Downloaded, played and endorsed - I think this is a perfect example of an "essential" mod. Also fits nicely into the category of "how is this not part of the base game?" :D
Unable to find referenced object "FA1_shrine_gnisis" in script FA1_script_maskshrine. I'm getting this error at startup. Does your mod uses that script?
Thank you so much for this mod! In vanilla Morrowind, I never used the blessings of the saints because I had no idea what they did. This makes the shrines much more useful.
Two questions: I've checked this mod with TESAME and it badly conflicts with this mod - nothing game-breaking, but obviously it's impossible to use both at the same time. Would it be possible to include the options from this mod here?
Are you planning to eventually add descriptions to unique shrines as well (or would you add them if you had suitable lore-friendly descriptions, since the book doesn't cover them)?
Depends what you mean by "easy". Yes, it would certainly be doable in the Construction Set, but it would require editing all shrine scripts (most likely copy-pasting a piece of code). The 0 gold fix and a "Restore Health" are very useful anyway, so I do not see a reason not to ask the mod author about including them.
I'll see what's possible regarding the added options from the other shrines mod.
I'm thinking about the pilgrimage shrines too - at first I thought I'd just do the saints but the other shrines stand out as being different now. I added the Tribunal and Vivec's Fury already but I'm not sure about the description for the latter as there's not an in-game reference as far as I can tell. Can you let me know if it's appropriate or not?
It looks as though all this mod does is tell you what each shrine does, while Shrines changes what each shrine does. From that information, it seems all that needs to be done is to add a version that changes the descriptions to say what each one does after Shrines is installed.
Nice mod! My vote would be just to implement the cancel feature, adding restore health seems potentially cheaty for some tombs. Also, just a heads up, when testing this with the shring of St. Lothis, the text told me I would be granted Rock of Llothis, I know it's knit picky but it's actually *The* Rock of Llothis.
EDIT: I really wish it was also *The* Shield of St. Delyn and *The* Spirit of Nerevar as well, just sounds so much better for a description IMO
@SuperQuail Both added shrines have appropriate descriptions, as far as I can tell. Almsivi Restoration restores both damaged attributes and skills though, so you might want to mention that, too. If you want help with the descriptions, I could give some ideas regarding other pilgrimage shrines.
Regarding Restore Health being optional, I agree it would be the best idea. Maybe it would be better, instead of making an optional file, to make a GMST-controlled if-block in the scripts (this makes editing the mod later significantly easier)? This way, every player could control it for themselves with a single console command. For example:
Spoiler:
Show
;Ask second question if ( QuestionState == 10 ) if (SQ_ShrineRestoreHealth = 0)
Set button to GetButtonPressed
if ( button == 0 ) MessageBox "What blessing do you ask for?" "Cure Disease" "Cure Blight" "Cure Poison" "Shield of St. Delyn" ;or "The Shield of St. Delyn" :) set QuestionState to 20 elseif ( button == 1 ) set QuestionState to 0 endif
Return
else
Set button to GetButtonPressed
if ( button == 0 ) MessageBox "What blessing do you ask for?" "Cure Disease" "Cure Blight" "Cure Poison" "Restore Health" "Shield of St. Delyn" set QuestionState to 20 elseif ( button == 1 ) set QuestionState to 0 endif
Return
endif
(I haven't tested the example code, it's just to illustrate what I mean.)
EDIT: Endorsed. Awesome mod :)
@1337DragonWolf That is NOT how Morrowind modding works. There is a conflict because both mods edit the same scripts, regardless of what they actually do in-game.
@PoodleSandwich2 Maybe it seems a bit cheaty but it sort of makes sense, if the shrine blessings can cure blight or poison, why shouldn't they heal your wounds? I'd call that immersion, not cheating. I second the "The" suggestion, though in lowercase - "St. Delyn grants the Shield of St. Delyn (...)".
@SuperQuail Nice one on the optional file and implementing the cancel feature. I feel it should really say "Cancel" rather than "None" though; not only does this feel more in keeping with vanilla but otherwise it sounds like you are still choosing to leave money despite not wanting a blessing. Also I completely second what RedFurryDragon said above about lower case "the", more poetic and better flowing but still lore friendly.
22 comments
Two questions: I've checked this mod with TESAME and it badly conflicts with this mod - nothing game-breaking, but obviously it's impossible to use both at the same time. Would it be possible to include the options from this mod here?
Are you planning to eventually add descriptions to unique shrines as well (or would you add them if you had suitable lore-friendly descriptions, since the book doesn't cover them)?
I'm thinking about the pilgrimage shrines too - at first I thought I'd just do the saints but the other shrines stand out as being different now. I added the Tribunal and Vivec's Fury already but I'm not sure about the description for the latter as there's not an in-game reference as far as I can tell. Can you let me know if it's appropriate or not?
EDIT: I really wish it was also *The* Shield of St. Delyn and *The* Spirit of Nerevar as well, just sounds so much better for a description IMO
Both added shrines have appropriate descriptions, as far as I can tell. Almsivi Restoration restores both damaged attributes and skills though, so you might want to mention that, too. If you want help with the descriptions, I could give some ideas regarding other pilgrimage shrines.
Regarding Restore Health being optional, I agree it would be the best idea. Maybe it would be better, instead of making an optional file, to make a GMST-controlled if-block in the scripts (this makes editing the mod later significantly easier)? This way, every player could control it for themselves with a single console command. For example:
if ( QuestionState == 10 )
if (SQ_ShrineRestoreHealth = 0)
Set button to GetButtonPressed
if ( button == 0 )
MessageBox "What blessing do you ask for?" "Cure Disease" "Cure Blight" "Cure Poison" "Shield of St. Delyn"
;or "The Shield of St. Delyn" :)
set QuestionState to 20
elseif ( button == 1 )
set QuestionState to 0
endif
Return
else
Set button to GetButtonPressed
if ( button == 0 )
MessageBox "What blessing do you ask for?" "Cure Disease" "Cure Blight" "Cure Poison" "Restore Health" "Shield of St. Delyn"
set QuestionState to 20
elseif ( button == 1 )
set QuestionState to 0
endif
Return
endif
(I haven't tested the example code, it's just to illustrate what I mean.)
EDIT: Endorsed. Awesome mod :)
@1337DragonWolf
That is NOT how Morrowind modding works. There is a conflict because both mods edit the same scripts, regardless of what they actually do in-game.
@PoodleSandwich2
Maybe it seems a bit cheaty but it sort of makes sense, if the shrine blessings can cure blight or poison, why shouldn't they heal your wounds? I'd call that immersion, not cheating. I second the "The" suggestion, though in lowercase - "St. Delyn grants the Shield of St. Delyn (...)".
Nice one on the optional file and implementing the cancel feature. I feel it should really say "Cancel" rather than "None" though; not only does this feel more in keeping with vanilla but otherwise it sounds like you are still choosing to leave money despite not wanting a blessing. Also I completely second what RedFurryDragon said above about lower case "the", more poetic and better flowing but still lore friendly.