Ravenloft
Version 5.x
Morrowind mod by Bantari (bantari@yahoo.com)
Please check the Ravenloft Page for updates and add-ons.
Description
basically, a house mod.
big, big, big house mod.
many rooms, lots of storage and display.
retextured everything.
no items, ueber or otherwise, just emepy house for the player to fill.
Dependencies
Tribunal and Bloodmoon are both needed
Installation
unzip files right into your Morrowind/Data Files folder
enable the mod in your Data Files list when you next start the game.
Ravenloft will not invalidate your saved game, provided you are not running any previous versions of Ravenloft (please read the Upgrading From Earlier Versions section below.)
I took great care to make this mod as unobtrusive as possible, so unless you actually teleport into the complex, you will not see any changes in the game world. Because of this, there should be no problems or conflicts with other mods (except as listed in the Issues section below.)
Playing the Mod
Find the Ravenloft Amulet in Seyda Neen (its not very hard to find)
Note: You can also get the amulet via the console command "player->additem RavenlofAmulet 1" if you don't feel like searching much or cannot find it.
when you equip the amulet, you will be teleported to Ravenloft
once in Ravenloft, you will find documents describing the place in detail
to get out of Ravenloft, use magic or one of the teleporters in the Teleportation Chamber
Upgrading From Earlier Versions
If your saved game used an old version of Ravenloft, you need to clean it first! Otherwise you will encounter many strange effects and the mod will not work properly. The cleaning of your saved game can be done in the following way:
In-Game: Remove all the items you have stored in Ravenloft and dump them somewhere else (I know, I know, its a drag! With as much storage Ravenloft offers, this can take a long time! But it cannot be helped if you want to run the new version.) Also dump the Ravenloft Teleportation Amulet on the floor somewhere!
In-Game: Re-save your game.
In-Game: Re-save your game again, under a different name! This will be your backup in case things go wrong!
Exit the game.
Start Morrowind again and uncheck the Ravenloft mod, so you won't use it! You will encounter some warning/error messages upon starting the game without Ravenloft. This is ok, just click on OK to continue with the game. The messages are caused by the saved game remembering Ravenloft and not finding it in your loaded mods list.
In-Game Again: After getting rid of the warning/error messages, re-save your game again, without Ravenloft.
Exit the game again!
Start Morrowind again, this time make sure the new! version of Ravenloft is checked in your loaded mods list!
In-Game again: Re-acquire the Ravenloft Teleportation Amulet via the console.
In-Game again: Grab all the stuff you dumped in step 1 and put it back in the new Ravenloft.
Proceed with your game.
This looks like a very bothersome procedure, and it is bothersome. I apologize for that inconvenience.
Major Changes since ver 4.x
Corrected some spelling mistakes which were pointed out to me.
The amulet does not need to be cheated-in via the console. It is played in Seyda Neen, and all you have to do is find it! However - for those who like using the console and don't like searching, you can still type in the old command
"player->additem __rb_rv_teleport_amulet 1" or the new one
"player->additem-> RavenloftAmulet 1"
Removed the requirement for actually being forced to have the amulet in your inventory in order to use the in-house teleportation system. Its simpler this way.
Some of the bookshelves in Library were replaced with bookshelf-looking storage cabinets
The Teleportation Chamber have been redesigned - some teleporters were added, and... you'll see. :)
Added Secret Book Storage room (off of the Libray.)
Added Hall Of Tranquility (off of the Quarters.)
Replaced the mannequins in Secret Mage Display to skeletal mannequins.
Full-fledged alchemy sorting system has been added to Mage's Lab. Other than questions about the use of in-game console, this was by far the most frequent request I got. So here it is. Enjoy. :)
I got some request for more !display! opportunities in Ravenloft. I guess I concentrated mostly on storage since I rather store than display, usually, but what the heck - if display is asked for, display is created. So there is a new secret room now - the Secret Display Chamber. All you need to do is to find it! :)
The dungeons are now bundled with Ravenloft and not separate add-ons. this is because there was a typo in the Ravenloft ver 4.x which would make it necessary to generate new versions of the dungeons anyhow... so instead of messing around with different versions of the addons, I simply bundled it all up together. It makes Ravenloft slightly bigger, but I hope this will not be a problem.
Known Issues
due to the fact that I lifted the alchemy jars/cat/scripts from the Kaleigh's Retreat mod, the two mods (Ravenloft and KR) are probably not compatible now - script and item duplication I guess. I have not tested it, so let me know, maybe its ok?
if you encounter any more, please let me know so I can fix it.
I mean it!!
Any problems, no matter how minor, even spelling mistakes, please let me know! The only way I can make Ravenloft better is to keep improving it. So please do not hestitate to send me an email when you encounter anything which could use improvement or correction.
Other than that, I took great care in naming and re-naming everything inside Ravenloft, even most textures have unique names. There really should be no problems. If you feel that Ravenloft causes problems for you, please let me know immediately!
Permissions
you are permitted to use the mod, obviously. :)
you are permitted to distribute it free of charge, but give credit.
you are permitted to modify it, but give credit.
if you do a good add-on, let me know, I will include it with next version.
Credits
Lots of people, most notably Bethesda for creating such an awesome game like Morrowind, but also, of course, all the other modders out there whose work I used, either directly, or as inspiration:
LordYig, Silvery, TextureFreak, Breado, Dracus - for tapestries, pictures, and carpets;
Andoreth, kwShipman - for alchemy jars and sorter scripts;
Korana - I lifted the bookshelf-containers in Library from the Xanterra Keep;
Vitality7 - for the great 3D textured map of Vvardenfell;
GrumblePunk - for the skeletal mannequins textures and meshes;
...and probably many many more...
I am sorry if I do not list you all, but, truth be told, I am not sure, at some point I was just grabbing textures from my textures folder and often could not trace who they originated with. So, if you find your stuff for which you did not receive a due credit, please email me, and I will either give you the credit (if you allow me to use your stuff) or remove it from my mod (in case you object to the usage.)
That's all, folks.
Thanks for downloading Ravenloft.
-Bantari
So far Looks Good, Female Manequins have Head Texture the Rest is Purple.
Thanks.
Back to Wood Grain no Problems
Looks like the female textures somehow didn't make it into the BSA, download the fix from the main post.
Wow, this must've taken some time to convert :)
Added to the mod list.
In the Challenge Pits the only 1s that Attack the Player are the Monsters.. (Mage,,Monk,,Warrior,,Assassin,,Swordmaster ) are all Happy to Talk to Player. Needs a few Placements Corrections when Closer to Finished. a Little over Bright in Places. Still Well Done on Conversion.
Thanks for your comments :)
Roxon: Can you tell me what you mean by placement corrections? Are there floating objects? Also, which rooms are too bright for you? In my game they seem pretty nicely lit.
Monitor Brightness is Set at 50% in Game Brightness is Set at 48%,, 5 Pictures on Brightness straight out my Game not Altered.6 Pictures of Placements Did Not Put them All in, and a Placements Text does not Cover All only what i Did Last Night.
Thank you Roxon. I will fix those floaters. I was aware that some lights still floated, all lights had to be converted by hand so the placement might be of. I tried grounding and turning them all but perhaps I missed a few. I will have to check all the other objects as well, I assume they already floated in the original mod as well.
I think the brightness has to do with your ingame graphics settings. If you look at my screenshots the rooms look really different from yours. Perhaps I can do something with the lighting though, to make it look even nicer. There's already zero ambient lighting, all the light is coming from the actual light sources.
Uploaded the update. It should hopefully fix all floating furniture, I looked at every single piece of furniture that should have contact to the ground. I also improved the amulet script with a recall function. The dungeons are now accessible though they're not 100% done. There's still a few creatures missing in the Big Dungeon and the doors don't have keys or locks yet. The other two dungeons should be done, there's even a very interesting reward in the Starter Dungeon. Also the challenge pit enemies now attack you and have their respective spells which should make them much more challenging to fight. Again, if you have any suggestions or comments I'm happy to listen.
Wait, are you adding mods to Skywind? I thought you were only using things in the game.
This isn't for Skywind, it's Morroblivion. And yes, I think there will also be mods for Skywind.
http://youtu.be/w50H-sxGwWQ
Not having a Win with Challenge Pits. Clip done from Clean Install of ravenloft have Re_Downloaded file 3 times, can not get the to Play in Pits without Taunting.
The enemies are spawned through levelled lists. From your video I can tell that the mage is still wearing his normal shirt which is fixed in the newest version, they're wearing robes now. So my guess is that the enemies spawned in an earlier version will keep their stats until they are reset after 3 days. So waiting 3 days or how ever long the respawn time in your game is should hopefully fix it. I'm not sure if you have to kill them in order for them to respawn though.
Will try, there is no Earlier Version i Deleted the .esp .bsa and the Fix Plus 16 Saves to Before i had Installed ravenloft to Re_do Mages Guild
But you are using the updated esp right?
Yes Re_Downloaded and Re_Installed this way i can see the Altered Placements.
First Picture is in Mage Challenge Pit Morning Star 29
Second Picture is in Mage Challenge Sun's Dawn 13.
Have Downloaded 4 times you Open the Archives the, Time and Date Stamp on ravenloft.esp is the Same in All 4 files i Downloaded.don't Extract only Open. All 4 are the Same Size.
2014-06-03 16:35 Time and Date
Do you Need UCWUS for the Amulet to get Recall Script to work. Put Amulet on in Mage Challenge Pit Takes Player back to where you First land when you get to Ravenloft.
For the Above Post did Leave on 29 Recalled Back to Telvanni Archmage House ran in Screensaver Mode while doing Wheel Bearings.
Something makes me think that you're not using the right version, either because I uploaded the wrong file by acccident or something else, I don't know. Use this one please and only for the purpose of testing do a clean save first (Disable Ravenloft.esp, save then use this version and load the save) You shouldn't need a clean save though.
Oh and for the cell reset to work you need to actually wait in another cell than the one that's supposed to reset. Also, when using the amulet it should ask you when you're in Ravenloft if you want to go back and if you're not in Ravenloft if you want to go there.
All Good Amulet ask you where you want to Go, All Challenge Pits Attack, the .esp in Archive Above is 5.339mb, this 1 is 5.369mb now i can Delete the Pictures with Floating Candles and Other Mis Placements
Thanks
This is really nice work brainslasher. I had never heard of this mod before! Looks amazing.
Updated the mod to work with the newest master file and fixed a few things. Update includes previous update. I've also got two other large housing mods converted that I'm getting ready for release. Stay tuned.
Update: Fixed a couple more things and removed all remaining ambient lighting which makes the rooms look less bright.
My teleportation chamber and anvil don't work. When I try to use the anvil I get "You're not the type I like to deal with." and I haven't seen anything like that in either the readme or manual. As for the chamber only about 3 things work on the map. Everything else just says "=Teleporter=.".jpg)



Regarding the anvil: This probably means his disposition towards you is too low for some reason. Update 2b in the first post should fix this. Thanks for the report.
And I just haven't gotten around to doing the Teleporters. This includes placing a door near every corresponding mark on the map and linking them together which takes a lot of time and is very tedious and also crashes the CS often because of Memory limits. As an alternative I enabled fast travel in this room, so you can fast travel to the locations that you already discovered.
Where in the amulet at?
Just explore the basement a little.
Hello,
I have the mod installed but the amulet is not showing up in the basement. If there a console command I could use to add it in? I do get a mesh is missing message when in basement.
Can anybody help as this is my favourite Morrowind mod. Thank you for your help.
ETA: Solved my issue by downloading the original mod package and then using updated esp file.
Compatible with Morroblivion v066
updated first post, Download includes everything