Kogoruhn Ruins
⚪ Last updated 2016⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 👍 6.3% endorsement rate — high engagement, a strong quality signal
- 🏆 #34 of 114 Dungeons and Locations mods in this game by downloads
📋 About This Mod
Expands the ruins around Kogoruhn
This is a mod I made back in 2010.
============= Kogoruhn ruins ============= Version 1. 11 By Taken by Trees 1. Description 2. Requirements 3. Installing the plug-in 4. Playing the plug-in 5. Save games 6. Conflicts/Known Errors 7. Changelog 8. Further Updates 9. credits 10. contact and information 11. legal stuff/disclaimer =============== 1. DESCRIPTION =============== "Kohoruhn was the seat of power of house Dagoth before its fall. The stronghold is surrounded by a few ruined houses in the original game. I have expanded these ruins so that the area around the stronghold is filled with ruins of a large settlement making the place even more forboding and dangerous than before. "
What it does is adding the ruins meshes (found around the ashlands, mainly around kogoruhn) to create a ruined settlement around the dunmer fortress in the exterior cell "Kogoruhn". There is a few additionally manually placed enemies but they keep to the theme of the area in question.
=============== 2. Requirements =============== Morrowind ======================== 3. INSTALLING THE PLUGIN ======================== Use the nexus mod manager
Extract the esp file to c:\Program Files\Bethesda Softworks\Morrowind\Data Files From the Morrowind Launcher, select Data Files and check the box next to the Kogoruhn ruins 1. 1.esp ===================== 4. PLAYING THE PLUGIN ===================== Go to Kogoruhn to see all the changes. =============== 5. SAVE GAMES =============== Safe to add to an already started game. ============================ 6. CONFLICTS / KNOWN ERRORS ============================ Compatible with RoHT (Rise of House Telvanni)
Vurt's groundcover Will result in floating grass. A workaround is removing the additions in Kogoruhn from Vurt's mod. But hey, why would there be grass in the Kogoruhn area anyway?
Alters some of landscape in the exterior cell Kogoruhn and some minor changes to the mountains in the nearby cells. Will obviously conflict with most mods which alter Kogoruhn's exterior.
============ 7. Changelog ============ 1. 11 - script added to the blightcloud, which now shows up during ashstorms - the typo in the meshname is fixed( no more floating buildings =P) - no more requirement for bloodmoon -- A big thank you to Abot for this corrections -- 1. 1 - Compability with RoHT - Added clutter and remains of sixth house worship among the ruins - Tweaked the Pathgrid - Changed some of the positioning of the ruins - A few tweaks to the shado
📊 Mod Details
- Game
- Morrowind Mods
- Author
- Taken_by_Trees changed username to Langusteer
- Version
- 1.11
- Downloads
- 2,019
- Endorsements
- 127
- Category
- Dungeons and Locations
- Created
- 1/13/2016
- Updated
- 1/13/2016
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