Morrowind

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Enclavekiller

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Enclavekiller1

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9 comments

  1. ChaoticDrakon
    ChaoticDrakon
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    Is this mod compatible with Julan the Ashlander? Both gameplay- and lore-wise.
    Would a patch be feasible that adds some functionality/dialogue if you have Julan with you?
    1. Enclavekiller1
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      I do not use Julan nor do I care for Julan, if someone uses both mods and finds they are incompatible they are more than welcome to make and post a patch.
    2. abot
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      First thing first, I have not played the mod yet but technically this is the one so far from the modjam esps to be squeaky clean from the start, and this is worth endorsing already :-)
      Julan is (and rightly so) recognised as best companion mod available, nothing you can do about it. As it moves the Ald Daedroth colonized by Ahemmusa to new interiors, in theory you could make your mod use original Ald Daedroth interiors or other new interiors, in practice it is sort of hard making believable patches as you can't have people staying in different places at the same time.
      So, assuming you care. IMO best way to not have Julan users to skip this mod is to plan future movement of Ahemmusa to Ald Daedroth from this mod to a separate part 2 esp, else Julan people will just skip the mod instead of being at least able to play this mod part 1
  2. Teskal
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    This mod exist already for nearly 2 years and no patch for Julan the Ashlander. This does not speak for this mod.
  3. MelchiorDahrk
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    Good to see you around and participating, EK!

    I like the new quests you chose to add. The lack of an Ashkhan was definitely a loose end with the Ahemmusa. One thing your mod skims over though is the whole safe place thing. The Nerevarine made Ald Daedroth a safe place so that the Ahemmusa could shelter there until after Dagoth Ur was defeated. So it seems like your mod should move them there and then maybe have the quests take place after they return after the main quest? Theoretically, the player should be too busy fighting the Sixth House to help the tribe get their affairs in order before then anyway. Either way, this was a neat mod - and in just 2 days too! I just had a few other observations while playing:

    1) How did dutadalk know where the Telvanni came from? Maybe Duta could at least express some reasonable doubt but say that it’s the closest rogue Telvanni tower they know about and have had issues with them in the past or something.
    2) I feel like the mod could prompt you with who to talk to a bit more. Like have the other Ahemmusa have a rumor about the kidnapping and the egg mine.
    3) Was Ibasour supposed to be dead or alive? He attacked me. But the fact that he was aggressive wasn’t addressed in the dialogue or journal entries that I noticed.
    4) Might be good to clarify in the directions that Sanit is FAR West of camp. At the edge of the Grazelands.
    5) Escorting an NPC through a flooded grotto is the evilest thing any modder has done...
    1. Enclavekiller1
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      Thanks md. Yea I'm planning on updating this later on to make the Ahemmusa move to the ruins after the new Ashkhan is chosen, with dialogue to reflect this waiting period, along with changes to Daedroth after they move in. And sure the player could be busy fighting Sixth House but this is mw we're talking about, there's nothing stopping the player from doing the Daedroth quest and then going on to do the Imperial Cult faction missions right after just as an example.

      1) The Ahemmusa have known about said Telvanni and Dutadalk states that they had been neighbors "We’ve been neighbors for a few years now, and they’ve always been a nuisance with the occasional prank, but this won’t stand!" when you ask him about Sanni. It's not out of question for them to have been recognized but I can tweak dialogue to elaborate on this.
      2) I could add some rumor entries saying that Duta and Yen are frustrated with the situations in their quests, along with Sinnammu telling the player they want them.
      3) Ibasour's fate is completely up to the player, Yen's dialogue and the quest rewards reflect upon this. I plan on having it be more obvious in gameplay/consequences in the update.
      4) Sure
      5) That's a badge of honor for me All jokes aside, I did spend several hours on that one quest specifically making sure it was completable and how to keep Yen's AI from freaking out, I was satisfied enough with making sure the only bug was Yen getting stuck in a couple spots which he would just fix himself out of. In testing I was able to complete the quest within 5 minutes no problem. I feel like SSE's flooded maze was far more evil tbf
    2. MelchiorDahrk
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      I’m looking forward to the update! As long as dialogue reflects the delay in heading to Ald Daedroth, it should be OK. I’m sure you can pull it off.

      1) oh I missed that comment from him. Honestly that’s pretty good by itself. Maybe making it a bit more explicit that they recognized them in the dialogue wouldn’t hurt.
      5) yeah I was able to do it. Definitely not in 5 minutes though, lol.
  4. Remiros
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    Glad to see you're back.
    1. Enclavekiller1
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      SoonTM