Wheel of Time - Morrowind Mod

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Modding and Merging
ESM_ESP_Build_Tracking.htm
ESM_ESP_Build_Tracking.xls
Base_ESM_Build.htm
Base_ESM_Build.xls

Getting started...........this page contains links to all the files and instructions that a modder needs to start working on the Wheel of Time Mod.

Table of Contents

Installing the Base ESM

Installing_the_Maps

Installing_the_additional_items

Using_the_construction_set

Testing_in_the_game

Merging_and_Modding

Development Process and Standards

General building guidelines

 

 



Installing the Base ESM

The base ESM is the ESM that all modders will load up when working.  It contains all the items, scripts, NCP's, dialog, quests, dialogs, etc.  Everything but the exterior and interior cells. 

The latest version was modified on 7/9/2004.
Zipped it is 315 kb.
Unzipped it is 2.5 MB.

Instructions for downloading and setup: 

  1. Download the base ESM from: 
    ..\ftp\Scripts and esp\WOT_Base.7z
  2. The base ESM is in 7zip format.  You can download 7zip from:  http://www.7-zip.org.
  3. Unzip the WOT_Base.7z.  A single file called WOT_Base.esm will be extracted.
    1. Run 7zip. 
      (Start, Programs, 7-Zip, 7-Zip File Manager)
    2. Open the Manager and browse to where you downloaded the file in step 1.
    3. Right-click on the file WOT_Base.7z and select Extract Files.
    4. When the Extract screen opens, click on the [...] button.
    5. Browse to the Morrowind Data Files folder.  On most computers this will be:
         C:\Program Files\Bethesda Softworks\Morrowind\Data Files
    6. Select OK in the Browse For Folder screen.
    7. Leave all options set at the default on the Extract screen.
    8. Select OK.
  4. The ESM will now be ready for use.....but, read on.  You need more files....

Installing the Maps

The map is currently split into 12 segments, although we will probably merge those into 4 segments.  You can download all the segments or just the ones you will build cells in.  See Base_ESM_Build.htm, Grid-40 to see the segments and the cities and regions.

Each map segment is around 26 MB unzipped. 
They are anywhere from 300 kb to 900 kb zipped.

Each map segment contains 1600 exterior cells and one door in an interior cell.

Downloading and Installing the Map

  1. Download the map segments by going to the FTP section (Files and Pictures) or clicking below:
    ..\ftp\Scripts and esp\WOT_A1a.7z 
    ..\ftp\Scripts and esp\WOT_A2a.7z 
    ..\ftp\Scripts and esp\WOT_A3a.7z 
    ..\ftp\Scripts and esp\WOT_B1a.7z 
    ..\ftp\Scripts and esp\WOT_B2a.7z 
    ..\ftp\Scripts and esp\WOT_B3a.7z 
    ..\ftp\Scripts and esp\WOT_C1a.7z 
    ..\ftp\Scripts and esp\WOT_C2a.7z 
    ..\ftp\Scripts and esp\WOT_C3a.7z 
    ..\ftp\Scripts and esp\WOT_D1a.7z 
    ..\ftp\Scripts and esp\WOT_D2a.7z 
    ..\ftp\Scripts and esp\WOT_D3a.7z
  2. Use the instructions above for the WOT_Base.esm to unzip these files and place them in your Data Files folder.
  3. You are now ready to mod.  Just open CS.  Load WOT_Base.esm.  Load which ever map segments you want.  And go.....but wait, there is more....

Installing the additional items

We have some additional items that are not found in the WOT_Base.esm.  These are creatures, furniture, interior and exterior statics etc not found in Morrowind, Tribunal, or Bloodmoon.

The items are compiled in the ESP's below.  In the future, they will be merged into the WOT_Base.esm.  We will inform you when that happens.  For now, just use the items from here.

A full list of the items and the authors of the items is found here:  ESM ESP Build Tracking - html sheet.  Report all errors to kiriel.
 

WOT1Items.esp
     10 MB compressed
     40 MB uncompressed

WOT1Creatures.esp
    
19 MB compressed
     98 MB uncompressed

Instructions for downloading and setup:

  1. Download additional statics and misc items from from:   ftp\Scripts and esp\WOT1items.7z.
  2. Download additional creatures from:   ftp\Scripts and esp\WOT1Creatures.7z.
  3. The downloads are in 7zip format.   See the above section on instructions for using 7Zip.  This is the same for extracting this file.
  4. Unzip the file into the Data Files folder. 
    You can unzip anyplace on your drive though.  If you do this, copy the entire structure into your Data Files folder.
  5. This will install meshes, textures, and icons in the WOT standard folders:
    Data Files\Textures\WOT\x     (where x is the folder named for the creator of the texture.)
    Data Files\Icons\WOT\x           (where x is the specific directory such as m for misc.)
    Data Files\Meshes\WOT\x       (where x is the specific directory such as f for furniture.)
    Data Files\Sounds\WOT\x       (where x is the specific directory such as cr for creatures.)

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Note:  When adding items from other mods, use the mods found here. 

  • If the item you want isn't in the above mods, check the ESM ESP Build Tracking - html sheet to see if it is on the list. 
  • DO NOT add items from other mods on your own.  Inform Kiriel that you want the item and it will be added to the next set of ESP's or in a modified version of an existing one. 
    This rule is in place to keep things organized and not have multiple people adding the same things.
  • If you are making your own retextures and models, add them to a separate ESP and send them to Kiriel.  Kiriel will add them to one of the official item ESP's.  Use the rules found in Development Process and Standards for naming and file location.
  • If you are making your own retextures and models BUT don't want them used for anything but your building...like a throne or some unique item, then you may leave it to your ESP for your build.  Use the rules found in Development Process and Standards for naming and file location.


Using the construction set

You will be saving all your changes to your own ESP. 

  1. Open the construction set.
  2. Check WOT_Base.esm.
  3. Check all the map segments you need for your current session.
    See ModdingAndMerging.htm for help on this.
  4. Check WOT1Items.esp.
  5. Check WOT1Creatures.esp.
  6. Check any additional ESP's that you are using to build with. 
    Warning:  You must remove an ESP's parent dependences of Morrowind, Tribunal, or Bloodmoon before you use them.  If you don't, checking them will load up those parents as well.  Use TES Dependency Tool Kit v2.0 to remove the parent masters. 
    wot1items.esp already has the dependencies removed.
  7. Check the ESP that you are using to store your changes.  Mark this one as Active.
    If this is the first time in, you will not mark any esp as the Active one.  When you save, that will become your active ESP.

 



Testing in the game

  1. Start the game
  2. At the initial load screen, select Data Files.
  3. Turn off all the data files except:
    WOT_Base.esm
    All the map segments you need for your current session
    WOT1Items.esp
    WOT1Creatures.esp
  4. Select OK.
  5. Start the game.


Merging and Modding

Read the document ModdingAndMerging.htm to understand how we will build this mod.  It is very important that you understand how we will build it so you know how to organize your work.  This will save us time when we go to test and merge your work.



Development Process and Standards  

Read the process and standard guidelines here:  Development Process and Standards
This is one of the pages in the Design Specs.  It contains all the "rules" that we have devised so far for creating scripts, retexturing, etc.  Read this before you begin. 

 



General building guidelines

Read the guidelines here:  General building guidelines.
This page will give modders some ideas on what to put in towns and buildings.  Most of us have read many fantasy books and are probably pretty familiar with this, but this will help you not forget anything.  If you see anything missing, email kiriel.


The Wheel of Time and all its subject matter is copyright by Robert Jordan.  Morrowind, the gaming engine, and the modules created for it are copyright by Bethesda.  This project is a not-for-profit endeavor.  It is done in homage to a great fantasy series.  It is not intended to be an official representation of the works of Robert Jordan.
For problems or questions regarding this web contact the webmaster: Kiriel@direcway.com.
Last updated: August 31, 2005.