Morrowind
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20 comments

  1. CosmicCrisis69
    CosmicCrisis69
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    I was about to correct you because I thought Minabibi Assardarainat's dialogue implies the Ahemmusa Ashlanders do keep slaves, but it seems that they just happened to catch an escaped slave (presumably from a plantation) and wanted to turn him into a rug.

    Thanks for this mod!
  2. IlanSmolders
    IlanSmolders
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    "Now most Dunmer will still run this line" WHY?
    1. HrvojeRaznjevic
      HrvojeRaznjevic
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      Because most Dunmer support slavery. Exception being those excluded by this mod. It makes sense.
  3. arcvoodal
    arcvoodal
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    Would it be possible to remove "I could kill that guar, those boots are ruined". I swear there is a bug in morrowind that makes them say it waaaaaaaaaaaaay too much, and I really don't think its just confirmation bias on my part.
    1. PoodleSandwich2
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      In the vanilla game there should only be a 1 or 2% chance of hearing it. There is a bug that can make this happen, it can happen when you’re making dialogue mods. Does this mod cause that? Because if so I will try and fix it. At one point Patch for Purists increased the chance of hearing it intentionally but I think that was revised. I think MGSO and an older fan patch both cause this issue. 
  4. CommissarMethyst
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    This is much needed nuance, in use with additional voicelines from Idle talk. Morrowind gets a lot more indepth feeling, while already starting high.
  5. Fabiondo
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    why do redorans not say the line?
    1. PoodleSandwich2
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      I seem to remember the consensus amongst Discord lorebeards was that they are against slavery. I can’t find anything off the top of my searchbar to back this up but I don’t remember seeing any Redoran slave markets, unlike Hlaalu and Telvanni. If someone can provide info to the contrary I’ll change it. 
  6. 1Mac
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    I know you’ve been asked this before, but what’s the timeline on an fmi compilation?
    1. PoodleSandwich2
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      Thanks for the enthusiasm! Completion depends on too many factors to accurately predict but here's the google doc I am working with: https://docs.google.com/document/d/1R3UIMR9uRg-tThGqHR9uzF1biQnvOiztBHc2I1so_Pw/edit?usp=sharing

      I want to release a lot of them on their own page so as to try and get the most feedback and playtesting that will hopefully serve to improve the final compilation. Some of the issues are really going to hold me back time-wise because of the amount of info I need to collect. For example page 13 and page 5 refer to NPCs referring to the place they're standing without properly acknowledging that they are standing there. I've started work on this module and there have since cropped up many more similar issues not listed in the Google Doc. In order to fix all of them I will maybe ask about getting a channel for the project within the MMC discord server, but then do I make the channel just pertain to that 1 issue, just pertain to FMI or pertain to Finished Morrowind as a whole. Maybe I should start my own server, I just dunno.

      I am also stuck on pg65 because I don't feel like I have the lore chops to write it.

      And on 59 because if I bump the enchantment up to something that would actually stop him casting spells, then it wouldn't make much sense that slavers would waste so much money/effort on such a strong enchantment when a simple 1 point DAMAGE magicka would do just as well. And if I make it DAMAGE magicka, then the quest doesn't make sense, because removing his bracers wouldn't allow him to cast spells again.

    2. 1Mac
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      An MMC channel is a good idea.

      I think a compilation that excluded the more difficult concepts you mentioned would still be used by a lot of people, more so than a bunch of individual releases (though I think your reason for doing so makes sense). You could call it a beta or version 0.x release to show that more is coming, but a single set of fixes is much more useable that a bunch of individual fixes. Think of PfP or Remiros’ various fixes; they’re constantly being developed and added to, but still useful as they are.
    3. SpaceDevo
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      And if I make it DAMAGE magicka, then the quest doesn't make sense, because removing his bracers wouldn't allow him to cast spells again.
      I would advise tweaking the quest and dialogue to require giving him a Restore Magicka potion.
    4. PoodleSandwich2
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      Giving him a magicka potion is a good idea, I've thought about that as a solution before actually but I get worried about compatibility with other mods that might use the slave bracers as a similar mcguffin for a quest :/
    5. PoodleSandwich2
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      1Mac, if in the mean time you combined the plugins for your own game then that would help me out as well, to hear if you run into any issues I should be aware of I mean. :)
      I’ve got a really big module coming up pertaining to Service Refusal and Contraband btw, that will definitely benefit from having its own page :)
    6. 1Mac
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      Fair enough! I won’t say I won’t give it a try, but it will be a while at best.
    7. Jemolk
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      An enormous Drain Magicka effect is probably the most sensible enchantment on Slave Bracers regardless of the nominal cost. Someone probably figured out a trick to making the enchantment more efficient, some Telvanni lord of ages past most likely, similar to the explanation from Master Aryon for why Aryon's Blight Cure is so much cheaper than most Cure Blight spells. And think about it like this -- Damage Magicka could still leave a strong enough wizard time to teleport away even after having the bracer locked in place, and Silence has other implications (per the book Silence), even if they don't show up in-game as yet.

      Also, I want to say, as an OpenMW user, I really want the modular versions to stay so I can pick and choose, since OpenMW doesn't have a mod limit.
    8. SpaceDevo
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      That would be a decent explanation -- slave bracers being mass-produced by House Telvanni using simple but effective methods known only to them.

      Still, probably best to go with Silence instead of Drain/Damage Magicka. It's cheaper than making a strong Drain enchantment, and avoids the issue of leaving a freed slave with empty magicka. As for that book about the Silence effect, I don't really consider it anything more than a fable, since no game in the franchise (to my knowledge) has it actually affect vocalization in any way. Plus, there could still be multiple forms of Silence that disable spellcasting in different ways.
  7. Reizeron
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    It's Okay to be Gray.
  8. svrdm
    svrdm
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    Just a quick question (bc I made something similar to this): how were you able to add so many factions? In the CS there's only like 5 or 6 filters.
    1. PoodleSandwich2
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      I discovered that unlike with text dialogue where having completely blank results will crash the vanilla engine, if you add blank results to audio dialogue then once it’s conditions are met the NPC will simply say nothing, no subtitles or anything. For “Hello“ voice lines this would be accompanied by a very slight jolt from the NPC but with idle, even this is not an issue.
      This was great to see because it meant I didn’t have to touch the vanilla lines at all. I could just add empty lines above with the same filtering, Race, Sex, Random 100 etc + the extra 1 for class or faction.