Still using this today. Hope it see it updated soon, especially with
In the future, I will include storyline progression for the Morrowind main quest so you can feel a different Nerevarine going through the quests alongside with you. NPCs will talk about it through rumors. And he will even defeat Dagoth Ur. All I gotta do is figure out how to do it, haha.
I think unfortunately the only way forward in doing that would be messing with MWSE, not sure if it can be done in vanilla or not. An idea I had for implementation is either make it time based (as time passes more MQ-only quests will be autocompleted by the Nerevarine.), or possibly simpler to have it progress as you finish quests. Morrowind XP System (MXPS) detects quests based on how many stages it has and grants XP that way, could do something similar.
I think unfortunately the only way forward in doing that would be messing with MWSE, not sure if it can be done in vanilla or not. An idea I had for implementation is either make it time based (as time passes more MQ-only quests will be autocompleted by the Nerevarine.), or possibly simpler to have it progress as you finish quests. Morrowind XP System (MXPS) detects quests based on how many stages it has and grants XP that way, could do something similar.
Iirc my original plan was make it time based, maybe in a month or two the canon Nerevarine would have defeated Dagoth Ur, but he would be bottlenecked if you achieve a high enough position in one of the houses that he would require your approval to become Hortator. Doing it time-based is the simplest way, and not totally dependent on the player I think.
I lost my files when my old laptop got robbed, not gonna lie that didn't help motivate me to make mods again but I think I'm gonna replay the game soon to both refresh my knowledge and get some steam to work on updates again.
Yeah I could see how that would suck the motivation out of you, that's awful to hear. Love the idea about being in a leader of a house and having the Nerevarine come to you for approval, I never thought of that.
Great minds think alike it seems. I've only today stumbled on this mod, but I'm currently working on just such an idea as part of my personal rewrite of the Main Quest (almost entirely new roleplaying options to engage with the quests based on faction affiliations and skills/attributes). My approach right now is that after you leave Seyda Neen you'll talk to Jiub who you can either wish a good day (which will have him join one of the dunmer factions by way of random100 roll) or give him the package for caius cosades, which locks the player out of the main quest but instead has Jiub appear along the relevant places and over time complete the main quest. Locking out the player from the relevant quest items and writing a bunch of time based rumors telling of Jiubs exploits on the isle. The idea of him coming to the player if they become House Councilor or a higher rank i didn't think of, but I think it's awesome and would include it later on. I'd love some ideas or feedback if you were interested to contribute/playtest what I'm making.
@Caran7hir appreciate the comment, although there's not much I can advise since I'm out of touch of the morrowind modding scene. Maybe when I work on this again I'll have something to say.
About how the Nerevarine (Or Jiub in your case) would appear to the player to petition for support once you become a great house leader, I was going to look into how the dark brotherhood assassins npcs themselves spawn when you're targeted, or more with how the ashlander representative appears in the Telvanni player home for their quest. I was thinking of studying those scripts to make my own script by then. Maybe you can start there if you haven't yet. Good luck with your mod, looking forward to your work.
I looked at the Dark Brotherhood Scripts for a different project already and it's a straightforward 'PlaceAtPC "db_assassin"' plus distance function. Not sure I know which petitioning Ashlander Quest you mean. Is it vanilla? I'll probably just place the petitioning Nerevarine at the PCs faction home and have them be informed of his arrival via journal entry or placing a courier somewhere. Problem with the placeatpc function is, just as with the db assassins, depending on your surroundings, they might be placed in walls, doors or worst case... the void. The real work right now is all the custom dialogue I want to have in it, especially for Jiub as alternate Nerevarine or member of various factions. But I'm hoping it'll make the whole world feel a bit more dynamic.
I'm really enjoying this mod so far! I love the quick start of just being able to be Some Dude™ and spawn wherever rather than sit thru the standard chargen sequence.
That said, I was wondering, how hard would it be for me to make my own starting locations on top of this mod? (Like as a patch until you make another update) There's a character I'm writing but I don't technically have them showing up in any of the current optional locations. I was curious if this might be something I could easily just edit for myself or not.
Regarding how hard it is going to be to make your own mod based on this, I don't know what to say exactly. If you haven't created mods before haven't started playing with the construction set, I recommend you do as making mods for Morrowind isn't exactly difficult IMO, and you might enjoy it. If you have basic understanding of scripting in Morrowind you can definitely pickup from the ones in this mod.
Regarding the talk of a next update, I have a PC now, but I'm kinda tired of playing Morrowind with Silent Hill level of fog, so i'm planning on getting a modern GPU and once I do I'll continue working on this mod. It might be a while, honestly with real life in mind.
Thanks for the comment and have fun with making your mod.
Hey again! *EDIT* I managed to figure out the issue I commented here just earlier today, so I wanted to just give a shout that I managed to make my own patch to fix the spawn locations for Gnisis and Frostmoth when using BCOM and TOTSP. If you'd like, I'd be happy to send over the file if you'd like to include it here.
If you're still on board with Morrowind modding, could you make an add-on for this mod that implements starting cities from Tamriel Rebuilt? It could be a very nice roleplaying spec :)
Hello! Seems like a really great mod, due to the amazing freedom it gives. Makes me more free to roleplay as a newcomer that joins the temple (because why I would do that, or even live in Vivec and tribunal-ruled cities when I know he/she is the Nevarine?), or simply because the character has no obligations with anyone or anything. So much that I've imagined some things that would be neat, and would like to share them:
Being able to start the game already as a member of one faction, at least those that are also available outside of Vvardenfell. It could give a bit of background. Gear, spells and misc items could be also arranged.
Also, choosing between certain backgrounds could give bonuses/penalties, not to mention the roleplaying value of the character, or it's intentions' concealment. For instance being a noble gives you a set of expensive clothes, a house (which you arranged purchase before the travel) and starting reputation for Hlaalu, but might call attention for assassins and robbers. Choosing a warrior background giving a bonus to Redoran, weapons, armor and repair items. Being a priest giving more disposition with either Imperial cult or Tribunal, but a hatred for the other faction. Choosing to be a runaway slave might attract Telvanni pursuers when resting, and maybe even a bounty. An alchemist would start with a mortar and pestle and one or two alchemy-related books. A librarian, to give a few skill-boosting books and better disposition with booksellers. Not to mention that some of those backgrounds could co-exist with each other (slave and alchemist, noble and librarian), to certain extent, and maybe the more you pick, the bonuses and items are lessened to compensate it.
Forgive me for the very late reply, but thank you for sharing this comment. They're very helpful, and I would find a way to incorporate some of them.
I tend to dislike character backgrounds because for me they're either non-existent or limiting when implemented but I think it's a good idea nonetheless. I'll figure it out eventually
As for backgrounds, there is already a mod that adds them, so better to keep things separated. Personally, I think that backgrounds are not limiting in the sense that: they give you a more solid role to play, amidst the game's natural limitations; having more concrete characters (to a certain point) makes it easier for diversifying and playing other characters. It also might help a bit when coming back from a hiatus.
I honestly don't know, there are some new dialogue in the mod as you can see in the screenshots so that definitely isn't translated, but the rest of the game might be alright.
I've just seen this today and created a new character and chose a random destination. I chose Nord and very ironically I think I got landed at Frostmouth (as if it found the coldest place it could for me!) I found the arrival seriously touching with the warnings I was given about how dangerous it was there. I play in the first person but I switched pov and there I was, a girl in a nice skirt and shirt and yes, it would be dangerous for that girl. I hope she doesn't do anything rash.
This is a very rambling way of saying this is a wonderful mod - a wonderful addition to MW. I love the way you start it off and the choices you offer. I like random because I like random. Mainly because it's random! But thank you! I can see this will give a lot of joy. And not just to me.
My dude, I'm not even gay, and you're a dear dear friend.
It should be I think. I just used standard scripting and dialogue, no lua scripts. Although I think even those kind of mods work for OpenMW now, haven't checked lately.
63 comments
I think unfortunately the only way forward in doing that would be messing with MWSE, not sure if it can be done in vanilla or not. An idea I had for implementation is either make it time based (as time passes more MQ-only quests will be autocompleted by the Nerevarine.), or possibly simpler to have it progress as you finish quests. Morrowind XP System (MXPS) detects quests based on how many stages it has and grants XP that way, could do something similar.
Iirc my original plan was make it time based, maybe in a month or two the canon Nerevarine would have defeated Dagoth Ur, but he would be bottlenecked if you achieve a high enough position in one of the houses that he would require your approval to become Hortator. Doing it time-based is the simplest way, and not totally dependent on the player I think.
I lost my files when my old laptop got robbed, not gonna lie that didn't help motivate me to make mods again but I think I'm gonna replay the game soon to both refresh my knowledge and get some steam to work on updates again.
About how the Nerevarine (Or Jiub in your case) would appear to the player to petition for support once you become a great house leader, I was going to look into how the dark brotherhood assassins npcs themselves spawn when you're targeted, or more with how the ashlander representative appears in the Telvanni player home for their quest. I was thinking of studying those scripts to make my own script by then. Maybe you can start there if you haven't yet. Good luck with your mod, looking forward to your work.
That said, I was wondering, how hard would it be for me to make my own starting locations on top of this mod? (Like as a patch until you make another update)
There's a character I'm writing but I don't technically have them showing up in any of the current optional locations. I was curious if this might be something I could easily just edit for myself or not.
Regarding how hard it is going to be to make your own mod based on this, I don't know what to say exactly. If you haven't created mods before haven't started playing with the construction set, I recommend you do as making mods for Morrowind isn't exactly difficult IMO, and you might enjoy it. If you have basic understanding of scripting in Morrowind you can definitely pickup from the ones in this mod.
Regarding the talk of a next update, I have a PC now, but I'm kinda tired of playing Morrowind with Silent Hill level of fog, so i'm planning on getting a modern GPU and once I do I'll continue working on this mod. It might be a while, honestly with real life in mind.
Thanks for the comment and have fun with making your mod.
*EDIT*
I managed to figure out the issue I commented here just earlier today, so I wanted to just give a shout that I managed to make my own patch to fix the spawn locations for Gnisis and Frostmoth when using BCOM and TOTSP. If you'd like, I'd be happy to send over the file if you'd like to include it here.
Feel free to upload it on your end anytime. It might be a while for the next update tbh.
I just want to thank you for this cool mod, hope to see it updated sometime in the future
If you have suggestions, please feel free to share.
If you're still on board with Morrowind modding, could you make an add-on for this mod that implements starting cities from Tamriel Rebuilt? It could be a very nice roleplaying spec :)
Being able to start the game already as a member of one faction, at least those that are also available outside of Vvardenfell. It could give a bit of background. Gear, spells and misc items could be also arranged.
Also, choosing between certain backgrounds could give bonuses/penalties, not to mention the roleplaying value of the character, or it's intentions' concealment. For instance being a noble gives you a set of expensive clothes, a house (which you arranged purchase before the travel) and starting reputation for Hlaalu, but might call attention for assassins and robbers.
Choosing a warrior background giving a bonus to Redoran, weapons, armor and repair items.
Being a priest giving more disposition with either Imperial cult or Tribunal, but a hatred for the other faction.
Choosing to be a runaway slave might attract Telvanni pursuers when resting, and maybe even a bounty.
An alchemist would start with a mortar and pestle and one or two alchemy-related books.
A librarian, to give a few skill-boosting books and better disposition with booksellers.
Not to mention that some of those backgrounds could co-exist with each other (slave and alchemist, noble and librarian), to certain extent, and maybe the more you pick, the bonuses and items are lessened to compensate it.
I tend to dislike character backgrounds because for me they're either non-existent or limiting when implemented but I think it's a good idea nonetheless. I'll figure it out eventually
As for backgrounds, there is already a mod that adds them, so better to keep things separated.
Personally, I think that backgrounds are not limiting in the sense that: they give you a more solid role to play, amidst the game's natural limitations; having more concrete characters (to a certain point) makes it easier for diversifying and playing other characters. It also might help a bit when coming back from a hiatus.
Is this mod compatible with translations?
This is a very rambling way of saying this is a wonderful mod - a wonderful addition to MW. I love the way you start it off and the choices you offer. I like random because I like random. Mainly because it's random! But thank you! I can see this will give a lot of joy. And not just to me.
Please let me know if you have suggestions to share.
The changes I made are dialogue, so unless TR change those too then it should be compatible.
Is this compatible with Open Morrowind?
It should be I think. I just used standard scripting and dialogue, no lua scripts. Although I think even those kind of mods work for OpenMW now, haven't checked lately.
Just tested it and it seems to work fine, so thanks man!