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********************************

G IANTS
Creature Mod for
The Elder Scrolls III:
Morrowind
Tribunal
Bloodmoon
********************************
v 2 .7.1 "Ultimate"

2/10/03

The Online Readme: http://morepumaman.freehomepage.com/readme.html

Contents:

1. Installing
2. The Creatures
3. Credits and references
4. Important Info.
5. Compatability
6. Legal
7. Version updates
8. Bugs/Issues

Project lead, author, scripts & original 2d art (textures): Marty V. aka "The Puma Man"
E-mail: tempusfugit99@yahoo.com
Web Page: http://morepumaman.freehomepage.com

The Puma Team

(Giants Ultimate 2.7.1)


Original programming & scripts: "GhanBuriGhan"
E-mail: GhanBuriGhan@gmx.net
Scripts, original 3d art (models, animation): "Elrihn"
E-mail: dark-unicorn@wanadoo.fr
Original 3d art (models, animation): "H3rmit"
E-mail: george2@virgilio.it
Original 3d art (models) : "LordOverkill"
E-mail: gameboymental@hotmail.com
Original 3d art (models) : "King Kong" aka "Killgore Killack"
E-mail: kingkongblue@lycos.com
Scripting: "Lord Xeen"
E-mail: lordxeen@rpgplanet.com

Special Guests
Scripting: "Reznod"
E-mail: reznod@yahoo.com
last minute 3dsmax help:
"Michael "HelioS" Bennett"
E-mail: helios@rpgplanet.com

(GIANTS Tribunal 2.6)


Original programming & scripts: Dave Gallop aka "Horatio"
E-mail: daveg@fastmail.fm
Original programming & scripts: "GhanBuriGhan"
E-mail: GhanBuriGhan@gmx.net

(GIANTS 2.0)
Co-author, original programming & scripts: Dave Gallop aka "Horatio"
E-mail: daveg@fastmail.fm
Co-author : Edd Williams aka "Intelligentsia"
E-mail: edd.williams@blueyonder.co.uk
Original 3d art (models & skinning): Jens Dahlke aka "Prometheus"
E-mail: dajen2@hotmail.com

This Mod adds many new creatures to fight in Morrowind.

Giants
Lich
Wraiths
Demons
Giant Scorpions
Skeleton Gladiators and Knights
Flaming Skulls and skeletal hands
Dwemer Spikers, Mech Spiders, Mech Wasps and Golem-Prototypes
Dragons
Dragonlings
Apostates (Beholders)
Fire Spurts
Rot Worms
Fire Daedra
Seducers
Shades
Harpies
Zombies
Mummies
Titans
Trolls - Mountain and Cave Trolls
Black Shadows
Imps
Face of the Forest
Frost Elementals
Elder Imps
Ice Imps
Field Haunts - Luminous Ghosts and "Apparitions"
Wild Vampires
Vampire Ancients - Ancient Vampire Lords
Spriggans - Earth, Night and Famine
Night Sprites - Frost Sprites
Phantasms
Phantoms
Golems - Ebony, Glass, Earth, Automatons & Colossus
Nymphs (warning: full female nudity used)
Giant Skeletons
Giant Spiders
Reiklers
Reaver Kingpins
Shalk Stalkers
Pack Nix-Hounds
Killer Netch
Sea Devils
Gorgos
Over 150 individialy crafted creatures in all!
This mod will add animated blood, gore, dismemberment, enemy teleporting and transformation to
some of these creatures in Tribunal and Bloodmoon versions only.

Installing

Important: Clean your save game of any previous version of GIANTS, except v.2.7 (See important info
section)
For best results start a new game. (except if you were using v.2.7)

This is an ESM mod.


1. Install the GIANTS: Ultimate "Data Files".exe pack first.

2. Install GIANTS:Morrowind.exe if you only have Morrowind installed.


Install GIANTS:Tribunal.exe if you only have Tribunal expansion pack.
Install GIANTS:Bloodmoon.exe if you only have Bloodmoon expansion pack.
Install GIANTS: Ultimate.exe if you both Bloodmoon and Tribunal

3. (optional) Create your Master_leveled_list_file if you use Horatio's Leveled list merger v1.14 per the
instructions provided with that program.

4. Play your game.


( You may get error messages when you load your game the first time. Re-save.)

The Creatures

The featured new creatures are The Giants like the ones in Daggerfall.

These enormous savage primitive-Humans the size of dinosaurs are extremely territorial and will kill all
wayward explorers that enter into their turf. They are stupid descendants of ancient giants and not too many
are left. They have only been spotted in the Grazelands, the Sheogorad region, inside Ghost Gate and
Solstheim. ...and woe to the unfortunate to happen upon one. They are very good archers and wield a
massive club weapon of their own making! They like to hoard precious gems they find in the mountains
where they originate from and are immune to the cold. The foremost authority on Giants, Martyriinn, was
last seen in the Ashlands region. Maybe you should seek him out to learn more...

Skeleton Gladiators and Knights


Skeleton Gladiators and Knights are melee warriors, basically uber-skeletons FAR more powerful than
regular skeletons. Skeleton Gladiators use magically enchanted weapons and (unlike skeletons) WEAR
ARMOR that they take off the bodies of opponents they've killed in battle and is often mismatched. They
vary in toughness depending on how much armor they happen to be wearing and what weapon they happen
to be using. Skeleton Knights wear matching armor but will not yeild it once they die. Knights are slightly
more powerfull in general than Gladiators.

Flaming Skulls and skeletal hands

Skeletons often shatter into pieces when killed and once in a while a piece can come after you!! Sometimes
in the form of a dismembered skeleton hand or a bezerk skull on fire!

Lich

(like in Daggerfall) are the most feared skeletal undead. They usualy wear a cloak, are MASTERS of magic
and use "The Lich's Staff" - an enchanted weapon that was basically made to make grown men cry out for
their mommies! "Ancient Lich" never really die, they escape back to the nether world to reconstitute their
physical bodies when it has taken too much damage and have the ability to transform into one or several
"doppleganger" creatures as a last resort to hold on to our world!
Lich Kings*** have a crown and are the most powerful variety but are rare..thank goodness! Lich Kings
stalk our world in disguise and have many guises to protect them. If one ever dares to defeat it, one must
defeat its doppleganger facades first. Its like fighting a kind of demented chines box! It will transform from
one to the next, each one is worse than the last untill you finally expose the real, horrible King Lich! Much
easier said than done.

Zombies

Considered the servants of the King of Worms, these are the poor souls that have been brought back by
some dark power. They walk the lands, mindlessly trying to kill others, possibly to make them suffer the
fate they are wishing for. They are like Corprus Stalkers with two main differences; their killing skills
have advanced greatly ...and so has their decomposition. Their decaying bodies will sometimes come apart
and dismember on death!

Mummies

are powerful undead creatures (usually heroes, warriors and kings) that were actually preserved by humans.
They come in two distinct varieties - Mummies and Ascended Mummies. Ascended Mummies are called
"ascended" because they are corpses that have undergone a preservation ritual and have "ascended" from
their tombs. They are not very old (some as recent as a few years) and their undead embalmed anointed
bodies still posses the nimble and reactive muscle tissue that enable them to perform just like a living body!
They move fast and wear armor, carry weapons and even use magic. It is possible to dismember an
unarmored Ascended.
The traditional Mummy is thousands of years old. They have lost all elasticity in their bodies and are
completely propelled by the black-magic that has risen them. Though they move very slowly they are
extremely strong and nearly impossible to destroy. They will also hex you with "Mummy's Curse".

Demons

From Hell! Skeletal, horned, tall and using only "flaming" weapons, they lurk in the deepest and darkest
recesses of Morrowind!
Field Haunts

include Luminous Ghosts, and the more powerful "Apparitions" . They haunt the Morrowind countryside
only at night. Some types are luminous. The day time has an adverse effect on them...they perish.

Wraiths

like in Daggerfall. These are very powerful black ghosts that have the unique ability to "teleport"
themselves either near or at different locations around their attackers throwing them off. They may teleport
many times before finally being destroyed. Sometimes they can disapear entirely and pop up again just
when one least expects it during battle. They dislike the daylight but unlike Spectral Wraiths and other
ghosts are not destroyed by it.

Giant Scorpions

Just like in Daggerfall, giant scorpions will attack you with their paralizing stingers and ripping claws!

Dwemer Spikers, Mech Spiders, Mech Wasps and Golem-Prototypes

Four new Ancient Dwemer automatons will dwell in the Dwemer Ruins!
Dwemer "Spikers" are mechanized bone-grinding horrors. Testament of the Dwemer's violent nature, they
are equipt with a spiked, "grinding" rolling bin. Mech Spiders are stronger that the Centurian spiders and
prefer using physical attacks with sharp metal legs! Mech Wasps are one of the few machines the Dwemer
invented that is capable of self-propelled flight! Unfortunatly its a "war" machine and its enemy is you!
Golem-Prototypes are somewhat rare and are very early versions of the much more advanced "Steam
Centurions" types. They are slow and go down easily but are devastating in close combat.

Dragons

Dragons are now being spotted in Morrowind. It would appear they're attracted to Dagoth Ur's recent
rumblings. The encounters have been rare but it seems they have found a home in the Ashlands and the
turbulent Molag Amur regions. They are known to breath FIRE and their fiery breath is inexhaustible.
They are completely at home in the skies soaring for hours at a time. They are the new apex predators of
the region and can consume anything alive in their path. They are huge and no other creature can match
their size. Dragons have been said to have been "conceived of fire" so its no wonder that their lairs are
active volcanic areas!

Apostates

sometimes known informally as Gazers or Beholders because of their giant cyplopse eye and many-eyed
tentacles. These are hideous and foul aberasions which seemed to have spawned out of Dagoth Ur's rage!
They are even more dangerous than Ascended Sleepers but thankfully more rare.

Fire Spurts

These are basically flames that have gained conciousness and blindly seek beings on which to burn on as
fuel. Unfortunatly, you are good fuel.

Rot Worms
are basically giant maggots with an appetite for rotting (and living) flesh. These are one of the more foul
scavengers of Tamriel and are usually found around the dead.

Fire Daedra

(like in Daggerfall) are one of the more mundane, but dangerous, daedra from Oblivion. Slightly intelligent
with some spell casting abilities, is greatly resistant to fire based spells. They will light up dark temples
with their blazing torsos!

Giant Skeletons

These are the risen fossilized skeletons of "ancient giants" that walked Tamriel many thousands of years
ago but are now extinct. They are a strong opponent but are not as powerful as the bodies they used to
belong to so many millenias past. They will use weapons against you so watch out!

Titans

are the largest two-legged creatures in Vvardenfell. There are two known types...one is alive the other is
not! The Sea Titan is a gargantuan beast almost 50ft tall and lives out to sea. It occasionally comes to land
to wreak havoc on the cities and devour everyone in sight! Stay out of deep water unless you want to try
and slay one...not recommended since they are about 20 times more powerful than the giants and twice as
big! The Titan Skeletons make Giant Skeletons look like midgets! These live in the harsh Ashlands and
the volcanic deserts of Vvardenfel and will pickup boulders and throw them at you!! Slaying any Titan will
reap one wondrous and rare treasures that appear magically at the slayer's feet.

Phantasms

are to ghosts what Lich are to skeletons. Completely invisible, these powerful poltergiests will "posses" the
armor and magical weapons of the living when going to battle . Only the best warriors can expell a
Phantasm from the armor and weapons they haunt back to the nether world were they belong!

Phantoms

are undead type creatures that come in the three basic adventurer types: Fighter, Mage and Thief (Archer).
These are precursors to Phantasms and will show up earlier in the game. They use the items they had in life,
but the only part of the Phantom itself one can see is the glowing red eyes.

Pack Nix-Hounds

are aggressive young of Nix-Hounds and -NO- they wont carry your luggage. ;P
Smaller than full-grown Hounds they always travel in PACKS of five or six (sometimes more)
for protection. Pack Nix's are much faster, hit much harder but die much quicker.
They will always attack in a group! They are found in high vegetation regions.
Since they are so young they have not been around long enough to contract diseases.

Killer Netch

are the highly aggressive young of Netches and live that period of their
lives only in the water. They are very much like jellyfish in this stage and are poisonous.
They are smaller than full-growns and quicker. You will find
them in "inland" waters mostly.

Harpies

are the classic monsters of lore and look like Winged Twilights but are bigger
(8 feet tall), super fast, fly waaaay up in the air and use magic as an attack! There are two types - The
Brown Harpy and The Black Harpy.

Shades

are ghostly apparitions that only appear at night (and after nightmares). There are many types and they
carry an assortment of personalized weapons unique to them. Some will use black magic against you. They
vary from the Lesser Shade and stealthy "Shade Hunters" to the powerful "Shade Lords" that carry the
deadly weapon - "Shade's Scythe"! They move in and out through dimensions but cannot survive out during
the day.

Black Shadows

are strong Thief-type undead and haunt tombs. They creep about silently, generate an aura of darkness, and
themselves are near-pitch black. They carry their own Black Shadow Swords.

Trolls

Trolls of Tamriel come in two very different varieties. Mountain Trolls and the more dangerous Cave
Trolls.
Mountain Trolls are ape-like woodland dwelers, with primitive intelligence that attack any creature not of
their own kind. Mountain Trolls will do weak to moderate damage and are considered to be more of a
nuisance than a real threat. This is because they will wear out your weapons and your fatigue (and patience)
just trying to put one down since their bones and hide are so thick! Armor and shields are often made from
Troll bones. "Jamison" Trolls are Mountain Trolls which like to wear armor!
Cave Trolls (from previous ElderScrolls games) are the other variety. These creatures with great strength
and stamina live in caves mostly. Cave Trolls do venture outside in more desolate areas. A Cave Troll's
dead body can ressurect after the Troll is killed! It is then best to "burn" the ressurected corpse as soon as
possible!

Spriggans

(like in Daggerfall) are creatures that appear to have been created by the land (Nirn) itself. They are made
of plant and mineral and live mainly in forests throughout tamriel. Little is known of their culture. There
are three known types - the Earth Spriggan, Spriggan Famine and the Night Spriggan. Each seem to
represent the various states of the land - vernal good-yeilding time, harsh drought time and the dark world
of the Nocturnal. Earth Spriggans are not aggressive and just need their space. They WILL cause harm to
anyone annoying them or attacking them. So why attack a Spriggan? (All types are etremely powerful.)
Well... they are a treasure trove of alchemical ingredients (some very rare). The Spriggan Famine is an
indiscriminatly violent killer but thank goodness it is not common. The Night Spriggan is aggressive,
supernatural in nature but nocturnal and cannot survive during the day.

Night Sprites

Nocturnal, aggressive, thorny, dark creatures with glowing red eyes! They come in tiny youngling sizes
and full-size adults. They hop on two legs and resemble large crickets. The Winged Night Sprites fly and
resemble bats in the night sky. In Solstheim Frost Sprites* are the kind that inhabit that region. Frost
Sprites have a blueish-gray color and slightly diferent shape that is better suited to the cold environment but
is still nocturnal.

Nymphs

(like in Daggerfall) are timid, humanlike creatures related to fairies and are often scared of humans. They
are not very strong but are immune to almost everything - except weapons. In desperate conditions, they
can throw a weak fireball at their opponent. Often the best defense of a nymph is it's looks. The creatures
resemble beautiful nude women. They are extremely quick and nimble and will give anyone quite a chase.
They are sought out by lonely travelers not only for their beautiful bodies... they carry enchanted rings of
all sorts (no pockets, he he). But they will not just give it up to you (the ring that is). These lovelies really
know how to play hard-to-get. ;-P (warning: full female nudity used)

Wild Vampires

are the kind of Vampires that have moved out into the open wilderness. They hunt only at night since the
day time can kill them. They will attack human explorers mercilessly for their blood and they also spread
the dread disease "Vampirism". If you are already a vampire, Wild Vampires can still pose a threat to you
because they belong to opposing clans. So if you do not belong to their clan they will still attack you.
Wild vampires live by region according to where their hideouts are located.

Vampire Ancients

(like in Daggerfall) are the older Vampires that have survived centuries. They are MUCH more powerful
than all other Vampires. They walk the land outdoors at night and indoors. They spread Vampirism and
belong to the clans. They carry their own swords and usually wear a cloak as a display of their status to
other Vampires. They are arrogant and do not like to be talked-to by the lesser vampires. The Ancient
Vampire Lords are the oldest and most powerful of all! They are male. These wear a full set of "Shadow
Lord Armor" and fancy themselves too good to wander outdoors. Since they are the Alpha Vampires they
have all their needs met by lesser vampires. Thus, they remain in the relative safety of interiors.

Sea Devils

are an enormous variety of Slaughterfish as big as a Great White Shark and


just as deadly!! They can sometimes be seen swimming with their dorsal fins out of the
water (like sharks). They move about half as fast as their smaller cousins... which is
still pretty fast!! They are one of the deadliest things in the Vvardenfell seas.

Golems

(except for the Automaton Golem) are made of the raw elements of nature like Atronachs. They come in
four varieties Earth, Glass (glows in the dark), Ebony and the mysterious Automaton which is more akin
to the Dwemer Steam Centurion. Their attack damage is far worse than the Atronachs; think of them as
super-Atronachs. The Golem Colossus** is so huge and powerful its more like a Titan than a golem. The
Automaton Golem is of-unknown-origin. It was never seen in Morrowind or anywhere else in Tamriel
until recently. Now Automatons are terrorizing the Ashlands and Molag Amur regions. These mechanized
terrors are rumored to have fallen from the sky in a "fantastic sky chariot" steered by a god-like race that
lives beyond the clouds......

Gorgo
dinosaur-like, armor-plated, bipedal walking reptiles the size of a T-Rex!
They spit poison FAR and like to suck your very "essence" first before they kill you
to make themselves stronger. They will quickly drain you of fatigue with their paralyzing
claws and sucking fangs! Poison does not seem to harm THEM much.
Good luck!

Imps

(like in Daggerfall) are small bat-winged lesser Daedra. Common Imps are green, have an elfin face, the
body of a bat and the skin of a lizard. They will use magic against their adversaries. They are fast, violent
and relentless.
Elder Imps are more rare, larger, more stocky and much more powerful. These seem to have been
summoned by wizards from Oblivion and don't actualy live on Tamriel like the common Imps.
The Ice Imp** is the cousin of the Elder Imp that lives only on frozen island of Solsthiem but it is
sometimes "summoned" by the Elder Imps. Elder Imps themselves can be summoned as familiars but one
must read the lore on them to find out how.

Dragonlings

like in Daggerfall. These are small Imp-like dragons that are common in Tamriel. They have the trademark
pink scaly skin and are about as dangerous as a common Imp.

Seducers

are leather-clad Daedra vixens like the ones in Daggerfall. As beautiful to look at
as they are deadly! They will quickly make shredded meat out of you with their expert melee attacks.
They come in many different varieties. Look out for the ones with "red eyes" they're the worst!
To escape defeat they have the abilty to transform into a lesser daedra!
You will find Seducers where you find other Daedra.

Giant Spiders

What more can I say...like in Daggerfall! :p


They vary in sizes from the smaller & nocturnal "Tarantula" to the enormous day-crawling "Giant Spiders".
Watch out for their paralyzing venoms.

Reiklers*

New larger ice minions will attack you on Solstheim!


Reiklers look like Reiklings but are larger, carry Reikling Lances, are stronger and wear a spiked metal
helmet!

Reaver Kingpins*

Not monsters per say but they act like them. Now you get to see the "bosses" of the Reavers on Solstheim.
They wear completely unique full sets of "white-wolf" or "white-bear" ARMOR!

Shalk stalkers

are a stealthy variety of Shalk. They are virtually invisible, silent and fast. You wont know which way
they're coming from - until its too late!

Face of the Forest


These are strong forest-dwelling spirits that haunt the denser forests in Tamriel, paricualarly Solstheim, but
they've also been spotted in The West Gash and Grazelands. They resemble large floating wooden faces
with large glowing red eyes and are seen only at night. There is usually an strange echoing "howl" that
precedes them.

Frost Elementals*

These frozen hulking sprites live only on frozen areas like Solstheim. They make a strong advesary as they
float and attack by physical and magical means.

Nightmares

They will wake you in terror from your sleep and disappear just as soon as they came.....they are not real...
are they?

*Creature is only available with Bloodmoon installed.


**Creature is only available with either Tribunal or Bloodmoon istalled.
***Creature is only available with Tribunal installed.

Credits and references


(person's indirectly responsible for content, their mods and what it helped to contribute if known)

DarkIllusion, Arthurius & Shaded Red - Ultima Underworld: Mysteries of the Abyss
(Dragons/Dragonlingsf, common Impsf , Giant Spidersf, Fire Spurtsf, Dwemer Spikersf , Mech
Spidersf, Mech Waspsf , Golem-Prototypesf, Rot Wormsf, Apostatesf and Wraithsf ) - textures
Puma Man
Caladan Brood, Keiji Kadekawa - Moon's Spawn 1.3.3 (Seducers)
^Mykul - The Cloak of Three (Lich cloaks and hooded robes)
^UserExists - Armored Skeletons V2f (Lich, Skeleton gladiators, Titan Skeletons)
^Nightwing69 (Frank Myer) - Dragon and golem (Automaton Golemf )
Kenshin-dono - KD Werewolf and The Scorned pack 1.1 (Ascended Mummies, Trolls) - textures Puma
Man
Wormgod (GT Noonan) - Morrowind Advanced (Earth Golems, Skeleton Knights) - textures Puma
Man
^Lady Eternity, Proud Foot - Dragon's Breech (Fire Daedra, Blood, Cave Trolls, Apparitions, Flaming
Skull, skeletal hands, Demons)
^Shazrak (Sven Bybee) - Shadow Lord Armor 1.20
Dangleberry (Quentin Preik) - Woodenfel 1.0 (Night Spriggans, Night/Frost Sprites, Face of the
Forest, Frost Elementals)
Chris Woods - Magical Trinkets of Tamriel Vol. I (Black Shadows, Phantoms)
^Neuman (Tom Oldani) - Neuman's Black Leather Mod 1.2 (Cat-suites for female Vampires)
Neuman, Nightstrider, Zenorf, and Fariel - Better Bodies 1.0 (Nymphs) - textures Puma Man
^Rhedd and Allerleirauh - MW head and hair nifs (Nymphs)
Gorg - Female Hair Pack III: Hair and Tiaras (Nymphs)

^GIANTS is dependent on this version of this mod. I cannot garantee if installing later versions of the mod will alter or have a
detrimental effect on GIANTS.
Important Info

YOU MAY NOT HOST AND DISTRIBUTE PUBLICLY ON THE INTERNET OR ANY OTHER
VENUE OR USE THE ORIGINAL MATERIAL CONTAINED IN THIS MOD WITHOUT MY
CONSENT. All non-original material is free to use. Please refer to credit sections.

This mod is protected by a sealed self-mailed postal-stamped CD-R disc dated 12/20/03.

Cleaning your save game from an previous version of GIANTS. ESP:


This is done by going into a interior cell (preferably a small shack with no creatures in it at all) and saving
your game. Exit MW. Before you start your game again UNcheck the old GIANTS.esp from data files.
Then load the save you just made. There will be many error messages so just ignore them and keep clicking
yes to continue. Once done clicking save the game again. Exit MW. Install GIANTS Tribunal and check
GIANTS esm in data files. Now load up the save and everything should be okay.

Note: To prevent headache of clicking "yes" a thousand times I suggest you change your Morrowind.INI
file with this little tweak. In the Morrowind/Data files folder find your Morrowind.ini file (always make a
back-up when editing) and add these lines:
In the [General] section:

AllowYesToAll=1

set it to 0 (the default if the setting is not present) to turn off yes to all. This will add a "Yes To All" button
to the warning popups.

These monsters are tough so you will not see "most" of them until you reach level 10.
You must be at least at level 40 to be able to see all the types mentioned.
If you just started playing Morrowind and really want to see a Giant right away, just go to
the entrance of Ghost Gate there is one that lives around there for all level players.
But be warned if you are below level 10 (or even above level 10) - run like hell!!
He may not let you get through to Ghost Gate but if you are below level 10 you
really have no business being in there anyway. ;-P

Prepare for the sequel "G I A N T S II". Comming soon.

Compatabily
GIANTS only adds more creatures to the leveled-creature lists of the original game but does not change
any original creatures at all. GIANTS is more of an add-on for Morrowind than a modification.

GIANTS will not be compatible with any other mod that changes Guards or any other Guard mod that does
not specify "GIANTS compatible" like my other mod "Advanced Guards" does.

When using other creature mods GIANTS REQUIRES the "Leveled List Merger Program v 1.14" for
Morrowind! It will allow you to use GIANTS and other creature mods simultaneously! Download it at -
http://morepumaman.freehomepage.com/newfiles/MW_ListMerge114.zip

Bloodmoon-style Leveling
GIANTS Ultimate uses "Bloodmoon-style Leveling" IN BLOODMOON VERSIONS OF GIANTS
ONLY. This method basically puts leveled lists within leveled lists. This style of leveling creatures
allows for each species to get a (more or less) EQUAL chance of spawning in the world. Some species
have MANY more varieties than others so, before, the species with more varieties (namely GAINTS')
would naturally occupy more slots in a leveled list spawn. The drawback was that since GIANTS'
occupied more slots they had a higher chance of showing up. Now each species with all its varieties is
put into its own special "species" leveled list. Those "species" lists then are put within the FINAL
spawn and only occupy ONE slot in the FINAL spawn leveled list along with single creatures. The
final result is that the "species list" (randomly selecting one of its many varieties) has an equal
chance of showing up as the single creatures do in the game. A whole species and a single creature
each now occuppy ONE slot in the FINAL spawn list. Bethesda's and GIANTS' creatures now spawn
at an equal rate.

Nymphs REQUIRE the "path grids" I made for them in order for them to work right. If you have another
mod installed that changes path-grids in the wilderness were they spawn at the nymphs may not run away.

This mod puts one large static object in Ashlands Region (-1, 16). It is pretty isolated and out-of-the-way
and should not cause any problems with other mods.

Legal
YOU MAY NOT HOST AND DISTRIBUTE PUBLICLY ON THE INTERNET OR ANY OTHER
VENUE OR USE THE ORIGINAL MATERIAL CONTAINED IN THIS MOD WITHOUT MY
CONSENT. All non-original material is free to use. Please refer to credit sections.

This mod is protected by a sealed self-mailed postal-stamped CD-R disc dated 12/20/03.

I GIVE ABSOLUTE CREDITS AND RIGHTS FOR SOME OF THE CREATURE MODELS TO
Infogrames, Inc and Eidos Interactive (denoted by f). THE MODELS ARE THEIR PROPERTY
AND WERE MERELY CONVERTED FOR USE IN MORROWIND. THE NIF MODEL FORMAT IS
SECURE AND THE ORIGINAL MODELS MAY NOT BE EXTRACTED. I DO NOT PROFIT FROM
THE USE OF THE MODELS OR THE MAKING OF THIS MOD. THIS IS A NON-COMMERCIAL
PROJECT.
PLEASE SUPPORT INFOGRAMES & EIDOS INTERACTIVE.

Version Updates
2.7.1 - (FINAL)
Added Giant Scorpions!
Duplicated "Galbedir" Npc in Balmora Mages Guild removed - fixed.
No more baby-sized Gorgos in Sheogorad region - fixed.
Ascended Mummy Archer's inventory - fixed.
Removed crime bug with Face of the Forests when they spawned too close to towns - fixed.
Added rings and amulates of "Ancient Lich summoning" to the mod (Bloodmoon only)
Few other minor fixes and tweaks.

2.7 - (GIANTS: Ultimate)


Updated the regular Morrowind version. Made a unique Bloodmoon version. Updated GIANTS: Tribunal.
Added Wraiths
Added Giant Scorpions
Added Apparitions
Added Demons
Added Cave Trolls
Added Flaming skulls and skeletal hands
Added Dwemer Spikers
Added Dwemer Mech-Spiders
Added Dwemer Mech Wasps
Added Dwemer Golem-Prototypes
Added Dragons
Added Dragonlings.
Added Apostates (Beholders)
Added Elder Imps
Added Ice imps
Added Fire Spurts
Added Rot Worms
Added Black Shades
Added The Face of the Forest
Added Reiklers
Added Reaver Kingpins
Added Frost Elementals
Added Frost Sprites
Added a new version of Bloodmoon Spriggan
Bloodmoon\Tribunal only: Dismemberment now incorperates for the first time ever "LIMB
DISMEMBERMENT" (arms)! More creatures now "bleed" including green blood for spiders! First
"teleporting" enemies for MW ever made - Wraiths! The Giants no longer shoot arrows "over your head".
Bloodmoon only: Now uses "Bloodmoon-Style" leveling. This means GIANTS' creatures are no longer
more prevasive than Bethesda's. Werwolves will ROAM in Vvardenfell! Though still rare, I increased the
chance of encountering a werewolf in the wild in Solstheim (it was practically 0 by default). Added
Reiklers wich use a completely unused creature mesh that came packed with Bloodmoon. Added Reaver
Kingpins wich use completely unused armor meshes that came packed with Bloodmoon. Two classic
GIANTS creatures are now "summonable": Ancient Lich are summonable, you must find "Martyriinn" and
his journal somewhere in the Ashlands to find out about the other one! ;-)
All versions: Brand new 3d models for Giant Spiders, Imps and Field haunts! New "custom made" weapon
models for Vampire Ancients! New "real-time" vocal sounds for classic GIANTS Npc-creatures - Trolls no
longer sound like goblins and Ancient Lich,/gladiators, Titans, Shades, Phantasms, Ascended Mummies
now have reactions - scream, moan and roar! Seducers have voices for the first time! Nymphs now have
that trademark "giggle" from Daggerfall. Chance of Vampire Ancients spawning in the outdoors has been
reduced. ALL creature leveled lists REVAMPED! GIANTS' Spriggans must now be fought thrice.

2.6 - (GIANTS: Tribunal)


Added Lich Kings.
Added Fire Daedra
Added Skeleton Knights
Added The Golem Colosus
Added 2 new Zombies
Added a new version of Tribunal/Fire Moth Lich
For the first time ever animated DISMEMBERMENT! Several creatures will decapitate or cut in half when
killed! For the first time ever animated GORE! Blood splatters on the ground in real-time. Crime issues
have been mostly RESOLVED with the guard-attacking scripts. New death animations for Ancient Lich,
Seducers, and Shades and they will now "drop loot" when they die! Ancient Lich and Seducers can now
"transform" into other creatures! New sounds added to many previous creatures like; new feet & vocal
sounds for Mummies, Golems, Famines and Zombies and "flapping" sounds for flying creatures. Tribunal's
creatures now inhabit Vvardenfell! Chance of Vampires and Shades spawning in towns has been reduced.
Chance of Nymphs spawning reduced. Chance of Seducers spawning reduced. Normal Lich have had their
names changed to Skeleton Gladiators (more appropriate) and many new tweaks and enhancements for
previous creatures. Death "shattered-bone" animations for all of GIANTS' skeletal enemies. Death
animations for Phantasms. Better balancing of levels; difficult creatures have been moved up a few levels
and easier ones moved down a few. Dreugh Warlords (left out by the game) introduced into creature lists.
Guards will attack Dark Brotherhood assassins. Textures have been changed to the smaller .dds format. Self
installing program now used.
2.5 (enhancment patch 5)
Sun-death crime bug has been resolved. (This makes GIANTS 100% compatible with mods that add
outdoor gaurds). Shades and Wild Vampires will now stalk towns & cities on a regular basis.
Fixed the path-grids in Addamasartus cave. Fixed the Gnisis gaurds. Uses my "Gnisis Gaurd Fix mod"
changes. Titan's scripts death-message made more specific. More treasure added to one Sea Titan's script.
Raised the Blunt weapon skill of normal Lich and Phantasms. "Auto-calculate" has been removed from all
spells and enchantments. (Makes this mod more compatible with mods that alter the game's default
settings). Giant Skeletons and Automaton Golems made a bit tougher. Giants and Shades now use the
"marksman toggle" script that enables them to switch from marksman to melee weapons and back again on-
the-fly depending on the distance from enemies. This enables Giants to carry much more arrows.

2.0 - All previous creatures have been re-textured and/or modified in someway.
Added Mummies.
Added Zombies.
Added Shades
Added Titans
Added Wild Vampires
Added Vampire Ancients
Added Field Haunts (Luminous Ghosts and Spectres.)
Added Golems.
Added Spriggans.
Added Night Sprites
Added Phantasms
Added Nymphs.
Added Trolls.
Added Imps.
Added Giant Skeletons
Added Giant Spiders
Added Shalk Stalkers
A Breakthrough! NOCTURNAL monsters!! Now the nights of Morrowind will fill you with DREAD!
Guards will finally attack all Npc-creatures these include Giants, Gorgos, Lich, Seducers, Trolls, Shades
Nymphs, Phantasms, Titans & Vampires . Pack Nix-Hounds are now leveled creatures so you wont get all
of them at once at level 1. The Giant's Club is now a unique-looking weapon and weighs a fraction of what
it did before and the same goes for Gorgo armor. ....try them out! =) The normal Lich now wear ALL of
the armor in their inventory. Blunt weapons added to normal Lich. Red-eyed Seducers will now only use
the best weapons. Looping creature sounds now stop (eventually) when you are in menu mode. The mod
has been cleaned more thoroughly with TES Advanced Ed. and most altered landscape has been returned to
its original state.

1.3.1 - Updated the Ancient Lich cloaks with Mykul's more recent "Cloak of Three" Cloaks and changed
some Ancient Lich to wear Mykul's new "hooded" Robes!

1.3 - Added Lich to the Mod. I used the "Cloak of Mykul" they-said-it-could-never-be-done plugin by
Mykul for the ancient Lich and 3D NPC-skeleton models and skins by UserExists! Special thanks to
Mattesnille from Tamriel Rebuilt forums who helped me out with the Lich sound scripts.
Mystery creature added for very high-level players (you won't see this one ANYWHERE untill you reach
level 35). You must find and read "Martyriinn's Journal" (somewhere in the Ashlands wilderness) to find
out WHAT they are. (or bump into one of course =-P)
Path grids added for all Pack Nix-hound packs. This means they wont get "stuck" anymore when trying to
get you from an obscure angle. The giants have been tweaked to make them slightly more challenging for
stronger players. Don't worry...only slightly. =)

1.2 - Added "Seducers" thanks to Caladan Brood and his team's magnificent "Moon's Spawn" Mod. I
imported them into my mod and modified them somewhat. The Seducers where designed by Keiji
Kadekawa. The Shadow Lord Pouldrons were designed by Shazrak. I tweeked the Giant's Metal Club to do
slightly more damage this time.

1.1 - Fixed problem with the "all Levels" giant at GhostGate. I neglected to get rid of his faction affiliations
so if you attacked him first & you belonged to house hhlaalu you would be expelled. He also DOES NOT
respawn anymore as I had originally intended but somehow overlooked.

Bugs/issues
Some creatures occasionally lose their innate abilities like transparency and glow but not often.
Titan Skeleton corpses cannot be looted (a glitch with the skeleton models) that's the main reason the
treasure appears magically.

Regular Morrowind version only:


DO NOT sneak up and back-stab an Npc-creature in the cities near a guard, you will be charged with the
crime. Let it notice you first before you attack it (this only applies in cities around guards). Sometimes if
you resist arrest and later the guard kills the Npc-creature, you will get charged with the murder (but who
resists arrest anyway).

Tribunal & Bloodmoon versions only:


If you attack some Npc-creatures around guards you may get a messege "Your crime has been reported" but
you will not be charged with any crime and you will not get arrested.

Before you email me with any bug reports please get technical support at this web address:
http://morepumaman.freehomepage.com/support-main.html

Spoilers
I'd tell ya
SPOILER WEB PAGE: http://morepumaman.freehomepage.com/photo3.200303011132.html/
...but then i'd have to kill ya. ;-)

Thanks to the MW mod community and everyone involved (directly or otherwise) in this project.

Puma Man

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