The Elder Scrolls III Morrowind:

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Unique Jewelry and Accessories by Tealpanda
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(Version 2.3: July 2011)

1. Description
2. Requirements
3. Installing the plug-in
4. Playing the plug-in
5. Save games
6. Conflicts/Known Errors
7. Credits/Permissions received
8. Contact and Information
9. Legal Stuff/Disclaimer
10. Change Log
11. Anything Else

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1. DESCRIPTION
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This adds new unenchanted items, new enchanted items, and it retextures many normal Morrowind items so that they look different from each other. With this mod enabled you will never again mistake your Third Barrier Ring for your Ring of Regeneration, or confuse your Amulet of Slowfalling with your Amulet of Gem Feeding (could be fatal!).  

Only use the version with or without enchantments. Don't use both!

======== Quests ========
The NPCs now have unique things to say - if you enable "UJA Quests.esp"
The quest file is a beta. I'm looking for feedback on it to improve it. I'm hoping to have the quests integrated into the mod itself at some point. 
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This mod contains retextures for most of the stock Morrowind enchanted jewelry and accessories (such as belts, shoes, and gloves). Unenchanted versions of the new things can be found wherever regular clothes are found or sold. I also made new enchanted varieties which can be found randomly where magic items usually appear.  There are even a few necklaces that are visible on your character.

Each item also has a new icon (with alpha channel). I didn't make any of the meshes, I just reskinned them. 

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Amulets and Belts

The new amulets are slightly better than the regular game amulets, by about 30% for the enchantment value (except for the exquiste items which have normal values). These items weigh less because I never understood why a small amulet weighed more than two loaves of bread. They also cost more. Similarly, the belts are also better. The maximum possible enchantment on these items has not been increased.

Amulets		New (Regular)	New (Regular)	New (Regular)		Belts		New (Regular)	New (Regular)	New (Regular)	
(74 kinds)	-------------	-------------	-------------		(31 kinds)	-------------	-------------	-------------
		Cost		Enchantment	Weight					Cost		Enchantment	Weight

Common		   12  (2)	   3   (1)	   0.2  (1.0)		Common		   15    (2)	    3  (1)	   0.5  (1.0)
Expensive	  130  (30)	  20  (15)	   0.3  (1.0)		Expensive	  110   (10)	    8  (5)	   0.5  (1.0)
Extravagent	  220  (120)	  80  (60)	   0.3  (1.0)		Extravagent	  240   (40)	   30 (20)	   0.5  (1.0)
Exquisite	  320  (240)	 120 (120)	   0.3  (1.0)		Exquisite	  360   (80)	   40 (40)	   0.5  (1.0)

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Gloves and Shoes

I only added a few pairs of gloves and shoes, all exquisite. There weren't any exquisite gloves originally, so I made up stats for them. 

Gloves		New (Regular)	New (Regular)	New (Regular)		Shoes		New (Regular)	New (Regular)	New (Regular)	
(10 pairs)	-------------	-------------	-------------		(16 pairs)	-------------	-------------	-------------
		Cost		Enchantment	Weight					Cost		Enchantment	Weight
Exquisite	  400  (N/A)	  40 (N/A)	   0.4  (N/A)		Exquisite	  550   (80)	   40 (40)	   1.5  (3.0)

There are a few scripted gloves ("demon" gloves) that give you "bound" arrows, darts, throwing stars, lockpicks, probes, or repair prongs at the cost of some magicka.
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Rings

This mod changes almost every ring, even the normal unenchanted ones, but only to make Random Name's Ring Texture Fix work with this. So even though it looks like all the regular rings have been altered it's just to give them the textures like Bethesda originally intended instead of all being black. 

I didn't alter the rings changed by Daduke's Amulets and Rings mod, so you can use that too without being concerned about load order. 

Rings		New (Regular)	New (Regular)	New (Regular)	
(83 kinds)	-------------	-------------	-------------
		Cost		Enchantment	Weight		

Common		   12  (2)	   3   (1)	   0.1  (0.1)	
Expensive	  130  (30)	  20  (15)	   0.1  (0.1)	
Extravagent	  220  (120)	  80  (60)	   0.1  (0.1)	
Exquisite	  320  (240)	 120 (120)	   0.1  (0.1)	
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Visible Necklaces / chain & Skirt

There are some necklaces that show up on your character!  There are two types - the helmet slot type (labeled necklaces) and the skirt slot type (labeled chain & skirt).

For technical reasons these items have to use either the helmet or skirt slots in order to display on your character.  If you're using the necklace type, you won't be able to wear a helmet with them.  If you're using the chain & skirt type you won't be able to see your greaves/upper legs, although robes will display just fine.  Don't like the skirt I picked?  Feel free to overwrite the mesh/texture.  
I have both types of visible neckalces available to you so you can customize your look. With the default bodies these items will display with a "black velvet collar" on the character's neck.  I have no interest in the kind of scripting it would take to get them to display the correct skin texture for each race.  With Better Bodies only the beast races will have a "black velvet collar".

These items are as enchantable as amulets.  Some of the meshes are not the exact same shape as the texture so a No Glow mod might make them look better when enchanted. Gorp made all of the meshes for the visible necklaces.  Nioliv made the mesh for the skirt portion. 

Necklaces	New     	New     	New
(7 kinds)	-------------	-------------	-------------
		Cost		Enchantment	Weight		

Necklaces	  100    	  60    	   0.3  
Chain & Skirt	  340	          60 (60)          1.0


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2. Requirements
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Morrowind.

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3. INSTALLING THE PLUGIN
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Copy the Icons, Meshes, and Textures into the appropriate folders. Put the "Unique Jewelry and Accesories.esp" into your Data Files directory. You can delete the screenshots if you want.  If you don't want to have new enchanted items, use "Unique Jewelry and Accessories_no ench.esp" instead of the regular file.  Don't use both the regular version and the "no_ench" version.

"UJA Quests" is a beta file. If you wish to use it, check the box in the Data Files. It's always a good idea to keep backup saves. Please let me know if you find any bugs in the quests or dialogue that it adds. 

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4. PLAYING THE PLUGIN
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From the Morrowind Launcher, go to Data Files. Check the box next to "Unique Jewelry and Accesories". Optionally, run TESTool (recommended if you use other mods that alter the leveled lists).  

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There's now an extra esp file for those who don't want new magic items.

Perhaps you are wondering - what if I like the mod but I don't like what's been done to (insert name of magic item here)? Worry not! There is a simple solution. Follow these directions:

1. After installing the mod, open the construction set. 
2. Click "open file", scroll down to "Unique Jewelry and Accessories". Click the check box. 
3. Hit the "Details" button. This brings up a long list of things the mod changes. The "ID" tells you what kind of item it is - CLOT is for clothing, ENCH is enchantment, etc.  
4. Find the name of the item that you want to put back to the original look. For instance, perhaps you think the Graveward Amulet looks ridiculous. Scroll down to "CLOT    graveward amulet" and click on it so that it is highlighted. 
5. Press the "delete" key on your keyboard. This brings up a question box that says you have choosen to toggle the 'Ignore' flag on one or more items. Confirm that you wish to continue. 
6. Click "close" at the bottom of the Details box. 
7. Set Unique Jewelry and Accessories as the Active File. Click "Ok". Once the plugin has loaded hit the "Save" button. Close the Construction Set.
8. Run TESTool (or a similar program) if you need to get rid of "evil GMSTs" or remerge your leveled lists at this point. If you don't know what that is do an online search for a tutorial or look up Ghostwheel's TESTool.

These easy steps should remove any changes you don't like. The unenchanted versions and new enchanted items will still be floating around the world (unless you deleted them too) but the original magic item will be just as it was. 



If you wanted to you could easily delete, for instance, all the enchanted amulets I made. Or you could delete all the changes to the stock Morrowind enchanted items and keep all the new ones. Or remove all the unenchanted versions. Or whatever. Use it as you like. 

If you want to buy some of the new items, go to the Canalworks of the Foreign Quarter of Vivec. 


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5. SAVE GAMES
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Shouldn't affect save games. It does change the weight of a few items so if you are wearing those at the time this is installed/uninstalled it might mess up your Encumberance. If you have trouble, try taking your items off before installing. 

If you uninstall this and you still have some of the items from the mod, you'll get a bunch of errors the first time you load. Just click through them, save the game, and when you load it should all be fine. You probably shouldn't uninstall it while wearing new constant effect items or while under an enchantment created by this mod. 

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6. CONFLICTS / KNOWN ERRORS
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I consider the Quests esp to be a BETA. Use at your own risk. It all works as far as I know. Please let me know if you find out otherwise. 



Compatible with Amulets and Rings by Daduke - I (mostly) avoided changing the same enchanted items as that mod changes on purpose. If you've never tried that mod I highly recommend it. This mod also contains the changes made by Ring Texture Fix by Random Name (except on the rings changed by Daduke), so you don't need that esp when using this one. 

Compatible with Unique Finery Replacer (UFR) by Alaisiagae, just load her mod after this one. 

For items that are actually placed somewhere in Morrowind (not just in a leveled list or on a person) I tried to make sure I used the same shape of mesh for that item. So something that was shaped like common amulet 3 and put on a shelf will still be shaped like common amulet 3. I tried to do this to avoid problems with items falling through shelves/floating due to the new mesh not being shaped/centered like the old one. However, if you are using a mod that adds regular Morrowind enchanted items to shelves or tables you might find a few are floating/sinking through. If it bothers you, you can just delete the change to that item or move the item in the other mod. 

The enchantment on the five fingers of pain ring has been changed intentionally - I never understood why it only had 4 effects, so now it has the appropriate five.

This mod conflicts with Modern Adventurers.  The locations of the enchantment shop and the Modern Adventurers office overlap. The esp with no enchantments does not conflict. 

This mod has a tiny conflict with Slof's Goth Shop II.  Slof left a piece of hallway floating in space where it happens to intersect with the corridor I added to the Foreign Quarter Canalworks.  You can still get to the new shop from the other end of the hall, or you can delete the piece out of Slof's mod.  

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7. CREDITS / PERMISSIONS RECEIVED
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I didn't make any meshes in this mod, just reskinned them. Most of them are the original meshes made by Bethesda.  Other credits are here:

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MESHES and TEXTURES

Daduke and IggyEGuana - for inspiration and the following meshes: ring mesh (labeled tealM_r_ig_***), circle amulet mesh (tealM_amu_cir_01_***), and triangle amulet mesh (tealM_amu_tri_01_***). 

Gorg - necklaces from Necklace pack 1.

Nioliv - the imperial skirt mesh from Better Clothes, used in the visible necklaces (chain/skirt) items.

Danae - meshes and textures from Containers!

Darknut - for the daedric texture (used with permission).  

Random Name - for the Ring Texture Fix which I used in making this plugin. I've merged Random Name's fixes into this mod for the rings that would otherwise be unchanged. That way you can see all of the textures that rings should have.

Silaria - the Celtic gloves (UCM100) from her Sils_Clothing_Vendor.

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BUGFIXES and TESTING

Maura for noticing I'd included some unnessesary files in version 1.7. 
Elterin for pointing out some missing icons in verision 2.1.

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OTHER

Rogue_Shadow - for inspiration for creating the scripted "demon" gloves (based on the quiver script in Death's Doorstep).

Skydiver - the quest tutorial. 

Thanks to the art director of the Never-Ending story. I doubt they'll mind the AURYN showing up here. 

Thanks also to the creators of Morrowind, the GIMP, and the TGA thumbnail viewer program, without which this would never have been made. 

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8. CONTACT AND INFORMATION
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Message me on Planet Elder Scrolls. Please let me know if you find bugs so I can fix them.

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9. LEGAL STUFF/ DISCLAIMER
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Feel free to use parts of this, just credit Tealpanda in your readme along with any of the appropriate modders I've credited above. Please let me know if you end up using any of these in another mod. I like hearing about it when people enjoy something I've made. These took a while to create.

If this mod becomes unavailable from both Planet Elder Scrolls and TES Nexus, you may redistribute it in unmodified form.  Otherwise I'd prefer to keep it centralized so that the most current version is always available. Kingpix has permission to distribute this mod as part of a compliation. 

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10. CHANGE LOG
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v 2.3 - new items some quests in a beta file
v 2.2 - added some icons that were missing
v 2.1 - removed some unneeded meshes.
v 2.0 - reduced max enchant values, added new items.
v 1.9 - added necklaces visible on character using the skirt slot.
v 1.8 - Added an esp with no enchanted items and no shop. 
v 1.7 - added 7 necklaces visible on character (helmet slot)
v 1.6 - some new rings, amulets, and belts.
V 1.5 - more amulets, added some things to Scales-That-Shines's shop. 
V 1.4 - tweaked some scripts. 
V 1.3 - Added "demon" gloves.
V 1.2 - Added a shop that sells the items in the Foreign Quarter Canalworks. 
V 1.1 - Added the unenchanted items to more leveled lists. 
V 1.0 (2009/03) - Initial release.

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11. ANYTHING ELSE
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I made this mod to suit my taste and my taste is not for everyone. Thanks for downloading and I hope you get some enjoyment out of it! Check out the Playing the Plugin section for tips on changing things if you aren't having fun with it as is. 


Wondering about the naming scheme used in this mod? Here's the breakdown:

teal_	 = icon file (tga)
tealX_	 = texture file (bmp)
tealM_	 = mesh file (nif)
tealp_	 = unenchanted item (clothing)
tealE_	 = enchanted ON Use item (clothing)
tealEC_  = enchanted CONSTANT EFFECT item (clothing)
tealB_	 = body part
tealS_	 = scripted & enchanted item (clothing)
tealEN_	 = ON USE enchantment (enchanting)
tealENC_ = CONSTANT EFFECT enchantment (enchanting)
tealL_	 = leveled list (leveled item)
tealW_   = weapons