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elder scrolls morrowind manualAll trademarks and registered trademarks present in the image are proprietary to Bethesda Softworks, the inclusion of which implies no affiliation with The Elder Scrolls Wiki. The use of such images is believed to fall under the fair use doctrine of copyright law. Discover everything Scribd has to offer, including books and audiobooks from major publishers. Start Free Trial Cancel anytime. Report this Document Download Now Save Save The Elder Scrolls III - Morrowind - Manual.pdf For Later 0 ratings 0 found this document useful (0 votes) 111 views 26 pages The Elder Scrolls III - Morrowind - Manual.pdf Uploaded by William Gomes Ishida Description: Full description Save Save The Elder Scrolls III - Morrowind - Manual.pdf For Later 0 0 found this document useful, Mark this document as useful 0 0 found this document not useful, Mark this document as not useful Embed Share Print Download Now Jump to Page You are on page 1 of 26 Search inside document. The main story takes place on Vvardenfell, an island in the Dunmer province of Morrowind, which lies in the empire of Tamriel and is far from the more civilized lands to the west and south that typified Daggerfall and Arena. The central quests concern the deity Dagoth Ur, housed within the volcanic Red Mountain, who seeks to gain power and break Morrowind free from Imperial reign. Please check your inbox, and if you can’t find it, check your spam folder to make sure it didn't end up there. Please also check your spam folder. All trademarks are property of their respective owners in the US and other countries. I can't seem to find it anywhere online or through Steam. It's close to the bottom underneath the metascore, rating, and other stuff. This applies to every game. The only reason there wouldn't be a link is if there's nothing to link.:) All trademarks are property of their respective owners in the US and other countries. Some geospatial data on this website is provided by geonames.org.http://eperon-kochersberg.com/img_db/datalogic-joya-manual.xml

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The Manual details each and every function in every window in the Construction Set, as well as providing descriptions of the scripting functions. The work also goes into detail regarding the community side of making and releasing mods partly by listing links to many fan websites. The version of the Manual found here is based off of version 2.0, and includes a few changes. Most notably, much of The Scripting Window section has been removed. Instead some of the information that was found there has been used to help create the Functions category.You can download and read the original PDF or DOC version of the Manual by going here.Bug everywhere! None of these companies in any way allowed or prevented me from completing this work, and most likely were unaware of it’s production prior to it being provided over the Internet. Nor did any of these companies or anyone who works for them in any way provide any input or help me in compiling this work.While much of the information within I learned through trial and error, a vast amount of it I gleaned from website forums and many various FAQs and tutorials provided freely by people within the gaming community. I do not provide or credit the source of specific information, next to any information within, as separate from that which I provide, as the manual would double in size. Therefore I take no credit whatsoever for anything contained within, only the compilation. All known sources of information will be listed separately from here.However, you may not alter this work, nor profit in any way, if you distribute this work or provide it for distribution, without the express permission of myself and those listed under the Mojo Gratitudes section. This is their work too.I take no responsibility for anything any person does with their computer system due to the information contained within, nor any problems that may arise at any point in the future. Use this work at your own risk.http://pwr-tech.ru/userfiles/datalogic-kyman-net-manual.xmlHere we are several years since Morrowind has been released, and people are still playing, and still modding. Few games have as large and devoted a community, or as great. My own journey with Morrowind has been just fantastic. Being online meant checking email, nothing more. While I consider myself an avid gamer, I tend to limit my interests to RPGs, and a couple strategy games. I knew of Arena only because a friend had it when I was young, though I didn’t have a computer then (my parents relented and bought me a calculator for school work). I bought Daggerfall when it came out, but I was still on my first computer at that point, it was a bit old, and the game didn’t run well. I also lived in a different country at that point in my life, and had no reliable internet connection. Still, despite the CTDs, slow gameplay, and other problems, I loved DF (hey, it was my first computer, I was still learning). Alas, during the move back to the US, it disappeared. Knowing Morrowind would be coming out, I began saving money. Solely due to this I actually bought a couple game magazines that had articles about it. Then finally picked up a copy of the game. I was hooked from the get go. I played the heck out of it. But what was this Construction Set that came with it. I tried messing with it, but I was so lost, so mostly gave up. I was having fun playing. By now of course I was online, and actually once in a while did more than check email. One day I did a search for Morrowind, just to see what turned up. Well, a lot of links got returned, but I didn’t click any, until I saw a link for something called Morrowind files. What can I say? That place opened a new world to me. I even downloaded a couple and learned to install them. I was in heaven. Giddy with my discovery I reopened the Construction Set and gave it another whirl. No luck, I still had no clue. So I continued my occasional perusal of Morrowindfiles. Then the unimaginable. Morrowindfiles died.https://formations.fondationmironroyer.com/en/node/12104 This forced me to look elsewhere, and in the process I discovered the vast community of websites devoted to Morrowind. I ended up registering at several, and began posting on a few forums in my quest to understand this thing called the Construction Set. I gleaned a great deal of info this way, which only fueled my descent into madness known as modding. I began making all kinds of little mods for myself, none of any real value, just fun stuff for me. And as I became a part of the community more and more, I learned more and more, which enriched the entertainment value of Morrowind enormously. Like many though, I was eternally frustrated at the lack of documentation and explanation for how to use the Construction Set. Looking around at all the notes I made, and all the post-it notes stuck everywhere, I decided to just make something for myself to use.I provided a copy to the community, but was dissatisfied with it. It wasn’t very good. So I set about making something comprehensive, and released it. Since then I got around to actually creating a mod and releasing it, and hope people enjoy it. But using my own work as a reference, I began to realize how incomplete the manual I had compiled was. I decided to update it. This has proven easier said than done. I didn’t want to just add more content, I wanted it to be a better manual, not just for the newb, but for the expert also. I want anyone to be able to not only learn how to use the CS with this manual, but also be able to use it as a reference as they work. I hope this version has been able to accomplish this.I tried hard to include everything about the CS in it. Impossible, I don’t know everything, and I learn something new every day. While I would love to do something entirely comprehensive, this work would be HUGE were I to go that route. Ever tried to find that one tidbit of info you need in some 500 page reference manual. Hateful stuff.https://judo-allier.com/images/04-wrx-manual-boost-controller.pdf So, I have sacrificed some to enable this manual to be a simple, but complete work. But what you will find is the info you need to understand how to use the various functions to make that quest. How to use the scripting engine to make a script, the dialog engine to make dialog (yes, I included dialog this time), or the landscape engine to make landscape. I won’t tell you the best way to create anything, but I will explain what all the menus and buttons do. What you can do when you open this or that window. And yes, I will offer little tips now and then, usually to help you avoid common pitfalls as you work with the CS.I’m human, I make mistakes (my wife is real good at finding these). But I have tried my best. My only hope in compiling this work is to produce something that people can use to help them mod. This shouldn’t be your only resource to help you as you work on a mod, but I hope it’s a valuable one.Besides, I’m busy modding, and still playing Morrowind. The meager amount of info known so far for TES IV’s Construction Set sounds intriguing at the very least. For myself, I can’t wait to get my hands on it. I already have ideas bouncing around inside my brain, and who knows, maybe I’ll end up putting together a manual for it too.Mostly by finding or figuring out said information, and either posting it within a forum somewhere or providing it in some way for distribution for all. I know I will be missing many people, but I will list all those I can that I know of. This list is presented in no particular order.It was the inspiration to further refine and compile a comprehensive reference guide to TESCS. If someone feels snubbed by this, my apologies, that was not my intent. Contact me and I will endeavor to give all due credit to the best of my ability.Very expensive. Only versions 3, 4, or 5 can be effectively be used for Morrowind. Newer versions may not work as well. Can also be used with an.esp file. The reason you’re reading this. When you’re playing Morrowind and it suddenly stops, disappears, and is replaced by Windows, that’s a Crash To Desktop. Also holds the.esp files. A plug-in will not be shown on the start screen of Morrowind to load, nor be accessible to the TESCS, unless it is in this folder. An image file just like a.bmp, but not as big in kb, and with better compression. Allow use of alpha channels and mipmaps. You cannot load a plugin in the CS, nor in the game, without loading the master files it is dependent upon. You cannot affect this file in any way. All changes made with the CS are stored in this file. These are your saved game files. This is a general term that applies to both videos and game-playing. Each individual image is referred to as a frame, so your frame rate is the number of frames that your computer managed to process and draw in one second. Frame rate will naturally be higher on faster computers (or game engines), and when the workload the game and computer have to do is smaller (for example, less objects and effects in view). The higher the playing frame rate of a video or game is, the more fluid the screen can be and the smoother movement and animations can become. An unstable frame rate (frame rate that changes dramatically and quickly) can impair viewing, and very low frame rate can impair game controls and their responsiveness. A frame rate of at least 60 FPS is considered a good baseline value for smooth and visually appealing gameplay, while a frame rate below 30 is considered very low and even lower FPS will result in slideshow-like gameplay. Therefore, the higher the frame rate the better, but it is of little benefit to have a higher frame rate than your monitor's refresh rate, and if it much higher then that may be viewed as a waste of computer resources. Although eyes do not 'see in distinct frames', there is also a point at which higher FPS, even with matching monitor refresh rate, will provide no improvement, as a person will no longer be able to notice a difference. This point depends on the person as well as other conditions, but is usually above 80, approximately. Most games typically include options to limit the maximum FPS, as does Morrowind via a setting in the Morrowind.ini file.It is measured in Hertz (Hz), making it easier to differentiate at a glance from a number of FPS. This is the number of images a monitor physically redraws per second. Having a frame rate (FPS) that vastly exceeds your monitor's refresh rate will thus provide no additional visual fluidity, as your monitor can't keep up with the frame changes and you will not be able to notice all of them. The refresh rate varies with each monitor (and resolution), with cheap LCD monitors providing a RR of 60Hz, and expensive ones reaching up to 120Hz and 144Hz. As an anecdote that might surprise you, CRT monitors actually tend to have better RRs than LCD monitors, among other things. Higher monitor RR can have effects such as reducing flicker, and reducing viewing-induced eyestrain and headaches. Its definition is 'cycles per second'. Not necessarily the Name of an object, but the ID name the CS keeps track of an object by. It is accessed by the game to provide a creature to fight appropriate to the PC’s level, or distribute treasure appropriate to the PC’s level. If an object could see another object, then it has Line of Sight to that object. Not as capable as 3D Studio Max. A mesh file. Used by Morrowind. Not too expensive. This type of file can be opened and viewed by anyone on a pc or mac computer with Adobe Acrobat Viewer. A bit expensive. Basically everything about the file. Should be included with any mod you create, upload, or download. When someone completely removes everything from Morrowind (all cells, landscape, references, etc) except the game engine, and creates a new “game” from scratch as an.esm file. An image file, like a.bmp. Just hit the shortkey to toggle or activate a command or response within the CS.With the CS you can create new items, NPCs, spells, races, birthsigns, towns, dungeons, classes, factions (i.e. guilds), quests, or alter what’s provided with the game. There are still some things you cannot do with the CS, and there are some things you should not do with it. When working with the CS, keep in mind the reason it was provided: to extend the life of Morrowind as a product for sale. Period. The designers of the game may feel some sense of altruism in releasing the CS, but you’re praying for a jackalope sighting if you attach the same to those who published the game. They did it to increase profit. With this in mind realize there are built in limitations. Enjoy the game, and have fun modding.The CS then makes changes upon the active plug-in. What this means is, you cannot do anything that can ruin the game itself. If a plug-in causes problems, just exit the game, open up the Data Files menu, uncheck the plugin(s) causing problems, and click Play. Master files cannot be affected in any way.This is done to protect the stability of the game, and enable mods produced by different people with different ideas to work together if installed, and loaded in a game at the same time. Also to protect the profit line of the game. You cannot:This was intentional, but scripting also has a great many limitations to prevent abuse, maintain stability, and to keep the spirit of the game in line with what is stated in the above bullets. If you install either Tribunal or Bloodmoon it will be upgraded to v1.3. Note that there are new different functions included with each, however both upgrade the CS to v1.3.In simple terms:The morrowind.exe file holds the code on how the game functions. This keeps things simple, and also why unlike other games you don’t need to install a 2.0 GB file on your hard drive to play. You cannot alter, change, modify, or delete anything in an.esm file with the CS. Even if you try. Why did Bethesda do that. So we can’t screw the game up and spend all our time on the phone with Bethesda’s customer service bitching and complaining about their stupid game that we screwed up. We can alter, modify, add, and delete these files to our late-night, bleary-eyed, caffeine-induced heart’s content. Then post it on the Internet for others to try out. You can even do this to someone else’s.esp file you’ve downloaded from the Internet. Some few have done this to modify and improve a good mod that just needed a few tweaks to make it a great mod. Thankfully, this is somewhat rare. Lots of people like to make saved game editors to cheat and boost their character’s abilities for games that are published, especially RPGs. I have even seen some for Morrowind. Why? With the CS you can already do this outside of game play, or with the console ingame. You shouldn’t have any reason to mess with this file. There are utilities created by several skilled modders that enable one to open the.bsa and view, extract, or add files to it (see Chapter 6). Compresses well, and allows use of alpha channels (for transparency effects) and mipmaps. I have no idea how well they work (if at all), but the game seems to prefer.dds texture files. More than one texture file may be linked to provide the skin. Most texture files are either.bmp (rarely) or.dds (almost all). If an object has animation then a.kif file usually will be associated with a.nif. Some.nif files may also have a second.nif file that holds additional data for animation (such as an activator).I don’t suggest you mess with this file unless you know exactly what you are doing. However, there are tweaks you can do to this file to improve or fix your game if it has trouble running properly. A few mods also force you to make minor changes to it for them to run properly. If you wish to make changes to this file, make a back up copy first. If you screw it up or your changes cause problems you can always replace it with an unchanged copy.Now you can open multiple windows of the CS at one time.I do not recommend having extra multiple Construction Sets open for more than reference to a master file’s or mod’s contents. Going crazy with this has resulted in crashing some of the CS windows on my system. But that may just be me. This will lower the load on your system resources. It isn't recommended to go below 60 FPS, unless your computer can't consistently keep up with 60 FPS anyway (then try lowering it by 10 at a time). Note that the default Morrowind maximum FPS of 240 is completely unnecessary and unreasonable, as your monitor won't be able to show so many frames in a second, and neither would you be likely to notice it, if it could. So even if you experience no stuttering, it is recommended to change the limit to equal your monitor's refresh rate (which is likely to be no higher than 85 or even 60, unless you have a new expensive monitor).Now when playing ingame, when you want to take a screen shot, just tap the Print Screen button. That’s the index number of the last screen shot you took, or how many you’ve currently taken up to now (I had last taken 10). You can also create a separate folder, type in the path here, and all screenies will now be stored there. Like this:If your mod does nothing more than addHowever, keep in mind the whole point of an.esp isNow ask yourself, “Do. I need to make this an.esm?” If you have to think about it, you don’t. That said, this will notThis method will create an.esm that willStill set on it? Ok, first open your Morrowind.ini file. Scroll down to near the. Below that name put in the name of your computer,Add you computer name as directed above. Save the. Morrowind.ini file (of course you backed it up). Now then, open the CS, mark your.espClick Merge to Master which is no longer grayed out, click ok. That’s it. Your plug-in is now an.esm file. Oh, and you can’t change it back with the CS either. Shadowsong has a good tutorial that covers many of the issues about converting a plug-in to a master file (see Appendix C ).Don’t do it, besides dirtying up your mod, you could possibly cause real problems.Each will be a different color.Highlight the one you want active. Now, you need to keep something in mind here; if you make a change to an object from a loaded but not active.esp, you might just have made your.esp dependent upon that non-active.esp file. I’ll explain this more under Dependencies. When you click the save button, the active.esp will become dependent upon any loaded.esm files. Keep this in mind when choosing what you want to load and base your.esp off of (again, Table of Contents see Dependencies). A cautionary note here, you do not have to place a check next to an.esm when loading an.esp, the game will load any.esm files an.esp is dependent on. However, I have generated errors when doings this at times (no clue why, and it doesn’t happen often or with all plug-ins). I suggest you always mark what you want to load. There is no need to make an.esm active, the active button is only for.esp files. The.esm files always load first, then.esp files that are marked. The.esp files are listed in the Data Files window from top to bottom, by date (oldest date at the top, newest at the bottom). The date stamp on an.esp is when last Saved.No big deal really in the CS, but when you want to play a game this can be a big deal. Tribunal and Bloodmoon update the CS version number. This will update the mod version number and you won’t get those any more.Sucks to be you. Go buy them. Besides, Bethesda deserves a few bucks for creating such a great game.This is subjective, and entirely up to you. The game by default looks for object files on your HD first, so if something is modified, it uses it. Then it will go to the appropriate.bsa file and use what it finds there. So it won’t hurt anything if you do this, I personally don’t see any reason for it.Bloodmoon telling you some dialog string has been changed. What to do about it. The short answer? C4 and a blasting cap. Why does this happen. In case a dialog topic has changes in an.esm or.esp different from the morrowind.esm file (TB and BM do). Ignore them, or read the next paragraph.When you load an.esp, all.esm files it is dependent upon will be loaded also, whether or not you marked them for loading (see How do I load files? above). You cannot prevent this. When you click the Save button, your active.esp file becomes dependent upon any.esm files loaded. If you look you will see that both Tribunal and Bloodmoon.esm files are dependent upon the Morrowind.esm file (assuming you have them). Well, if you are using an object of the game that came with one of these expansion packs, yes, load them up and make your.esp file dependent upon them. But if not, don’t whimsically load them along with your.esp. There are two main reasons for this; the first being that it will limit who can play your mod. You’re cutting out anyone who chooses not to buy one or both expansion packs if you add one to your mod. The second being what are referred to as the Evil Game Settings (or Evil GMSTs for short). I’ll explain this later on, but believe me, they can be a pain to get rid of if you don’t want them in your mod. But they can be removed with a utility (see Chapter 6 ).New modders tend to do this and don’t even realize it. I’ll explain as best I can. Let’s say you load another modder’s plug-in because they have new item models you like; such as trees, hair, heads, weapons, etc. Your plug-in is the active one. Now:This is the ideal way to use an object created by another. Your plug-in won’t be dependent on the other’s.esp, but it might be dependent upon textures or meshes if created by the modder. This is because you’re creating a new object based off of another. Otherwise no one will be able to use your plug-in unless they already have the same plug-in’s meshes and textures you borrowed the object from. Whoa! You just made your plug-in dependent upon another modder’s plug-in. Why? Because your plug-in only tells the game where to put a reference for the object. The other’s plug-in tells the game all the data about the object. Now, to use your plug-in, a gamer must also have the other plug-in installed and running when they play. Not only that, but if you change any of the data about said object, you may just break the other modder’s plug-in if it’s important to a quest or some such. Be smart, rename objects you want to use for your own mod. Simply put,Not a big deal if your mod has them as dependent, but they can screw with a mod if not. Many people just don’t care for them. How do you know if you have them. If you have Tribunal, and create a mod with just Morrowind, you’ll have the Tribunal extra GMSTs. However, if you have Tribunal (but not Bloodmoon), and make your mod dependent upon it, that’s ok. The GMSTs are supposed to be there. Same goes for Bloodmoon; if you have only Bloodmoon, and create a mod without it, the CS will put the extra GMSTs that came with it in your mod. But if the mod is dependent upon Bloodmoon, you’re ok, they should be there. If you have both installed, but don’t have your mod dependent one or both of them, you’ll get the respective GMSTs in your mod. How to get rid of them. First you have to have a utility that can open up your.esp and identify them. For the sake of convenience, I will explain how with TES Advanced Mod Editor (or TESAME, see Chapter 6 ). R-click, or highlight it, and hit the spacebar so that it is a black color. Once you have found and marked them all, hit the delete button and get rid of them. Save your.esp and you’reThis is best saved as the last thing you do with your mod, if it’s necessary.I won’t go into a lot of detail on this. For more information, I personally recommend you either check out the official forums, or a forum of your choosing. A simple search should bring up plenty of GMST topics to read up on. Argent also has a good explanation of GMSTs at his website (see Appendix C )You can probably get them from the same place you gotOnce you have the mod you most likely will have take steps to unzip it, possibly place files where they belong, and then you can play it. Maybe. First, let’s figure out what file format the mod you downloaded is in.It’s just a different form of file compression, as is an.ace format. Open either one and if you have a utility that can open them, you’re in business. If Windows brings up a little window asking you to choose the program to use with this file, you need a utility or program to unzip these mods. Almost any compression utility will open a.zip file, some will open a.rar, and others will open an.ace. Here is a breakdown for you, but I make no suggestions, I’ll let you decide what’s best for you.Maybe it was the program, maybe it was just my system. I have found those listed above to be reliable though.They should tell you where to put the files that are included. In general, the files should always go somewhere within the Data Files subfolder within the Morrowind folder (most of the time). Some modders will produce a.zip file that will self-extract. This means all you have to do is open or d-click it. The file will do the rest and you’re done. Most files you will be prompted to choose where to extract the files. The readme.txt provided is the source for this info, but most likely it will be the Data Files subfolder. Most compression utilities have the ability to open a readme.txt while still compressed. Just open the compressed file and look for the readme.txt. Double click it, and it should open for your reading pleasure. If you are leery of unzipping straight into you Morrowind subfolders (and I don’t blame you), justIf you don’t know what you are doing, or are not conversant with file placement though, you could mess something up. Again, I highly recommend you do what the readme.txt tells you to do.You might accidentally replace a needed file, or put something in the wrong place. I’ll try to break this down and give you an idea, but the readme.txt is still the way to go.If used as a birthsign, put it in the Birthsign subfolder. If used as a texture (rarely), put it in the Textures subfolder. I keep mine all within the Data Files folder.You can’t always tell this by looking at the contents of a compressed file. This is why I recommend you extract to a temporary file, at a minimum, before you install a plug-in. An easy way to install a plug-in is to extract to a temp folder. Once extracted look and see what came out. If you find some folders labeled Meshes, Textures, Icons, Sounds, etc, you’re in luck.Most often seen as a modders resource, in which case you need to figure it out. If you can figure out where they go, go for it. If not, it probably won’t hurt anything if you put something in the wrong place, but the plug-in probably won’t work correctly (or maybe not at all). If you are not familiar with these file types, and are not entirely sure what each file extracted is exactly for and where it goes, don’t mess with it. Ask someone, such as the author of the plug-in, or post on a forum for help.Files, click it. Just place a check mark next to any mods you want to play.There is a utility to check for conflicts, while not perfect, it is very, very, good (see Chapter 6 ). Something that usually doesn’t provide conflicts but can still cause problems are Leveled Lists. Many plug-ins make use of leveled lists, but only those leveled lists in the last plug-in loaded are used by the game. Leveled lists from other plug-ins are ignored or overwritten.