Set out on an adventure to Fort Stormwatch, a high security prison that has been taken over by the Inmates. The job is simple; rescue the hostages, kill the Inmates' leader and raise the front gate. But something far more sinister is happening... something that will test the Nerevarine's will and survival.
Attempting to play this mod without mwse will lead to a nasty completely broken experience, don't do it.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
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Changelogs
Version 1.1
-fixed incompatibility with Outlaws
-fixed a bug with the Imperial Agent not leaving Caius Cosades' house
-made the Imperial Agent forcegreet the player during their last encounter
-scripted cell door to prevent player from unintentionally breaking the cell escape sequence
-changed the cell guard's name from placeholder to Cultist. Bob will be missed.
-shrines and the Liberation quest have been completely fixed.
-follower npcs have been improved
-Chapel guards hello setting has been reduced back to 30
-fixed dialogue and script for the vamp guard, he will no longer use the normal imperial voice
-overhaul of the lighthouse, exterior and interior has been completely replaced and has been made easier for player to use at the end
-mists in the catacombs were removed due to causing alpha issues
-missing 1st person meshes for the cult robes have been added
-Fixed script to disable levitation along with teleportation to reflect the dialogue and ensure player doesn't accidently break quests
-skeletons have been replaced with unique id with removed key
-fixed the cultist leader and disciples names during the final sequence
-ballistas will now appear with parts missing to reflect the player sabotaging it
-bugfixes for the voice lines in the final cutscene, saving and loading will no longer break the cutscene
-implemented script to disable player rest in dangerous areas, the player will now have to seek the safety of the chapel.
-fixed script to re-enable teleportation and levitation after leaving the island
-replaced outdated assets that somehow made their way into the final version
-fixed a bug with the messenger spawning behind doors which would break the quest
-various fixes and adjustments to objects/doors/etc in various cells
Invasion of Stormwatch a Daedric quest mod for Morrowind Modding Madness 2020
"To put a long story short, about a week ago a series of prison riots occurred, which have ultimately led to the prisoners overwhelming the security and taking over the prison. Through the limited contact the Legion has established with them, the prisoners have informed us that the warden and some security are being kept alive as hostages, who they will exchange for Imperial weaponry, armor and supplies. We don’t want to negotiate with terrorists. Your job would be to infiltrate the prison, rescue the hostages, dismantle the prisoners’ leadership and finally dismantle the prison’s defenses so that the Legion may retake the fortress." -Artorius Decanius
Introduction
After proving yourself as the Nerevarine, you are contacted by an Imperial agent with a special job. The job seemed simple enough, infiltrate yet another dungeon, rescue some people, kill the bad guys, give the Imperial Legion the keys back. Once there however, you realized something was off. This won't just be another adventure, you are trapped here with sinister forces who seem to have special plans for you, and you will have to fight your way out for freedom.
Features
Large dungeon delving adventure consisting of a Main Quest and 4 side quests, with the freedom to complete them in whatever way you decide.
Work with the friendly prison gang to take out Cultist Outposts and make exploration of the Fort a less stressful experience
The Main Quest will be a difficult journey, take the time to complete the side quests to make the Fort less so and take the boot off your neck.
Exploration is encouraged, there are many secrets both within and outside the Prison's walls.
Find and talk to friendly prisoners, talk is cheap and the enemy of your enemy is your friend.
Notes
To get started, return to Caius Cosades' House after retrieving Moon-and-Star (for judges this is A2_6_Incarnate 50).
This mod is intended to be difficult, we recommend the player to be level 15-20 before starting, and you will not be able to leave until the Main Quest is completed.
Incompatible with openmw due to mwse usage and we do not intend on making an openmw version. Any questions about openmw compatibiliy or versions will be deleted. Landmass conflicts are unknown, please let us know if you find any.
Resources
A special thank you to RuffinVangarr for providing excellent Voice Acting work for Molag Bal and the Cult Leader