
THE WHITE WOLF OF THE LOKKEN MOUNTAIN

(- a story built on the Lokken Island by TeuTonic)

Requires: Bloodmoon

One year after the death of their beloved chieftain Wulfgar The White, the people of the Lokken island are still mourning their loss. In the Lokken castle rules Ragnar Fire Hair, Wulfars cruel and demanding stepbrother. 

Wulfgar The Whites family is shattered. His wife, Sigrid, is kept prisoner in the castle, as Ragnar needs to persuade her into marriage in order to become the rightful chieftain of Lokken. Wulfren, the son, is accused of being the one who has killed his father, and he hasnt been seen since the day Wulfgar was slain. Laurenna, the daughter, is the only one who truly believes that her brother is innocent and alive. Banished from the castle by Ragnar, she now lives in her fathers hunting cottage on the mountainside behind the castle, where she can overlook her old home, and send signals to her mother in the castle tower.

Still, there is one thing that gives Laurenna and the Lokken people hope for the future: The big white wolf, who has been seen on the mountain ever since the day Wulfgar The White was killed. Instead of being hostile, this creature seems to be watching over the island, and some people claim that he has been sent to them by their Gods, to protect them from the evil that Ragnar has now brought upon this island

But, now the wolf is missing. The people fear that he might have been injured or even killed by poisoned arrows from Ragnars hunters. 

Will you find the wolf? Will you help Laurenna to solve the mystery of her fathers death? And will you be able to bring peace and happiness to the Lokken people?

This is the story line I have been working on since the beginning of the year. If you have heard about Lokken  the castle of the snowy mountains  you know that the setting is Bloodmoon, and that this enchanting island is created by TeuTonic, who contacted me in december last year and asked me to develop a quest mod for Lokken.

Once I had visited Lokken, I found the idea irresistable. This island was so beautifully created, this environment so enchanting, the npcs TeuTonic had already added were so full of life that I instantly fell in love with the whole environment. 

I hope you will do so, too!


 - Emma

emma9158@hotmail.com

homesite: http://emma.tesmods.net/

Tips and spoilers: Visit my forum: http://rethan-manor.net/phpBB2/index.php?c=9
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THIS MOD WILL GIVE YOU:

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- A main quest with approx. 20 hours playtime
- An enchanting island, a charming village and a castle that you may very well be able to consider as "your new home" once the storyline is completed
- Several side quests, many of them initiated only after the main quest is completed and based on random100. This way, you should be able to run into new situations and interact with the npcs on the island for a very long time to come. Help Borka to test new local mead, run errands for Granny Torunn, take care of domestic problems in the castle.
- Romance and friendship for both PC genders - and the first Bloodmoon wedding (optional).
- 96 new npc's, all of them with new dialog, 46 of them with brand-new heads (by me).
- almost 400 pages of new dialog.
- 4-5 optional companions, all using scripts by The Other Felix (similar to Laura Craft ver 2.1 but slightly adapted and simplified for this mod) (Please note: this is not a "companion-mod". Apart from shorter sequenses, you don't "have to" drag a companion with you, as in my previous mods. But, once you have completed the main-quest, some of the npc's will be happy to follow you on your adventures - if you want them to do so.)


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NO MAN IS AN ISLAND...

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...and it certainly takes many people with many different skills to make a mod like this. I have gone through all files included and tried to recapitulate which people have contributed, apart from me and TeuTonic. If I have left someone out, please understand that this has not been my intention! If your name should have been listed here, please contact me at: emma9158@hotmail.com, and I will update this readme-file.

From A to Z:

426Hemi - snowbear- and snowwolf shields
Blith_Erring_Idio - for allowing me to keep the playtest files on Gamer's Roam's server - and for continuing encouragement and support
CanadianIce - for permission to use some of the MQB outfits in this mod (wedding dress and outfit for Anneliese).
Conager1 - playtesting, encouragement and valuable suggestions
Daduke - for the Sword of Kings (Kinslayer) and for the wedding rings.
Emberwolf - playtesting, encouragement and valuable suggestions
Iamadad - playtesting, encouragement and valuable suggestions
Grumpy - for playtesting and valuable suggestions, as well as for continuing friendship and encouragement. Would never have managed to complete this mod without the never-failing support from you and Miltiades!
Kathryn - playtesting, encouragement and valuable suggestions
Lochnarus - alpha-playtesting, support and valuable suggestions
Miltiades - for being my committed nit-picker and helping me with game balancing issues, as well as giving me encouragement and many valuable suggestions. Would never have been able to complete this mod without the never-failing support from you and Grumpy!
MotokiMO - reworked mesh for children's head.
Proudfoot - PF_Extras weapons and armor. 
Robeast1965 - playtesting, encouragement and valuable suggestions. On top of that, also the demanding and not enviable task of proofreading and correcting almost 400 PAGES of my lousy swedish-english. Thank you, my friend!
Skullhunter - for creating Thorjan Bjorg's magnificient warhammer
Sunsi - playtesting, encouragement and valuable suggestions
Straydog - playtesting, encouragement and valuable suggestions
Tamandra - playtesting, extensive trouble-shooting, encouragement and valuable suggestions
TextureFreak -  for the Nordic Trees and the wonderful white wolf, as well as support and many valuable suggestions.
The Other Felix - For helping me re-working the scripts you have made for Laura to fit the Lokken companions, for friendship and for many valuable suggestions. Also for allowing me to use the BM-Extras items in Lokken.
TheSiriusSnape - reworked mesh for children's hair.
ThommyKhajiit - Wolverene outfit
Thread_Whisperer - for encouragement and support and for helping me go through and trouble-shooting the esp-file.
WizBang - Bows and Quivers
Vorwoda_The_Black - for various script-suggestions, as well as encouragement and support.
Zyndaar - For the beautiful bows, and especially for Zeke Traeff's magical gnarled longbow. (Zyndaar's forum: http://rethan-manor.net/Rethan-Forum/forums/phpBB2/viewforum.php?f=19)
Zyndaar and Hellwolf - for the Death Dealer Helmet (Mad Bull's Helmet)

Heads and hairs:

Many of the heads are made by me specifically for this mod. The rest of the heads are made by the following artists:
Arathrax
Astarsis
CanadianIce
DonSalus
Eternum
Gorg
Rhedd
Severian
Zuldazug


I would also like to add my very special thanks to each and everyone in the MW community who have e-mailed and PMd me or posted in the various WIP-threads for this mod, and thereby added so much inspiration and encouragement and support. Thank you all!




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INSTALLATION IMPORTANT!!! PLEASE READ!!!

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ALWAYS MAKE A SAFETY COPY OF YOUR SAVED GAME BEFORE ADDING OR UPGRADING ANY MOD, THIS ONE INCLUDED!!!!


Just UnZip to your Morrowind-library. 

An alternate way to proceed, which I personally prefere, is this:
Create a subfolder on your desktop.
Unzip the mod to the sub-folder. Doubleclick on the sub-folder.
Inside, you will find one meshes folder, one textures folder, one icons folder and an esp-file.
Take the meshes folder and DROP it into your Morrowind datafiles directory. It will automatically MERGE with your existing meshes folder (which will guarantee that all meshes ends up at the exactly correct places). You will get a message concerning this from the computer, say OK. 
Now, take the textures folder and DROP it into you Morrowind datafiles directory.
Now, do the same with the Icons folder.
Finally, place the esp-file in your Morrowind datafiles directory.



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COMPATIBILITY

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No known issues, but the Lokken Island affects the cells -17, 20 -- -17, 23, which I have been told are attractive areas for Solstheim mods. 

If you are using Giants and/or Blood&Gore, and these mods are "newer" than this mod (i.e. listed below White Wolf of Lokken in the Data Files section where you choose plugins for your gameplay), some minor companion-functions in this mod won't work as supposed. The companions will not automatically switch from marksman to melee weapon when in close combat, and each time they use intervention, they will scream "Attack!" once as they reach the temple. To fix this, just open this mod in TESCS and save it without doing any changes. This will make this mod "newer" than the other ones (as the companions voice entries are filtered for their ID-names, this mod won't cause any conflicts in Giants or Blood&Gore).



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TROUBLE SHOOTING:

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INSTALLATION:

1) NPC HAVE AN EXCLAMATION-MARK INSTEAD OF A HEAD: This is a rather common problem. When you unzipped the files, they ended up
inside a folder in your data files section, right? (This happens now and then, as far as I know it's because you use an US/british version of Windows while I use a scandinavian). And then you tried to drag each texture and
meshes manually into their right folders?
What you should do is following the suggestions for manual installation in the installation-section of this mod.


GAME PLAYING:

1) When flying over the ocean together with a companion, you will of course sometimes be attacked by cliff racers. They will fight them, but after the fight they might be standing in the air, waving their weapon, refusing to following you. This is caused by the angry slaughter fishes in the water below; they want to fight them, but can't determine their positions. You can either go down and start fighting them, yourself, and they will follow you. Or you can use the telepathy ring, to make them stop fighting and instead follow you.

2) If something should happen with the "companion sharing" option, you can always get it back by telling the companions that you want to be alone for a while. When you ask them to join you again, companion sharing will automatically be added. (PLEASE NOTE: during mainquest, companion sharing is sometimes scripted to be disabled and will show up again later).

3) If you ask your companion to teleport and then start to teleport yourself before he/she has actually left, this will cause an error in behaviour. When you meet again at the new location, they will be "shivering" and "spastic" and will not follow you. This is because they cannot "feel" the x y z-coordinates, and the problem is more likely if you are using several companions together. You will either have to reload your previous saved game, or take advantage of the 72-game-hours bug: leave the companion and stay away from him/her for at least 72 gamehours, without contacting them with the telepathy ring. Then return back to him/her, and he/she will behave normal again (please note: after the 72 hours, the telepathy ring won't work until you have met your companion again). According to some reports, you can also reset companion by hitting them a couple of times, but I cannot guarantee that this really works, so please save your game before you try this solution.

4) PLEASE NOTE: If you are separated from a companion for more than 72 game hours, the Morrowing original 72 game hours-bug will be executed, and the companion's skills will be reset back to initial value. In this mod, you can fix this by asking the companions about their current skills. This will cure the problem.
The telepathy ring is also affected by the Morrowind 72 game hours bug. I.e. if you have been separated from one of your companions for more than 72 game hours, the ring will consider him/her as "dead". But as soon as you meet the companion again, the telepathy ring will also start to function. 

6) Companions can only use recall to outdoor locations, (and to a few specific pre-determined interior locations). If you ask them to cast recall to an interior location, you will simply get a message that they are unable to do so.
The new recallsystem - by The Other Felix - generally works very well, but there is one situation where you will run into problems: if you tell your companion to teleport away from you and then ask him/her to join you again, while you are still in the cell where he/she left you, he/she will be partly "buried" in the ground on arrival. If this should happen, simply leave the companion, go to another cell, use the telepathy ring and decide another meeting point. He/she will show up there, and everything will be fine.
In order to be sure that your companion is able to follow you when you cast recall or intervention spells, you must give him/her recall- and intervention items, like rings, amulets or scrolls. 


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Contact me at: emma9158@hotmail.com
Homesite: http://emma.tesmods.net/
Forum: http://rethan-manor.net/phpBB2/index.php?c=9

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