Huh, this seems to be caused from a difference between how Morrowind and OpenMW handle scripts. I haven't tried OpenMW yet but I'll see about looking into it.
this quest breaks the main quest when you finish the fight with her. you can't talk to helseth to get the royal guard's armor. so you end up unfinished on the tribunal main quest and it kind of just gets left. would have been good to add a quest to challenge helseth to the death since he's an obvious crook and talking to almalexia leans into that. but yea your mod is nice in concept but it just feels unfinished, there's a feel that there's a lot that was left undone. otherwise all that happens is you just get 2 op gloves and the hopesfire in a different location, and it just ends abruptly and you feel nothing. there wasn't even a map marker or any sort of tell in game of where her solace is outside of your mod description.
I like the idea of her coming to her senses but feel like there's a lot of unmined potential with this. there wasn't even ending exposition of any kind. it just honestly felt like you had a great idea then lost interest in it after reaching a close enough point.
either way it's cool and I appreciate the mod, and a set of gloves with mana and fatigue restore is great to have in vanilla games. low key makes a vanilla atronach playthrough more tolerable.
I thought I had updated all of the same quests that the basegame would update, but I guess I'll have to take a look at Helseth's triggers, see if they need a specific quest stage.
All the dialogue and concept for the mod come from a friend (and the interior too), I just implemented in all the scripting and dialogue. Honestly my understanding of the story changes are pretty limited, I just made sure it works. Probably shouldn't admit that, but my friend won't read these comments just like how I didn't read all the dialogue.
Allright here's a slightly longer review. Spoilers ahead! It's not as long as i would have liked but it's late for me and i have to sleep.
Spoiler:
Show
Our lady's solace review/suggestions. This game was played with both graphic overhaul and morrowind rebirth. Both proved compatible for now with little to no obstacles in the way. Just remember to install overhaul without the voices.Before writing this there was a series of issues that has been since then resolved thanks to the makers of the mod.
The mod is not a long one. As the description says it just alters the end script and dialogue to fit. The interesting part is really after the whole quest is over and you get to go to the solace. The solace is a very simple building nothing to elaborate. It has a very homely quality to it though which I think is nice though I personally would have had it a little more privately constructed but then that doesn't seem to be a thing with this kind of architectural structures (seriously people who lives like this are usually necromancers who have gutted corpses next to their beds, as if the damn thing won't just wake up one day and eat their faces when they sleep).
There is a shrine to Nerevar in her room which I think is both really sweet and messed up at the same time (I'll elaborate later). Then there is a shrine to her right where you enter. These are both nice details but it struck me as odd and a bit unorganized. This may be by design but let me offer an alternative. Imagine a shrine room where Almalexia have special altars for every member of the tribunal and Nerevar with offerings and something extra for Sotha Sil and Nerevar whom are dead.
This tower has the capacity for quite a bit of space but it's a bit underused. A lot of different rooms could probably fit in there. There was a joke not too long ago about Alma having a sex-cellar (I was a bit responsible for that one... whoops) and I'm not saying we should add that but speaking of it a real basement would be nice. I feel that you should move the beds of the servants downstairs and dedicate more space upstairs to more everyday activities like for instance a dining hall for the staff.
Then it's the garden: this is arguable my favorite part of the solace and also the one part I would change the most. First the cabbages don't look that good in a room where every other flower is essentially a decoration. It's nothing wrong with having a room dedicated to growing your own food but in Alma's case it's a bit redundant. I honestly don't think she needs to worry about having food on the table even if it's for the staff. It looks like some kind of post apocalyptic survival bunker to be honest and I don't think she's that crazy. I keep thinking like "Alma it's not the end of the world, You are just getting wrinkles". There should be more benches and better walkways too for aesthetics sake. In fact I would like to merge the shrine room with the garden and combine the two in a clever fashion in order the free up space to make a basement in the solace where training and sleeping area's could be placed instead of upstairs. The basement should also have a pool (just kidding).
So in short:
1) Merge the shrines and gardens for efficiency and aesthetics.
2) Basement where training and living area's are located. This allows the upper levels more space for cool stuff like eating areas and a bigger library perhaps.
3)The nerevarine should have some place to stay in the solace. This could be made as a part of a quest something where you earn a place to sleep at the solace. sometimes I like to stay a while and tell stories of my adventures to my goddess and I really need a place to stay the night.
That's all for the solace for now. Now for the writing and quest related stuff.
Almalexia: She is as the mod probably was aiming for a lot more sympathetic . This is an improvement from the old villainous Alma we know and love but it presents a couple of problems with her actions: The most prominent I can think of is the issue of her missing hand. The Mer devoted his life to her service and gets killed for it in her crazed stupor and as soon as she's back to normal she doesn't even remember him at all. I'd like to see more effort see lose ends like these closed and a satisfying conclusion given. The other is of course Helseth but I've mentioned that before. Then there is a slight problem with how the guards in Mournhold still mention the weather after her defeat.
Now the characters in the solace are all well and good and there is very little to be said about them at this point. My wish is for more elaborations on these characters with small quests that can be easily solved but provide some interesting details on them. On another note my character and Nerethi have the same hairstyle this makes us bloodbrothers huzzah!
Her dialogue in Sotha Sil should allow for more options for better role-play and it should strive to make it feel like you are struggling to convince her to stand down. The dialogue felt a bit rushed when I played it and I enjoy longer deeper conversations with people who are trying to kill me.
Here's a quest suggestion: Become her Champion (or her champions trial). After a while when you sleep Nerethi appears and summon you to her for a personal mission. Before tribunal her missing hand was her chosen champion and his death greaves her greatly. She asks that you make a pilgrimage in his honor and so that she can name the nerevarine her new champion. The details are little shoddy but in the end you get to set his spirit free and have him forgive Alma and as a reward you get a new power or passive effect that's really cool and the right to you own room in the solace (or you could simply share her bed ).
I also kind of hope for a personal mission which explores Her feelings and the relationship she had with her husband more. This shouldn't lead to some romance unless you want too but it could be worked in that direction to some extent at least. This could be done in another mission or you could have it in her champions trial. Both would work.
Summary:
1) lose ends, close them.
2) Make a few more missions for the people in the solace. Alma specifically.
3) More dialogue options for more role-play.
All and all I really like the mod. It gives you the choice that in my opinion should have been included from the start. Great work you guys just needs some improvements and it's gold. I haven't even reviewed all the extra bits in the mod yet but I'll get to those later (Nerevar shrine). A lot of that involves the red moment and her account.
ty for the review. honestly I would love for a beat some sense into her option cuz I guess its likely cuz of the curse azura put on her but its really on her to stop being divine and developing her obsession with people still perceiving her as such. kinda tragic that she had the love of her people but didn't have enough faith in them that they'd still love her after losing her power, even after she did all the things for thousands of years.
Hi, I have a question's about this mod. to start off, I haven't played morrowind a decade and i only roughly remember what Almalexia was like. I do remember that i loved her to death and that the ending had something to do with you being her enemy which sucks. I'm currently roleplaying a character that is super devoted to the temple and more specifically Almalexia and i really want to be on her side the hole game. Does this mod let me do that?
Yes, this mod lets you do that. It gives you another option in the final conflict, which, should you take it, changes the ending and allows her to stop trying to kill you. There's a bit more after that, but the point of this mod was so you could convince her to re-examine her life.
Awesome! Thx for this mod! and your awesome nature! Its amazing to see a mod author stick with there mod this long and still be active in the comment section, you rock. I'm gona give It a endorsement just for that^^Edit o it seems this might be a relatively new mod still " a yearish old" Still along time to support compared to others and mad props to making a mod for a game as old as morrowind, shoes some true dedication and love.
Well I certainly don't plan on abandoning this account any time soon (I've had it since 2009 apparently). And as long as I'm on here I'll do my best to answer questions and offer what support I can.
If you want to see an old game getting a new mod, I made one for Daggerfall slightly more recently than this one. It's not finished yet though, and I have some new assets that I still need to implement for it.
I assume you have to beat her into submission first. H2H in 3rd gives you full control and will keep Alma off balanced.
I wish there was a shortcut to the final room. I had to disable the unresponsive main gate and spinning wheel to get to her [nothing to do with this mod].
Maybe I'm just an idiot, maybe. But I'll digress my problem here not expecting a reply nor an answer as I ended up having to remove the mod and move on past it, however I left a save right before I did this just in case I get the answer I am searching for to finish this mod. First of all I installed this on a fresh playthrough with Tamriel Rebuilt, Morrowind Rebirth Project, Morrowind Comes Alive, Morrowind Code Patch, and some extensive graphic overhauls like water reflections, better textures, roads, etc. I also used Rise of House Telvanni and Rebuilding Uvirith's Legacy. As far as I can tell the mod worked perfectly. I played through the entire Tribunal expansion without a problem. After the fight with Almalexia I had the choices pop up to spare her which I chose. She gave me the band and I could return to Mournhold no problem. The only issue I had at this point was Helseth wouldn't let me continue any further in his quest line which quite frankly I could care less about because I hate him, but I couldn't report on what Almalexia had been up to after our fight. So I notice I don't have Heartsfire and I assume it is because I can retrieve it from her if I meet her in the Grazelands. This is where my problem arises. I checked the readme and I've searched online but the only reference to her location that I can find is the cell that you edited which is grid 11, 8 in the grazeland region. I'm using MGX so I have an incredible draw distance. From either of the Ashlander camps I can see any of the Telvanni towers in the distance. Using this grid you named and a handy map I found online I tried my best to narrow the search area to where she may have went but I couldn't find her. I tried levitating up as high as I could and scanning in all directions, and I've almost fully mapped the fog in the region. I cannot find the Solace. Like I said, maybe I'm an idiot but this frustrated me to such an extent that I thought I had to have installed it improperly or perhaps one of my retexture mods buried the location under some terrain or something of the sort. I feel like I searched for at least 4 hours of real life time before I decided to call it quits and move on to something else. Frustrating but I really wanted to grab Hopesfire which is why I ended up uninstalling the mod. Yes I could use the console to add it to my inventory and move on with knowledge that I spared Almalexia and like she said we would never meet again but I feel like I missed out on half the mod due to vague references to her location. You should include somewhere in the readme or on this mod page itself where the location she heads off to is and perhaps even use a geographical landmark to help us find it. I left that save there so I can reactivate this mod if I get a reply to that elusive location she runs off to but just leaving an entry in your journal that says "She is in the Grazelands" is about as useful as tits on a spider daedra.
Edit: I found it. After more carefully studying the picture of the exterior location I realized I was looking for a smaller tower than I envisioned. It's southeast of the Zainab Camp. If you stick to the road that leads to Tel Vos and Vos and make your way toward the Zaniab Camp, pass right on by and continue toward the coastline, you'll spot it on your right. Don't branch off too early if you see dwemer ruins continue south before heading east.
Honestly trying to find that tower was such a pain when I was in the CS too, back when the person who originally made the location (it's a two-person mod, I just did scripting, they did all the object placement and writing) sent it to me. The co-ordinates in the CS are much more obvious, which is probably why I mentioned them, but it's definitely a pain to use in-game.
I know I've had multiple times (in the CS and in-game) looking trying to find it because I lost it. In hindsight I think perhaps adding more of a path to it and some sort of landmark to highlight it would be a good idea. Or at least better directions there like you provided. (The reason I didn't insist on my partner writing them is because it was supposed to be the climactic fight. But it would've made a good journal entry at the very least.)
Did the Helseth thing work in the end? I should probably take a look at that. I was always worried that the topics or journal stages might not be correctly set up. No worries if you don't want to check, he's still a jerk.
Hello, I have killed Salas Valor before accepting her quest but the dialogue to choose powers doesn't appear. She only says this "Already dead? Somehow you anticipated this perhaps. But the pain is more than I can bear."
Is it fine to add this into an existing save right before we confront Alma? I've not completed the MQ yet, so I've no clue about Alma at all and when we'll meet, just that my current character, a Temple priestess wouldn't want to kill her. I'm just concerned about my save. :)
Sorry about the slow response, yes, it will work fine. While this mod changes a small amount of Almalexia's dialogue prior to the encounter, the final encounter is entirely separate and should work as intended as long as you add the mod before fighting Ayem.
Hey, I'm back again xD Long time no see :P I'm here this time because my newest playthrough has ALOT of quest mods in it, Many of which continue past the main story line, Will this potentially break those quest mod's? Will mods that add Dialogue like LGnpc's conflict with this?
This mod only affects Almalexia's dialogue if I remember correctly, all other dialogue is on new NPCs added by this mod. So unless another mod also changes Almalexia's dialogue, it should be safe. Sotha Sil Expanded for example had some compatibility issues, mostly fixed in the patch. Unless LGNPCs feels that Almalexia was too generic, I doubt they edited her vanilla dialogue. :)
This might be a bit of a silly question, but I just like to be sure. From what I've read of the comments and the mod description, I don't THINK it would conflict, but just in case- might this conflict with Antares Tribunal Main Quest? I haven't played this mod, or Antares, but both seem interesting to me. Before I try running both of them, I'd like to be sure they won't mess up anything. Again, I haven't played Antares mod so I can't say for sure, but I think there are interactions with Sotha Sil, as in he's briefly alive- so I'm wondering if that, or anything to do with Almalexia in Antares mod, might mess things up. Thank you in advance, for any advice!
63 comments
Execution of script OLSNPCScript failed: class does not have creature stats
I like the idea of her coming to her senses but feel like there's a lot of unmined potential with this. there wasn't even ending exposition of any kind. it just honestly felt like you had a great idea then lost interest in it after reaching a close enough point.
either way it's cool and I appreciate the mod, and a set of gloves with mana and fatigue restore is great to have in vanilla games. low key makes a vanilla atronach playthrough more tolerable.
All the dialogue and concept for the mod come from a friend (and the interior too), I just implemented in all the scripting and dialogue. Honestly my understanding of the story changes are pretty limited, I just made sure it works. Probably shouldn't admit that, but my friend won't read these comments just like how I didn't read all the dialogue.
Our lady's solace review/suggestions.
This game was played with both graphic overhaul and morrowind rebirth. Both proved compatible for now with little to no obstacles in the way. Just remember to install overhaul without the voices.Before writing this there was a series of issues that has been since then resolved thanks to the makers of the mod.
The mod is not a long one. As the description says it just alters the end script and dialogue to fit. The interesting part is really after the whole quest is over and you get to go to the solace. The solace is a very simple building nothing to elaborate. It has a very homely quality to it though which I think is nice though I personally would have had it a little more privately constructed but then that doesn't seem to be a thing with this kind of architectural structures (seriously people who lives like this are usually necromancers who have gutted corpses next to their beds, as if the damn thing won't just wake up one day and eat their faces when they sleep).
There is a shrine to Nerevar in her room which I think is both really sweet and messed up at the same time (I'll elaborate later). Then there is a shrine to her right where you enter. These are both nice details but it struck me as odd and a bit unorganized. This may be by design but let me offer an alternative. Imagine a shrine room where Almalexia have special altars for every member of the tribunal and Nerevar with offerings and something extra for Sotha Sil and Nerevar whom are dead.
This tower has the capacity for quite a bit of space but it's a bit underused. A lot of different rooms could probably fit in there. There was a joke not too long ago about Alma having a sex-cellar (I was a bit responsible for that one... whoops) and I'm not saying we should add that but speaking of it a real basement would be nice. I feel that you should move the beds of the servants downstairs and dedicate more space upstairs to more everyday activities like for instance a dining hall for the staff.
Then it's the garden: this is arguable my favorite part of the solace and also the one part I would change the most. First the cabbages don't look that good in a room where every other flower is essentially a decoration. It's nothing wrong with having a room dedicated to growing your own food but in Alma's case it's a bit redundant. I honestly don't think she needs to worry about having food on the table even if it's for the staff. It looks like some kind of post apocalyptic survival bunker to be honest and I don't think she's that crazy. I keep thinking like "Alma it's not the end of the world, You are just getting wrinkles". There should be more benches and better walkways too for aesthetics sake. In fact I would like to merge the shrine room with the garden and combine the two in a clever fashion in order the free up space to make a basement in the solace where training and sleeping area's could be placed instead of upstairs. The basement should also have a pool (just kidding).
So in short:
1) Merge the shrines and gardens for efficiency and aesthetics.
2) Basement where training and living area's are located. This allows the upper levels more space for cool stuff like eating areas and a bigger library perhaps.
3)The nerevarine should have some place to stay in the solace. This could be made as a part of a quest something where you earn a place to sleep at the solace. sometimes I like to stay a while and tell stories of my adventures to my goddess and I really need a place to stay the night.
That's all for the solace for now. Now for the writing and quest related stuff.
Almalexia: She is as the mod probably was aiming for a lot more sympathetic . This is an improvement from the old villainous Alma we know and love but it presents a couple of problems with her actions: The most prominent I can think of is the issue of her missing hand. The Mer devoted his life to her service and gets killed for it in her crazed stupor and as soon as she's back to normal she doesn't even remember him at all. I'd like to see more effort see lose ends like these closed and a satisfying conclusion given. The other is of course Helseth but I've mentioned that before. Then there is a slight problem with how the guards in Mournhold still mention the weather after her defeat.
Now the characters in the solace are all well and good and there is very little to be said about them at this point. My wish is for more elaborations on these characters with small quests that can be easily solved but provide some interesting details on them. On another note my character and Nerethi have the same hairstyle
Her dialogue in Sotha Sil should allow for more options for better role-play and it should strive to make it feel like you are struggling to convince her to stand down. The dialogue felt a bit rushed when I played it and I enjoy longer deeper conversations with people who are trying to kill me.
Here's a quest suggestion: Become her Champion (or her champions trial). After a while when you sleep Nerethi appears and summon you to her for a personal mission. Before tribunal her missing hand was her chosen champion and his death greaves her greatly. She asks that you make a pilgrimage in his honor and so that she can name the nerevarine her new champion. The details are little shoddy but in the end you get to set his spirit free and have him forgive Alma and as a reward you get a new power or passive effect that's really cool and the right to you own room in the solace (or you could simply share her bed
I also kind of hope for a personal mission which explores Her feelings and the relationship she had with her husband more. This shouldn't lead to some romance unless you want too but it could be worked in that direction to some extent at least. This could be done in another mission or you could have it in her champions trial. Both would work.
Summary:
1) lose ends, close them.
2) Make a few more missions for the people in the solace. Alma specifically.
3) More dialogue options for more role-play.
All and all I really like the mod. It gives you the choice that in my opinion should have been included from the start. Great work you guys just needs some improvements and it's gold. I haven't even reviewed all the extra bits in the mod yet but I'll get to those later (Nerevar shrine). A lot of that involves the red moment and her account.
If you want to see an old game getting a new mod, I made one for Daggerfall slightly more recently than this one. It's not finished yet though, and I have some new assets that I still need to implement for it.
I wish there was a shortcut to the final room. I had to disable the unresponsive main gate and spinning wheel to get to her [nothing to do with this mod].
Edit: I found it. After more carefully studying the picture of the exterior location I realized I was looking for a smaller tower than I envisioned. It's southeast of the Zainab Camp. If you stick to the road that leads to Tel Vos and Vos and make your way toward the Zaniab Camp, pass right on by and continue toward the coastline, you'll spot it on your right. Don't branch off too early if you see dwemer ruins continue south before heading east.
I know I've had multiple times (in the CS and in-game) looking trying to find it because I lost it. In hindsight I think perhaps adding more of a path to it and some sort of landmark to highlight it would be a good idea. Or at least better directions there like you provided. (The reason I didn't insist on my partner writing them is because it was supposed to be the climactic fight. But it would've made a good journal entry at the very least.)
Did the Helseth thing work in the end? I should probably take a look at that. I was always worried that the topics or journal stages might not be correctly set up. No worries if you don't want to check, he's still a jerk.