GenMod Version 3.0 - July 19, 2003 *********** Overview ************ GenMod helps you create new interiors for Bethesda's Elder Scrolls 3: Morrowind. GenMod generates ESP modification files ("mods") containing one or more interior cells. The goal of GenMod is to do as much of the repetitive drudge work as possible, so you can focus on high-level mod design and final tweaking. GenMod does not eliminate the need for hand-crafting of interiors, but it does speed up the process. By automating room layout and basic item placement, GenMod can reduce the time it takes to create new interiors by as much as 50%. *********** Installation ************ Unzip the GenMod files into any directory. The following files must all be in the same directory: * GenMod.exe * GenModData.xml * CreatureData.xml * xerces-c_2_2_0.dll You can place these files into your Morrowind directory if you want, but you don't have to. They can really go anywhere. Help must appear as a subdirectory of the directory where you put the main GenMod files. ************* Changes in 3.0 ************* * Creatures. In addition to placing the standard Morrowind creatures, GenMod can now create new types of creatures. You can control how many new creature types you want to create (including zero, if you don't want them), as well as controlling how often the new creatures show up inside the dungeon. GenMod always places the new creatures via one or more LeveledCreature objects. The creatures range in difficulty from level 1 to level 60 (beware!). You control how difficult the creatures are by setting the player levels. If you generate a beginner dungeon for levels 1 to 10, all the new creatures will also be levels 1 to 10. GenMod uses the new CreatureData.xml file to drive the creature creation. By default, we provide you with about 25 base creature types, ranging from the Amazon to the Dustmite to the Wraith. These base types are then enhanced, weakened, or revised via one or more creature "mods." The "mods" work similar to the way Diablo 2's creature mods work, adding abilities and either a name prefix or postfix. So you may meet a Nauga, a Nauga Mage, a Giant Nauga, or possibly a Corn-fed Nauga Legend. All the new creatures make use of pre-existing Morrowind model (NIF) files and sounds, but they have different attributes, skill levels, spells, and inventory from what you may be used to. The combination of base creature types and "mods" lets GenMod create upwards of 1,000 new creatures for you to wrestle with. * Leveled Creatures and Treasure. Most of the existing themes now use leveled items rather than specifying items by name. In a few cases (ex., Vampires) we couldn't get away from specific creatures, but at least 80% of creature placement is now leveled. Container treasure and the "new creature" inventory are based almost entirely on leveled items. * Containers. Containers now have their own themes and "frequency" that are separate from furniture. This gives you more control over how many and what kind of new containers you want. * Multiple Themes per Level. GenMod's "randomizer" got reworked, so that if you select random furniture, containers, or creatures, it will use up to 3 different themes per level. This helps to provide better variety, and should reduce the likelihood of getting a "Persian Rat" level, where every piece of furniture seems to be a cushion and every monster a rat. This only works if you choose "random" themes, and if the "frequency" of the associated item is set to "Most," "All," or "Random." * UI. Extensively revamped the UI, moving from a simple dialog interface to a tabbed dialog UI. The new UI is more involved, but the result is that you have more control over what gets generated and how often. Basically, we ran out of room on a single dialog, and had to make the UI "3D." * Bits and Pieces. Added a few new furniture and container types, including the dwarven barrels, desk, closet, and table. Stopped supporting the SimpleData.xml and Simple.esm files. I'm not sure if anyone was even using them other than us, and maintaining them was too much of a time drain. ************* Changes in 2.5 ************* Thanks to Blockhead, who pretty much owned GenModData this iteration--adding 4 new tilesets, new monsters, monster themes, fog and light levels.... He also helped design the lights, decorators, and light/fog components--all of which would have been much less flexible without his input. Thanks also to Qwert, who was the driving force behind the addition of Effect Items and the Random Generation Dialog. We haven't heard from Qwert in a week or two, which must mean another 100-level dungeon is in the works.... * Added lights. You can now associate lamps, lanterns, sconces, torches, and unseen light sources with tiles in a tileset. * Added decorators. You can now associate platforms, sounds, mists, benches, altars, and other decorative elements with tiles in a tileset. Note that rugs and tapestries are no longer treated as furniture/content, but are treated as decorators. * We provide a basic set of lights and decorators on all room tilesets except for Stronghold and Sotha Sil Pre, which both got added too late in the cycle. Next version.... * Added the Random Generation Dialog. Use of this dialog is optional, but it does give you greater control over random generation of the dungeon. You can specify parameters on a level-by-level basis, and you can control additional aspects of random generation, such as how often GenMod selects a user layout rather than a simple room. You can save, reuse, and share random generation configurations. Sample.rgc is included, which you can load into the Random Generation Dialog, to help you get started. * Effect Items. This lets you associate pre-defined scripts with objects. Several trapped effect items are provided, including a rug that zaps you if you stand on it, and several new "summon monster" items, including ones that look like books and potions. * Separate light level and fog level themes, and several new themes of each type. * Several new room layouts. * Tribunal-specific monsters and monster-themes. ************* More ************* For more information about using GenMod, customizing it, or for a list of acknowledgements, contact information, etc., please consult the Help files. If you encounter a bug or would like to make suggestions, please send us an email at jimadam@cinci.rr.com.