Deathtrap Dungeon V1.3

originally released March 4th, 2004
This version April 9th 2004


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1.   Description
2.   Release Notes
3.   install instructions
4.   Gameplay
5.   Known Conflicts
6.   Support Contact
7.   Credits
8.   Further expansions
9.   Changes in this version

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1.  Description

Fang used to be a sleepy village, a stopping off point for traders 
en route to Vvardenfell from the mainland.  Then Baron Sukumvit became the ruler
in these parts, and not satisfied with his lot he built a huge
labyrinth beneath the village, and packed it with creatures and traps.  He
has offered a huge reward to the first person to complete the dungeon, and this
reward has attracted adventurers from all over Morrowind and beyond.

Thousands have attempted the legendary 'walk' as it has become known, but to date
none have come out the other end alive.  You hear of this 'Trial of Champions' as it is called
and set out for Fang in search of fame and fortune.    

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2.   Release Notes

Created using TESCS in January,February and March 2004

Uses the Morrowind, Bloodmoon and Tribunal .esm master files
*****BLOODMOON AND TRIBUNAL NEEDED********

There are no additional meshes or textures needed other than those that
came with the game.  You need no other mods to play Deathtrap Dungeon, but
you will need this version of DeathTrap Dungeon to play later mods in this
series

Cleaned thoroughly with TESAME

Changes since Version 1.2, see bottom of file

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3.  Install instructions

Copy the included file 'Deathtrap Dungeon Ver 1.3.esp' into your C -> Program Files -> Bethesda Softworks ->
-> Morrowind -> Data Files folder

On launching the game, select data files from the menu and check 'Fang.esp'

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4.  Gameplay

You need a level 10 + character with at least 2000 GP
Go to Vivec, and on the bridge between the Silt strider and 
the Foreign Quarter, speak to the IMperial called Beatrix Pottrus
and recieve further instructions from there.  Alternatively, those of you arriving in Vivec via Mages Guild 
can speak with an NPC called Grindak in the Foreign Quarter Plaza

The mod is based upon the book 'Deathtrap Dungeon' by Ian Livingstone
and Steve Jackson.  Hopefully it is a more faithful reproduction
of the book than the awful PS1 game of the same name.

It should be noted that the quest is intended to be difficult.  It
is also intended that certain choices will prove fatal.  I would personally recommend playing with a character somewhere
between lvl 15-25.  Much higher than that and it'll probably be too easy

It has been tested using combat class, mage class and stealth class
characters successfully.  The 'true' path involves the minimum
of fighting.  Any one of the myriad 'false' paths may well include serious combat.
Many thanks to Cat Woman from the TES Forums for the great Beta Testing

I would like to recommend the following mods which will enahnce your enjoyment of DeathTrap Dungeon
as well as your Morrowind gameplay overall.  Better Heads will add considerably
more realistic heads to the game (available from Thelys). and the Morrowind Visual pack
is a texture replacer that for users with good graphics capablity
will bring the colours and textures of Morrowind to life.  DeathTrap Dungeon is perfectly playable without either mod though

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5.  Known Conflicts

There appears to be a problem with playing this mod together with Vampire Embrace.  It seems as if the way the 
dialogue is set up in this means that after the player has bribed an NPC (which is a requirement in Embrace to get them to talk to you)
they no longer offer the choices you need to complete the quest. There is no problem having both mods installed, but chracters which are vampires
are going to have a problem I'm afraid.  
If you discover a conflict, please let me know (address below)

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6.  Contact

If you experience any problems playing this mod or have suggestions for improvements/enhancements please contact me by e-mail
All feedback, whether positive or negative will help with making this and future mods better.

peterbosworth@aol.com

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7.   credits

Adapted for the Morrowind engine from the book by Ian Livingstone
and Steve Jackson by patrograd, 2004

Kind assistance was given by many on the Elder Scrolls forums - spceial thanks to Cave Rat, Klinn and Matthew 13
for their patience with me on the scripting side of things :-)

This project would not have been possible without the excellent
'My first Room' tutorial, the 'Neverland' dialogue tut, and the awesome Ghan Buri Ghan's
scripting for dummies

Also huge thanks to Harry for his endless enthusiasm, ideas, and having the patience
to place all those misc objects....

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8.   Further modifications/expansions

This is intended as the first of several mods which will extend the landmass
that Fang sits on considerably, primarily to the West and South.  Next in the pipeline
is the City of Thieves, which is a large city (bigger than Balmora) which will lies some 
considerable distance to the West of Fang.  There will also be a small village between the two.

With this particular mod, it will fairly quickly become apparent that for it to really feel like
Fang, then some new creature meshes/animations are required.  Some of the beasts look a little lame,
although they behave as they should.  Sadly my artistic skill is nil, and i dont have the necessary software.
If you would like to collaborate with this side of things on this and future mods then please send me an e-mail (see above)

Thanks, and enjoy :-)

Patrograd


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***Changes implemented by this version****

***Note, may contain slight spoilers***

Version 1.1 to version 1.2 Update, April 9 2004

*Some of the items have been removed from sale by the vendors in fang
*Some of the items in the dungeon have been removed
*A trap detection ring has been added, which will warn of certain traps
- this is intended to add to the suspense
*The 'boss' creatures have been toughened up so that if you fight them
without the proper kit you will find it hard
*The Champions Rock has had its name deleted, so it is harder to spot
*The Manticore shield has been moved from its old location
*The Inn now works like a proper Inn
*The plates and bottles in the Inn have been sorted
*An extra script has been added that removes the fountain spell effect, if for some reason the
timer doesnt work
*The door into the dungeon has had its script modified so that you can only
go through it once.  You will no longer be able to Mark outside the dungeon
and recall to the village inorder to rest and then re-enter the dungeon.  if you
do this your quest is now over
*The ambient lighting has been turned down completely
*Two areas in the dungeon where I had missed the 'illegal to sleep' function, have now had
this added, making the whole dungeon a sleep free zone as intended

Changes from version 1.1 to version 1.2, 18 March 2004

Sukumvit's battle armour has now had ownership assigned to it, so taking it 
in view of the guard will implement death penalty

Some items of Sukumvit's armour have been more properly balanced

A wall has been added to the Bloodbeast's den, meaning that you can no longer get under 
and through the stairs

The topic 'Baron sukumvit' has been edited so that it no longer applies to
all NPCs in the game

The crossbows mounted onto the walls have now been changed into statics, so
they cant be taken

The Bloodbeast book has had the spelling errors fixed

The Manticore effect is now removed by a further script, as it seems
this occasionally misfired, and left this 'uber' effect in place permanently

In the Trialmasters word game, the name of one of the creatures was mis-spelt, 
this has been corrected

I have made the traders in Fang more streetwise.  They will be much harder to 'hose'.
Their mercantile and speechcraft ratings have vbeen improved.

If you find any other bugs, or have any comments whatsoever, please email
Thanks to all who have provided feedback thus far, either by e-mail, on the MW SUmmit site
or the TES Forums.  Your encouragement keeps me going ;-)

Lastly, if you would like to be a BETA tester for City of Thieves please let me know
BETA testers are a vital vog in the mod machine, and City of Thieves BETA should be
available in late May.  All help greatly appreciated 

Patrograd, March 18th 2004

