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About this mod

Fixes a handful of small inconsistencies between lore and what is found in game.

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** Please Note this mod is no longer updated on this page. For the most up-to-date version, follow this link: 
https://www.nexusmods.com/morrowind/mods/55695 **

This mod fixes all the little inconsistencies from my ongoing inconsistencies project that are too small to warrant being their own separate mod.

Grazelands

  • The Grazelands are described as both arid and as having regular rainfall. See Item C-003 here. Grazelands have a 10% chance of rain, whereas the Ascadian Isles only have a 5% chance. So, gameplay suggests that developers went with the regular rainfall concept.

Topic: Vvardenfell and Geography of Vvardenfell

Except for the settled southwest, Vvardenfell is covered by hostile desert wastes, arid grasslands, and volcanic badlands, and thinly populated by the nomadic Ashlander tribes. 
Except for the settled southwest and the Grazelands of the northeast, Vvardenfell is mostly covered by hostile wastes and volcanic badlands, and thinly populated by the nomadic Ashlander tribes.

Topic: The Dark Elven Curse

In Imperial stories, the dark skin and red eyes of the Dunmer derives from 'the Dark Elven Curse,' which was caused by a moral taint, a sorcerous curse, and the pernicious environment of the northeastern wastelands, according to various legends and fables. These stories may be plausibly ascribed to western Imperial racial prejudice and fear of the Dark Elves; such legends play no part in the Dunmer's own accounts of their past.
In Imperial stories, the dark skin and red eyes of the Dunmer derives from 'the Dark Elven Curse', which was caused by a moral taint, a sorcerous curse, and the pernicious environment of the ash wastes, according to various legends and fables. These stories may be plausibly ascribed to western Imperial racial prejudice and fear of the Dark Elves; such legends play no part in the Dunmer's own accounts of their past.

  • The Grazelands are also said to have NO roads or tracks, there are obviously some tracks through the Grazelands.

Topic: Grazelands 

There are no roads or tracks in the Grazelands, but travel is easy across the rolling plains.
There are no paved roads in the Grazelands, but travel is easy across the tracks and rolling plains.

  • Tel Fyr is described as being in the Grazelands. It is nowhere near the Grazelands.

Topic: Grazelands

Permanent settlements in the Grazelands include Vos village and the towers of Tel Vos and Tel Fyr.
Permanent settlements in the Grazelands include Vos village and the tower of Tel Vos.

Coastguard Cutters

NPCs will tell you that there are Coastguard cutters docked at Seyda Neen who control smuggling along the coast. There are two problems with this, firstly there are no Coastguard cutters present in game, docked at Seyda Neen or otherwise. Secondly, NPCs who are not in Seyda Neen will refer to the cutters being docked "here" when asked about Seyda Neen, rather than "there".

I do not consider it inconsistent to reference something that the player can't encounter in-game, on the contrary I think this can help with world building. But when it is explicitly stated that something can be found in a location here and now, when it can't, just seems confusing. As such, this is my fix:

Topic: Seyda Neen (Filtered for Gnaar Mok)

The Coastguard cutters of Census and Excise docked here control smuggling and piracy on the Inner Sea.
The Coastguard cutters of Census and Excise who dock there control smuggling and piracy on the Inner Sea.

Other responses to the Seyda Neen topic are edited accordingly.

Herd Animals

When inquiring about herd animals you will be told:

The two most common herd animals of the Ashlanders are the guar and the shalk. The guar is a large biped, trained as a beast of burden, and raised for meat and hides. Wild guard are encountered in the wilderness; they're usually quite peaceful. The shalk is a large, unaggressive beetle, raised for meat and resin from its shells.

It is mentioned that wild guar are usually quite peaceful and that shalk are unaggressive. In game both of these animals are aggressive. I have checked every book and piece of dialogue containing the word "guar" and containing the word "shalk". I cannot find any reference to guars being anything other than peaceful. I did, however, find references to shalks being aggressive. This, couple with the fact that we do meet docile guars in game, lead me to fix these two inconsistencies by making wild guar peaceful, as described, and updating the line like so: 

The two most common herd animals of the Ashlanders are the guar and the shalk. The guar is a large biped, trained as a beast of burden, and raised for meat and hides. Wild guars are encountered in the wilderness; they're usually quite peaceful. The shalk is a large beetle, raised for meat and resin from its shells.

Temple Attributes

The Tribunal Temple faction's favored attributes are Personality and Intelligence and yet it is inferred in the book "Fellowship of the Temple" that their favored attributes are Personality and Willpower.

Those who follow the Tribunal must have the Personality to lead others and the Willpower to resist the world's temptations.
Those who follow the Tribunal must have the personality to lead others and the will and cunning to resist the world's temptations.

This leaves it compatible with any mods that might correct this inconsistency by changing the Temple's favored attribute.

Ajira

  • Ajira sends you on a mages guild quest to find, among other things, four samples of heather and willow anther. 

"Yes, Ajira must study flowers now. Ajira needs samples of Gold Kanet, Stoneflower Petals, Willow Anther, and Heather. These can all be found on the shores of Lake Amaya." 

Ajira has 5 restocking copies of Willow Anther and Heather that you can buy from her, and she will accept the ones you've bought from her for the quest. 

This mod simply removes those flowers from her inventory so she can no longer sell them to you. 

Thanks Gavrilo98 for reporting this inconsistency. If anyone is interested in a stand-alone fix for this, with a re-balancing twist, check out his mod here.

  • Galbedir and Ajira have bet who first advance to journeyman rank however Galbedir already has journeyman rank. Also worth noting is that Ajira has rank of associate.

In v1.1 I changed both character's rank to Apprentice, 1 below Journeyman. Thanks zelazko for the suggestion.

Gravedust

Gravedust is described as a "spirit-affinitive dust taken from remains buried in consecrated ground." Gravedust cannot be taken from remains and is only found very rarely on consecrated ground. So I made it find-able in burial urns that would usually only contain bonemeal. Now there is a 50% chance to find bonemeal and a 50% chance to find gravedust.

Please note, this change is not included with the main file and is it's own plugin in a separate download here.

Installation
Get it in your Data Files folder, activate it in your launcher, and keep it fairly high up the load order so other things can overwrite it if they need to. I've re-dated it so it should be fairly high up by default for vanilla engine users. If you use Patch for Purists make sure FMI_Misc loads after it, which again, it will by default in the vanilla engine.