About this mod
I found it rather odd that East Empire faction quests were limited to Solstheim, but that massive building in Ebonheart was unused. So, this mod adds a massive Mainland questline for you to embark upon!
- Permissions and credits
- Changelogs
DISCLAIMER: NOT LORE FRIENDLY. THIS IS AN EXAMPLE OF MY VERY EARLY MODDING PROWESS, AND IT SHOULD NOT BE REFLECTIVE OF MOST OF MY OTHER WORK IN MORROWIND MODDING. PLEASE, DO NOT DOWNLOAD THIS MOD UNDER ANY CIRCUMSTANCES. TAKE THE BLUE PILL, DO NOT SEE HOW DEEP THE RABBIT HOLE GOES.
Patch 1.3 made by Abot, who took the time to edit the grammar of my mod. Kudos to you!
The Morrowind Code Patch isn't required- but it should be run with this mod. If you don't already
have it, do yourself a favor and get it :D You won't regret it.
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This is the East Empire Company expansion, a questline that adds all new content to the East Empire company, and allows you to work for the Mainland EEC corporation in Ebonheart. The questline starts small, creature kills, deliveries, then expands to more dangerous and extreme quests as you go along. Fight pirates on the high seas, solve hostage situations, figure out a ring of conspiracy, go undercover and infiltrate an embassy, take down rival businesses, visit other provinces of Tamriel, and more! I hope you guys enjoy this as much as I did.
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Content includes:
- New and original cutscenes that play in the BINK format (Morrowind's cutscene format, .BIK)
- New islands, locations, objects, and NPCs.
- 1 to 2 possible new companions (Two if you pick morally good choices)
- 30 + New intense quests
- A storyline much larger than the Solstheim East Empire Company questline.
- A new office in the Ebonheart East Empire company building.
- Fight an ages-old enemy from TES lore
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To start the questline, go to the Ebonheart East Empire building. On entering the building, there will be a new door to your direct left. Serilius Erano will be the man you want to speak to- he's the questgiver. You will find that if you are not a member of the East Empire company, he will casually shoo you away. If he does this, you'll have to truck on over to Fort Frostmoth and join, as Serilius does not have the ability to recruit members himself. It dosen't matter what rank you are in the faction when you start.
Having trouble finding the building? The screenshot for this mod points it out- It's the left building in that screenshot.
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The East Empire expansion, like the vanilla quests, depends on certain vanilla NPC'S to still be alive. If they have died, the EECE will be unplayable. If there is a dead NPC that is necessary to complete the quest, please send me a PM on my Nexus profile, and I will give you the code to resurrect/spawn them into the world.
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The new islands are miles and miles away (over 400 cells away) from Vvardenfell. It's unlikely any island mods conflict (Edit: Extremely likely, oops).
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Glitches:
On the soul gem -dremora kill quest, if you do not wait long enough for the dremora to do his full death animation, he will not be considered "Dead". Just wait a decent amount of time before teleporting out of there.
The island quests are designed that the distance is too far for the player to travel to reach any of them manually. They have been debugged to an extent, but they are not designed to have the player on them before they're supposed to be.
Don't mark or recall in a unique area. Ever. It's buggy and it will work better if you played through the places the way they're
intended to- A lot of times you will get stuck if you recall back to an area. I know that I can set globals to fix this, but...
that's a lot of global scripts to run for this mod. Just don't use mark and recall on areas NOT in Vvardenfell (I.e. alternate
dimensions, pirate ships ect. )
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There are two companions, a (possible) snarky, brain-dead dremora lord, and/or a robot that plays music and fights great. The companions use vanilla companion AI, but will respawn if killed, and are more powerful than most companions.
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