Morrowind
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Caeris

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Caeris

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46 comments

  1. C3pa
    C3pa
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    Does this mod work with Hospitality Papers Expanded? ?
  2. qwertyquit
    qwertyquit
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    I play with it for a long time, thanks for your work!
    The only thing I don't like is that merchants are still buying Dwemer weapons and armor.
    I'll try Poodlesandwich2's FMI module.
  3. AetherSeraph9
    AetherSeraph9
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    I have a few questions about this mod....

    Any chance you could make this (or a different version) similar to Yacoby's Drug Realism, in that merchants only call you out on illegal items if you try to actually sell them? This would be much less tedious for the player, as they wouldn't have to empty their inventory of illegal/gross items every time before initiating dialogue. Plus, it's much more realistic than merchants being omniscient and immediately knowing exactly what's in your inventory. Perhaps you could make it so that, attempting to sell items you would need the Charter for would result in the merchant refusing like they normally would, whereas attempting to sell "gross" items results in them calling the guards (or vice versa?).

    Also, does this mod affect every merchant, including those added by mods, i.e. Tamriel Rebuilt?

    Thanks!
    1. Caeris
      Caeris
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      I have considered this before and I would absolutely love to do something like this, but it is way beyond my scripting capabilities. Maybe in the future when I've done more scripting, I can try to tackle this.

      Yes, it should affect every merchant, including those added by mods.

      Cheers for the suggestion!
    2. AetherSeraph9
      AetherSeraph9
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      I have absolutely zero experience with scripting, otherwise I'd gladly try to help. Perhaps Yacoby would give you permission to import his script into your mod? With some tweaking, I'm sure that would give you a good head start.
    3. OffworldDevil
      OffworldDevil
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      I took a look at both Drug Realism and Hide the Sugar, Hide the Skooma and found the scripts rather convoluted for the few items they actually affect. Not sure how stable they'd be after adding numerous other items like the Dwemer variants.

      This is probably something better tackled by Lua.
    4. TriibunalTemple
      TriibunalTemple
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      Pretty sure the high elf in seyda still buys except obv for skooma and thahta……"special sugar" from da khajjiti "pirates". Lmao. Just a heads up mate. Pretty sure its ALL high elves who still buy the "illegal goods". Plus the pawnbrocker in Bal maybe too. Take a look if you get the time please. Altho its more of an imperial thing I guess isn't it,so unless ur a like Hlaalu or trading with an Imperial supporter, then pretty much a lot of places still let you. Even after merging assets with testool (which actually makes it work for me anyway), well I hope this makes sense lol kinda tired right now. Thanks
  4. VAHay9
    VAHay9
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    I think the mod may not be working. Merchants are not refusing to buy from me, even though I have skooma and moon sugar. At first I thought it was the Imperial Charter, but then I dropped it and they still trade with me.
    1. TriibunalTemple
      TriibunalTemple
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      Use Testool to merge everything and itll work. Trust me it started working after I merged all plugins and sorted out compatibility. The mod is automatic so no need to panic. (Your welcome in advance mate). Testool. Great mod. Essential btw.
  5. Gortag
    Gortag
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    I'm getting "travel services have been suspended due to enemies nearby" with any fast travel servince despite no enemies being in pursuit, tried resting 72hrs,resetting actors, no luck. Also tried dropping all forbidden items to see if that was triggering it, again no luck. Disabling this mod fixes the issue.
  6. HaleophantGreen
    HaleophantGreen
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    Just wanted to check; does the severed Nord Leg from Bloodmoon count as a gross item as well? If not, I think that would make a great addition to the list.
    1. RedFurryDemon
      RedFurryDemon
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      • 67 kudos
      I second this suggestion. That thing must smell awful in the warmer climate of Vvardenfell.
    2. Caeris
      Caeris
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      Haha, I like that idea. I'll add that :)
  7. Kefke_Wren
    Kefke_Wren
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    Mod works great. Does exactly what it says. I just have two complaints.

    1. The Mages Guild following the ban on Dwemer artifacts doesn't sit well with me. They're a scholarly organization and at least some of their members are actively researching the Dwemer. Your quests in Ald'Rhun are entirely about helping with studying the Dwemer, and the Archmage will task you with finding out what happened to them yourself if you ask him for duties. It feels like they would either ignore the ban, as it interferes with a valid branch or research, or else be in a position to issue you the requisite paperwork, as an Imperial organization with legitimate reasons to be in possession of said artifacts. (Ebony and glass are more questionable, but ARE alchemical reagents, so it's not out of the question that the Mages Guild would have the proper licences or just overlook possession of that too.)

    2. I actually disagree with restricting the sale of ash statues and Sixth House items. Lore during the main quest makes it clear that most people don't believe that Dagoth Ur is an active threat. The Sixth House is considered long gone by most people, and few know anything about the modern Sixth House Cult. There's also a pair of quests for House Redoran that establish that people aren't aware that there's anything of concern about ash statues, as shown by a noble who thought nothing of receiving one until it began poisoning his mind and drove him to kill someone. He even kept it on display in his room. Actually, there's another quest tied to yet another Redoran noble who accepted an ash statue with no idea of what it was until Bad Things Happened...so, yeah. People just aren't aware that those things are dangerous.
    1. Luj1
      Luj1
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      1. The ban on Dwemer artifacts is a *trade* ban. The Mages Guild are researching, they are not monetizing the artifacts.

      2. You raise good points, I might agree here. On top of what you said, some people are even sympathetic to the Sixth House.
    2. Kefke_Wren
      Kefke_Wren
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      Yes, it is a trade ban. However the current setup makes it so that you can't even buy spells, nor get enchanting or spellmaking services, none of which affords the opportunity for the player to sell anything. I didn't try, but I expect that it would prevent training as well.
    3. OffworldDevil
      OffworldDevil
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      Restricting Dagoth items would still make sense for Ashlanders and the Temple.

      the current setup makes it so that you can't even buy spells, nor get enchanting or spellmaking services


      The Morrowind Code Patch is supposed to fix that. Not sure how OpenMW handles it.
    4. Kefke_Wren
      Kefke_Wren
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      I'm using MCP, and it definitely does not.
  8. BaronLamb
    BaronLamb
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    Which Dwemer Artifacts are precisely illegal? Does it include Dwemer weapons and armor or just the miscellaneous artifacts?
    1. Luj1
      Luj1
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      AFAIK things like coherers, cylinders, mugs, tubes, pitchers, goblets, bowls, etc.
  9. Gortag
    Gortag
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    IMO the most comprehensive vanilla friendly option out of the handful of mods that touch upon this crucial aspect of immersion gameplay!
  10. OffworldDevil
    OffworldDevil
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    May want to restrict ash statues and Sixth House amulets as well, since everyone is rightfully afraid of Dagoth Ur. And I doubt non-alchemists would want to deal with Corprus weepings, ash salts and vampire dust, since those also come from diseased monsters.
    1. Caeris
      Caeris
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      Thank you for the suggestion. I will be sure to include them in the next update! They are now included.
    2. Luj1
      Luj1
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      @SpaceDevo

      You always have great suggestions, love you man!
    3. OffworldDevil
      OffworldDevil
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      :)
    4. OffworldDevil
      OffworldDevil
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      If you like, you can also use the old service refusal lines I wrote for Morrowind Rebirth, which I tried to differentiate for every item and merchant class. I've been meaning to extract them as a standalone plugin, but I never got around to it.