etc.)
The Illuminated Order is a mod for The Elder Scrolls 3 : Morrowind, and comes
in the form of a .zip file that contains the .esp file together with a
couple of extra .esp files that are needed if you play with Bloodmoon
loaded, and the .rtf file that contains most of the preceding info.
first impressions
More to follow...
onto the game..
More to follow...
conclusion..
df rating..
%
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Morrowind Mod - Review 16th January, 2006 : The Black Mill
The version of the game reviewed here is The Black Mill 1.0
Edition, released on the 15th March, 2004. This is the intro, taken straight
out of the .html file that comes in the archive :
Anxiety has risen amongst the highest ranks of the Temple, for their
spies reported the coming of a new Special Agent of the Emperor to
Vvardenfell - another Stranger with no known lineage. Even the Temple's
Inquisition, focused on rumors about the return of an ancient evil,
turned its gaze towards this newcomer, and summoned its trackers to
find the Imperial Special Agent who came before in a similar way - you.
Informed that you were on your way to the small seaside town of Seyda
Neen, an Inquisitor with two Ordinators journeyed by Silt Strider to
meet you there.
Requirements : Tribunal is required for The Black Mill.
Installation : To install simply unzip the file to your
Morrowind Data Files directory, make sure to use the subdirectory names in
the zip file for the meshes and icons. Then activate TheBlackMill.esp
in the Data Files section of the Morrowind Launcher.
Playing Guidelines : The game starts when you meet a
company of three near the Silt Strider in Seyda Neen. Talk to them.
The Black Mill is designed to be played with a more developed character,
our estimate is that your character needs at least to have reached
level 25 to be able to complete the mainquest. And even then you'll
find a lot of challenges.
It is strongly advised to use multiple savegames, so in case things
go wrong you have a choice to which savegame you wish to revert to.
Features : None Mentioned.
The Black Mill is a mod for The Elder Scrolls 3 : Morrowind, and comes
in the form of a .zip file that contains the .esp file together with a
couple of readme .html files containing some of the information shown above.
Another text file describes this plugin as adding Multiple Marking Support.
A further .esp file is provided containing a shirt mesh for those using
the Better Bodies plugin.
first impressions
Loading was straightforward with no loading errors. Although Tribunal
is required for this mod, I played it from a savegame immediately after
finishing the main quest of Morrowind. Bear this in mind should you decide
to play with a Tribunal savegame loaded.
As per the intro, you get to Seyda Neen and are met by a party of
three - an Inquisitor and two Ordinators. The Inquisitor gives you the
run-down of what is expected of you in the quest, then you're off on
the mission to find out who the Special Agent is that arrived on a
prison ship in similar circumstances to your own arrival. A good clean
start then with plenty of dialog, a new character class, and an intriguing
plot.
onto the game..
Things are pretty simple and standard as you go on a bit of a run-around
in Seyda Neen then move on to Ebonheart. The plot moves along quite
nicely as you meet various people that might provide you with a lead on where
to find the Special Agent, then boom!, major problem. One of the informants
is missing, and not by design. An NPC you're meant to meet in Ebonheart
does not exist, and I tried for ages to locate the person without success.
The first bug of the game then, and it's a game-breaker, for novice at least.
I checked the .esp in TESCS, and there he is, right where the
developer placed him, but he's not there in-game? Well, this was a
dilemma. What next then...searched the net for known bugs in the game
and discovered on a forum that this bug is known, although it's not a
bug that presents itself to everyone that plays the game; apparently,
none of the playtesters came across it, so I think I'm one of the unlucky
ones. There is a bit of a clue as to where this bug originated, and it
appears to be more to do with the .esp than with my savegame which I
know to be clean. In the room below where you're supposed to meet this
character is another NPC called Sader, and presumably he is the source of the
missing character i.e. Sader was copied to create the missing character.
In-game, this room has a duplicate of Sader (there are two identical Sader's),
and this indicates to me that the mod is dirty in some way. But, I have no
time nor inclination to go into this further, so I'll leave it at that. The only way
of getting around this bug is to console the missing character into the
game, which I really hate having to do, but it was the only way for
me to get a full review. Having said that, it's an unusual bug, and
is obviously very difficult to trace and iron-out. That's life, I suppose.
Once you've got the info from the once-missing NPC you're up and
running again. Pretty soon you're off to explore a series of large
mines up near Caldera after a tip-off. This is also your first view
of the mill of the title. These caves are very atmospheric and convoluted,
providing plenty of exploration and encounters. Eventually, you find
the special agent, and a meeting is arranged to discuss the situation.
After the meeting, a real threat of a goblin invasion is apparent, and
you're sent off the mainland to a remote location to obtain further
clues. Up to this point the story has been very cohesive, with plenty
of interesting encounters, dialog, intrigue and shady goings-on. But
things are about to take a turn for the worse, as your first impressions
of the island that you arrive on deliver a coctail of mixed feelings.
Your first view of the island from the bow of the ship is stunning.
A wide vista of docks, ships and quaint thatched cottages is a joy to
behold. And you're eager to begin exploring this brand new landscape.
You chat to a couple of the local sea-dogs and find out about the
latest rumours, but you also notice that their dialog generally is
much the same as you've heard in Morrowind many times over. And this
is where the resemblance to another mod I reviewed earlier becomes
very apparent. You meet a few others, and they have the same rumour,
nothing else. Almost everyone you meet on the island has the standard
Morrowind dialog, and nothing else specific to their character. There
are no sub-quests, no encounters, and most of the houses are just empty,
locked-up facades. One or two large houses are open, so you wander in to
take a look around and speak to the residents. But inside, you discover
that they're almost empty shells, with no 'clutter' as you would expect
to find inside an interior. The residents have no conversation whatsoever,
apart form the standard dialog of course. So, you end up wandering around
looking for something to do, but you soon realise that there is going to
be nothing to do until you reach the building that you're supposed to
visit here.
Eventually, you tire of the new scenery around every corner, because you
know that there is going to be nothing further to do here until you meet
the person you're looking for; and get the next part of the main quest.
You make your way to the meeting place, and enter a very large building.
It's hard to describe it, so I won't even try, because I don't want to give too
much away, but I will say that it is vast inside. There are also a few
puzzles and sub-quests to be had here, which comes as a pleasant change
after all the aimless meandering about in town. As you speak to various
people, and do the usual run-arounds, you get closer to your goal of meeting
the person that is going to provide you with the information that you're
looking for. Some of the locations you come across here are just as absurd
as the ones you found in town. Personally, I found them somewhat out of
context; others might disagree, but there's no denying that some of them
are quite bizarre.
So, you eventually gain access to the person you came here specifically
to meet, and it's in another absurd, but beautiful environment. You're now
given a minor quest, but still within the main quest, that encompasses a
couple of worthwhile sub-quests, and suddenly, everything feels alright
again. All that aimless wandering around is soon forgotton as you get drawn
back into the plot and sub-plots. Unfortunately, this only lasts until very
near to the end of this minor quest.
Now, I don't know the number of people that suffered the same fate as me,
but I'm sure there were at least some. I was unable to finish this quest
since I had performed some actions outside the timeline set by the developer.
Let me explain, since this is an important point. A main quest can be
described, more often than not, as a number of minor quests that run in
sequence. That is, in order to progess to the next part of the main
quest you have to finish the minor quest that precedes it. This
kind of quest sequencing, or quest processing is controlled by Journal
Entries. I call this sequencing the timeline. If the developer has not
tightly controlled it, then the player can stray outside the
timeline by starting a minor quest out of sequence, thus breaking the timeline
and, ultimately, breaking the game. Each minor quest on the main timeline has to
be strictly controlled by the developer in order to prevent the hapless
player from tackling a minor quest before he/she is supposed to. Otherwise, the
player will not receive the necessary messages and Journal Entries that
go hand in hand with normal quest completion. In this instance, the
timeline was not sufficiently controlled to prevent me from getting
involved in a minor quest before I was meant to. I performed some actions
within a scripted minor quest and, because the controlling script was faulty,
it left an area within the location inaccessible. This was just an
oversight by the developer, a failure to reset a local script variable
when the player leaves the location. But it was enough to break that
quest and, subsequently, the rest of the main quest. But, like I said
earlier, not everyone will be affected by this bug, since most players
probably don't stray off the path as I often do. I was able to get around this
bug by going back to an earlier save and re-doing everything in the
correct order, but I lost about three hours gameplay in the process.
If anyone wants more detailed info on this bug then just
mail me with Black Mill as the subject.
Eventually, you complete the main quest associated with this island,
and are given valuable information that will lead you onto the ethereal
planes. Some of these locations are weird and quite eerie, espescially
the plane associated with water. Menacing creatures put you on the run,
and terrorize you as you franticly search for items that a certain NPC has
requested. This plane is quite large, so there is plenty of exploring
to be done. An annoyance here is a locked door that you come across. You
feel certain that this door leads somewhere since it has a barred, see-through
grill into the next passage, but you also get the impression that some
bug is associated with it. When you activate the door you're told that
it is locked with a lock value of 100. I picked the lock, then it said
the door was firmly locked. Now, I don't know abut anyone else, but when
I successfully pick a lock I expect the door to open, and if it doesn't
then I assume there's a bug. But, delving into the construction set again
I discovered that some object is required to be in the player's possession
before the door will open. I don't like this; it is illogical, along the
lines of some of the old adventure games. To make matters worse, there
are no clues in-game as to which object is required, or where it might be
found.
conclusion..
A good mod all round, let down somewhat by the rather sinister bug
I mentioned at the beginning of the review. That said, if you're not
a novice and you know your way around the console, then it's not a problem.
My real criticism of this mod mirrors what I said in my review of Sea
of Destiny, and that is the lack of character dialog and interaction
in some of the locations away from the mainland. Too much is made of
the beautiful scenery and the extravagent new textures. These ultimately
detract from what is a very good storyline, dragging the final score down.
df rating..75%
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Morrowind Mod - Review 5th January, 2006 : The Cave of Woe
The version of the game reviewed here is The Cave of Woe 1.3b
Edition, released on the 30th December, 2002. This is the intro, taken straight
out of the readme file that comes in the archive :
Explore the haunted caverns of Lorogh and Lagorn. Retrieve
three lost weapons of legendary power. Escape with your
life! To begin this adventure, visit the Razor Hole in
Balmora and search for a clue.
The Cave of Woe is a challenging dungeon adventure suitable
for level 8 - 12 characters.
Features
- Type : medium-sized interior dungeon
- Landscape : na
- Buildings : na
- Rooms : 9
- NPC's : na
- Monsters : 25
- Items : many
- Loot : fairly abundant
- New Content : three books; various parchments; ghost; modification; new weapons
- Best Feature(s) : three "artifact" weapons; new books
- Helpful Skill(s) : thief or mage
- Dungeon Location : near Seyda Neen; go to the Razor Hole in Balmora to find the clue
The Cave of Woe is a mod for The Elder Scrolls 3 : Morrowind, and comes
in the form of a .zip file that contains the .esp file together with a
readme file containing some of the information shown above.
first impressions
Loading is a piece of cake with no loading errors. As with Prophesy of
The Lost Heir, Cave of Woe starts with a message, but in a slightly
different context - you have to find it. The message explains the quest,
and this message eventually leads you to some large caves where the journey
begins. Simple, straightforward and to the point. Good start.
onto the game..
The action begins at the entrance to an expanded cave system within the
main cave. You've been directed here by the message you found, and now
another message gives further details. This type of quest evolution turns
out to be quite simple and effective as I'll go onto explain in the
conclusion. As stated in the info, there is plenty of treasure to be had
and monsters to slay, and all within the scope of a character whose abilities
are those that the game is aimed at, i.e. it is just about right for level 8 to 12
characters. The caverns are in keeping with the rest of the original
cave, suitably stocked with items, and have just the right amount of atmosphere.
Acquiring the weapons of power results in a feeling of achievement, like
all quests, so the mod achieves what it sets out to do.
conclusion..
This is a good mod, with a reasonable amount of gameplay for the novice that
achieves a high satisfaction value. What I find most attractive about this
mod is it's simplicity, not in gameplay terms, but in technical terms.
A believable, playable mod has been constructed from nothing more than
scenery, creatures and miscellaneous items. It's a quest that even the
most novice modder could knock-up easily, with no complex dialog, few
NPC's that need to be involved and no scripting. I would recommend it
to novice modders as a training aid to simple, but effective modding.
df rating..
90%
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Morrowind Mod - Review 22nd December, 2005 : Prophecy Of The Lost Heir
The version of the game reviewed here is Prophecy Of The Lost Heir version 1.2
Edition, released on the 5th June, 2003. This is the intro, taken straight
out of the readme file that comes in the archive :
During a fearful storm 15 years ago, a ship was wrecked off the coast
of Khuul. Among the victims were Iliam Dren - the rejected firstborn
child of the previous Duke Dren - and his wife and children. However,
one of the bodies was never found: the mortal remains of Iliam's oldest
son Artruhn are still missing.
Now, the ageing emperor Uriel Septim is worried about the violent
Morrowind atmosphere and is concerned for the future for the Vvardenfell
people. One night, he has a very strange dream. In his dream, Mara,
the Goddess of Love, whispers to him, telling him that Artruhn might
still be alive, and that he might have the powers to govern Vvardenfell
and bring peace to the area. She also tells him that help from the
Nerevarine is necessary if the search for Artruhn is to be successful.
Features
- meet the head of the Blades (the stunning blonde) and become part of her mission
- 8-12 hours of playtime
- six new optional companions
- a number of sidequests and some new allies.
Prophecy Of The Lost Heir is a mod for The Elder Scrolls III : Morrowind, and comes
in the form of a .zip file containing the .esp file, together with
related meshes, textures, instructions etc. This mod requires the full
version of Morrowind, plus the first expansion, Tribunal. It does not
require the second expansion, Bloodmoon. And. as the readme states
'YOU HAVE TO BE NEREVARINE TO PLAY THIS MOD.'
first impressions
First impressions for this mod are very positive. On first loading
there were no errors reported, which is always good to see. Too many
mods are not sufficiently play-tested and suffer from annoying, or
game-breaking bugs that manifest themselves during the loading phase.
The start of the mission appears somewhat unusual compared to normal,
in that a message is passed to you immediately by a passing stranger.
Now, this wouldn't be too unusual if it happened in a crowded street
or market, but it happened to me whilst standing in the temple with
Lord Vivec; takes away from the realism somewhat.
The note explains that the head of the Blades is in town, and that
you should travel to Caius Cossaides' house in Balmora. And the surprise
here is that the head of the Blades is a female with not much respect
for the so-called Nerevarine - strike one. Strikes two and three quickly
follow as you discover the first and second agents that you have to track
down are both equally female. Then, there is an episode where the head
wishes to speak to the other two agents alone, and you are asked to step
outside - strike four. Now, I'm not in the least against girl-power, but this
just seemed like outright reverse discrimination, and I believe that
a Morrowind mod is not the appropriate place for this kind of 'showboating'.
Point made and, I hope, point taken.
onto the game..
The initial conversation obviously sets the scene, with an explanation
as to why Cossaides has returned to the Capital, and why the head of the
Blades is seeking the help of the Nerevarine. The amount, and the quality
of the dialog here is impressive, and immediately conveys the feeling of a
nicely developing plot. You're given your first task in which you have to
locate the first NPC of the quest, and this quickly follows onto the second
part, both which include a spot of travel and espionage. You're then
informed that, for many of the following quests you can expect to be
accompanied by one or more companions. Whoa...! This immediately rang
alarm bells for me, since I have never had a single, good experience
whilst having a companion in tow. More on that later.
As you begin to interact with your new boss and your new colleagues,
and you begin to travel around and solve the numerous threads of the
main plot, you come to appreciate that the mod has been well realised, and
that it has some 'staying power'. There are not many new locations to
be had, except for a couple of notable exceptions, the secret hideout
for instance. But you find yourself getting involved in the story, and
living the part of the Blade operative working for a very attractive
employer. And, I believe there is ample opportunity to get amorously
involved if that takes your fancy.
Another small gripe I have, as well as the overtly feminist nature
of the mod, is the use of the 'run-around'. By that, I mean those
occasions where your mission is to find some-one or something, and this
involves travelling long distances to remote locations that are not
well-served by public transport. I just wondered whether this might
have been a strategy to eke out the story a bit longer, so as to give
the impression of playing a bigger mod. Just an opinion.
Considering this mod requires the player to be the Nerevarine,
which amounts to a fairly high ranking character assuming you have
played a lot of the subquests as well, I would say that the difficulty
level was somewhat on the low side, maybe level 10 to 15. That aside,
the story continues to weave a spell that's hard to resist, and you
find yourself soldiering on, despite some shortcomings.
conclusion..
A decent enough mod, with a reasonable amount of compelling gameplay and
satisfaction value. Disappointing in some areas, notably the feeling
of being given the 'run-around' on occasions, and the general lack
of new locations to explore. And, just going back to something I noted
earlier about companions, this mod uses an updated script that allows
it to overcome the multitude of problems usually associated with
companions. Not all of them I might add. I found it impossible to get
my boss to go into her bedroom with me, and not for the want of trying!
df rating..
72%
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Morrowind Mod Review 13th December, 2005 : Sea of Destiny
The version of the game reviewed here is Sea of Destiny : Final+Gold
Edition, released on the 26th June, 2004. These are the statistics taken
straight out of the official manual :
Features
- 400+ new cells of land
- over 300 new unique npcs
- grand capital of Regar with over 200 buildings
- about 20 new armors, 40 new weapons, 20 new books, + new misc items
- ancient pyramid
- grand size forest
- storyline with quests
Sea of Destiny is a mod for The Elder Scrolls III : Morrowind, and comes
in the form of an .esm file together with related meshes, textures, manual
etc., all packaged up in a self-extracting .exe file. The mod requires
the full version of Morrowind, plus the first expansion, Tribunal. It does not
require the second expansion, Bloodmoon.
first impressions
First impressions are always the most important, since they convey to
us a sense of how well the game is going to play. Unfortunately, in this
case, they were not too good. The problem comes with the initial loading of the
game, which to put it bluntly, is a real pain. We've all seen it before
with mods; as the game loads, a series of pop-up windows appear informing
us of various loading errors. In most cases, these errors relate to missing
resources such as textures, nifs etc. But, in this case, the errors are
more sinister, in that they relate to faulty geographical regions within
the mod. To give them their due, the authors have supplied a hack for the
Morrowind.ini file, which allows the player to dismiss all the errors with
a single keystroke, but this is only a work-around at best. It just serves to give
the player the uneasy feeling that the mod might not have been tested and
debugged as much as they might have liked. Add to that the constant feeling
whilst playing the game that other things might start to go awry, and
that tends to leave the player with the impression of playing a second-rate mod.
Personally, I have seen these errors before, so I understand the problem.
But the player won't necessarily be an experienced modder that understands
whether such loading errors are significant, and whether they are going to
impact the gameplay. This could have the effect of persuading them to look
for something more reliable. Now, either the authors understood the error,
but took the shortcut option of the hack, which is sloppy; or, more than
likely, they had no idea what was causing the error, which is forgiveable.
As mentioned in the intro to this review, SOD requires Tribunal, but not
Bloodmoon. The pop-up errors problem arises due to the fact that the
development machine used by the developer has been loaded with Bloodmoon
at some point, and the original Tribunal files have not been re-loaded
prior to the development of SOD. With the arrival of Bloodmoon, Bethesda
introduced two extra types of weather that could be assigned to a region.
This meant that the variable assigned to hold weather types was increased
to size 10 ( hex 0A ). Since the Bloodmoon version of the TESCS ( The Elder Scrolls
Construction Set ) was used to compile the mod, each load of a region
results in an overflow as the Tribunal.exe attempts to load the weather
type into a size 8 field, which is the correct size for Morrowind and Tribunal.
If the authors had known this, they could have easily fixed the problem by
re-loading the Tribunal version of TESCS onto the development machine then
recompiling the mod. The questions is, did they know?
onto the game..
Moving on now to the start of the game as the loading finishes, and the
player finds himself near the dock of Daggersoul. This is the point
at which the player starts to forget the loading hassles, and takes
in the panorama that is Daggersoul, one of the large islands in the
region of SOD. Everything looks very pretty and inviting, from the array
of docks and ships to the rows of nicely laid-out houses, shops and
market stalls. The scenery itself has the feel of Morrowind about it,
as the shaped and smoothed low-lands merge gently with the sea and the undulating
hills. There are no obvious signs of mis-placed objects or flaky
construction as seen in other mods. Many NPC's can be seen milling
around, going about their daily business, which gives the sense of a
vibrant community. The player immediately gets the impression that
there is going to be lots to do and see here. As you begin to wander
around you come across the local denizens. This island is obviously
well protected from marauders, as witnessed by the numerous guards, all
kitted out in their beautifully crafted, custom armour. The market
traders are all looking to give you a good bargain as you meander
through the many stalls. Large statues sit atop the prominant headlands,
and the larger structures, such as the temple, look imposing.
Sadly, this is where the good impression begins to fade, as a series
of setbacks quickly ensue. You speak to your first Daggersoul NPC for
the first time, expecting to find out a little about the island and
it's people. And there's the rub...the NPC has no unique dialog associated
with the island, the people, or anything else for that matter. Their
dialog consists entirely of the standard Morrowind fayre such as
'latest rumours', 'little secret' etc. There are no new responses to
any of these questions, just the answers that you've seen thousands
of times before. And that's a shame, since it is impossible to find
out anything more about the island other that what you can see with
your own eyes. And it's not just one or two NPC's that we're talking
about here, it's all of them! After speaking to half a dozen, you
quickly realise that it's a totally pointless exercise, since none of
them have anything to say. Where's the storytelling in that? And yes,
a game such as Morrowind, or Tribunal, or SOD must have a story; a
plot, a goal, something achievable in order to be called a story,
otherwise how can we become immersed in the game and achieve rewarding
roleplay.
You decide to take a look inside the tavern, because that's where
you usually find all the interesting characters with all the interesting
stories to tell. You speak to a few people that have nothing to say,
then you meet Woody the Archer who has a little problem he wants you
to solve. Do so, and he'll become your companion for the rest of the
game. This is quickly achieved without breaking into much of a sweat,
then it's back to more of the usual, after the short distraction.
So, you continue to investigate the island of Daggersoul, avoiding
the NPC's that you come across. You decide to visit a few of the many
houses scattered around the centre, but quickly realise that they are
all houses pulled straight out of Tribunal, with the odd change here
and there, and with an NPC with nothing to say. You enter the impressive
looking temple, only to find that it is just Ghostgate with the odd
tweak and a host of temple guards that just get in the way. There is
nothing of any interest in the whole of the building, as with the
others you have visited.
You finally make it to the Fine Weapon store and, joy of joys,
something different and unexpected. A building that looks somewhat
different inside compared to all the others, and crammed to the brim
with all manner of exotic weapons for sale. This is the highlight in
what can only be described as a soul-less community.
some questing to be had?
You eventually decide to curtail your exploration of the island so
as to get involved with the game itself. You head over to the Council
Building where you are supposed to start the adventure. Here, you meet
the three kings, only one of which has anything to say. He immediately
welcomes you as the visiting hero, come to the aid of his people.
Something is afoot, and he's not sure what. He wants you to go and
investigate, to speak to an ally on one of the neighbouring islands.
You are to find out what he knows then report back. So, you head
over to the next building where an array of travel experts can whisk
you to any location within SOD in an instant. You find the right
person that can send you to Sothador, materialise on the island, find
the person almost immediately, get directed to someone else that tries
to kill you, kill him, then return to the king with the news. And that's
it, quest one completed.
It doesn't take much imagination to guess what happens next...yes,
you guessed it, the king now wants you to visit another of the islands
to complete a similar, undemanding quest. I think you can probably get the
jist of this game. It's mainly about a large set of scenery, a lot of
custom armour and weapons, and very little plot. Maybe I'm being picky,
but I do consider a good plot to be an integral part of the game. The
'fluff' is nice, don't get me wrong. The scenery, the weapons and
the armour are all very well done. But, imagine this if you will, a
large studio set, beautifully decorated with all the props and actors,
but no script! The actors go about their business with no heed of you
or the other actors around them. They have no lines, they have no
purpose and there's no story to be told. It's just an empty shell.
Well, by now you've probably gathered that I was not wholly impressed
by what I saw in SOD, and you'd be right. It's an empty set, just
waiting for someone to breathe some life into it, to generate a spark
of interest in the player, to provide a worthwhile challenge to a
once battle weary veteran.
conclusion..
A disappointing result on most fronts. I really was looking forward to
a good challenge before Oblivion comes along, and, at times, it looked
like I might be rewarded. But, the lack of any cohesive plot, and the
zombie-like nature of all the inhabitants of SOD were a complete turn-off
for me. Others, that appreciate just being able to trudge around the
country admiring the scenery, may well get on with this mod. If you're
looking for a mod that looks somewhat engaging, that is almost totally
undemanding on any level, and that contains a shed-load of mouth-watering
weapons and armour, then SOD may well be your cup-of-tea. Otherwise, I
would suggest you stear clear of this one.
df rating..
55%
download
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Morrowind Expansion Mod : The Five Keys of Azura
Get the lowdown from Lord Vivec
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Dagoth Ur has been defeated and the ash storms of Red Mountain have ceased.
As you wander around the country you are stopped at every turn by thankful
citizens that just want to shake your hand and sing your praises. Your
journey is over; it was a hard fought campaign and you are weary from
battle, so a good night's rest at a local inn sounds like just the job.
Next day you return to see Lord Vivec to be proclaimed the
saviour of Morrowind. It is a joyous affair, and you take pride in your
achievements as Lord Vivec bestows his praises upon you. But, your
well-earned respite is to be short-lived, as Lord Vivec tells you a
fantastic tale of godly excesses, conspiracy and deceit. A tale that
could have dire consequences for the Gods themselves, resulting in
a loss of faith by the people of Morrowind.
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Travel to the Northlands and the walled city of Nordheim
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Lord Vivec tells you of the rumours that began as a whisper here,
and a nod there, while you were deep below Red Mountain. How the rumours
hint at a dark secret, a secret that has n'er been spoken about for
centuries, a sinister secret that involves Azura herself. The rumours are
rife. An archaeologist has discovered an old parchment that has lain within
a tomb, sealed six centuries ago. It describes how Azura commissioned
smiths and enchanters to create five chests and five keys. It goes on to
discuss a dark secret that should be lost for all time, and how the
enchanted items were scattered around Vvardenfell and beyond. The fabled
Five Keys of Azura were thought to be the fanciful imaginings of some
old story-teller, but now the startling discovery gives credence to the
rumour.
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Visit the Capital and it's market |
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The writings on the parchment go on to say that the solving of the
riddle will lead to a startling revelation concerning Azura that will
rock the world.
You must meet with the archaeologist and try to establish how they
came about the parchment, what they have discovered meanwhile, and
whether there are any clues as to where such a quest might begin.
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Meet the Warlord Throndar. What does he know? |
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Throndar, the warlord ruler of the Northlands, may have important
information concerning the rumours, and could be a link in the chain
that leads you towards your goal of discovering the secret of the Five
Keys of Azura.
Unlike some Morrowind mods/expansions, the Five Keys is heavy on quests
and, in particular, dialog. Apart from the main quest there are numerous
sub-quests, many of them linked in some way, so there is plenty of variation
to be had. The Northlands is a large island, and there is a full set
of unique dialog associated with this region. All of the numerous
NPC's have something to say, and a lot is unique to each character.
If you would like to learn more about this project and it's development,
then just mail me, and I will respond to questions
in a timely manner. NOTE: Please include 'FIVE KEYS' in the subject
field, since we get a lot of spam on this address.
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©2005 Dave Foster
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