Morrowind

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Merlord

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Merlord

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18 comments

  1. Z0oka
    Z0oka
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    Can this be used with OpenMW?
  2. kade59
    kade59
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    Wow that's a cool ass idea,  is there a limit on how many tombstones can exist simultaneously? 
    1. Merlord
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      The limit can be set in the MCM.
  3. ArdaSevanoS
    ArdaSevanoS
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    Hello Merlord, would this work with the permadeath mod https://www.nexusmods.com/morrowind/mods/45672?tab=description ?
    It forces you to start a new game if you load a dead character's save, does this comply with the way your mod works? I'm assuming it doesn't work accross different save files.
    1. Merlord
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      This mod does indeed work across different save files! It should work fine with Permanently Perished, but I haven't tested compatibility directly.
    2. ArdaSevanoS
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      Great to hear! Thanks.
  4. RedFurryDemon
    RedFurryDemon
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    I have no doubt about the quality of coding in this mod, but...

    ...but this mod seems really weird from the in-game point of view. We never hear about Dunmer using tombstones, for they send all their dead to Necrom. Even for outlanders, it doesn't make much sense to have a tombstone in the exact same spot they died, since we know from TES4 that they have graveyards. Perhaps if the object left behind wasn't a tombstone but something else, that might have worked out somewhat better.

    [EDIT because this part ocurred to me after a while]: on the other hand, the "get a relic from a dead adventurer" mechanics is brilliant. This allows to immersively get an item by a character who would never acquire it otherwise, because it's quest-locked or otherwise hard to obtain (e.g. the Ebony Mail or Eltonbrand).
    1. Merlord
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      There was no attempt to make this mod lore-friendly. It is for adding extra fun to permadeath challenges, not for roleplaying.
    2. maan
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      Just a thought: would it be possible to swap the tombstone with a permanent dead character body?
      It would still just have the "relic" on it when looted (don't know if it's possibile to make clothes and armor not lootable somehow) and you get the option to "dispose" of it if you want or leave it where it is.

      It would still look out of place that a corpse has been left to lie in the middle of a city (so the option to dispose of them), but I think most characters meet their demise in ruins or in the wilderness, anyway...
  5. Brujoloco
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    Though not something I would use, I am downloading and endorsing! The whole idea is ... quite good!

    Love seeing new mechanics and forms of playing coming into this wonderful gem of a game! :D

    Heck, I might even try to do a permadeath run for the sake of it haha.
  6. radioforecaster
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    Tested it and in my game Tombstones won't disappear both on current game and new game, allowing you to take any amount of relic items. Also disable command won`t help, because Tombstone lefts invisible wall in place it was set.

    Edit: After placing second Tombstone and activating it it disappeared. After reloading the game first Tombstone also disappeared.
    1. Merlord
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      If it happens again, send me your mwse.log file
  7. drstrangelove42
    drstrangelove42
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    Awesome as always! Just a quick question. Will there be two copys in the gameworld of the item left behind? Meaning, if you character dies and leaves behind Goldbrand for example, will the next characte be able to find Goldbrand the normal way and in addition get Goldbrand from the grave? Or is it coded in a way, that the original copy of the item won't be available if it's left behind via the tombstone?

    I guess if would be very difficult for the latter to be true, since it would mean disabling every possible questline that might grant you that particular artifact (or item in general) but knowing you, you might just pull something of like that! :)

    Thank you very much for your work!

    Cheers!
    1. Danae123
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      There would be 2: the one in game and the relic.
    2. rumeely
      rumeely
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      I think a blacklist that checks for a certain item ID to block them from being used as a relic would be way more efficient rather than disabling the quest related to the item itself since some of them are integral to their respective sources (Lord's Mail and Chrysamere for an example), and it will also allow for seamless compatiblity with other item mods without touching the esp files that add them to the game.
    3. Merlord
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      Well I mean, you get to decide what relic gets left behind. If you don't want duplicate items, don't leave a unique item as a relic. If you don't want to break quests, avoid leaving quest items behind. I don't quite see the point of a blacklist when the player has the freedom to use or abuse the mechanic as they see fit. I certainly wouldn't want to blacklist unique items like Lord's Mail, as I think they would make for awesome relics. The tooltip distinguishes relics from existing items anyway.
  8. maan
    maan
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    Voice in my head: "Ok, Merlord is creating the impossible once again... but let's be honest, this is totally useless!"
    Other voice in my head: "Yes, it is. AND WE ABSOLUTELY NEED IT."
  9. Danae123
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    Tested, adopted.

    Lua's magick, Merlord's a master wizard.