Cult of the Clouds 1.0 for The Elder Scrolls: Morrowind
Version 1.0, completed 6/3/2002
To install, simply unzip CLOUD10.zip to your "Morrowind\Data
Files" directory. If done properly, files will be added to the
"Data Files" directory, as well as the "Icons," "Meshes," and
"Textures" subdirectories. To use the mod, start Morrowind using
the launcher (NOT Morrowind.exe), select "data files," and make
sure there is a check mark next to "MW_CultOfTheClouds_v10.esp."
If upgrading from a previous version, please make sure to remove
any items in patch-specific areas before loading the new file, and
be very careful to have your newest save in an area not modified
by the patch.
For centuries, the two primary choices for any aspiring magic user
on the island of Vvardenfell have been the Mages Guild and the
House Telvanni. No other faction on the island has ever provided
access to as much power and prestige for your typical spellcaster-
in-training. But, during the past few decades, rumors have begun
to spread of a third, even more powerful collective. Whispered
snippets in dark alleyways speak of a cult of supremely strong-
willed scholars, so skilled in their craft that they can command
the very skies. And in the deepest holes, these hushed utterances
even give this secretive sect a name: the Cult of the Clouds.
The "Cult of the Clouds" mod adds a new faction, new items, new
books, new dungeons, a new guild hall, new NPCs, new creatures,
new quests, and more. It can peacefully exist with most mods, as
in most cases it makes only minor alterations to unpopulated
areas. If you DO find another mod that causes conflicts, please
notify me via e-mail so I can add a warning to this file.
The main guild hall is located west of Dagon Fel, facing the river
that runs north-south halfway through the island. Other new areas
can be found using the directions given in quests for the guild.
All added features will be used if you choose to progress
completely through the guild, completing ALL quests offered; note
that it IS possible to advance to the final level in the guild
without completing all quests, to allow for some choice in
Errors in the Mod:
I am an English major. Typos piss me off. If you find one, e-
mail me and you'll get a mention in this file if I consider the
error large enough to release another version of the mod. Of
course, I'd also be very grateful if you'd drop me a quick note if
you've found any scripting or other errors. Both myself and the
beta testers have gone to great lengths to ensure the absence of
any glaring problems, but Morrowind seems to be programmed for the
specific purpose of producing unexpected results, so you never
know. As with any mod, save often, and always keep a "pre-mod"
save in case things go horribly wrong.
This version. No known bugs, no planned add-ons except by
Beta version; contained some problems with guard scripting and
one quest bug.
Bethesda, for a good game with a passable editor
The Beta test squad, by username from the official forums:
Sean Hefferly for ideas and catching mistakes as I typed them over
Chris Grame for ideas
Please feel free to contact me at firstname.lastname@example.org with
any comments, be they praising or critical.