The ancient scrolls of Morrowind are the heart of chaos. Chaos Heart

Chaos Heart

Chaos Heart

bloodmoon + tribunal

A global plugin that changes almost everything in the game.

Main features:

    1. Non-linear passage of the game, including for previously inaccessible sides.

    2. The possibility of building your own city (formerly - estates) with a developed infrastructure.

    3. Depending on the social success of the player, namely the factions he leads, the unification of the Great Houses and Ashlander tribes under his authority, taking into account the choice of passage, determines the number of possible destruction of cities and changes in the military-political situation in the game world.

What encourages players to explore the game world:

The game atmosphere offered in the add-on, from the very beginning, gives the player a character with serious bonuses associated with the character class on the one hand, and on the other, it regularly challenges him, questioning his abilities. Against the background of the changed skill system, such a contradiction becomes more obvious, aggressive and interesting.

Transmission non-linearity:

Based on the opposition of the three Great Parties directly involved in original game, namely, the Empire, the Tribunal represented by Vivek and the Sixth House represented by Dagoth Ur.

The structure of the passage is designed in such a way that the player can learn about the game world and the contradictions existing in it, as well as decide on the choice of the side with which he can enter into an alliance or oppose everyone. For these purposes, a series of consecutive (but not mandatory) events are provided. Namely:

    1. The Empire reacts first. The player falls into the zone of her interests, as a result of which he can be accepted into the secret service (in Blades). This cooperation does not lead to a sharp confrontation with other parties and for some time guarantees the loyal attitude of the Imperial authorities towards it, but is not uncontested. After completing a single task, the activities of the Blades in relation to the player are frozen.

    2. The next step is to invite the player to Red Mountain for a rendezvous with Dagoth Ur, the leader of the oppositional Sixth House. The implementation of this invitation leads to the player becoming ill with Corprus (a local incurable disease), which constantly weakens the player's spell. From Dagoth Ur, the player learns that he is the incarnation of the great hero of antiquity Nerevar, after the awakening of whose spirit, according to the prophecy, the Nerevarine (the bearer of the Spirit) will overcome the corpus, which pushes him to find the Moon-and-Star ring. Thus, the spirit of Nerevar is revived, whose embodiment in the story is the Player. The mechanism for protection against the complete "thinning" of the character is a complex of active (the altars of the nine gods of the Cult of the Empire are used to restore characteristics, alchemical elixirs and spells of the Magic of the Gods) and passive (during pestilence storms, the key characteristics of the character are restored, and the territory of their initial distribution covers the quest area in which the ring is obtained) measures.

    3. With the receipt of the Moon-and-Star ring, the player receives an invitation from Vivec to an audience in his Palace and marks a turning point in the game, expressed in the aggravation of the political confrontation, ready to turn into an open armed conflict. From this moment on, all three Great Sides are open to full cooperation with the player and at the same time are ready to start open hostile actions against him (and their opponents). At this stage, both the personal combat potential of the player's character and the political potential he has accumulated are of key importance. Relying on the support of the factions he leads and the united tribes of the Ashlanders, it becomes possible to rally the scattered Great Houses, which leads to the preponderance of the Nerevarine over any of the Great Parties.

    4. The key task of the player in the world of Morrowind is to free the Heart of Lorkhan (the heart of the defeated creator god of this mortal world). This task is accompanied by a search for the three tools necessary for this purpose, each of which has its own protection mechanisms against uninvited guests. Getting them by the player and freeing the heart leads, in accordance with the original idea, to the final game.

    # In the process of collecting tools, the opposing sides are activated, This can lead to:

    To the destruction of most of the cities of Morrowind;

    To the uprising, departure or death of the garrisons of the Imperial Legion, as well as the emergence of special troops (Guards of Nerevar) from among the Ordinators belonging to the cult of Nerevar (Nerevarins);

    The spread of pestilence storms throughout the playing area and the transition to the attacking player mode of troops of hostile factions.

    # To solve local problems, the player can use their own mercenaries (with the possibility of equipping and training them at the training base of the Redoran House) and Dwemer centurions (combat artifacts left in the abandoned cities of the disappeared Dwemer race). When leading all factions, with the exception of the imperial cult and the Thieves Guild, the player can use the warriors (guardians) of these factions.

    # The institution of road bandits was introduced as opposing neutral groups, as well as hostile magicians, who seized the territories adjacent to their bases with invocative creatures of the magical schools cultivated by them. By the time the player reaches a level that allows him to gain a confident victory over them, new combat missions requiring the use of manpower. However, the balance is designed in such a way that the solo player can also achieve game goals by spending more effort on it.

In addition to these works, the following has been done:

1. Great Houses.

Being a member of any of the three Great Houses, the player is able to lead his House and get his own city with a developed infrastructure, integrated into the general transport network. Achieving this result is achieved in different ways for each House, in accordance with the philosophy of this House, which is reflected in the changed career structure and accompanying quests. Controlling the troops of your own House allows the player to solve difficult combat missions for him.

# House Redoran - is presented as the House of warriors in which Honor, Valor and Glory are cultivated. Membership in the House provides the Player with a salary, and upon reaching the status of guardian of the House and full basic equipment. To make a career, the Player must join one of the five military Lodges and achieve leadership in it. During the course of a career, the Player receives an outpost under his command, which is developed to the level of a city through the efforts of the entire House. The key element is for the House to gain political independence from the Temple of the Tribunal and achieve economic prosperity.

# House Telvanni - presented as a collection of independent egocentric Lord Mages. A career in this House at an early stage is accompanied by the performance of ordinary tasks, and later on due to the personal achievements of the player within this faction. The foundation, development and control of the city is carried out at the expense of their own efforts. The key element is the ability to solve intrafractional problems by force.

# House Hlallu - presented as the House of entrepreneurs and merchants who do not shun criminal business. The growth of the Player in the faction occurs when performing tasks-contracts from high-ranking members of the House for a generous reward. The construction of the city is carried out on the basis of the recognition of the Player in the faction and the movement of other artisans and merchants to its territory. The development of the city occurs when solving controversial issues of an economic and legal nature. Key Feature Houses is a tax system in which the Player participates as a taxpayer and a landlord and an elective system to the highest echelons of power of that faction.

2. New faction - Ash Orc Clan.

It is a full-fledged faction with its own fortress city, antagonistic to the Temple of the Tribunal, joining which allows you to make a full-fledged career. The philosophy of Clan Ash Orcs, which is based on the principles of boundless devotion to the Clan, selflessness and active encouragement of personal achievements, is revealed at the level of interaction with other factions in the quest field.

3. Changes in the structure of skills.

Warrior skills have been regrouped, allowing you to more fully play your own class.

4. New magic system.

It is a collection of magical schools (six orthodox at the level of skills and six imperial, corresponding to the original universe), obtaining and upgrading spells is done by the player when reading books. As a mechanism for regulating the availability of spells, an assessment of the development of orthodox magic skills was used, and for the modernization of existing spells, an assessment of the character's characteristics was used.

A separate place in the magical system is occupied by the element magic crystals, allowing you to increase the character's permanent mana pool once. The use of such crystals is hampered by opposing neutral groups.

5. Revival of the House of Dagoth.

During the game for Dagoth Ur, there is a transition from the dark cult of Dagoth to the revival of the Great House, accompanied by the restoration of the capital from the ruins, the settlement of it and the satellite city with the indigenous population and the appearance of an accompanying service.

6. Changed the transport system

Classic routes have directions in accordance with the logic of intra- and inter-faction interaction, in addition, a number of additional transport services have been introduced, provided to the Player with a certain political orientation of the latter, as well as membership in some factions. So, the guides of the Guild of Mages open for the Player to move to new locations when he is a member of this faction, as well as when serving in the Imperial Legion or joining the Blades. The Shrine of the Tribunal's movement altars become available to members of this faction, and when playing as Vivec, the Ashlander Caravan Routes are unlocked by the Player in quest mode. The Imperial Navy provides its services only to members of the Imperial Legion, as well as when playing for the Empire. All of the above transport systems, with the exception of the Ashlanders, are unlocked based on the Player's achievements in the indicated factions.

7. Changed the properties of the ingredients used for alchemy in order to increase the demand for this skill.

8. Changed the parameters of weapons in accordance with the changed system of combat skills.

9. The territory of Northern Ashland has been changed with the addition of flora and fauna accompanying it.

10. The commodity-money system has been modernized, allowing the player to massively purchase the goods he needs and sell expensive finds in order to provide for his own troops.

11. and many other changes not included in the description.

Don't forget to include .bsa!

Team core:

Sergey Akolzin - Project Manager, worked on game logic, dialogue scripts, quests, exteriors and interiors.

Sergey Zhiltsov - Project Coordinator, worked on the concept, quests, exteriors, interiors and textures.

Main cast:

Vladislav Belov - general programming, installer and launcher.

Julius Malakhov (Tor) - modeler.

Evgeny Popkov (Solo) - testing coordinator, participated in the formation of quests.

Nikolay Sataev (Nikolyan, Ray) - testing, communication with users.

Andrey Purgin (Bigand) - testing, analysis of identified errors.

Dmitry Zaitsev (LORD_HEART) - testing.

Assisted with the project at various times: Xarphinx, Renata, metalolom, Onix CR, Rodney Skinner, Isendel, CORTES, Cadaveric, Lazarus, Robinzon, Neosted, Shadow HuntEr, Mike-x, kimer, BRAT, Naven, Scorpioser, Centurion , Sirius_Lonewolf, Andrian, Dremora Dremorych, tescss, O4epegHou HepeBapuH.

Unfortunately, the plugin site is long dead.

Many people remember such a wonderful Morrowind mod as Chaos heart, which pushes the boundaries of the original and adds a lot that was not there, but it was so wanted.

Coming soon a new version mod 1.7.

Changes:

Non-linear start of the game.

The Heart of Chaos has always placed great emphasis on non-linear storytelling and the player's freedom to make decisions that will further affect the passage. Now all this will be available from the very beginning of the game. Take the prison ship to Seyda Nin and register with the Imperial Chancellery as before, or escape from prison using your character's strengths and your own ingenuity. Over a dozen escape routes will allow you and other prisoners to take over the ship and determine its course.

Btanchend and Tel Uvirit.

These locations, which play an important role in the Heart of Chaos main quest, have been reworked to better match the lore. You will no longer find a Daedric Sanctuary at the site of the Uvirit Cemetery, as in previous versions of the addon. From now on, it is the Telvanni tower destroyed by the cataclysm. Overcome the traps, go through the darkness and find out the secret of these places, gaining a worthy reward.

Resdayn Legion Campaign

The possibility of an uprising imperial legion, as a result of which some of the legionnaires swore allegiance to the Nerevarine, existed from the first versions of the Heart of Chaos. But the split occurred by itself and did not require the explicit participation of the player. Now you will get the opportunity to directly participate in the campaign: win over commanders, storm forts and defend already captured territories, as well as organize the production of new armor for your legionnaires, which will give them an advantage in battle.

Tribunal.

Work on it has been going on since version 1.5, and finally, the Heart of Chaos will have its own non-linear Tribunal campaign. The plot is a continuation of the main quest. Take part in the political confrontation and intrigue that is happening in Mournhold. Uncover a plot against the king and strengthen his monarchy, or try to overthrow Helseth Hlaalu. Stand against Almalexia or serve her faithfully by establishing her undivided theocracy. But remember, how you will be treated in the capital depends on the events on Vvardenfell.

Off. Trailer.
OFF.site: http://chaos-heart.ru



Chaos Heart 1.7 trailer,Gaming,I present to the public the Chaos Heart addon trailer for TES III: Morrowind Many thanks to the people who made the game better: Moorindal Slowpoke Mortuus Du)(Phoenix Netch and others. Follow the news, sign up for testing the addon. Addon website: chaos-heart.ru Site forum and all its activity: chaos-heart.ru/forum
Morrowind, The Elder Scrolls, fandoms, Chaos Heart

Global mod Heart of Chaos changes the very course and essence of the game. The game atmosphere offered in the add-on, from the very beginning, gives the player a character with serious bonuses associated with the character class on the one hand, and on the other, it regularly challenges him, questioning his abilities. Against the background of the changed skill system, such a contradiction becomes more obvious, aggressive and interesting.

Peculiarities:

  • Non-linear passage of the game, including for previously inaccessible sides.
  • The possibility of building your own city (formerly - estates) with a developed infrastructure.
  • Depending on the player's social success, namely the factions he leads, the unification of the Great Houses and Ashlander tribes under his authority, taking into account the choice of passage, determines the number of possible destruction of cities and changes in the military-political situation in the game world.
The non-linearity of the passage is based on the opposition of the three Great Parties directly involved in the original game, namely the Empire, the Tribunal represented by Vivek and the Sixth House represented by Dagoth Ur.
The structure of the passage is designed in such a way that the player can learn about the game world and the contradictions existing in it, as well as decide on the choice of the side with which he can enter into an alliance or oppose everyone.
Being a member of any of the three Great Houses, the player is able to lead his House and get his own city with a developed infrastructure, integrated into the general transport network. Achieving this result is achieved in different ways for each House, in accordance with the philosophy of this House, which is reflected in the changed career structure and accompanying quests. Controlling the troops of your own House allows the player to solve difficult combat missions for him.
  • New Faction - Ash Orc Clan
is a full-fledged faction with its own fortress city, antagonistic to the Temple of the Tribunal, joining which allows you to make a full-fledged career. The philosophy of Clan Ash Orcs, which is based on the principles of boundless devotion to the Clan, selflessness and active encouragement of personal achievements, is revealed at the level of interaction with other factions in the quest field.Changes in the structure of skills.
Warrior skills have been regrouped, allowing you to more fully play your own class.
  • New magic system
It is a collection of magical schools (six orthodox at the level of skills and six imperial, corresponding to the original universe), obtaining and upgrading spells is done by the player when reading books. As a mechanism for regulating the availability of spells, an assessment of the development of orthodox magic skills was used, and for the modernization of existing spells, an assessment of the character's characteristics was used.
A separate place in the magic system is occupied by the element of magic crystals, which allows you to increase the character's constant mana pool once. The use of such crystals is hampered by opposing neutral groups.
  • Restoration of the House of Dagoth
During the game for Dagoth Ur, there is a transition from the dark cult of Dagoth to the revival of the Great House, accompanied by the restoration of the capital from the ruins, the settlement of it and the satellite city with the indigenous population and the appearance of an accompanying service.
  • Changed transport system
Classic routes have directions in accordance with the logic of intra- and inter-faction interaction, in addition, a number of additional transport services have been introduced, provided to the Player with a certain political orientation of the latter, as well as membership in some factions.

Changed the properties of the ingredients used for alchemy in order to increase the demand for this skill.
Changed weapon parameters in accordance with the changed system of combat skills Changed the territory of Northern Ashland with the addition of flora and fauna accompanying it. The commodity-money system has been modernized, allowing the player to massively purchase the goods he needs and sell expensive finds in order to provide for his own troops.

And much other.

What's new in version 1.7 ()

  • Non-linear game start
  • Resdayn Legion Campaign
  • Tribunal non-linear campaign
  • New armor and weapons
  • Various fixes and fixes
  • Reworking Btanchend and Tel Uvirit locations to better match the lore

Global mod Heart of Chaos changes the very course and essence of the game. The game atmosphere offered in the add-on, from the very beginning, gives the player a character with serious bonuses associated with the character class on the one hand, and on the other, it regularly challenges him, questioning his abilities. Against the background of the changed skill system, such a contradiction becomes more obvious, aggressive and interesting.

Peculiarities:

  • Non-linear passage of the game, including for previously inaccessible sides.
  • The possibility of building your own city (formerly - estates) with a developed infrastructure.
  • Depending on the player's social success, namely the factions he leads, the unification of the Great Houses and Ashlander tribes under his authority, taking into account the choice of passage, determines the number of possible destruction of cities and changes in the military-political situation in the game world.
The non-linearity of the passage is based on the opposition of the three Great Parties directly involved in the original game, namely the Empire, the Tribunal represented by Vivek and the Sixth House represented by Dagoth Ur.
The structure of the passage is designed in such a way that the player can learn about the game world and the contradictions existing in it, as well as decide on the choice of the side with which he can enter into an alliance or oppose everyone.
Being a member of any of the three Great Houses, the player is able to lead his House and get his own city with a developed infrastructure, integrated into the general transport network. Achieving this result is achieved in different ways for each House, in accordance with the philosophy of this House, which is reflected in the changed career structure and accompanying quests. Controlling the troops of your own House allows the player to solve difficult combat missions for him.
  • New Faction - Ash Orc Clan
is a full-fledged faction with its own fortress city, antagonistic to the Temple of the Tribunal, joining which allows you to make a full-fledged career. The philosophy of Clan Ash Orcs, which is based on the principles of boundless devotion to the Clan, selflessness and active encouragement of personal achievements, is revealed at the level of interaction with other factions in the quest field.Changes in the structure of skills.
Warrior skills have been regrouped, allowing you to more fully play your own class.
  • New magic system
It is a collection of magical schools (six orthodox at the level of skills and six imperial, corresponding to the original universe), obtaining and upgrading spells is done by the player when reading books. As a mechanism for regulating the availability of spells, an assessment of the development of orthodox magic skills was used, and for the modernization of existing spells, an assessment of the character's characteristics was used.
A separate place in the magic system is occupied by the element of magic crystals, which allows you to increase the character's constant mana pool once. The use of such crystals is hampered by opposing neutral groups.
  • Restoration of the House of Dagoth
During the game for Dagoth Ur, there is a transition from the dark cult of Dagoth to the revival of the Great House, accompanied by the restoration of the capital from the ruins, the settlement of it and the satellite city with the indigenous population and the appearance of an accompanying service.
  • Changed transport system
Classic routes have directions in accordance with the logic of intra- and inter-faction interaction, in addition, a number of additional transport services have been introduced, provided to the Player with a certain political orientation of the latter, as well as membership in some factions.

Changed the properties of the ingredients used for alchemy in order to increase the demand for this skill.
Changed weapon parameters in accordance with the changed system of combat skills Changed the territory of Northern Ashland with the addition of flora and fauna accompanying it. The commodity-money system has been modernized, allowing the player to massively purchase the goods he needs and sell expensive finds in order to provide for his own troops.

And much other.

What's new in version 1.7 ()

  • Non-linear game start
  • Resdayn Legion Campaign
  • Tribunal non-linear campaign
  • New armor and weapons
  • Various fixes and fixes
  • Reworking Btanchend and Tel Uvirit locations to better match the lore

We rarely mention modifications for Morrowind"and perhaps the only actively covered modification is the project Tamriel Rebuilt. And yet, do not forget that the community is still active and continues to create plugins. A vivid example of this fact is the Russian (rather even Russian-speaking, more precisely) modification Heart of Chaos, which will be discussed below.

Heart of Chaos (Chaos Heart) is a global addon for TES III: Morrowind. By the time the Nerevarine appears, a delicate balance has been formed in Morrowind. Vivec is trying to save the remnants of his divine power, the Empire is weakened by the unrest in Cyrodiil, and Dagoth Ur has not yet gained the potential necessary to successfully fight against powerful enemies. With the player receiving the Moon-and-Star Ring, all three sides are activated, trying to get the revived Nerevar into allies, thereby gaining a dominant advantage over the enemies.

In the current situation, the fate of Morrowind and the ways to achieve it (from diplomatic actions to war) depend on the player. What will Morrowind look like? It's up to you.
The main concept of the Heart of Chaos is freedom of choice. Want to drive the aliens out of Vvardenfell? Or do you want to strengthen the power of the Empire? You can do it! But do not forget - your every action affects the game world. Did you kill Dagoth's servants by the hundreds? Do not be surprised that you can not pass the game for him. Dislike House Redoran? Don't be surprised if Ald'ruhn is one day destroyed. Everything that happens in the Heart of Chaos is the result of your actions.


Work on version 1.7 is nearing completion, and pre-release testing will begin very soon. And the honor of Morrowind's birthday ( which, by the way, took place on May 1st) the team shared information about the main innovations that await us in the upcoming version of the Heart of Chaos:

  • Non-linear game start

The Heart of Chaos has always placed great emphasis on non-linear storytelling and the player's freedom to make decisions that will further affect the passage. Now all this will be available from the very beginning of the game. Take the prison ship to Seyda Nin and register with the Imperial Chancellery as before, or escape from prison using your character's strengths and your own ingenuity. Over a dozen escape routes will allow you and other prisoners to take over the ship and determine its course.

  • Btanchend and Tel Uvirit

These locations, which play an important role in the Heart of Chaos main quest, have been reworked to better match the lore. You will no longer find a Daedric Sanctuary at the site of the Uvirit Cemetery, as in previous versions of the addon. From now on, it is the Telvanni tower destroyed by the cataclysm. Overcome the traps, go through the darkness and find out the secret of these places, gaining a worthy reward.

  • Resdayn Legion Campaign

The possibility of an uprising in the Imperial Legion, as a result of which some of the legionaries swore allegiance to the Nerevarine, has existed since the first versions of the Heart of Chaos. But the split occurred by itself and did not require the explicit participation of the player. Now you will get the opportunity to directly participate in the campaign: win over commanders, storm forts and defend already captured territories, as well as organize the production of new armor for your legionnaires, which will give them an advantage in battle.

  • Tribunal

Work on it has been going on since version 1.5, and finally, the Heart of Chaos will have its own non-linear Tribunal campaign. The plot is a continuation of the main quest. Take part in the political confrontation and intrigue that is happening in Mournhold. Uncover a plot against the king and strengthen his monarchy, or try to overthrow Helseth Hlaalu. Stand against Almalexia or serve her faithfully by establishing her undivided theocracy. But remember, how you will be treated in the capital depends on the events on Vvardenfell.


If for some reason you missed this incredible interesting mod it's time to prepare Morrowind to the release of version 1.7, good system requirements are identical to the original game. More detailed information can be obtained from the official website. The release of the modification will also be announced later.