Morrowind

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Vladxn

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19 comments

  1. qwertyquit
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    An interesting concept, but due to the fact that the mod does not leave traces in the journal, it is not clear whether the task was counted as completed. I got to the moment with Dagoth Uthol assignment with Ordinators and despite the fact that the order is done, he does not react in any way. All early items on the to-do list in scroll have been completed.
    Also, dialogues mentioning that the Nerevarine player has not gone from SH members.
    Some Sixth House creatures are still attacking.
    Ghost Fence disabled right from start.
  2. bluepheonix
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    Very intrigued, and I actually already use a journal mod, but I don't know about no journal entries... Was there a reason for that?

    I actually don't have the best working memory (I'm not neuro-typical) so would have to just transcribe the instructions for myself into the journal (which really doesn't add anything but tedium), and I doubt I'm alone in this. Not to mention I might put down and pick up Morrowind with months of playing something else. I need my journal to tell me what I was doing last. If the entries aren't "quest entries" but can still be looked up under a unique dialogue topic I suppose that would still be ok. I totally get that you want some things to be puzzles or things you figure out as you go, but anything where there's an explicit quest-giver should have what they said added *somewhere* in my journal. Please? If I can't get the instructions repeated, as someone mentioned might be the case below, that would make this mod almost unplayable.

    That all said- I'm intrigued. I've played GHD already and love playing Sixth House content, so this looks really promising! I look forward to updates if you're still working on this.
  3. cubanbface
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    The D-I-Y Journal Keeping mod...I need this for your mod to work? Does D-I-Y Journal Keeping erase all journal entries from the game entirely or just your mod? Cause if it erases all journal entries even for vanilla quests or other mods etc then I won't get your mod if that other mod D-I-Y Journal Keeping is a requirement.

    Are you adding more stuff to this mod as well...I mean even more fleshing out of the story etc and bugfixes? Thanks in advance if you answer my questions. Can't really play this without journal entries. Could you please add them in if you can?..if not then that is fine as well.
  4. csalmen52
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    I managed to get the necessary mods installed but I received in-game pop-ups that some things in the headcanon mod's .esp file "were not compiled". Then I also received a Windows pop-up when I tried to start a new game about a "fence1". Any help? My game just freezes and I don't know how to fix it.
  5. TheMM
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    So gave it another fair shake since you gave it an update, I won't talk about anything previously mentioned, since you know my thoughts on those things already. Anywho...

    1. How do you 'infect' Berel Sala with Corprus? Or will you add that later on down the line?

    2. There's too many 'fake' potions in the crate, they will not fit in the crate to swap them with the real potions, just FYI.

    3. I forgot to make mention of this last time, but the dialogue definitely needs some work. I'm not opposed to swearing, but Dagoth Ur especially isn't really the type to call Azura a '*censored*'. He did swear in the original game, but his dialogue on the whole was more theatrical and poetic.

    4. I didn't mention bugs last time but I wanted to mention this one at least: When I go to Dagoth Ur after killing the Tribunal, the game has an error where it says it cannot set my shortblade skill to 100 when he gives me the unique weapon to kill Azura with. By extension, after killing Azura, the game just loops at that point, and he endlessly gives me new swords with the same error. I DID bring back the proof of her death as well, but that didn't do anything.
    1. vladxn
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      That's a lot of damage. Oops. Thanks, I'll get to fixing it when I come home.
  6. TheMM
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    As someone who really likes the Sixth House, I gave your mod a fair shake to give it a go. So here's my honest critique as the mod stands currently:

    1. I won't really go into the bugs or clearly WIP aspects of it, as those things can be ironed out in time. I'm not gonna knock it for that.

    2. I do dislike the transformation mechanic you chose to use. Looking at your other comments so far it seems that You've never played GHD fully through before, and that's fine, but I highly recommend you do, even just once, or at least to the point you become a Heartwight. In that mod you eventually can switch between your Heartwight form and your regular appearance, and it all starts from getting Corprus. That said, my biggest gripe with the GHD mod is that it still forces you to be the Nerevarine, leading me to...

    3. I like that your mod says, no, you are not the Nerevarine, you're just a person who helps Dagoth Ur out and eventually conquer Vvardenfell. I basically have made a character who is meant to BE a Sixth House member, but is obviously no savior of the Dunmer, so having a mod like this is pretty much right up my alley. On that I do wanna see you expand upon it for sure.

    4. I don't mind that you want to have no journal entries, IMO I'd prefer em, but everyone has their own choices after all. Still, with that said, the instructions you are given tend to be vague. I'm not saying you need to be hand-holdy, just that you should give clear instructions, or at least strong enough hints that people can figure it out from there.

    5. I wasn't really a fan of how many people you had to kill. Like, I'm not against it at all, but i found it a bit boring running around and doing stuff like emptying out the entire Urshilaku Camp just cuz. It felt kinda pointless and hollow, and that it didn't really matter all that much in the end. Same with having to collect a bunch of raw glass and dwemer scraps, just seemed a little silly.

    6. Pacing in general feels kinda wonky. Like I'm sure you probably intend this to just be something done over time, that you would not rush into it too fast. But even so it just feels like things go from 1 to 10 pretty fast in terms of what you're doing. Having it be more spread out and paced is important. On a similar note, please let us talk to quest giving NPCs more than once, as I had to reload my save games a couple times in order to reread the text given sometimes.

    Anyways, that's more or less all I have atm in terms of critique. I can offer suggestions and other thoughts if you like, a 'what would I do' kind of deal, if you're open to em. One question though: Is the questline supposed to end after you kill Azura? I did slay her with the blade, and nothing really came of it afterwords.
    1. vladxn
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      Hey thanks for taking the time to write a "review". Always appreciated.

      1. So yeah, as you said, the mod *is* W.I.P in some cases. It's mostly still in the beta. Most current bugs will still be fixed and all that.

      2. Yeah, I don't like the transformation mechanic either, tbh. But that's the best I could do as of now. I know it's super annoying and stupid to open the Race Menu whenever you need to transform. Once I get together a script that automatically changes your race, I'll sure implement it.

      3. So uhmm... yeah.

      4. I do not plan to and I *will not* add any journal entries. As for the "vague" instructions: They never struck me as vague, but then again, I'm VERY used to all quests since, well, I created the quests and tested them dozens of times. But since you, who aren't as familiar with the quests as I am, say that they're vague, I'm gonna have to trust you and look into it. Might change some things.

      5. Yeah, I guess some parts like the "terror spreading in Vivec" do feel like a chore. I'm gonna see what I can do. I doubt I'll just drop them entirely though.

      6. Thanks for pointing that out. I was thinking maybe I could add some more minor quests, especially in the beginning, to make the first few hours of gameplay less extreme and lengthier.

      7. As for Azura: I didn't implement an ending yet, but I will.

      All in all I'm currently working on an update for the mod. Thanks a lot for the review.
    2. TheMM
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      Sure thing, I'll be nothing if not honest about it.

      1. Yeah no worries.

      2. One thing I liked about GHD is that Corprus was used as a game mechanic, not simply a disease you got. I would love to see something like that be used in your mod as well. Doesn't have to necessarily be in the exact same way, but I feel it makes a lot of sense.

      3. Of course. I shall definitely try and keep an eye on your mod and support it how I can.

      4 and 5. I feel that on the whole, what is best for the quests is that you 'send a message'. Like, instead of killing random Outlanders in Vivec, how about something more precise, such as say, killing Danso Indules, the priestess outside of the High Fane, and leaving a note? That would be a pretty clear message that even the Temple's 'faithful' can be killed in broad daylight and nothing will be done about it. For other stuff, like the Corprusarium slaughter, just clarification is needed, just adding in a bit about 'a special guest' or just straight up mentioning Yagrum Bagarn should not be killed. In short, it should be a case of 'using a scalpel instead of a hammer' kind of situation. The Sixth House is all about doing things from the shadows, and only striking out openly to help send a message.

      6. I think that would be a good idea.

      7. Small thing. There's an invisible 'Aspect of Azura' in Dagoth Ur's room, it has collision and I nearly got stuck in it once.

      8. I got some pretty hefty bounties while playing the mod cuz of how many people I had to kill. That would temporarily break quests occasionally because people would not talk with my normally until I paid off my bounty. Specifically the time I had to speak with Orvas Dren, he refused to talk to me to continue the questline until I had paid my bounty. Once it was paid off I was fine though.
  7. Gavrilo93
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    Still very buggy, but definitely way better than the previous version. And of course, a very interesting concept, so I endorsed it. I enjoyed playing with it.
    1. vladxn
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      Thanks! But after testing and replaying it numerous times myself, I find it odd you'd call it VERY buggy. Can you tell me some of the bugs you've encountered so I can fix them?
    2. Gavrilo93
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      Of course, I'll gladly help with this:

      - The transformations do not work at all. Dagoth Ur says that he would transform me, but nothing happens.
      - I do not receive the blade to kill Azura either. (So the questline is essentially broken at that point, I cannot go on to the final battle with the Tribunal -> I thought that maybe the blade is somewhere in the vicinity and I have to pick it up actually, but if that is the case, then it is not in the vicinity.)
      - Azura doesn't have a head
      - If I have the plans from the palace of Vivec in my inventory, the dialogue I was supposed to get after that is kept being repeated, so unless I drop it from my inventory, I cannot go on to to next dialogue
      - At one dialogue with Dagoth Ur, the chargen menu (when you select your race) opens for no reason. I think it was when he was supposed to make you an Ash Zombie, but I'm not certain.

      Also, not a bug, but some clarification would be needed: The orders tell you to kill ALL the inmates at the Corprusarium, therefore I assumed that Yagrum Bagarn must be killed too. (But he shouldn't, as he is needed later) Not a big deal, I'm a veteran player, I could resurrect him easily, but might cause some troubles for less experienced players.

      By the way, don't misunderstand me, it is still a very interesting mod, and an ambitious project, and I liked it. But yeah, it would be nice if you could fix these, to make it even more perfect. ^^
    3. vladxn
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      Thanks for the list!

      Are you sure you're using the required mod? (Playable Creature Race Pack). If not, it might be the reason Azura has no head and why the transformations don't work.

      "- If I have the plans from the palace of Vivec in my inventory, the dialogue I was supposed to get after that is kept being repeated, so unless I drop it from my inventory, I cannot go on to to next dialogue." You mean the dialogue of Dagoth Ur when you turn the plans in? Because that's not really possible, as he removes the plans once you talk to him once.

      Also... you *do* get the blade.. like, I've tested it a couple of times and I've never not received it?

      Also, yes, I'm going to change the Corprusarium description, thanks for pointing that one out.
  8. MelchiorDahrk
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    Over 35 quests and no journal entries? What kind of monster are you!? Seriously though, this sounds intriguing. What sets it apart from the Great House Dagoth mod? Also, if you add the “May Modathon 2019” tag, your mod will automatically be entered into the competition going on right now!
    1. vladxn
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      Thanks I didn't know!!!
  9. RedFurryDemon
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    How does this compare to GHD in terms of lore-friendliness?
    1. vladxn
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      Now I haven't played GHD in entirety, but my mod is as lore friendly as it gets. I'm willing to bet there isn't a single part of the mod that would make a lore scholar say "wow this is stupid/not accurate", as i'm quite good at lore myself. So yeah, I did try hard to keep it lore friendly and immersive.
  10. hurrdurrmurrgurr
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    How incompatible is this with Greater Dwemer ruins?
    Great House Dagoth did something similar with the ash transformations however movement with them was wonky and part of it involved blinding the player, thematic but a chore to play. How are your ash transformations in comparison?
    1. vladxn
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      My mod does not blind the player. The transformations are semi automatic. A script runs which opens up the racemenu.