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[Rel] Keening Reforged

PostPosted: Sat May 29, 2010 1:33 pm
by Kiteflyer61
Keening  Reforged2.1Kiteflyer61 &  JacThis mod gives the  player an opportunity to have Keening reforged into one of six  other  weapon types. The  player can choose between an axe, a longsword, a mace, a staff, a  crossbow, and a spear. The new weapon retains the same enchantments as  the original Keening, even the same name. You will have to wear  wraithguard to safely weild the new weapon as well.  Keening_Reforged_v2.0.ESP, Keening_Reforged_v2.0_GDR.ESP
Title: Keening Reforged

Version: 2.1

Author: Kiteflyer61 & Jac

Readme:
The Elder Scrolls III MORROWIND:

==================
Keening Reforged
==================

By Kiteflyer61 & Jac

Date 05/29/2010

Version 2.1

1. Description
2. Requirements
3. Installing the plug-in
4. Playing the plug-in
5. Save games
6. Conflicts/Known Errors
7. Credits/Permissions received
8. Contact and Information
9. Legal Stuff/Disclaimer




===============
1. DESCRIPTION
===============

This mod gives the player an opportunity to have Keening reforged into one of six other weapon types.
The player can choose between an axe, a longsword, a mace, a staff, a crossbow, and a spear. The new weapon retains the same enchantments as the original Keening, even the same name.
You will have to wear wraithguard to safely weild the new weapon as well.

Once you have obtained Keening, speak with Yagram Bagarn in the corprusarium beneath Tel Fyr.

Bring the required items ( 10,000 gold, 100 dwemer coins, and the weapon you want keening converted into [dwarven war axe, dwarven spear, dwarven claymore, dwarven mace, dwarven crossbow, dwarven staff ]).
After 14 days, return to be given Keening in it's new form.

The transformation can only be done once, so make sure you choose the one you really want.

===============
2. Requirements
===============

This mod requires Morrowind, Tribunal, and Bloodmoon.

========================
3. INSTALLING THE PLUGIN
========================

Simply extract to your morrowind\data files directory and say yes to all to overwrite.

For those who prefer to install manually, the meshes go in the data files\meshes\Kb subdirectory and the Icons go in the data files\icons\Kb subdirectory.
The meshes use vanilla textures and will be affected by texture replacers.

=====================
4. PLAYING THE PLUGIN
=====================

From the Morrowind Launcher, select Data Files and check the box next to the Keening_Reforged_v2.0.esp (or Keening_Reforged_v1.3.esp for purists)


===============
5. SAVE GAMES
===============

This mod shouldn't affect save games in any way. If you load a save that used this mod after removing it, you will get errors. Cleaning the save should remove these errors.

============================
6. CONFLICTS / KNOWN ERRORS
============================

This mod will conflict with any mod that alters Yagram Bagarn's script and with any mod that changes Keening's ID. It will also conflict with any mod that modifies the Lorkhanheart script.
Mesh and texture replacers will work normally. Other than that there shouldn't be any conflicts with other mods.


================================
7. CREDITS / PERMISSIONS RECEIVED
================================

First of all, thanks to Alaisiagae for the release of the Keening Varieties Resource

http://forums.bethsoft.com/index.php?/t ... -resource/

Without those resources, this mod wouldn't be possible. I have zero moddeling/texturing skill!

Also a special thanks to Jac and Elaura, of GHF, who took my raw idea and turned it into a wonderful little piece of dialogue.

I mearly gathered all the pieces, glued them together, and wrote this readme.

Also, thanks to Bethesda, for the best CRPG ever!


==========================
8. CONTACT AND INFORMATION
==========================

You can contact me at kiteflyer61@yahoo.com or at the BSF modding forums or at GHF ( index.php ).

=========================
9. LEGAL STUFF/ DISCLAIMER
=========================

You may use this mod as you see fit but please give credit where credit is due.


Please don't upload to other sites without permission. I need to keep track of it for updates if necessary.



Thanks, and enjoy the new weapons! :-)


end file




Screenies (from Alaisiagae's release thread):

Keening Axe

Keening Longsword

Keening Spear

Re: [Rel] Keening Reforged

PostPosted: Sat May 29, 2010 8:53 pm
by Kiteflyer61
Updated to v1.1

Fixed a missing enchantment on the spear.


KF

Re: [Rel] Keening Reforged

PostPosted: Sat May 29, 2010 9:09 pm
by Fliggerty
Nice, a very creative idea for a mod!  Thanks for sharing.  :punkrock:

(I hate to be the one to say this...but, er, can we have some screenies of the weapons please?  :sheo: )

Re: [Rel] Keening Reforged

PostPosted: Sat May 29, 2010 9:25 pm
by Dragon_Lance
Yes, Screenies indeed would help with a mod like this, considering it IS an visual mod. ;)

Re: [Rel] Keening Reforged

PostPosted: Sat May 29, 2010 9:30 pm
by Kiteflyer61
Ask and ye shall receive! :)


First post updated. :)


KF

Re: [Rel] Keening Reforged

PostPosted: Sat May 29, 2010 10:27 pm
by Skydye
Looks pretty good. Congratulations on your release.

Re: [Rel] Keening Reforged

PostPosted: Sun May 30, 2010 7:52 am
by Jac
There may be another update soon. Currently, none of the reforged Keenings will register as hitting the Heart of Lokhan; but it's a simple matter of changing the script on the heart to register when the reforged weapon hits it. KF will post if/when the new version's ready for release.

Re: [Rel] Keening Reforged

PostPosted: Sun May 30, 2010 11:50 am
by Kiteflyer61
The new file is up. :)

The Lorkhanheart script will now recognize the new weapons as Keening.

There is a possibility that there will be another version that changes the damage stats to reflect the changed form of Keening. It will only happen if a set of numbers can be agreed upon at BSF (50-50 shot).

Enjoy the mod! :)


KF

Re: [Rel] Keening Reforged

PostPosted: Mon May 31, 2010 6:32 pm
by Kiteflyer61
New file up for grabs. :)

Version 1.3   The new weapons now have stats more suitable for their new form.


KF

Re: [Rel] Keening Reforged

PostPosted: Tue Jun 01, 2010 12:39 am
by Teclis
Looks interesting. I will grab this when I get around playing Morrowind again.

Re: [Rel] Keening Reforged

PostPosted: Thu Jun 03, 2010 5:48 pm
by Kiteflyer61
Version 2 of this will be out in a few days.  :D

It will add a Keening mace, A Keening staff, and a Keening crossbow. It will also add an amulet to replace Wraithguard. :nanadance:

Re: [Rel] Keening Reforged

PostPosted: Mon Jul 26, 2010 9:11 am
by Kiteflyer61
So much for a few days! lol

The new version is up! Version 2 adds a staff, a mace, and a crossbow to the mix. The original v1.3 .esp is still included for the purists out there, as the new weapons stretch the lore slightly. :)

The Idea to add a new version of Wraithguard was scrapped, but there is a new mesh for a Wraithguard amulet with the protective properties all set up. It hasn't been added to the game world, but you can console it in if you like. Be warned, the new amulet hasn't been tested.

Hope you all like the new version. :D


KF

Re: [Rel] Keening Reforged

PostPosted: Mon Jul 26, 2010 9:29 am
by Jac
Better late than never I always say. :sheo:

Re: [Rel] Keening Reforged

PostPosted: Tue Aug 17, 2010 1:46 pm
by Jac
Just an FYI: this mod conflicts with Darknut's Greater Dagoth Ruins. KF is currently working on a patch and should have it here soon.

Re: [Rel] Keening Reforged

PostPosted: Tue Aug 17, 2010 3:01 pm
by Kiteflyer61
OP updated. Version 2.1 now includes an .esp that is compatible with Darknut's Greater Dwemer Ruins vol. 1. :) Only run one .esp at a time. The GDR version is dependent on the GDR master .esm so it will cause issues if it's not active. :)

If there are any issues with the new version (there shouldn't be) just let me know. :D



KF

Re: [Rel] Keening Reforged

PostPosted: Sat Sep 04, 2010 1:18 am
by Arnotius
Very good mod. It should be interesting to make the same thing with the Wraithguard.

Re: [Rel] Keening Reforged

PostPosted: Sat Sep 04, 2010 8:53 am
by Kiteflyer61
A wraithguard amulet is included with the mod, but it's not placed in-game. Use the console to call it: "player-> additem kb_wraithguard_amulet, 1" (without the quotes). You're on your honor to leave the original wraithguard on the table next to Yagram Bagarn in the corprusarium if you decide to use the amulet. :D


KF

Re: [Rel] Keening Reforged

PostPosted: Sat Sep 04, 2010 9:38 am
by Jac
If anybody wants to write the dialog for Yagrum to give a Wraithguard amulet, I'll help with putting it in but neither Elaura or I are interested in writing that dialog.

Re: [Rel] Keening Reforged

PostPosted: Sat Sep 04, 2010 12:41 pm
by Arnotius
More than an amulet (how do you equip S&K without the gauntlet? O.o). a good idea may be make Yagrum reforge Wraithguard in medium, light armor or a glove for characters with no heavy armor skill. I generally modify its weight for my character necessity (the WraithguardWeightFix XD) but a story with Yagrum as in K Reforged maybe could be more interesting. I dont know. And i think the scripts needed are quite the same. Maybe :S

Re: [Rel] Keening Reforged

PostPosted: Sat Sep 04, 2010 2:24 pm
by Jac
The problem with that idea is that there aren't new meshes that make Wraithguard into different armor sets. So, if someone was willing to create new meshes or retexture a current armor mesh, something may be able to be done...

Re: [Rel] Keening Reforged

PostPosted: Sat Sep 04, 2010 2:44 pm
by Kiteflyer61
The only reason this mod was able to be done was the release of the resources (meshes). If you can get someone to release meshes consistent with wraithguard, I'd be happy to release a mod using them. No one who worked on this has any modeling or texturing skill.


KF

Re: [Rel] Keening Reforged

PostPosted: Sat Sep 04, 2010 7:44 pm
by Dragon_Lance
All one would have to do for Wraithguard is script it to provide a choice between the 4 armor classes.

Re: [Rel] Keening Reforged

PostPosted: Sun Sep 05, 2010 5:35 am
by Arnotius
Yes, Dragon_Lance is right. Isn't necessary changing the meshes and textures. It's possible begin only making a mod giving the choice, asking Yagrum to change the weight of the artifact (at the end the Wraithguard is something really extranatural, so changing his weight doesn't seem so strange). And if someone wonna changing his appearence, i think to make it simply less fat for every class should be enough.

Re: [Rel] Keening Reforged

PostPosted: Sun Sep 05, 2010 7:19 am
by Jac
Less fat or less heavy? There is a difference.

Re: [Rel] Keening Reforged

PostPosted: Sun Sep 05, 2010 12:39 pm
by Arnotius
What do you mean? You have to make it less heavy to make the game reading an armor as light/medium/heavy (0.00/3.00 light, 3.00/8.00 medium, >8.00 heavy for bracers/gauntlets). For less fat i mean only the appearance (meshes/textures) but as Dragon said its neither necessary, the important is the choice.