Morrowind

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CaseyTucker

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caseytucker

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9 comments

  1. hokan42
    hokan42
    • member
    • 7 kudos
    I like the new NPCs and town design.

    It does conflict with the following mods:

    • More Detailed Places - Khuul - crane becomes unaccessible behind a shack.
    • Ald Velothi - Khuul Transport - boatsman is stuck under a house, use Ald Velothi Fast Travel instead.


    I like the included quest, but it was very buggy for me. It would progress and then get stuck in a state where things should progress, but the NPCs would not have suitable dialog.

    I eventually found a flow of events that would conclude the quest.

    • acquire quest from barkeep
    • report to Redoran guard
    • talk with Imperial investigator
    • follow mage to meeting (stay VERY FAR back and behind her when following)
    • then follow bandit back to cave
    • report bandit cave to Imperial investigator, but don't lead him to it (tell him it's to far away and that you will mark it on his map)
    • this causes the bandits and mage to be arrested a day later (talk with Imperial investigator to finish quest and get paid)
    • you will find the mages Argonian slave outdoors
    • the Imperial investigator will disappear

    • Note: the barkeep has no "thank you" dialog, he still uses the old Grey Fang dialog
    • Note: bandit leader and bandits will still be in cave
    • Note: bandit leader may be stuck outside cave walls, use tcl to access
    The issue may possibly be caused by using "Rocky West Gash" or using OpenMW (0.46) though this doesn't seem likely.
         
    Another possibility is that the bandit camp was already flagged as discovered before starting the quest. I've already explored the region so the bandit cave showed up on the local map, even without locating it, so perhaps this screwed up some quest assumptions?
  2. Kolodets
    Kolodets
    • member
    • 1 kudos
    Any way to make compatible version with MiliksKhuulFacelift? MiliksKhuulFacelift is mostly rewriting the docks, so this mod could be usefull for the rest of the city
  3. kuyondo
    kuyondo
    • member
    • 31 kudos
    Beautiful mod. Not too fancy and not too lacky. Just right and just what Khuul needs. Lore friendly and immersive! Must try guys!

    Clean it using tes3cmd.
  4. MaeseAtorrante
    MaeseAtorrante
    • member
    • 37 kudos
    "A replacement grass mod has been provided to clear the tall grass out of Khuul."

    I cant find it.

    And this mod should be cleaned.
  5. Lucevar
    Lucevar
    • premium
    • 107 kudos
    This is a great mod. All the new additions look like they've been there forever. All those years of not having them there must have been down to a collective bad dream Khuul was having. Vaermina, soul sickness? Who knows.
  6. caseytucker
    caseytucker
    • member
    • 2 kudos
    Woops, my bad.
    This mod has been reclassified as a MW mod under "Buildings."

    Thanks for pointing this out.
  7. Syrcanus
    Syrcanus
    • member
    • 17 kudos
    This mod was put up here because someone couldn't get the PES download to work. I assume that casey accidentally just put it under the wrong category.
  8. Teremarr
    Teremarr
    • premium
    • 0 kudos
    Yeah, "Munins Oblivion Style Morrowind Homes-Balmora" is the same way. Wondering if the pages arn't broken. Will report this and see if something needs fixing.
  9. valus_22
    valus_22
    • member
    • 5 kudos
    uhm... why is this mod in the OBLIVION category? this is a morrowind mod.