[Mod-announce] THE Morrowind NPC Makeover for Morrowind has been
listed on elricm.com
Elric Melnibone and the Elder Scrolls Web Portal
Elric_Melnibone at elricm.com
Mon Dec 24 19:55:11 PST 2007
The download: 'THE Morrowind NPC Makeover'
in category Morrowind/NPC's
by Tarnsman has been listed on elricm.com.
The page link for this individual mod/file is:
http://www.elricm.com/mods.php?mod=4161
Mod Descripton:
As the name of this mod suggests, the NPCs of
Vvardenfell, Solstheim and Mournhold have been
given the makeover treatment. It is dependent on
THE Facepack Compilation [this master file is
located at this site] , representing the
collective work of over fifty modders. THE
Morrowind NPC Makeover gives all of the games
standard NPCs new faces and hair. I have
hand-placed every single NPC and have attempted
to make their appearance fit in with their
station in life. I have done my best to make
each NPC unique in appearance, but with over 3,000
NPCs in the game there may be a few doubles out
there. I have also done my best to ensure that
this mod is as clean as possible.
I have made a few minor gameplay changes that
affect some of the NPCs. None of these changes
affect any of the game settings. Finally, a few
selected mods have been merged into this one so
that their changes to the NPCs would not overwrite
or be overwritten by the changes this mod makes.
*** THE Team ***
A complete listing of the facial modders whose
collective work has been used in this mod is
listed in the readme for THE Facepack Compilation
(required for this mod), and in the readmes for
its four companion facepacks. In addition, the
following modders work has been incorporated into
this mod:
Aerelorns Less Annoying Guards
Enmesharra's Light the Way
Khan Raiders Imperial helms
Puma Mans Gnisis Guard Fix
SotiCoti Better Dreamers
Tarnsmans Elders 0 count add-on
TheLys Imperial Guards Anticlone
A separate version merged with these and Helios
and Wryes Living Cities of Vvanderfell has been
created for user of that mod. The resources for
that mod are located here.
*** THE Requirements ***
This compilation requires Morrowind patched to
v1.6.1820 and both of the expansions: Tribunal and
Bloodmoon. It also requires THE Facepack
Compilation.esm and the resources of the four THE
Facepacks that are part of the compilation.
*** THE Installation & Usage ***
If you are using any of the mod listed above,
those should be deactivated.
To install extract the archive file into the Data
Files folder of your Morrowind directory. Use the
esm file rather than the esp file if you are using
other mods that make modifications to the NPCs and
do not wish to have this mod overwrite their
changes. Because this mod affects nearly every
single NPC in the game, it WILL conflict with any
mod that modifies the inventory, appearance,
stats, AI, services, faction, class, and/or
location of any of the games stock NPCs. This is
the reason for the recommended usage of the esm
file rather than the esp file. Remember, esm
files load first, esp files second. Last mod
loaded wins. By using the esm file you will
ensure that the desired changes your other mods
make will be kept, and not overwritten. If you
want to ensure that the changes made by this mod
are not overwritten then use the esp file and
adjust its load order as needed. The esp file can
also be used for those wishing to customize this
mod for themselves in the Construction Set.
The LCV version of this mod is for users of Helios
and Wryes Living Cities of Vvanderfell. It
requires that the resources from that mod have
been downloaded and placed in your Data Files
folder. It is recommended to start a new game
with this version. Wryes Mash is recommended for
those wishing to load this mod into their saved
games. That utility is located here.
Because of the nature and scale of the changes
that LCV makes, the LCV version of this mod comes
only as an esp file. THE Morrowind NPC
Makeover-LCV esp file is to be used instead of
either the esm or esp files of the straight
version of this mod, AND instead of the LCV esp
file. Please refer to the Living Cities of
Vvardenfell readme for more information.
For users of Puma Mans Advanced Guards I have
provided an updated Guards esp file to be used. I
have only added the special shirts to the Imperial
Guards as detailed in the change section of this
readme. All of Puma Mans modifications and
scripting have been left untouched.
*** THE Files ***
For this mod there are:
1 esm files
3 esp files
16 game files
3 jpeg files (these may be deleted after viewing)
All of the needed facial / hair mesh and texture
files are located in four bsa files:
THE Argonian & Khajiit Facepack.bsa
THE BrImRg Facepack.bsa
THE Elven Facepack.bsa
THE Nord & Orc Facepack.bsa
These must be downloaded separately and extracted
into your Data Files folder. You must have
registered the bsa files in your Morrowind.ini
file in order for the game to locate the files.
Included with each of the Facepacks is a BSA
register utility that will register this and other
bsa files into your Morrowind.ini file. This
utility must be located in the Data Files folder
in order to work.
It is also important to note that the game will
use meshes and textures files outside of the bsa
files first before using the files containing
inside them. You can use this to modified or
overwrite the files located in the bsa files.
*** THE Changes ***
> Changes all of the stock face and hair meshes
for the games standard NPCs. I have
hand-placed every single NPC so that their hair
fits with their face, and have attempt to make
their appearance fit in with their station in
life.
> Fixes the Barbarian class. Removes unarmored as
a minor skill (causing the Barbarian NPCs not to
equip their armor despite being in their
inventory) and replaces it with Hand to Hand.
Also, Light Armor and Medium Armor have been
flipped, Light Armor now being a Major Skill and
Medium Armor a minor one. Most of the Barbarians
are equipped with light armor so this fixes one of
Bethesdas glitches.
> Gives the Beserkers additional armor. Males get
greaves; females greaves and curaiss. This has
been done because of the prevalent usage of Better
Bodies and eliminates the naked Beserkers running
around in the game.
> Gives shoes or boots to a few of the barefooted
NPCs. Additional clothing and armor has been
given to a few of the NPCs as well.
> I have given the guards in the beginning of the
game names rather than the generic Guard.
> Dreamers have a distinct appearance in the game
(apart from running around half naked) and are
infected with Corprus disease. (from SotiCotis
Better Dreamers).
> Caravaners, Shipmasters and Gondaliers have been
given lights so they dont stay waiting for
customers in the dark (from Enmesharras Light the
Way). The Caravaners get torches. The
Shipmasters and Gondaliers get lanterns.
> Most of the guards in the game have been given
Aerelorns scripting that prevents them from
initiating dialogue while you're in the middle of
combat. If your weapon is drawn or a spell is
readied, the guards will simply attack. If you
want to pay the fine, go to jail, or present writs
just sheath your weapon or unready your spell and
the guards will initiate dialogue and give you
that option. You can do this before or after they
attack you.
Note: This can be tough on lower level characters.
If you don't notice the guards coming towards you
and you have your weapon out, they may kill you
with just a few strikes. Be warned, and be aware
of your surroundings when committing crimes.
Note2: Users of the provided esp file for Puma
Mans Advanced Guards will lose this behavior as
this scripts will be overwritten by that mod.
> Imperial Guards have been given special shirts
with random faces attached (from TheLys Imperial
Guards Anticlone). The result is varied faces
for the Imperial Guards rather than the same one
over and over. If you decide to kill a guard and
you remove the shirt from his inventory, the
default face will reappear. You can't wear the
shirt and its value is 0. I have expanded on the
number of random faces from the original seven of
TheLys mod to twenty.
> Members of the Imperial Legion have been given
weapons as befitting their skills and rank (from
Puma Mans Gnisis Guard Fix and extended to
include all Imperial Legion members):
> Imperial Legion Spearmen now are armed with
spears instead of swords. The values of their
spear skill have been flipped with the value of
their highest default weapon skill.
> Imperial Legion Recruits and Troopers equipped
with short swords have been reequipped with
broadswords or war axes in keeping with the fact
that their skills with these weapons are much,
much higher than their short sword skill.
> Imperial Legion Captains have been given new
helms (from Raider Khans Imperial Helms).
> Imperial Legion Champions (Warrior class) have
been reequipped with broadswords instead of the
short bows they were given (with no arrows and
they have shields!)
> Imperial Legion Champions (Battlemage class) are
now all equipped with axes in keeping with the
fact that their axe skill is their highest
weapons skill.
Note: Some of these changes will be overwritten
for users Puma Mans Advanced Guards.
> Several members of the Imperial Legion have had
their level (and thus their stats) increased as
befitting their rank in the Legion (several of the
Legion Knights have ridiculously low character
levels). Several legion members having had their
rank increased in keeping with their level. I
have only done this to the Imperial Legion faction
on the theory that as a military faction that
ranks in it would be reflective of the skill and
experience level of its members, rather than ranks
given through favoritism and politics as would be
the case in other factions.
> Several new NPCs have been added to the game who
are mentioned in the latest rumors topic, but DO
NOT exist. Now they do.
* Nolus Atrius - the corrupt Balmora Magistrate
* Malur Omayn - the imprisoned dissident priest
and author
* Bilsa Andaram - source of rumors in Gnisis
* Narese Athrys - rumor monger in Suran
* Madayna Sarendas - rumor monger Dagon Fel
* Baram - who woke up in the Temple in Vivec with
no knowledge of how he got there.
* Alma Rula - in Mournhold
* Naryn - a guard at Fort Moonmoth who likes to
wander around in his nightshirt.
* Old Avus - a rumour monger in Balmora.
All are non-hostile. These new NPC have been
given no new dialog (they still will have the
generic dialogue/rumors). I leave that for future
mods, or for other modders to do. I have given
Naryn his nightshirt (really a robe) to wander
around in.
* Adds 31 of the NPCs that were not originally
placed in the game despite being created by
Bethesda. (from my 0 Count NPC Add-on for the
Elders of Vvardenfall mod). These NPCs are
scattered across the map. Some are hostile. In
this group there are:
* 2 new merchants with wares added to the Great
Bazaar in Mournhold.
* 3 new shipmasters (2 in Solstheim) that offer
travel services.
* 2 powerful witches in Solstheim with atronach
guardians
* 1 very powerful warlock in Solstheim
(Grandfather Frost)
* The secret master trainer for medium armor
* Enchanters, pawnbrokers, traders, and smiths
wearing no armor have had their armor skills
reduced to zero, preventing them from wearing the
armor you sell them. Merchants (primarily smiths)
wearing armor have been given special hair armor
(wigs) which will prevent them from equipping the
helms you sell them. Merchants wearing armor
will, however, continue to equip other pieces of
armor of the type they are wearing that you sell
them. If you decide to kill a smith and you
remove the helm from his/her inventory, the
default hair will reappear. You can't wear the
helm and its value is 0.
> Adds the thirteen vampires that were not
originally placed in the game despite being
created by Bethesda.
> Most of the vampires in the game have been given
the TheLys treatment by giving them special
helms (masks) with random vampire faces and hair
attached. The result is varied faces for the
vampires rather than the same ones over and over.
If you kill a vampire and remove the helm from
his/her inventory, the default face and hair will
reappear. You can't wear the helm and its value
is 0.
*** THE Acknowledgements ***
This mod was put together using several modding
utilities whose creators I wish to thank and
acknowledge:
> Argent BSA Browser & TES Dependency Tool Kit
> Erik Benerdal - TESAME
> Ghostwheel TestTool
> MentalElf TES Files
*** THE Licensing/Legal Stuff ***
This mod and its resources, as is the case with
all my mods, are free for any use. It should be
remember, however, that the base of this mod is
the compilation of the work of scores of modders
and proper acknowledgment should be given for any
and all of the resources that are used from it.
More information about the mod-announce
mailing list