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Strange Grove - (The Actual PlugIn) by JohnK222 Strange Grove - (The Actual PlugIn) by JohnK222
Well, after almost 3 months, my Strange Grove plug-in is finally done, I would say. I’ve been going over & over the quests, and looking around to make sure everything is right to go. I made a few last moment tweaks, and it should be good! You wouldn’t believe the amount of corrections that were made along the way, which I’m glad you’ll never have to worry about. :-)
For those of you who read nothing in my previews, and my journal about this, this plug-in is for The Elder Scrolls 3: Morrowind, and it adds a new island between the south-east side of Solstheim and Ald-Velothi in Vvardenfell. So yep, you will need Tribunal + Bloodmoon installed. And preferably the latest official patch. You don’t need any script extenders or anything else “3rd party” to run this. It does use stuff from 2 of my previous plug-ins, and the files are included. So if you have the same plug-ins already, the same files will just be replaced.
(The plug-in may not be compatible with the Tamriel Rebuilt project. It all depends if they’re putting any land where mine is. You can see in the preview image where it’s located.)
The island is like a separate kingdom to the Empire, so it may bend the lore of The Elder Scrolls a little bit there. There are 12 quests in all — some very short, and others quite a bit longer, such as the main quest. One of them merges from a previously completed quest, and another can’t be started until you’re about ½ way through the main quest. You may find a few things to do for yourself as well, which aren’t actual quests. ;-) Plus, without giving too much away, there is a thing you can save and try, but will need to reload afterwards from.
Highlights are: Racing creature duos, explosive rings, lollies, teleporting pictures and collecting neat artifacts.
Some of the quests involve getting revenge for slaves, buying your own house (with mannequins), cleaning out an old fort, helping a homeless man and working on the prince’s love life.
There are 3 new books, new ingredients plus new armour and weapons too. Make sure you explore well, and look for hidden goodies! And keep your eye out for keys. A lot of locked stuff does have a key. Using a Detect Key spell on the main quest can make things much easier.
As always, the Read Me file that’s included explains how to install this, if you’ve never done such a thing before, plus a whole heap of extra info’.
So, please download, and enjoy!
You should also still be able to check out an earlier QuickTime VR dealie here: sta.sh/02dwsp59ax77

Top left: The Strange Grove
Top Middle: Uwandelin’s Manor
Top Right: Me with an umbrella, another new item I put in as a light.
2nd Row, Left: The Mystic Crystal artifacts
2nd Row, Centre: No comment. ;-)
2nd Row, Right: The dock by night
3rd Row, Left: The southern shops
3rd Row, Centre: Fort Besildn
3rd Row, Right: A ramp I made, leading up to the palace on the north side
Bottom Left: The racing hall(s).
Bottom Middle: The map of where the island is. (The one to the north-east is my Northern Island mod.)
Bottom Right: The palace ballroom.
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:icondarklocq:
darklocq Featured By Owner Aug 3, 2017
The White Wolf of Lokken Mountain problem should be very easy to fix.  The above-water landmasses appear to be totally separate, and the total landmasses are *almost* separate. If you don't over-include water and seabed resources to the north of SG, all should be well. I.e., go to normal seabed level, and stop, and do it as "soon" off the land as seems reasonable, even if it makes SG a fairly steep bit of land under the water, like an old volcanic core.  (I'm using OpenMW on a Mac, so I can't just go do it in the CS myself.)  The conflict between the mods seems worse if Lokken is loaded earlier. When it's loaded later, there's only a bit of conflict, so it's SG that could use some tweaking, to not include resources far off-shore of its own island.  It SHOULD be possible to load SG immediately after Lokken without any conflict, if SG's seafloor will just happily meet Lokken's without overwriting any of Lokken's visible land.  I would suggest changing SG rather than Lokken, because so many other things have Lokken dependencies, and Lokken really isn't over-including nearly as much sea territory compared to SG.
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:iconjohnk222:
JohnK222 Featured By Owner Aug 3, 2017
Holey moley! :D Thanks for all the description, but I don’t have this plug-in you mention, and I’m not aiming to make mine more compatible with it either. I have no idea what OpenMW is on your Mac, but if you have the opportunity to use the Construction Set in Windows, or by some other method, like WINE, I don’t mind if you wish to make a personal, separate fix. :-)
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:icondarklocq:
darklocq Featured By Owner Aug 3, 2017
Yep, I just checked by superimposing bits of screenshots of WWoLM occluding part of SG, and vice versa, and there's more than enough room for both islands without conflict, without either island moving.  The worst that would happen is probably a texture seam on the sea bed, which no one will notice.

ibb.co/nMyWXF

I'm not sure what the conflict in the lower left is, though. Something modding Solstheim, and in the process clipping off a bit of Tamriel Rebuilt's western and southern lands preview.  My guess would be it's Solstheim Overhaul (Solstheim: Tomb of the Snow Prince) doing that, but it's not worth debugging since there's nothing to do yet in that part of TR.
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:icondarkelfguy:
Darkelfguy Featured By Owner Aug 1, 2015
Hey again, wanted to let you know that we just covered Strange Grove in the 37th episode of Morrowind Modding Showcases as the Landmass Mod of the Week! :)
www.youtube.com/watch?v=hYYZsx…

Also, I was wondering if you might be interested in contributing to ModTown 2015, our new community project? The idea is to create a mod that represents the community as it is in 2015, where any and all modders can contribute with houses or buildings and inhabit them with avatars of themselves that can interact directly with the player. That's sort of a brief synopsis of what the project is, and if you're interested, you can find out more about it here: darkelfmodding.com/forum/index…
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:iconjohnk222:
JohnK222 Featured By Owner Aug 1, 2015
Thanks for the news about Strange Grove! :-)
As for the ModTown thing, I don’t think I’d have time yet. I’ve come to a complete stand-still on Prison Island, so I don’t even know when that’ll be done. :-D (Or poor old Outer Realm, which will probably never get done.)
I did think about a funny mod once with my own character appearing somewhere, so it was interesting how you mentioned that. :-)
Anyhow, thanks for stopping by! ;-)
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:icondarkelfguy:
Darkelfguy Featured By Owner May 17, 2015
Hey, wanted to let you know that we've got a trailer of Strange Grove up over at Morrowind Modding Showcases! :)
www.youtube.com/watch?v=nPidBe…
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:iconjohnk222:
JohnK222 Featured By Owner May 18, 2015
Thanks for letting me know! I had a quick flick through it. :-)
Once again, I'm very thankful about the win too! :thumbsup:
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:icondarkelfguy:
Darkelfguy Featured By Owner May 12, 2015
Seriously awesome work, I think this may be your best mod yet! Loved checking it out, it is quite impressive how much content you manage to stuff into these projects of yours, I quite enjoyed all of the quests and various little things to do. Also, I'd point out that this mod is definitely compatible with Tamriel Rebuilt, they're only to the west of Solstheim. That said, this is incompatible with Emma and TeuTonic's "The White Wolf of Lokken Mountain" (conflicts with the southern end of Lokken Island) and possibly Centurion's Ald Vendras as well (probably one of the southwestern island castles, if there's a conflict).

Anyway, since you released this on May 2nd, you could submit this to the Morrowind May Modathon 2015 competition that we're holding in the community (to celebrate Morrowind's 13th birthday, we're holding a month-long event to encourage people to make mods and be creative). A mod like this would have a serious shot at winning the grand prize, the Mod of the Month award, and that would definitely get it a lot more attention.

If you're interested, you should check out our announcement video for more details: www.youtube.com/watch?v=qArfk7…

But in any event, keep up the great work, looking forward to your next mod! :)
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:iconjohnk222:
JohnK222 Featured By Owner May 13, 2015
Thanks very much for your kind words! I shall try to check out the Modathon. :-) I'm currently on holiday though, so I'm not at home with all my Morrowind stuff. :D But I'll try to make time to have a look at the competition.
I just started a prison island plug-in too, but I'll have to wait until I get home to do more of that.
Thanks for pointing out the incompatibility with The White Wolf Of Lokken Mountain. Now others will know about that.
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:iconericthered1090:
ericthered1090 Featured By Owner May 4, 2015  Hobbyist Artist
This looks really neat, John! I'll definitely have to try it out when I have time.

I still say you should post about this on the Official Bethesda Boards.
forums.bethsoft.com/forum/12-m…
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:iconjohnk222:
JohnK222 Featured By Owner May 5, 2015
Thank you!
I may do that at some stage. ;-)
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