Morrowind

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Caeris

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Caeris

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42 comments

  1. Schmehh
    Schmehh
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    You mentioned in the comments that you don't mind making patches as long as someone else points out what the incompatibilities are... SO! I think i found one!
    Both LGNPC Secret Masters and this mod modify the vanilla NPC Qorvynn who resides in Indoranyon. I'm pretty sure this fucks up Vvardenfell Brotherhood. If you have time, could you please make a patch since I have no experience with Morrowind's CK.
    1. Caeris
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      I'd be keen to make a patch once I know all the conflicts so as to not mislead people with an "LGNPC Patch" that doesn't actually fix compatibility :D But thanks for the report!
  2. Hentiamenti418
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    Will it be compatible with Immersive Madness, that also touches on Daedric Shrines and NPCs there?
    1. Caeris
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      Late reply, but nah they don't touch the same shrines.
  3. AetherSeraph9
    AetherSeraph9
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    Would you advise against updating the mod mid-playthrough (from 1.05)? I don't normally do such things, so, not much experience there. I'd use Mash to update the save. From what little I tested, Gendyn Releth respawned at the Ald Velothi Outpost after updating. That has me worried about breaking things if I continue with it.

    And just how much was fixed in 1.07? I mean, are the script/dialogue fixes pretty vital?
    1. Caeris
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      I'm not sure exactly what the consequences would be, but the dialogue/script fixes are mostly just for better grammar and compatibility. It's not completely vital if you're already mid-playthrough :)
    2. AetherSeraph9
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      Okay, thanks! I'll play it safe then and stick with 1.05 for now.

      While I'm here, I thought I'd bring this up: lately I've been having frequent, consistent crashing in and around Daedric ruins. This started only after installing my last batch of mods before starting my current characters, with this batch including Vvardenfell Brotherhood. Of those mods, it's the only one I can think of that makes changes to Daedric ruins, and I realized after thinking about it that the majority of crashes are around ruins that your mod makes changes to.

      It's not crashing EVERY time, but frequently enough to arouse suspicion. For example there are times when I'm assaulting a Daedric ruin (exterior usually), and the game will crash. So I try again at the same ruin, and it crashes again the same way. Always during combat, too. Eventually I get lucky and it lets me continue. No errors, just a CTD.

      I somehow doubt your mod is actually the cause; I'm only suspecting it because of the circumstances. I occasionally crash in other places too of course, but most of the time it's around Daedric ruins. Can you think of anything in your mod that would cause such an issue? I hope we can rule it out...
    3. Caeris
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      That's really strange. Only thing I could think of causing that crash is the script that makes NPCs in and around Daedric ruins peaceful when the player is a member of the faction.
    4. AetherSeraph9
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      I thought about that too actually, but this is with my character who is hostile towards the DB. I haven't been playing my other character, who joined them, quite as much, but I know I had a few similar crashes. Maybe it's something to do with your mod running alongside Piratelord's Creatures? That's the only other mod I can think of which makes changes to Daedric ruins, by adding new Daedra. I've had that mod installed since the beginning, though.

      I'm hoping it's just my install acting up again, as it frequently tends to do. 254 plugins will do that, haha! Just today I played for a few hours straight, going to several Daedric ruins with no crashes, but I don't think any of them were affected by your mod. I'll be monitoring it more closely now, paying attention to where and when it happens. It was only recently I realized it usually crashes in those certain areas, which hasn't been the case before, like I said.

      I've been enjoying your mod so far, by the way! It's really nice to have a DB storyline so different from the (quite similar) ones we got in other games.
    5. Caeris
      Caeris
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      Yeah it could be that actually. I tried to replicate the bug myself but couldn't do it, so I'm not too sure. I'm glad to hear you're enjoying it though! :D
  4. Jackleson
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    maybe consider making a video trailier/showcase for such a large content mod.
  5. EspeciallyCommon
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    Hi Caeris, thank you for this "nifty mod"! I am a big fan of your other mods and I'm keen to try out this one too. However I'm also a fan of LGNPC and I noticed your comments about incompatibility ... I noticed that you added an LGNPC compatibility patch for one of your other mods, The Rise of the Tribe Unmourned, which is why I was wondering if you would consider making a patch for Vvardenfell Brotherhood too? Or would this undo all of your work with the Dark Brotherhood?

    Edit: only to say that I gladly made an exception for your Pelagiad mod :-)
    1. Caeris
      Caeris
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      I would be keen to make a patch potentially, but since I don't use LGNPC myself, I don't actually know where the incompatibilities lie.
    2. goddoward
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      Would you think about making a patch if enough people asked? How many is enough...5, 10, 20, or more?
    3. Caeris
      Caeris
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      I'd make a patch for anyone so long as it isn't me going through each of the NPCs to find out which ones clash haha. It's difficult to find motivation to make a patch for a mod you don't personally use, but if someone were to direct me with what needs to be changed, I'd be happy to do it :)
  6. Lionswar
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    Will the dark brotherhood have magic items as a reward?
  7. AetherSeraph9
    AetherSeraph9
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    Would this be compatible with the Severa Magia DB Fix ( https://www.nexusmods.com/morrowind/mods/45647 )? I'm thinking probably not....

    And while I'm at it, what about Creatures XI ( https://www.nexusmods.com/morrowind/mods/30563 ) or Atronach Expansion ( https://download.fliggerty.com/download-132-693 )? These two add new daedra, so I take it they won't turn "tame" with the rest during this mod's quests?
    1. Caeris
      Caeris
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      No it is not compatible with Severa Magia DB Fix. It should be compatible with Creatures XI, but it will not affect/tame the new Daedra added to the shrines if there are any.
    2. AetherSeraph9
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      Got it, thanks for letting me know! I'll get rid of the Fix in favor of your mod.
  8. nexus71960
    nexus71960
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    Been playing through this and having a great time so far - love the greetings from friendly Daedra at the shrines, as well as the history of each shrine as explained by the cultists within. One bug (or conflict?) I've noticed so far is that while transporting to Ebernanit via. cultist guide worked perfectly, and the NPCs at the shrine's exterior were friendly etc., I could not re-enter the shrine through the exterior door. It would instead lead back to the un-altered, vanilla shrine labelled "vc". NPCs still had their dialogue, but added NPCs were missing and the Daedra within were hostile.

    Like I said, not sure if this is a conflict or a problem with the mod. It's a minor problem overall, but still noteworthy.


     
    Hey there, can you tell me if you end up being the leader of the DB at the end of the questline ?
    And do you think the mod is lore-friendly as in basing itself of of the few infos that we have on the DB in the game
  9. jiopi
    jiopi
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    Earmil attacks me, even after I talked to him with invisibility and gave the diamonds?

    EDIT: fixed by moving .esp last in load order
  10. nexus71960
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    Do you end up being the Master of the Dark Brotherhood in this mod ? I hope not tbh, I'ld love Severa Magia to stay in command