Morrowind

File information

Last updated

Original upload

Created by

Arrianas

Uploaded by

arrianas

Virus scan

Safe to use

10 comments

  1. IlanSmolders
    IlanSmolders
    • member
    • 5 kudos
    It is absurd you need unneeded parent masters for this to work. Please fix this dependency on book rotate etc
  2. CLyle
    CLyle
    • member
    • 8 kudos
    If I recall correctly, the NPC in Seyda Neen says that she lives with another NPC if you are using the LGNPC mod. Also, I think it would make more sense aesthetically if the pawnbroker in Balmora has a trapdoor to a basement level instead of a simply expanded main level. It would also help minimize conflicts with other mods that modify Balmora.

    With regards to the Fighters Guild storage, I think it was originally intended to be part of a quest that was cut from the game. Perhaps adding a Thieves Guild quest involving the area would be a good idea. This may be outside the scope of your mod, however.

    You should also probably remove as many mod dependencies as possible. It will make it easier on those using the mod and will make for a cleaner and more seamless experience.
    1. arrianas
      arrianas
      • member
      • 0 kudos
      Thank you for you feedback, Clye, I took everything you said into consideration, and I made that Thavere does not live with someone else in the vanilla game, although she might with LGNPC, although I made this mod to compliment the vanilla game. If there is a desire for a LGNPC friendly version I could make that. I originally planned for the pawn shop to have a lower level through the use of a trapdoor but I changed my mind at the last moment because to me it seemed less immersive have explaining the main floor. The reason behind this is that the vanilla houses and shops generally lack trapdoors to a basement whereas the they use hallways or expand out.

      I like the idea of a Thieves Guild quest being added there, however that is not only out of the scope of my mod, but out of the scope of my ability. I would love to work with you on that though if it interests you at all.
  3. Stavroguin
    Stavroguin
    • member
    • 67 kudos
    I highly advice you not to put glass equip in pawnshops again lad. Other way, good work.
    1. arrianas
      arrianas
      • member
      • 0 kudos
      I just checked to make sure I didn't add glass to the pawn shop, and the only glass in there is 1 piece of raw glass which I think is fine. If you are basing what you said upon the screen shots then I assure that is the storage room of the Fighter's Guild. Those pieces of glass are safe behind 1 door lock level 90, and a trap door lock level 100, both of which have powerful traps on them, I think their placement is quite justified.

      Please check the mod ingame before posting in the future. =)
  4. Dragon32
    Dragon32
    • premium
    • 70 kudos
    You could have had those ESMs active in the Construction Set when you saved your mod. Doing that adds a dependency into the plugin header, even if you don't use any content from those mods.

    You can remove those dependencies using TES Dependency Toolkit, Wrye Mash. TESAME, MW Edit, Enchanted Editor, TESTool...

    Here's the text of a TXT file I saved from an old "Morrowind Anomalies" thread over on Bethsoft, there maybe something worthwhile in here:
    Spoiler:  
    Show

    THINGS THAT ARE NOT EXACTLY CORRECT
    Gaps in Gameplay, Missing NPCs, Questless Objects, and other Mod Opportunities:

    Starting with Latest Rumours, Many names are mentioned in latest rumours. Most of those names refer to NPCs who exist in MW+Trib+BM. Several of the referenced names DO NOT Exist.

    Nolus Atrius the corrupt Balmora Magistrate
    Malur Omayn the imprisoned dissident priest and author
    Bilsa Andaram a twice mentioned source of rumours in Gnisis
    Narese Athrys rumour monger in Suran
    Madayna Sarendas rumour monger Dagon Fel
    Baram who woke up in the Temple in Vivec with no knowledge of how he got there.
    Alma Rule in Mournhold
    Naryn a guard at Fort Moonmoth who likes to wander around in his nightshirt
    Old Avus a rumour monger in Balmora.
    The ship Renda's Dower which is supposed to be docked sometimes at St. Olm's canalside.
    My Tale completely empty dialog topic.

    Uriel Septim has a Heir and two minor sons. Geldall and Erman and Ebel
    OR
    Uriel Septim has two declared heirs Erman and Ebel
    There are no house Dres on Vvardenfell .... except for Treras Dres a Telvanni Necromancer and leader of one of the rogue settlements. [ This thread is all his fault ]

    And Drulene Falen from Tear Redoran Guar breeder/trader.
    "A little of this a little of that" Oh surprise you are a thief!! "What I do is my own affair." Oh surprise, you're an assassin.

    Inwaen a telvanni sharpshooter who had dialog but no presence.
    Unwaen a telvanni sharprhooter who has no dialog and is one of the 0 placed characters
    The paranoid lady behind the blockaded door in Dagon Fel.
    The missing House Hlaalu guar herders.
    The dead Hlaalu Noble behind the locked door in the Balmora Morag Tong Hideout.
    The many dead adventurers, warriors, thieves, wizards with Vampire faces
    The 6 rumours that inform about the rogue Telvanni settlements lead to nothing further.
    The Ash Poets. Part of Dagoth Ur's army but...

    The MaarGan rumours directing the NPC to help the Bouyant Armigers and the Temple hunt Blight beasts around Maar Gan and GhostGate. No follow up.
    Nelos Onmar's love affair, the lady does not respond if you return her stolen jewels.
    No topics added to rumours or anywhere else after the PC does indeed clean out smugglers nests or bandit hideouts or creature infestations, no rep improvements, no dispostion improvements.

    The complete lack of dialog change at GhostGate and with the Bouyant Armigers after Vivec and the PC decide to go to war inside the GhostFence. No Bouyant Armigers ever patrol the gate or the fence or inside the fence, no harrassing raids, no military deployments.

    The milling hordes of Daedric worshippers who have no dialog or any reason for being at those shrines.

    Then there are the 31 different people the player is directed to see if the player wishes to know more about A CLASS or a skill. Few of these NPC's have any NPC/specific information to impart to the PC.

    An-Deesei should expound on the Monk's life
    Bolrin should expound on the Merchant's Trade
    Milie Hastien should expound on Clothes and clothiers trade
    Scouts talk about geography
    Fenas Madach should talk about Thieves trade
    Ingokning should expound on the assassins trade
    Ian should be the Archer's source
    Athel Nerano The rogues life
    Llevana Salaren should explain acrobacy
    Dumbruk gro-Bolak should expound on Knights and knightly virtues
    Albecius Colollius knows BattleMagery inside and out
    Mervs Uvayn senior agent
    Flaenia Amiulusus on DrillMastery
    Angoril is the Senior Master At Arms in knowledge
    Snorri on Crusaders
    Miles Gloriosus is the Model Warrior
    Garothmuk gro-Muzgrub is the smith's smith
    Maela Kaushad should explain the Wise Woman's trade
    Vala Catraso should explain priestly duties
    Gudling the Rascal the hunter's trade
    Briring on Barbarianism
    Nalion on traders
    Tendris Vedran on the apothecary's trade
    Galar Rothan should expound on enchanting
    Anarenen explains alchemy
    Strilian Macro should talk about being a Spellsword
    Melvure Rindu should talk about being a witchhunter
    Eraamion is the Nightblade expert
    Artisia Arelas is the pilgrim with the most miles on her feet ( she truly has access to more dialog topics than any other NPC ) not bad for a level 2 NPC.
    Ygfa on healing
    Estirdalin is the most talkative Mage
    Smokey Morth is supposed to expound on sorcery

    No one expounds on the Bard's trade

    Meanwhile Witches and warlocks are supposed to explain summonings and Bad Daedra. they don't.
    Mabrigash are supposed to do something with the ghost snake. they don't.

    There are approx 50, 0 count NPC's never placed ingame ( including the famed Medium armour Master trainer/TelFyr shipmistress.) Some are spelling errors or duplications.

    Several of the unique/lore weapons and armours do not have the corresponding enchantments/powers.

    Approx 1/3rd of the ingame characters have an alarm rating of 0...

    Now for the incongruities, inconsistencies, incompletenesses and illogicalities:

    The King is in Mournhold, Mournhold is the political and religious capitol of Morrowind Province. So where are the politicians, the various Great House Reps?
    Farmer's do not own their crops.
    No Muck fields at the Fields of Kummu
    Muck Shovels not needed to harvest muck.
    Lore says the trees on MW give resin...no they don't
    Lore says the Shalk give Shalk resin for telvanni bug musk .... yes they do.
    Lore says Shalk are a domesticated animal on MW ... where are the shalk herds?

    Trading in Dwemer Artifacts is never a crime, but it is supposed to be.
    Some pre made classes will refuse to deal with you if you are holding; but they are holding themselves in their barterable inventory not the result of a levelled list placement.
    The Daedric Crescent is the ONLY forbidden weapon in all of Tamriel. Except if the PC has it no one cares.
    Skooma Pipes are not illegal ( Thommy Chong eat your heart out )
    Skooma and Moon Sugar possession is not a crime but it is supposed to be.
    Intimidation/tauting ( verbal harassment ) is never a crime. ( if it is no instances have been reported )
    Given all the money there is on Vvardenfell Bribery is ridiculuously overpowered and the effects never wear off.
    Likewise with taunting. and admiration. Intimidation is supposed to wear off and lower dispostion in the long run.
    Info Refusals do not occur often nor cause any effect
    Service refusals are inconsistent/hypocritical.

    No Tresspassing signs do not exist, tresspassing is supposedly a crime too.
    Many of the powerful/unique artifacts in the game are not protected or protected only by weak opponents.

    Actually the whole crime issue and the way it is abstracted from jail time to what exactly is a crime.

    There is a whole issue of cross membership in the two religions and being able to rise to the top rank in both. Likewise cross membership in House Telvanni and the Mage's guild and being able to rise to top rank in both. And no voluntary renunciation is possible. Only expulsion or excomminication for negative acts.
    And the generic issue of being able to be topdog in all the guilds, both religions and one great house simultaneously.

    Many of the misc quests result in no improvement in dispostion of the quest giver or any island wide improvement in rep ( many do however ).

    Tombs are never used by the families. No entombments, no flowers, no one praying, no Holidays.

    The distribution of scrolls at low levels, thousands of Ondusi's unhingings and Effyghi's Gem Feeders.
    Likewise the distribution of buyable spells at low levels or of appropriate spells for the various specializations.
    The issue of NPC given rewards where the rewards are brain dead and usually too weak or inappropriate for the player's level or class.

    The complete unimportance of diseases to gameplay.

    Snowy G on the bridge. The one billy goat gruff?

    The lack of a tie-together of all the Personal Easter Eggs ( fishy sticks, named ashes, pop je's bone etc.)

    The original pack guars not being companion share enabled ( Rollie, Corky, Atheden Girith's Guar) after Trib.
    Indeed the whole issue of backporting the Tribunal and Bloodmoon game additions and improvements to originalMW assets.
    The MW East Empire Company members do not belong to the East Empire Company faction.

    No exquisite gloves
    only two small chest types.

    There are 36 large families on MW. ( large = 5 named members or more ) Except for the Dren and Dagoth families, helping or harming anyone in a family has 0 effect on the rest of the families attitudes toward the PC. 0 effect on anything at all.

    The whole issue of the strangeness that is the Balmora Mage's guild. Ajeera giving the PC quests after the PC outranks her. The necromantic orc.

    Missing: TempleMarkers in Sadrith Mora, Vos, Suran, Maar Gan, Holomayan, and Ghostgate Temples
    Missing: Imperial cult marker: Vivec foreign quarter canal works Altar
    Missing: Jail Marker/evidence chest Vivec Hall of justice or Ministry of Truth.

    The whole Ald'ruhn versus Ald-ruhn inconsistency in books, quests, dialogs and even two scripts. Cells are consistently named Ald-ruhn.

    Inconsistencies exist in faction memberships.

    Pool of Forgetfullness, Axe of the Queen of Bats, Anora's Staff, and the whole issue of what is medium armour, what counts as Imperial Legion Armour, what counts as a silver weapon.

    Shurdan Replay mines quest in the Hlaalu stronghold quest, 2 miners never arrive after they are hired.

    Read Dialog Greeting 1 for ID = Dialog Placeholder for some interesting stuff and the Dialog for the Ash Poets ( ashghoul 16)
    "Thou wilt come to me there, my love, our senses tingling, through the inky ocean delight, our voices mingling." And they say romance is dead.

    The Twin Lamps dialog is never used: "They light the way to freedom" ( the whole twin lamps thing has been addressed 3 times I believe ). Some slaves are unfreeable.

    The "accident" that befell Talen Vandas, King Llethan's nephew and heir apparent is mentioned only in passing.

    Guard Bribery does not stop the guard from arresting the PC... or looking the other way while the PC does a bit of thieving ( Fable influence there. )

    No locksmiths but plenty of lockpicks and trap probes.

    General Weakness of the Dagoths.

    Add a levitate to Dag Ur_2 so he can't be bullrushed into the lava...or not.

    Unprotected Alchemist tools in the Caldera Mages Guild. ( another way to handle that issue is by locking the door and assinging ownership of the door to the Alchemist standing in front of it)

    Bad Daedric Cults as joinable. ( 4 corners of the house of troubles Daedra, the good daedra you already worship indirectly if you join the temple.) There are loads of Daedra worshippers hanging around the various Daedric Shrines with no special uses/dialgogs the only purpose they appear to serve is as sword fodder.

    The spellsword in Elegnans bedroom ( I always thought that was Elegnan's significant other )

    The offered bed in the Caldera Blade's house is ( missing? behind a locked door?)

    The corpse of Vulpriss Denisson ( or his skeleton ) is missing from the Gimothran ancestral tomb.

    Yingling Half Troll's ledger shows he was misappropriating funds used for the Redoran Ancestral Tomb repair. Yingling is Hlaalu.

    Added note about the Dagoths, all of them are Humanoid except Balor who is an undead ( I think this is an error )

    QUOTE
    Monica 21 :
    I'd like to add one more, and that's Drinar Varyon and his redware pots. He's involved in two quests, one for House Hlaalu and another for the Imperial Legion. If you complete the quest for Hlaalu first, the Legion doesn't recognize that he's already gone and still wants to arrest him.


    QUOTE
    DragoonWraith:
    Also, there are slaves with no keys...


    QUOTE
    LordJBeckman :
    What about all those factions:

    Talos Cult (VERY few members, Emperor doesn’t show up? Should He?)
    Imperial Knights (Noble guys, leader is called Paladin)

    Artifacts

    Necromancer's Amulet (Kill/Defeat Trebonius, was a artifact, should be able to get sold to museum)


    QUOTE
    Cliffworms :

    When you rent a room and there's an unlocked chest in your room, the chest does not belong to you for the time you rent the room. So if, for example, you put stuff in that chest someone sees you taking it back, he will alert the guards.


    QUOTE
    Vetinari:

    Sirollus Saccus.

    How can someone be alive, an Imperial, in the Imperial Legion (I.E. not a few-thousand year old Telvanni mage-lord), and yet mentioned in a book which apparently happened three hundred years previously (The Armorer's Challenge)?


    QUOTE
    DragoonWraith :

    I don't think I've EVER gone GhostGate after defeating Dagoth Ur... Shouldn't everyone there leave? It's the most ridiculously isolated place in the game save Tel Fyr. No way they'd wanna stay.


    QUOTE
    _Tarnsman_ :

    There are approx 50, 0 count NPC's never placed ingame
    My Elders 0 count NPC add-on mod adds in 31 of the 50 0 count NPCs. Which in itself is part of my top secret mod project that I had hoped to have out this weekend, but a CS mishap (thank God for backups) has delayed that until next weekend. (crosses fingers)
    Note: The NPC Morrowind Makeover


    QUOTE
    Boethiah539 :

    Muck Shovels not needed to harvest muck.
    My mining mod does that.

    QUOTE
    Symon69 :

    Inwaen a telvanni sharpshooter who had dialog but no presence.
    Unwaen a telvanni sharprhooter who has no dialog and is one of the 0 placed characters
    I'd quess a typo and they are meant to be the same char. Doesn't explain why Inwaen/Unwaen isn't in game mind. One for an LCNPC mod perhaps?

    The Ash Poets. Part of Dagoth Ur's army but...
    Lore says Shalk are a domesticated animal on MW ... where are the shalk herds?
    Already restored in the Creatures mod.

    There are approx 50, 0 count NPC's never placed ingame ( including the famed Medium armour Master trainer/TelFyr shipmistress.) Some are spelling errors or duplications.
    Included in both LGNPC Secret Master and the Unofficial patch, which is a bit of a problem.

    Trading in Dwemer Artifacts is never a crime, but it is supposed to be.
    Skooma and Moon Sugar possession is not a crime but it is supposed to be.
    Skooma Pipes are not illegal ( Thommy Chong eat your heart out )
    Why should they be? Similar paraphenalia is not illegal in many countries in real life whilst the things used in them are. Very realistic! The game makes it clear that, as in real life, many laws are not well enforced.

    There is a whole issue of cross membership in the two religions and being able to rise to the top rank in both. Likewise cross membership in House Telvanni and the Mage's guild and being able to rise to top rank in both. And no voluntary renunciation is possible. Only expulsion or excomminication for negative acts.
    And the generic issue of being able to be topdog in all the guilds, both religions and one great house simultaneously.
    I don't see this as a problem. After all, you can be Japanese and a devout Buddhist and Shintoist, at the same time, without contradiction, despite incompatible beliefs. There are many cases in real life of similar apparent contradictions. Being a judge and a member of the Freemasons anyone?


    QUOTE
    cyran0 :

    Sirollus Saccus.
    How can someone be alive, an Imperial, in the Imperial Legion (I.E. not a few-thousand year old Telvanni mage-lord), and yet mentioned in a book which apparently happened three hundred years previously (The Armorer's Challenge)?
    Named after his great great great grandfather, Sirollus Saccus decided to follow his great great great grandfather's footsteps and join the Imperial Legion - oh, and be an Imperial. Maybe? I don't think that is so inconcievable...
    4LOM included in Secret Masters Sirollus Saccus’ explanation of the Saccus legacy in service of the Legion.

    There are approx 50, 0 count NPC's never placed ingame ( including the famed Medium armour Master trainer/TelFyr shipmistress.) Some are spelling errors or duplications.
    Included in both LGNPC Secret Master and the Unofficial patch, which is a bit of a problem.
    This should not be a problem if Secret Masters loads after the Unofficial Patch. Secret Masters adds a script to Cinia Urtius that detects copies of her and disables all but one.

    No topics added to rumours or anywhere else after the PC does indeed clean out smugglers nests or bandit hideouts or creature infestations, no rep improvements, no dispostion improvements.
    Of late, the LGNPC Project has been addressing this by degrees to make the world seem more dynamic by responding to events triggered through the player’s actions. In most instances this is achieved through particular NPCs whose writers had them comment on certain events, but general rumors could be added so any NPC (not noLored) could comment. Pax Redoran does this with the quests it introduces. It succeeds well because it is filtered for those quests and adds another journal entry so the player will not hear about it for the rest of his/her stay in Vvardenfell. It might be a little trickier to accomplish with official quests, but I should think it possible.
    Certainly there is much we could do with the class ‘experts’ that live in the towns that have been given the LGNPC treatment. I think our writers would delight in having such a theme for discourse.

    The issue of NPC given rewards where the rewards are brain dead and usually too weak or inappropriate for the player's level or class.
    Personally, I disagree with this–not that it does not happen, but that it is a problem. If the quest is leveled then the reward should be, but otherwise the player will receive what the quest warrants or what the NPC offering the quest can afford. A commoner offering a family ring with what the player might view as a trifling enchantment may be giving a very generous reward in light of his or her means. Surely we play for the excitement of fulfilling the quest, not the reward at the end.

    The 6 rumours that inform about the rogue Telvanni settlements lead to nothing further.
    Actually the Shishi quests address this, and Pax Redoran backs up the rumors with more references that suggest that this is action that occurs behind-the-scenes. Not everything needs to involve the player directly. In fact, the common complaint that the world is static except for the changes that occur in the wake of the player’s actions is only reinforced if mods add quests that allow the player to pursue every rumor in Vvardenfell. Perhaps a little variety in the rumors that are offered that suggest that there is an ebb and flow to Telvanni expansion owing to the other Great Houses’ interference would satisfy.

    The MaarGan rumours directing the NPC to help the Bouyant Armigers and the Temple hunt Blight beasts around Maar Gan and GhostGate. No follow up.
    This would be a good addition to LGNPC Maar Gan’s next update (not in the foreseeable future). A contact at the Redoran Outpost or Temple shrine that directs player to hunt blighted creatures outside the town. A bounty could be offered, or if the player is Redoran or Temple he/she would do it as a faction duty with little compensation (see early comments about rewards). Something similar could be done in Ghostgate when LGNPC visits there.

    Then there are the 31 different people the player is directed to see if the player wishes to know more about A CLASS or a skill. Few of these NPC's have any NPC/specific information to impart to the PC.
    An-Deesei should expound on the Monk's life
    Bolrin should expound on the Merchant's Trade
    Scouts talk about geography
    Ingokning should expound on the assassins trade
    Ian should be the Archer's source
    Angoril is the Senior Master At Arms in knowledge
    Miles Gloriosus is the Model Warrior
    Vala Catraso should explain priestly duties
    Gudling the Rascal the hunter's trade
    Briring on Barbarianism
    Nalion on traders
    Anarenen explains alchemy
    Ygfa on healing
    An-Deesei, Bolrin, Ingokning, Ian and Briring are being addressed in our current project Ebonheart.
    Our scouts do talk about geography, but perhaps we can have them speak in greater depth about locals near the town in which they appear.
    Angoril already has much official dialog on various weapon types, LGNPC Pelagiad did not need to add much to this large body of information.
    Miles Gloriosus is miss-handled (in my view) in LGNPC Maar Gan, but he certainly is full of himself. He would see revision in an update of that installment.
    Vala Catraso extols the virtues of reading in LGNPC Ald’ruhn but says little about priestly duties. This may be addressed in the future.
    Gudling the Rascal of Molag Mar is fleshed out owing to a quest in LGNPC Vivec Redoran. Much of the standard responses have new entries that are consistent with his trade as a hunter.
    Anarenen has considerable official dialog that discusses alchemy and ingredients. Sadly all LGNPC Ald’ruhn adds are boasts [sigh].
    Ygfa speaks at great length on diseases through official dialog. I think we are hard to please, LGNPC Pelagiad does not add very much, but perhaps we could add dialog that would discuss the profession of healing and specific techniques that the player could employ.
    Others are not yet addressed in any LGNPC projects, but some like Tendris Vedran in Sadrith Mora do have considerable official dialog filtered for them that certainly acknowledges them as an expert in their field.

    The MW East Empire Company members do not belong to the East Empire Company faction.
    Perhaps they are not, but that does not prevent them from saying that they are a ‘company man’ after LGNPC Ebonheart is finished with them.


    QUOTE
    ManaUser :
    I think for this one, the cells are named "Ald-ruhn" because of the way that the game engine works and it doesn't pick up apostrophes. I think...
    This is just a suspicion I have from experiences with ShowMap and dialogue conditioning and some other things which are leading me to believe this... I may be wrong...
    There are many cells with apostrophes in their names. For instance "Vivec, Jobasha's Rare Books". It could have been true that at some earlier point in the game's development. But clearly at this stage changing the cell name is not an option. So if anything's going to change it has to be the dialog.


    Mabrigash are supposed to do something with the ghost snake. they don't.
    That's not quite true, Ghost Snake is the name of the spell they attack you with, but it's nothing special.

    Here's another one: Sometimes Vvardenfell is referred to as "the mainland" in dialog, despite being a large island. This usage became even stranger with Tribunal, where Mournhold is also said to be on "the mainland".


    Formatting's probably rubbish.
    1. arrianas
      arrianas
      • member
      • 0 kudos
      Thanks I'm just about to head home, and I will take a look at that then. Thanks for the information, I'll try to prevent this in the future.

      EDIT: I am home now, and I have the whole thing saved, and it is on my desktop, whenever I don't know what to do with my mod, I will refer to this, thank you so much. =)
    2. arrianas
      arrianas
      • member
      • 0 kudos
      I have no fixed the required files situation, and have made two small updates within the mod, I hope you like what I have done. =)
  5. Bobvault101
    Bobvault101
    • member
    • 0 kudos
    It seems I need Morrowind advanced, Weapon rotate, and Book Rotate to use this mod.

    Was it supposed to require those mods? Just wondering because I don't have those mods.
    1. arrianas
      arrianas
      • member
      • 0 kudos
      No they are not, I know ehy the rotate mods are required, and I think I can fix that easily. It boggles me as to why Morrowind Advanced is required though. I will have that fixed and a sightly updated version of the mod out today, after I get off of work today. Thanks for letting me know. =]

      EDIT: All of those mods are very good, and the rotate ones I would download anyway, because there are several mods that legitimately require those.