About this mod
Prepare for Dagoth Ur's return, fulfill the Nerevarine Prophecy, use the Tools of Kagrenac for your own purpose, or remain a faithful servant of the Living Gods. If sufficiently devoted and talented (high prowess) you may earn the trust of Almalexia and become an honourary member of Almalexia's Hands, working with her to undermine
- Requirements
- Permissions and credits
- Changelogs
This is an update and extension of the original mod by Zaczac121 https://steamcommunity.com/sharedfiles/filedetails/?id=2924972741&searchtext=vivec that I've updated with their permission, so huge thanks to them!
Morrowind-centred submod for Elder Kings 2
This mod introduces a large number of decisions and story-driven events to the Morrowind region. As a High Velothi or Sixth House cultist, put the Living God Vivec on trial for his betrayal and work to tear down the entire Tribunal.
Prepare for Dagoth Ur's return, fulfill the Nerevarine Prophecy, use the Tools of Kagrenac for your own purpose, or remain a faithful servant of the Living Gods. If sufficiently devoted and talented (high prowess) you may earn the trust of Almalexia and become an honourary member of Almalexia's Hands, working with her to undermine Dagoth's invasion.
Original Features:
- Dagoth-Ur stirs under Morrowind and depending on game rule setting will awaken after around 400, 200 or 15 years (or not at all)
- Bring Vivec to trial via a new decision as a High Velothi or Sixth House cultists
- Take the three tools of Kagrenac from Vivec and Red Mountain and use them on the Heart of Lorkhan
New Features:
- Read into ancient prophecies and follow the path of the Incarnate (you require at least 15 learning for the decision to appear)
- Unite the Great Houses as Hortator, be named Nerevarine of the Ashlanders, and fulfill the rest of Azura's Prophecy
- New activity to seek an audience with Almalexia if sufficiently devoted (or you are the ruler of Morrowind), where you can ask for blessings.
- If alive, the Tribunal will halt Dagoth Ur's early advance with the Ghost Fence. This scales with ALMSIVI power (this is actually base EK2, just check the fervor equilibrium of the Tribunal Temple) which Dagoth will slowly erode
- The Tribunal Temple starts with some extra MAA's and will be aided by the Great Houses and ALMSIVI blessings during defensive wars
- A dynamic event chain where you can confront Dagoth Ur in Red Mountain and resolve the story in a bunch of different ways depending on your character
Installation
- Extract the zipped contents
- Place the trial_of_vivec folder and the trial_of_vivec.mod file to your "Crusader Kings III/mod" folder
- Open trial_of_vivec.mod in notepad and add the path to your Crusader Kings III/mod/trial_of_vivec folder
- Launch the game and should be available for adding to playsets as a local mod
Compatibility
No overwrites or changes to the GUI so should be compatible with pretty much everything. Obviously have Elder Kings installed. Put this at the end of your load order.
You should also be able to throw this onto an existing save HOWEVER make a backup save just in case and you'll likely have to manually start the invasion:
- Open the console and copy and past (without quotation marks):
"effect = {trigger_event = {on_action = dagoth_revived_gain}trigger_event = {on_action = tribunal_event_troops_start}}" - Press Enter
- Now do the same with "event dagoth_revived.0001"
There are likely some bugs / localisation and balance issues.
If there are any issues/suggestions let me know and I'll look into them as soon as possible.
Also try out my other mod, Landless Opportunities: Playable Courtiers (compatible with EK2).
- Open trial_of_vivec.mod in notepad and add the path to your Crusader Kings III/mod/trial_of_vivec folder