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Again, old news, but the mod is worth it so had to mention it. This is what Adam1 has to say:The new name (Adventurers: Total Conversion) implies that this plugin changes Morrowind so much that it really shouldn't be considered a normal 'mod' to be used with all your 50 other plugins. So after you download it, please, load only the included plugins, browse through the readme, and START A NEW GAME.
Also keep in mind that we will be making many changes and fixes based on your input, so please share your thoughts here with us in a kind and rational manner.
The Adventurers series of plugins are now over one year old! And yet it seems like there are still so many new things to try. But now let me tell you a little about the current state of this project:
- The documentation is not complete, and some new features are not completely documented. This will be fixed for the final release. We'll mention a few things here.
- There are now weapon and armor requirements for some of the more expensive stuff. In the next beta the 'can't equip' messages will state the exact stat or skill required.
- There is a new system for scheduling NPCs and guards, and there are now mostly 'commoners' wandering around to to fill in some of the 'busier' areas. There are schedule scripts for morning, afternoon, evening, and daytime schedules. There are some day and night guards.
- Some creatures are mainly found during the day, some at night. Nighttime is now considerably more dangerous.
- Lots more changes and tweaks to weapons, items, spells, enchantments, and even a few of the main quests are slightly different to keep it interesting.
- There's more, but for now go and get it!
Grab it here or head to the webpage for more details |
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