Morrowind
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NullCascade

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22 comments

  1. kawaitei
    kawaitei
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    i've been using this for roleplay, and it's been very helpful in lots of situations and quests!

    it would be even more convenient if giving high value gifts reduced fight and/or alarm values as well. A disposition increase alone won't stop an angry ashlander from gutting a wandering farm tool who's wandered off the plantation. Some NPCs will tolerate an n'wah's presence for a few moments (specifically dialogue attempts) before turning hostile; either from repeated dialogue, picking the wrong topic, or failing a task. it would be great if pacifist characters could disarm their (potential) attackers with kindness, or if shifty thieving and murderous types could bribe a witness' yap shut with a complimentary bottle of booze. When combined with a short duration calm spells and quick action, giving gifts could go a long way, assuming one's diplomacy, speechcraft and mercantile skills are high enough. My mostly-pacifist wandering merchant could do more business in the Grazelands and West Gash if he could manage to share his wares before being gored by the locals.

    Just a thought.
  2. Sonja
    Sonja
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    Thank you!
    Using this I was able to gift Rothis Nethan (the Redoran "Duel of Honour" quest) with some decent gear, and he actually won the fight against his heavily armed and armored opponent. From an RP perspective, I felt it just made what had been a VERY uneven fight into something that was far more fair. 
  3. Niinamuszura3477
    Niinamuszura3477
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    When I give a gift, my Mercantile skill increases. Is it right?
    1. NullCascade
      NullCascade
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      Yes. Gifts are mechanically treated as a bribe with the item's value.
  4. Vengyre
    Vengyre
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    Gave an expensive shirt to a beggar, dude needs some swag in his life
  5. grasscid
    grasscid
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    do the items actually get transferred to the NPCs inventory (such that if you kill them you can get it back) or do they disappear from the game?
    1. NullCascade
      NullCascade
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      Yup, they get the items, and will equip/use them.
    2. grasscid
      grasscid
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      nice! I can finally give Caius a shirt to wear :D
    3. OffworldDevil
      OffworldDevil
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      You can dress the nude Nords?!
    4. AnDE42
      AnDE42
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      I just gave a shirt to an NPC with a bare torso, left the location, and then came back. The shirt is gone. How so?
  6. Elitheia
    Elitheia
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    Ohhh, I can finally dress up the slaves after freeing them so they don't have to escape naked and don't have to wear rags (which makes it easier for them to escape, I suppose).

    edit: I just tried to give a slave clothes but she wouldn't equip them, not even the shirt even though she didn't wear one before, is there another way except for a cheat to make them do so?
  7. JettN77
    JettN77
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    could this work with Open MW
    1. OffworldDevil
      OffworldDevil
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      Not until OMW supports Lua scripting.
  8. Dlichnum
    Dlichnum
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    • 7 kudos
    Works wonderfully. Thank you.
  9. Kefke_Wren
    Kefke_Wren
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    Does the gift system take into account how much the NPC is carrying? It would be a nice to see a refusal message along the lines of "I can't possibly carry any more.", whereas on the other hand it would be pretty silly if you could render someone helpless by giving them several heavy gifts to weigh them down. Which actually brings up a second question of whether it's possible to detect the effects on enchanted item and scan for harmful "On Self" effects so that NPCs will (perhaps depending on how well they know magic) be more inclined to refuse a gift, and possibly even grow angry with you, if that "gift" is cursed. I'd suggest something similar for potions as well, but to my knowledge that's likely even less possible with potions (since the not using homemade potions was always a limitation of the base game), and also because I don't think NPCs will drink nonstandard potions, so there's less potential to abuse the system that way, versus things like getting someone to equip a glorified/actual slave bracer. Even without "curse detection", it would probably be a good idea to find a way to blacklist certain items that would obviously be unwanted, or to make it where certain items will only be accepted by certain groups. For example, anyone not a necromancer is unlikely to want a skull...and speaking of Sharn, can gifting be set up to count as quest completion when you're tasked to give someone a certain item, or blocked to prevent NPCs from accepting quest items as gifts and then insisting you never gave them what they asked for?
  10. Luj1
    Luj1
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    Great for interacting with ashlanders!


    Indeed. Wonder if this mod can somehow be expanded in that direction