The Elder Scrolls III: Morrowind Ravenloft Mod by Rafael Ravenloft requires Tribunal and Bloodmoon! Please check the revision history doc for newest upgrade info. Installation: ============== Well, you know how to install plugins, don't you? Just put the files in appropriate folders, and that's that. The directory structure is preserved within the zip file. Then check _rb_Ravenloft_XXXXXXx.esp when you start the game, and that's that! The file _rb_Ravenloft_XXXXXXx.esp is a combination of all the Ravenloft mods and add-ons except for the Shack. In particular, the mod includes the Trading Halls, the Challenge Pits, Starter Dungeo, and Dwemer Dungeaon. And, of course, Ravenloft itself. The singular modules are included in the =mods directory, so you can run them separately, or make your own combination. For now, there is no exterior to Ravenloft. I tried to make a few, but did not like any. So the only way to get inside is to find the Ravenloft Key Amulet and put it on. It will teleport you into the complex. (Hint: The amulet is in a little box inside the Seyda Neen lighthouse). The only way to get back out is to use one of the teleporters or cast recall. UPDATE: The add-on _rb_Ravenloft_Shack_vXXXX.esp provides an exterior to the whole complex. It is a little shack on a deserted island south of Ebonheart which has been "beautified" with trees, shrubs, and such, just to make it more homely. Please read the appropriate ReadMe file for more info. NOTE: The Shack physically conflicts with Suran Underworld mod which decided to put a stronghold on the very same island. So, if you are using the Suran Underworld mod, do not use the Shack. Ravenloft contains no powerful items, so if you looking for a mod that changes the game balance, you have to look somewhere else. There is also no quests, guilds, and other gizmos there. Just a good operation base for your character and a place to store the loot. Enjoy! Compatibility: =============== Ravenloft will not invalidate any of the saved games you have. It will not interfere with any other modes neither, unless there is a mod out there which removes the Seyda Neen lighthouse from the game. Every original item within Ravenloft (like containers, lights, etc. basically everything which was not in the Static tab, and even some from there) is original to the mod - which means the mod uses copies of standard items which were renamed specifically for the mod. So nothing in the outside world is added, moved, or otherwise changed. Except for the problems with Shack. Ravenloft requires both Tribunal and Bloodmoon! Updates: ========== If you are upgrading from a previous version of Ravenloft, please be advised that a lot has changed in Ravenloft, and your save game will not work with the upgrade anymore. To install the new version on top of your existing saved games, you need to first "clean" the saves from the old Ravenloft. This can be accomplished by loading your saved game without any version of Ravenloft installed, ignoring any warnings, re-saving the game, and then re-loading it with the new version installed. The usual stuff. However, since Ravenloft is designed for a lot of storage, you will lose all the stored items unless you remove them all from Ravenloft prior to the above procedure. This can be a major pain, so I suggest that you first run a new game with the new Ravenloft, look around the complex, and decide for yourself if you think the changes are worth the trouble. I think they are, but its your game and your call. Description: ============= This is just another house plugin. Why did I even bother to write one, you ask, since there are so very many good ones out there? And you are right - there are! I tried most of them out and, as great as some of them were, none suited my exact needs and tastes. So I wrote this one. The purpose of Ravenloft is to provide a nice base for my character, whatever this character is - assassin, mage, warrior, or what have you. I designed the complex so that it can accomodate any type of char. I tried to make it spacious, while still retaining the coziness of small houses. I think I did ok. In mood, Ravenloft is not a mansion nor a castle. It is most like an underground hideout, but with all the amenities and size you would expect from a full-blown stronghold. The spaces are designed to be warm and cozy and feel "homely" rather than "kingly". Its a place I go to with pleasure. The Ravenloft complex cosists of 8 primary rooms connected by the central chamber called the Main Hall. These rooms and their major contents are: 1) Quarters: bed, storage, display cases; 2) Library: bookshelves, storage, display cases; 3) Armory: storage, smithy, display cases; 4) Mage's Lab: storage, spellmaker, enchanter; display cases; 5) Dojo: storage, practice dummies, smith service; 6) Thief's Den: storage, display cases, security training; 7) Closet: storage, display cases; 8) Teleportation Chamber: teleporters to many places in Vvardenfell There are several secondary chambes: 9) Attic (off Quarters) - empty, space for stuff you get; 10) Cellar (off Quarters) - storage 11) Undercellar (off Cellar) - empty, jumpgate to extensions; 12) Sanctum (off Quarters) - storage, shrine, altar, display, burial; 13) Armory Display (off Armory) - 20 mannequines, storage, display cases; 14) Summoning Chamber (off Mage's Lab) - storage, summoning circle; 15) Closet Display (off Closet) - 20 mannequins, storage, display cases; 16) Holding Cells (off Main Hall) - 3 cells, some storage, just eye candy; 17) Pool (off Dojo) - swimming pool with some fish and kelp, just eye candy; As you can see, the place is mainly about storage - because this is what I needed the most in a hideout. Dedicated storage is like a chest labelled "Axes" or something, so you know what kind of items you put in there and so that these items remain nicely organized. General storage means that there is no specific label on the container. Each container can hold 500000 units of weight. Since there are hundreds of containers in Ravenloft, you can probably store every item in the game. Which is what I wanted, just in case I go into collecting stuff, hehe. The enchanter service and the spellmaker service inside the Mage's Lab is accomplished through Harry the Skull - a floating skull. I thought it to be a neat alternative to your regular NPC mage. The repair service can be accessed through a talking Anvil inside the Dojo. The Attic is a square-shaped empty space. Its main purpose is to provide room for the players to decorate at will. Furniture, mannequines, art, and other stuff can be hoarded if appropriate third-party mods are used, and I found it a shame not to have a convenient space to put them in. The Pool and Holding Cells are just there for fun. They do not really serve any practical purpose. Main Add-ons: ============== Trading Halls (_rb_Ravenloft_TradingHalls_vXXXX.esp): This add-on consists of one room holding all kinds of traders and merchants. Every item found in the game can be sold here. Most traders are dedicated to some kind of item-group, for example there is an Ingredient Trader or and Enchated Weapon Trader, and so on. I tried to restrict their trading to their respective specialties as far as I could, so you cannot sell inappropriate items to inappropriate traders. Each trader has 50000 gold. The space can be accessed through a teleporter in Quarters, right next to the door. Challenge Pits (_rb_Ravenloft_ChallengePits_vXXXX.esp): Adds a new area off the Dojo. It consists of a main space with some containers, a bed, and display space for trophies. Six challenge pits can be accessed from this main space, each of them containing a challenge fighter within a specific environment. The fighters are organized in Leveled Lists, so the stronger your character is, the harder the challenge. Shack (_rb_Ravenloft_Shack_vXXXX.esp): The exterior to Ravenloft - a small shack on an island south of Ebonheart. Nothing fancy. Some storage, some treest, a tree-house (or a tree-platform) and so on. Unfortunately, it interferes with the Suran Underworld mod, as already stated above. The connection between the Shack and Ravenloft is through a ladder in Main Hall. Starter Dungeon (_rb_Ravenloft_DunSta_vXXXX.esp): A 10-level dungeon designed for beginning character. The first level contains 4 special items: 3 rings and a sword. These items are designed to help a non-magical character through the first few levels. If you think this is too unbalancing, simply do not use these items. The dungeon can be accessed through a teleporter in Undercellar. Dwemer Dungeon (_rb_Ravenloft_DunDwe_vXXXX.esp): A 5-level dungeon of Dwemer flavor, designed to be devilishly hard to finish. The first level might be ok for a strong character, but I am not sure what it would take to kill the final boss and his "pets". Whatever the case, the final boss holds some interesting artifacts. If you kill him, you can have them. The dungeon can be accessed through a teleporter in Undercellar. Main changes from previous versions: ====================================== 1) The most visible change is that tons and tons of "eye candy" has been added to each single room: tapestries, pictures, carpets, and so on. No more bare walls in Ravenloft. 2) Four new rooms have been added: Undercellar, Holding Cells, Attic, and Pool. 3) One room has been removed: The Fighting Pits. It is now a part of a separate add-on, the Challege Pits. If the add-on is not installed, the Dojo just has a little alcove where the door used to be, with some decorations and a pedestal for a mannequin. 4) The Sanctum has been completely re-designed. The old space has been scrapped and a brand new space has been created. 5) Many (most!) rooms have been expanded and/or architecturally "adjusted". This might include anything from creating little connecting corridors, to adding additional rooms doubling the square footage of the space. Most significant changes are in Quarters, Thieve's Den, and Armory, as well as both Display rooms. 6) Many display cases have been added, with animated lids to display stuff. 7) The containers in the alchemy are of the Mage's Lab have been changed. Most of the old ones have been completely replaced. This is where the major "ideological" difference is related to storage. Other than this, containers have been added rather than removed. Credits: ========= NOTE: You do not need to have any of the below-mentioned mods installed. I have included all the relevant meshes and textures with Ravenloft. I have taken the artwork and scripts (and ideas) for mannequines, dummies, lockpicking practice, and summoning chamber from Abandoned Flat mod by GhostWhoWalks. I have taken display cases and cabinets from Abu Manor mod by Phoebe. Great mod, I almost abandoned Ravenloft when I have seen it. According to the readme, the credits for the display cases go to: Lady E: All the display cases except for the green glass cabinets & the ones w/the red fabric. Dongle: The Green Glass Display Cabinets. IndigoRage: The Display Cases w/ the red fabric on the bottom. I have taken many pictures, tapestries, and rugs from Lord Yig's collections. I have taken some tapestries and rugs from Texture Freaks tf_rugs_tapestries mod. Mainly the daedric stuff in the Mage's Lab. I think this is it. Other than this, Ravenloft is mine.