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Rothril Stronghold
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Contact Info: My Email: austin04@gmail.com My AIM: DarkXAlpha |
This mod adds a rather extensive house(more like a small village) on an Island SW of Seyda Neen. You can access the island by; Silt Strider(Balmora, Vivec, Seyda Neen, Gnisis), Boat Service(Hla Oad, Vivec). A detailed explanation of this mod on the info page. You can find updates below, when there are any in the future. About the mod: it has over 80 new NPCs; is in Bitter Coast/Hlaalu Style; it adds 27 total new cells; has TONS of storage; is all well built and aestetically appealing; and has an amulet that teleports you back to the island(found in the manor basement). Also, this mod is for best for high-level chracters. Notes: >I have a mailing list setup for people who want to be notified when the list is updated It can be found here. Otherwise just check here for updates and/or check Morrowind Summit, where I'll place updates version. >Rothril Message Boards !Sea of Destiny and Official Firemoth Plug-in Conflict Resolved! |
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News/Updates
-12/21/04- I'm sorry to report, the mod is dead. Both Rothril Stronghold and Rothril. I'll try my best to keep up my tech support for v1.6 as best I can, so if you have a problem, don't hesitate to ask me. On a brighter note, the link works again, after 6 months of down time(I had it on a friends server, guess he shut it down and didnt tell me.) I still work on Rothril off and on, but not enough work to ever hope for its release. After probly 1200+ hours spent on Morrowind and TESCS, frankly, I'm just exhausted. Sorry guys. Hopefully, when Oblivion gets out, I'll set to work on a large scale manor mod for that. Also note, I've changed my email, and I no longer have MSN or YIM. -3/20/04- I have setup boards using proboards for people interested in the the town expansion, Rothril, I mentioned below. The board can be found here. Note though, that registration has been problematic lately so email me if it doesnt work, and I'll set up a temp password for you. I also realized the currently uploaded version of Rothril_v2.0 is not connected to any transportational services. So, if you want get there, you'll have to cheat. Type, in the console, coc"Rothril ". There must be a space after Rothril, within the quotes. -3/16/04- Progress on the town of Rothril is coming along quite nicely, and in fact faster than expected. I've got a screenshot of what I've got built so far. Also, you can download the beta here. Keep in mind its an early beta, and there are two important things to note: 1. Do not save while Rothril_v2.0 is loaded. 1. Do not load both Rothril_v1.6 and Rothril_v2.0 at the same time. I suggest you start a new game or use a backup for testing the Beta version. -3/14/04- Version 1.6 released. This will be the last version that updates the stronghold only. From here on out, I'll be working on a new mod, Rothril, which will emcompas the stronghold in its current form, but will also have a town, a mainquest, sidequests, a faction, and a bunch of other stuff. Anyway, v1.6 includes: re-named the island; redesigned merhcants hall; gathering hall; glass mine; house of elders; prison; winery; and a vault, although the vault is virtually inaccessible. -2/19/04- No new versions released, but a possible large update in the works. There will be a new version, 1.6; which will include a glass mine,. Also, I've decided on a name, Rothril Stronghold. This update will also include a gathering hall and a house of elders; which will hopefully be incorporated into the major release. Anyway, version 2.0 is only a preliminary plan, and there are no promises, its gonna be a big undertaking and I don't know if I have the time. What the addition will entail: a backstory, a main quest, large scale faction, a small town surrounding the island, with inhabitants; and some of them will have personal quests, as will some of the existing members. I would really appricaite comments/questions/suggestions on this idea. If you suggest ideas for quests, theres a good chance I'll use them. Also, I'll need creative consultants, so-to-speak; people that can help write dialog, think up NPC names, and just overall help. Anyone who helps will be credited appropriately in the readme. -2/3/04- IMPORTANT! You MUST clean(see readme) your savegame in order for this version to work, if you are updating. First time donwloaders will not need to do this. This update actually moves the island about 40 cells south, and west. So it no longer conflicts with Firemoth or Sea of Destiny. Although, this move will make it near impossible to swim to. That's really the only noticable change to this version, besides a few minor fixes and changes. No known bugs involved with the switching, please report any you may find. -10/22/03- This update has a few semi-major changes; one of them actually fixes the Shipmaster quest, you can actually attempt it now. Another being is that the guards will no longer arrest you for using the practice dummy. Important info in the readme regarding users updating from a previous version of the mod. -10/9/03- The most recently uploaded zip file contained an extraneous mod, "HoM.esp", which is a dead project of mine. I do not know how it go there, but its not a problem or damaging mod, just delete it. All d/ls from this point forth are free of this extraneous mod. Sorry about any problems this may have caused. -10/5/03- Version 1.2, fixed a few minor bugs and glitches. -9/20/03- Version 1.1, fixed a bug I found involving the only quest with this mod; the quest giver would not intiate the quest. -9/9/03- The mod has been released! That's right, after very, very long last, it is finished. It should be fully completed and bug free. However, if you encounter any bugs, please report them. There may be updates eventually. If you want to be notified, by email, when there are updates. Email me asking me to do so. I too, am very glad its finally out. Thanks for everyones support. -8/26/03- The mod has not yet been released. I do not know when it will. I'm sorry for this last postponing, but a series of errors and complications arose in the final version of the mod that I'm working on. On top of that, some complications have arisen in my personal life that have stopped me from working on the mod. I'm terribly sorry everyone. -8/05/03- No, its not out. I've decided to postpone its release one last time. The release date: August 9th. Also, the first version will include several of the below menntioned items that were originally removed, such as: the drug lab and the mercenary. -7/29/03- Version 0.9(Pre-Release Final Version) Uploaded. In other words, its finished, for the most part. Before I "officially" release it, it needs some thorough testing. In fact, I still need a few. If you can, email me. A few general notes about its release: Once it has been thoroughly beta-tested and ran through TESAME, I'll release version 1.0 to places like Morrowind Summit, etc. I know this version doesnt include everything I originally promised, but there will be newer versions every 3-5 months(I hope). To be in future versions; A glass mine, the "drug lab", Battle Arena, the mercenary, some small tweaks and add-ons, and perhaps a quest or two. Thanks for your patience everyone. I'm damn glad its finished too, sorry about the long delay... -7/13/03- One last new version before the pre-release final. I still need 2-3 of the 5 below mentioned beta testers. So if you'd be willing, please email me. This latest update is a pretty big one. It includes: I redid the garden; finished the weapons, armor, and general storages, as well as the armorer; and redid the exterior a little. What remains unfinished: the guard towers, and I've started work on the bar. Also, remember I welcome any and all of your opinions, suggestions, or thoughts on this mod. One final thing to note there is a glitch in the teleportaion system involving the amulet that teleports you back the stronghold, speaking of which, is there and finished in this update. -6/29/03- I will soon be in need of a few people who are willing to thoroughly beta-test the pre-release final version of the mod. If you are willing to do this please email me. Currently, I still need 5 people to beta-test. Though the mod is still unfinished, after 2 months of work, it is indeed nearing completion. Those who agreed to thorough beta-testing, will be sent the pre-release final version. -6/20/03- I redesgined the website, made a few tweaks here and there. Also merged the screenshots and info at the bottom of the page into a new page. Got rid of the updates page, they'll now be posted here and less often. So, at this point I've got most of the npcs done. I've redone and touched up the exterior. I've finished the garden, pool, manor, and caretakers interiors. Currently I'm working on the armory. -4/16/03- Project Start Date |
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