Morrowind
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Half11

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66 comments

  1. Rosynant
    Rosynant
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    The mod worked only partially for me. The Bloodmoon rumor indeed appeared after talking to a guard above level 6 and it gave me a first journal entry. Later some random NPCs mentioned Solstheim in "latest rumors", but no one had "Solstheim" as a clickable topic. Not even scouts and agents (I checked several of them in different locations). I had to manually add the topic to an NPC via consol to receive a journal entry about the boat from Khuul to Solstheim. And Louis Beauchamp harassed me in Ald'ruhn pretty early, but it might be due to the older version I downloaded (in Janurary, I believe).
    1. boblemoche14
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      I have the same issue. Not sure what is causing it.
    2. half11
      half11
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      I wonder what causes this. Looks find on my end. Since the rumors mentions the topic, it should be there.
    3. boblemoche14
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      If it helps, I'm using OpenMW and the Patch for Purists. I found a sort of workaround which is that if I load Expansion Delay *before* PfP, it reverts to the behaviour where every NPC has the Solstheim line (but doesn't affect the Tribunal delay stuff)
    4. Rosynant
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      I'm also using OpenMW and PfP. Nice to know the load order helps. Btw, I've recently checked the Tribunal delay part and it works perfectly fine (DB attacks started only after me being named Hlaalu Hortator).
    5. Boonlive
      Boonlive
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      having the same trouble here im lvl 7 solstheim topic doesnt appear even the rumors are there. also i have warnings in the loading screen when i activate the mod about bloodmoon and tribunal topic is empty or something. is this mod compatible with different languages is this maybe the problem?
    6. half11
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      This mod should only be used with the English version of the game.
    7. Boonlive
      Boonlive
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      nice to mention it thanks ( but you really should mention it under requirments and sorts... there are  probably few people playing it on a different language)
    8. half11
      half11
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      I just assumed this was common knowledge. Every mod that touches dialogue is incompatible with other languages.
  2. Torsotin
    Torsotin
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    Any potential problems from deactivating/removing this mod? Currently below lvl 6 and haven't gotten far with the main quest either. Was just in the mood to go do some stuff around Mournhold, but a bit hard to get there unless I power through the main quest.
    1. half11
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      There are always potential problems when removing (dialogue) mods.

      Instead of removing my mod, I would suggest to add another one: The Road to Mournhold. Not only does this enable you to travel to Mournhold, it is also a great mod in its own right.
  3. IlanSmolders
    IlanSmolders
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    Hi half11. I was wondering if you, or anyone else in the community is working on or has completed a mod that prevents quests from being started prematurely. I often like to chat with npcs that gave me a quest and sometimes I get a new quest even though the real quest giver, according to your journal at least, should have been someone else. I have looked around on this website, but couldn't find anything that I needed
    1. half11
      half11
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      Hello Ilan. Not that I know of. Do you have a specific example?
  4. amocerb
    amocerb
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    If you bypass the fourth and fifth trials by having a high enough level and reputation, do the DB attacks ever happen?
    1. half11
      half11
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      Yes, after 
      Spoiler:  
      Show
      is destroyed.
  5. ASCarroll91
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    Doesn't work for me at all. I'm on Windows and running Morrowind GOTY with OpenMW 0.46.0 and installed the mod with MO2 2.4.1. Everything is fully up to date and other mods work fine. Regardless of where I put this one, or how many others I have installed, it doesn't seem to be registering. The moment I get into Seyda Neen and talk to anyone about rumors I get the Solstheim hook. I haven't slept and gotten attacked by the Dark Brotherhood yet. I don't know if I'm doing something wrong but I think I'm going to try to go into the Creation Kit and make whatever changes this is supposed to do manually.
  6. Stray0rabbies
    Stray0rabbies
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    Is this compatible with Great House Dagoth?
  7. vividgamers20
    vividgamers20
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    Quick question, isn't Louis Beauchamp supposed to disappear after you complete his quest? He appears after starting the Bloodmoon Main Quest, but his dialogue is an auto-goodbye after doing his quest. He remains standing where he is for the rest of the game.
    Apart from that, the mod works perfectly.
  8. sdakis
    sdakis
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    I haven't done anything with Bloodmoon but the npc outside the Ald-Ruhn mages guild is still outside and gives me his quest. Is that normal?
    1. starlessmao81ac
      starlessmao81ac
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      it means you have some other mod that reverts this esp changes to vanilla...
    2. half11
      half11
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      Or an older version of the mod, perhaps? It was updated two days ago, fixing an issue with said NPC. 
    3. sdakis
      sdakis
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      Yup, I downloaded the mod before the latest update. I'll leave it as is for now to not accidentally mess something up since I already have his quest. No big deal. Thanks!
  9. DarkKnight040802
    DarkKnight040802
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    A must-have mod. Works perfectly for me. I also love the fact that the attacks start after being named Hlaalu hortator in the update. It makes so much more sense.
    1. half11
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      I'm happy to hear you enjoy the mod.
  10. blowmenxusmods
    blowmenxusmods
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    Having an issue with the mod. It's bricking my saves. Something about a "local count" differing from the saved local count? I literally just tried running the game after the last time I tried running it (last night) and made no other changes to the game or the mods I have installed.

    Oh, and the mod didn't work anyway. I was getting attacked by the Dark Brotherhood from somewhere around level 2 in Balmora, having done none of the quests yet.
    1. half11
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      ok
    2. wolfstriker
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      I get same error......local count for script 'dbattackscript' differs from saved local count
    3. half11
      half11
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      Try save and reload. You probably installed the mod and loaded it with an existing save.
    4. StoneOfLight
      StoneOfLight
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      So, just to make sure I'm understanding this thread right, I can install this on an existing save so long as I make a new save and reload that save right after installing.
    5. half11
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      Yeah. Though if you already met a DB assassin it might cause trouble. I will have to look into that. Replacing another assassin delayer shouldn't be any problem.
    6. StoneOfLight
      StoneOfLight
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      Yeah, I've met several already but I've also reported the attacks to the guards. I was more so hoping that the attacks would stop if I installed mid game. I'll try it out and report back how it works.
    7. half11
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      That would be great, thanks.
    8. Zhantrelic
      Zhantrelic
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      Was curious how this has worked out for you having encountered assassin's before? I'm about to try with the same situation
    9. SoAm8zin
      SoAm8zin
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      How did it go on an existing save, StoneofLight? No rush but I wanted to know if you found anything.