Documentation

Readme

View as plain text

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Quests for Clans and Vampire Legends (QCVL), (formerly known as "Quarra Clan (Vampire) Legends" and "Quarra and Ferver Vampire Clan Legends"), the name had to be changed to be less clan specific.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Original Mod by Queenkeely, fixes, adaptation and further development by SpiritTauren
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
CREDITS (in no particular order below 4):
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
1.Queenkeely for the Underground Home mod (2012)
2.Jonathan Nash for the awesome Quarra Clan mod (last updated in 2012?, not included here, but strongly recommended https://mw.modhistory.com/download-80-9729)
/---/
3. Special thanks to TelShadow for various additional resources/assets, and for:
the Clan Aundae Vampire Dungeons (https://www.nexusmods.com/morrowind/mods/47292) used for the Aundae clan expansion!,
The Excise Office Basement mod (https://www.nexusmods.com/morrowind/mods/49442) used to enhance a couple of quests in my mod,
4. Special thanks to OperatorJack for his awesome The Weary Vampire mod (https://www.nexusmods.com/morrowind/mods/49774), expanding Marara's lair and adding new quest possibilities.
/---/
RuffinVangarr for Daedric Telvanni Robe
Lady Eternity for various additional resources/assets
Svartalfar for several vampire & dwarven resources (skulls etc.)
lochnarus for coffin model and probably some other meshes and textures
Qarl for many useful textures and meshes, including faces and hair
fidel_dahlan (aka Fidel) for several weapons and head/hair, body models and textures, Hellwolve, together with Rhedd and Allie
Alaisiagae for several weapons
dietbob196045 for bone meshes and icons
Yar-Yulme for several Dwemer resources
Tamriel Rebuilt Team for Tamriel_Data.ESM (https://www.nexusmods.com/morrowind/mods/44537)
Enclavekiller1 for several bone/blood/furniture resources
Psychodog studios & OverCellus for several resources (BB-related), either as custom body parts or statics
CaptainZaltan & Fliggerty for Bone Golem and several other resources
FlyTSI for the Razor Tooth Sword
Skullhunter for all the resources that I burrowed from "The Night Gallery" mod, download it here: (https://www.nexusmods.com/morrowind/mods/6039) or there: (https://mw.modhistory.com/download-21-10723)
Carnithus for several meshes and textures, crucial for some parts of this mod
Clive Barker for the "Hellraiser" franchise, Easter Egg; gunslinger1984, wildkarrde and Markelius for the puzzle box resources, download the mod here: (https://www.nexusmods.com/morrowind/mods/21939)
Elric_Melnibone, Gorg, Allerleirauhare for hair meshes & textures
detritus2004 for several weapons
Korana, Ivan_d_gr8, Smite_Plight for slave collars
OAAB_Data Team and Melchior Dahrk for OAAB Data (dependency for The Weary Vampire mod and probably some other elements in later versions, https://www.nexusmods.com/morrowind/mods/49042)
Kieve for Aundae Sentinel Armor
Wubwubmagic for implementing the queen of bats axe
ak0d for Native Ebony Armor
stormfoam for the wonderful Daggerfall Skeleton Sounds mod (https://www.nexusmods.com/morrowind/mods/45838)
Merlord for some script ideas
AlienSlof for vampire content ideas and synergy
Half11 for several additional ways to filter vampire topics
AliceL93, alvazir, Basiskyrim, ShadowFyre, Antsh, RoadRunner, gryffenator, MasssiveJuice, ActuallyUlysses, ZWolol, Raethe, solpeul06, upanishads, zelurker, YoshiSaito, flavorfulhades, paulgreen499, shenry809, wrangler, and cubanface for advice, bug testing and more!
stranger9999 (aka Nevemor) for bug reports, several ideas and translation
Starblast16 and Triptofun for feedback, lore-related ideas, and additional roadmap for clan Berne and occasional bug fixes
Szazmyrr3 for the splash screen template resource
PortraitAI - (https://www.portraitai.app/) for additional image included in splash screen's top right corner
Dream Studio AI - https://beta.dreamstudio.ai/ for concept art ideas and inspiration
Stable Diffusion AI (and everything related)
Monster Maker character AI by @landon from https://beta.character.ai/ (Yes, I'm crediting a chat bot that draws monsters)
Elder Elania Quarra character AI by @SpiritTauren (yes, I made one myself too.)
Dagoth Ur Character AI and 2B Character.AI from beta.character.ai for quick database references (it's almost as good as browsing the Wiki or UESP) and inspiration
doochdoble and moptuk for several philosophical concepts and meditation techniques used during development of this mod
Vampire Books, Games, and Movies that inspired me, in no particular order:
Underworld (duh!), Bram Stoker's Dracula, Carmilla, Fright Night, Castlevania, Salem's Lot, From Dusk till Dawn, Interview with the Vampire, Vampire the Masquerade (and World of Darkness in general),
BloodRayne, Blade, Overlord (yes, *that* Overlord), Crimson Veil by MaikeruUrashima (https://www.patreon.com/MKRUdesign),
- and I may have forgotten something, but I'll update the list, eventually,
Tommy Wiseau and Neil Breen for their inspirational works of art,
Danae123 (Danae) for ongoing support and encouragement,

My good friend gaylordlasagna for additional artwork (TG/VK: @gaylordlasagna / https://vk.com/gaylordlasagna),

and your humble servant, SpiritTauren, for this small expansion.

Please, let me know if I somehow forgot to include any missing resource/asset here, if so, know that it hadn't been done on purpose. Contact me, and I'll update the list.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
----
This adaptation is still work in progress! The mod is aimed at player lvl 29+ (but only one optional quest checks it, all the rest can be attempted at ANY level, so cheers, if you succeed at lower level.)
---
REQUIRES OpenMW for the OpenMW version! "Vanilla" version works with any copy of Morrowind, including MWSE.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Installation (v1.2.8 updated description):
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
1.- Download and install correctly Tamriel_Data.ESM and its assets (you might want to install all the Tamriel Rebuilt, Skyrim Home of the Nords and Province Cyrodill mods along the way, because why not),
2.- Download and install OAAB_Data.ESM and its assets (as of v1.2.8, QCVL uses many OAAB resources, https://www.nexusmods.com/morrowind/mods/49042),
3.- Download and install QCVL, make sure to load everything in correct order, as QCVL becomes more complex with each version; I recommend loading it closer to the bottom of your mod list,
4.- Place the ESP files in your Morrowind/Data Files folder, Meshes to Meshes, Textures to Textures, Icons to Icons,
5.- Start a new game to make sure everything works as intended.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Load Order:
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Tamriel_Data.esm (required, starting with v1.1.4(+) of this mod)
OAAB_Data.esm (required, starting with v1.1.7(+) of this mod)
Vampire Clans - Clutter Monkey Overhaul.esp (optional, if you're using it, my mod is compatible)
quarraclan.esp (optional, originally created as a follow up to that mod, QCVL slowly began to drift away from this concept) +alvazir's patches
Quests for Clans and Vampire Legends.esp ->this mod (the file name has changed with v1.1.7!, start a new game, if updating from previous versions)
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Creation of the mod:
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
I came across the Underground Home mod and loved its conceptual strengths. So, I started fixing its bugs and made compatible with my large "Seyda Neen Compendium" patch. Then I started digging deeper into the mod's
unfinished data and found many hints of what this mod could've been, if its development continued back then.
This version is my take on its unreleased features.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
How to play this mod?
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

*SPOILER ALERT* DON'T READ THE CHANGELOG IF YOU WANT TO AVOID SPOILERS!!!


Play the mod and discover everything on your own. Just a small hint: this mod was created as some sort of semi-serious expansion of the famous "Quarra Clan" mod by Jonathan Nash. You can play it on its own, the Quarra Clan mod isn't required.

Quarra: so, to play the mod's quests, become a Quarra Vampire and start investigating the Underground Mansion created by Queenkeely. The story unfolds itself.
Aundae: visit 5 new Aundae lairs created by Tel Shadow, integrated and developed by me with her permission. The new lairs act as vassals, some are loyal, some are against the main Aundae clan, some are at war with each other.
Berne: simply go to Galom Daeus and find the new NPCs (it's a design choice, I've added new lairs to Aundae and Quarra, but Berne will remain in 1 place for now).
Ferver: new clan, located below a new Quarra Outcasts' lair, only 4 active members, very hard to join (mostly due to quest requirements).
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
SPOILERS BELOW (changelog, after all)
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
CHANGELOG
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
1.4.4:

- reworked all default clanless vampires into unique NPCs
- added two short quests that can be completed by a Quarra player to Hleran Ancestral Tomb,
- added a very extensive framework for future vampire quests per clan/per tomb for feral/clanless vampires,
- added new dialogues, updated the old ones,
- fixed several bugs reported by wrangler,

1.4.3:

- checked all the mod's 180+ scripts and reworked some of them,


1.4.2:

- I continued to fix some lore inconsistences, whenever I found any, this is an ongoing effort,
- added more dialogues and topics, background info to some characters, relevant clues for some quests and relationships, expect many [Speechcraft] skill checks in this update!
- removed many family names for vampires of the Aundae Covens, such as Verver: they are supposed to be typical Altmers, unlike in some other covens, where members may be of a mixed origin,
- fixed a serious bug reported by shenry809 (Audnae Covens infiltration quest for Dhaunayne),
- updated my 2 old Aundae quests: VA_FaelansEbonyScimitar_CAVD and VA_QorrnilsRevenge_CAVD, adding Speechcraft checks, honorable duel (both Player and Faelan may stay alive), and non-violent option,
- added more follow-up stages to the Andus Conspiracy quest (one of my personal favorites),


1.4.1:

- corrected some typos (dating back to the oldest versions of QCVL), added some topics fixing Aundae lore inconsistencies of the mod,
- added several new quests to Clan Berne (mostly to agent Vivicia and Irarak, if spared and supervised by her, per Raxle Berne's orders), Aundae Covens, and Quarra Outcasts,
- fixed topic "dealings with Aundae" for Anaina and added another follow-up quest,


1.4.0:

- reduced Sebaonard Nermierie's wander distance to prevent some potential bugs with other mods,
- added new quests and slightly reworked some old ones, special thx goes to flavorfulhades for some ideas,
- added some extra enchantments to Bloodforged Ebony armor, making it somewhat more interesting,
- Changed function Same faction != 1 to function Same faction == 0 condition when joining an Aundae Coven, thx to paulgreen499's report (because apparently default Morrowind misreads that sometimes),


1.3.9:

- updated the mod to work with the latest version of Tamriel Rebuilt,
- a couple of new quests, as usual, including some missions for Volrina's default Quarra Clan, updated some of Siri's extra lines accordingly,
- reversed some minor changes made in previous versions, for compatibility reasons,
- improved some scripts for Clans Ferver and Aundae,
- added an extra condition check and stage to "Infiltrate Aundae Covens" (VA_InfiltrateCovens_CAVD) quest,
- added Telvanni dialogue changes suggested by ZWolol and Half11 that make both the Telvanni and Duke Vedam Dren somewhat less hostile towards a vampire PC,
- fixed some bugs reported by alvazir and other Nexus users,


1.3.8:

- more updates to the lower level 2 of the VUM, some changes to all other levels. I fixed all mod's North Markers and extended VUM's entrance hallway/shaft, reworking many elements,
- updated scripts, fixing some minor bugs,
- added some minor changes recommended by YoshiSaito,


1.3.7:

- more topics and dialogues, new quest stages, fixes to old scripts and dialogues,
- Player can become the new Quarra Ancient, but only if refuses to give the Blood of the Quarra Masters to Elayne. This, however, still results in Player's conflict with the Quarra Outcasts. The main clan reacts more positively,
- fixed a bug in the Potent Wereboar Blood quest dialogue of Cienne,
- additional changes to the lower level 2 of the VUM,
- modified lighting in some parts of VUM, making it more in line with Tel Shadow's Aundae tombs; my original take on the Quarra Outcasts' hideout was a bit too dark,


1.3.6: further interior updates, new dialogues, etc.

- refurbished the Quarra Outcasts' lair even more,
- changed the entrance to Ferver's lair and added some more statics to the interior. Don't get lost in the tunnel, it's not far off from the previous location,
- made Felara's coffin an activator/bed, like the one found in the Quarra Cattle Pens. To use it, complete Felara's first quest. Then, it can be used both as a bed and a container,
- added some notes here and there, renamed several rats in Ferver's lair to "Diseased Rat" and increased their number, making it more clear that these rats are in fact infected with a blood disease,
- a new auxiliary quest which is a direct order from Dhaunayne Aundae to explore the Covens, making a seamless transition between her vanilla quests and the mod's content,
- Old Rattleslink no longer drops his own servant's skull on death during VA_RattleMeBones_CAVD quest. This prevents cheesing,
- more dialogues for NPCs, as usual,
- optimized scripts, removed some,


1.3.5: no new content, focus on statics and interiors in general,

- updated Drinar's room in Ferver's lair (and there are some minor changes to other interiors),
- script updates and minor fixes, as usual,
- additional journal stages for some less obvious events, inspired by zelurker's feedback,
- reintroduced some minor interactive elements in Quarra Outcasts' lair that I deleted in v1.2.9,
- found and fixed a major bug reported by solpeul06 that sometimes occurred in the Mastrius recruitment quest,


1.3.4: time to add more content to Clan Berne

- More quests for clans Berne and Aundae, and some new stages for quests introduced in v1.3.3,
- adjusted the Bone Golem's sounds to *.wav format, thanks to upanishads' report,
- usual fixes and updates to scripts. I partially implemented compatibility tweaks for new unreleased vampire clans of Tramriel Rebuilt. The full implementation will require me to actually have the new blood diseases in game,
- more stages for some older quests,
- Player may access Marara's quarters without killing or pickpocketing her during the Fate of Aundae Sentinels, Ancient Necromancer's Rings, and Andarnimarco's Gambit quests. Subsequently, there's a new script attached to Velim's vampire dust that triggers Marara's rage if player takes the dust,
- modified the starting conditions for the Wings of the Queen of Bats quest (previous version required Moricius Procrastius to be alive). Now Player may still complete the quest by solving the problem even without interrogating the Berne vampire,


1.3.3: focus on Clan Ferver

- A couple of new quests, as usual, mostly fun stuff for Clan Ferver, more gossip, and that makes it 11 quests for Clan Ferver in total for now,
- various minor fixes to scripts and variables,
- updated "Repel the Quarra Invasion" quest for Clan Ferver, because it was too situational, now more players should be able to get it,
- some minor updates and changes to several NPCs, such as Semperio Pontius and Sebaonard Nermierie,


1.3.2:

- modified the script that I attached to the original Queenkeely's note when I hid it inside the Census and Excise Office cell, it can only be read after taking the "Dust to Dust" quest as a Quarra vampire,
- fixed some leftover bugs from the original *.ESP(s) that I took over, thanks to ActuallyUlysses and solpeul06,
- as usual, more dialogues and topics for mod's key NPCs,
- some fixes to vampire scripts, thanks to ZWolol,
- changed the Berne starting condition in the first greeting of Moricius Procrastius,
- expanded on the Addamasartus smugglers quest, there is some variety now: past stage 60, player can decide to complete this assignment or delegate this task to a lower ranking vampire,
- fixed a bug in Qorrnil's Revenge quest thx to Raethe's report,
- added the race list for the "Rervmon's Death" quest vampire embrace option, used the same local as for Olyls Guvthril's Aundae quest, etc.,
- several new stages for Arenara's quest (Clan Berne),
- added Wubwubmagic's version of the Wings of the Queen of Bats (slightly modifying it to fit in QCVL's narrative), it is now included in an alternative Quarra quest given by Volrina,
- Player also joins the main Quarra clan directly upon killing Elayne for Volrina, but there isn't much content yet for this alternative route,


1.3.1c: hotfixes

- fixed a small logical flaw in the Excise Office Basement, courtesy of MasssiveJuice,


1.3.1b: hotfixes

- fixed a weird CS bug reported by gryffenator,


1.3.1: Polished everything I forgot to check before, added a bit of new content

- Dhaunayne Aundae checks player's spellbook whenever player reports back to her after dealing with the treacherous covens. If player managed to learn all 5 unique Coven spells, she teaches player a new spell of her own making,
- more Gossip/lore info added to various mod's NPCs, as usual, minor events (like notes in their inventory, whenever something interesting happens during a quest. Pelf, Elayne (to name a few), and some other NPCs follow that rule),
- implemented a new Planescape Torment/Arcanum inspired feature: when Felara Varan teaches Ferver vampire player her dark arts, she also checks Speechcraft skill (>=70) and passes on her unique take on telepathy, allowing player to communicate with lesser undead. For now, this feature only applies
to her own undead minions (and this also leads to a new short quest for clan Ferver). I'll do some testing, and if it works well enough, I might add all default undead minions at some point,
- a couple of new quests for clans Berne and Ferver (as a result of the aforementioned experiment),
- several new quest stages for older quests (like Quarra's "Dust to Dust" quest which includes a diplomatic mission to the Selaro Aundae Coven now, there is also an extra reaction if Altmer player refused to join the Selaro first and then became a Quarra vampire),
- added a logical/cosmetic bug fix to stage 60 of VA_KillMansionHaunts_Elayne_U, IF player is a Quarra vampire that has advanced past stage 40 of VA_SilenceOfTheGuars_Elayne_U. This disables the blood fountain, unless player has already seen it (as a Quarra vampire, obviously),
- Selaro, Verver, and Andus Aundae Covens now slightly dislike it, if a non-Altmer (or also non-Dunmer for Andus) vampire player joins them. This only affects the Neonate rank and happens once. They don't object if a high-ranking member of the Aundae Clan of any other race decides to join the Coven,
- Some people asked me about inconsistency in various rewards for some quests. Well, it's not what I or players think we should get that matters, but NPCs' point of view. Some NPCs are outright greedy, others do not know how to calculate the proper value of time/labor, etc. All of this isn't random,
- miscellaneous bug fixes, often for a set of rare conditions aligning together,
- Player can advance to the "Elder" rank in the Quarra Outcasts (and the main Quarra clan, by association, if completed the prerequisites). It will take me more time to come up with a decent story for the "Ancient" promotion,
- I'm experimenting with faction-specific apparel, there is 1 item that makes a Quarra Outcasts vampire neutral with the Selaro Aundae Coven. I might add more of similar gameplay mechanics in future,
- note, this is not a bug: Ormelandil of the Selaro Aundae Coven refuses to provide Travel service to normal Aundae neonates, unless some quest conditions have been met. But the same doesn't apply to the Quarra player. In fact, the Selaro are more than happy to send the Quarra straight to a hostile Coven,
- many new stat/skill checks involve either Intelligence or/and Speechcraft, making these two more relevant,


1.3.0: A very small update, I intended to work more and upload it later, but I'm doing it now, because I won't be able to spend more time on the mod for at least 2-3 months,

- reworked spell lists of some vampire NPCs introduced by the mod, added spells that made sense for their class/status,
- added 2 short quests,
- Neldam Urvon's dead body may disappear after some time, but that is expected. His body is not supposed to persist (unlike many other corpses added by QCVL),
- added more romantic content to Elayne and edited her behavior for a couple of dialogues,
- removed disposition (40) requirement for Selaro's introduction quest, thanks to RoadRunner's report,
- fixed several minor bugs,

1.2.9b: hotfixes

- fixed the vanilla bug with Eloe dying in lava inside Galom Daeus, other mods may do the same, but I assume it would be safe to override them. Let me know, if it still happens,
- added some extra messages to a couple of quests that require player to wait for a day or two between the stages. Normally, such warnings are always included in the dialogue, these only help in case player didn't pay attention to the text,
- Fake Elayne can be saved and talked to during the Berne quest, if player has high enough Intelligence AND/OR simply talks to her and decides to let her live - added and expanded this option thanks to feedback by Starblast16,
- fixed a funny bug with Elayne and Cienne getting triggered and saying threats to player when both are Disabled, if player activates the Daywalker Helm as a Berne vampire during a particular quest,
- fixed a bug when player was unable to give the puzzle box to Felara,


1.2.9: "...as He died to make men holy, let us die to make men free!" - it's Christmas time!

- there is only 1 version of the mod now: no more difference between OpenMW and default Morrowind, I've changed this on request and expect some bugs, so let me know ASAP, please, if you encounter any. This decision has a minor detrimental effect on the OpenMW version, but nothing too serious.
- I had to make another tough choice. With almost every single default named vampire's script broken in vanilla Morrowind, I *had to* edit some of their scripts this time. These changes emulate the ones added by Patch for Purists. I recommend that you download it and play QCVL with PfP pre-installed, load QCVL below PfP,
- added more voiced greetings to several NPCs, whenever that made sense,
- all mod's new cattle (including the 3 NPCs from the integrated "The Weary Vampire" by OperatorJack), with the exception of
*the two Dunmer slavers from Gamorea's quest (can be freed via their old plea, don't add up to FreedSlavesCounter),
*Burghak (required for the wereboar blood quest),
*Anja (handled by a separate quest),
*all cattle in default clans' hideouts (I don't edit those, because there are other mods that do that, apparently), so it excludes new cattle NPC in Galom Daeus,
can be freed now and count for the tracked number of freed slaves in vanilla game (the Twin Lamps),
- added a 1-day cooldown to Svarg's gossip, it is something I simply forgot to do in v1.2.8, as it had no purpose back then, so now Svarg shares his wisdom with player only once per day,
- updated some quests (especially such quests as "Ravnil's Lost Amulet", that required more leads to complete them), expanded some topics per NPC/race/sex/class/etc., as usual, that includes some updates to Marara (expanding OperatorJack's original work, with his permission and careful analysis of some roleplay opportunities (freeing the cattle, asking her about other vampires, and so on)),
- added a couple of new quests, including one that bypasses Morrowind's quest stage ladder limitations via checking a sum of integers of a new global variable in a geometric progression. I also renamed some older quests and fixed some grammar issues (I know, it's still a long way to go),
- female player can contract Porphyric Hemophilia (Vampire Blood Quarra strain) in a non-violent way during the "Rervmon's Sudden Death" quest, via dialogue,
- both male and female players have a chance to contract Porphyric Hemophilia (Quarra) while activating Rervmon's dead body (like with vanilla vampire bodies, low % chance, works via default game mechanics),
- the dead body next to Felara Varan works the same way for the new blood disease (Vampire Blood Ferver),
- Salver Selaro's body in Selaro Ancestral Tomb may infect player with Aundae Blood disease,
- player can be rewarded with Berne's variant of blood disease by Irarak (but first, player must complete "Rescue Salver Selaro" for Sebaonard Nermierie and then inform Irarak on Volrina's intentions),
- updated Ferver vampirism detection scripts, adding info on new clans from Tamriel_Data (Baluath, Orlukh, Khulari),
- QCVL's vampire dreams ("Svarg's visions") should be compatible with T_ScVamp_Dreams_Sky script added by SHOTN, because they don't interact with one another,
- fixed werebeast checks for Aundae Coven Selaro, when they attempt to make player vampire,
- unlike the werebeast curses, Corprus-derivative immunity to common disease is bypassed by becoming vampire via dialogue (at least for now), I may want to change this at some point,
- if cured from vampirism, player cannot catch any of the vanilla, Tamriel_Data, and QCVL blood diseases via dialogue,
- added Reachmen (if playable via another mod) to the list of races that can take "The Great Aundae Altmer Purge" quest given by a vision of Pelinal,
- I finished Elayne's threat meter. Now player must be careful with words when telling her about the feats of killing the likes of Raxle Berne, Dhaunayne Aundae, Marara, and other legendary vampires of Vvardenfell, for her paranoia may kick in, forcing Elayne and her entire faction to attack player,
- Removed condition C3_DestroyDagoth <5 from some of the Quarra Outcasts' quests, as I shall rework this part in future and it makes 0 sense to hinder player's progress right now,
- added cross-platform locals to all of my mod's unique vampire NPCs to make it work with the future versions of Tamriel Rebuilt/SHOTN and Voice Overhaul (https://www.nexusmods.com/morrowind/mods/51215) by PhoenixRime,
- fixed a bug for Verver Aundae Coven: Ravnil is supposed to teach player the coven's unique spell when player joins the coven, like all the other Elders do,


1.2.8: Halloween update,

- removed the LeFemm Armor and Dwemer Lemarchand Box plugin dependency, on request, as several users asked me to,
- added a couple of quests,
- updated some condition checks for older quests, taking advantage of the new globals and stages,
- following the request by stranger9999 (aka Nevemor), I've added more unique features per Aundae Coven and a new teleportation network between them (depends on player's rank and hostility status between the covens and/or the main clan in Ashmelech),
- For completing the Andus Conspiracy quest, Earaya now rewards player with an amulet that teleports PC to Andus Ancestral Tomb. This way player may use the Aundae teleportation network at will, upon completing the required quests for other covens, this experimental travel method is supposed to replace or/and work alongside the Mages Guild travel service, depending on other mods players might've installed,
- Lord Mehrar Urves of the Ferver Clan gives player an additional reward, if player exterminates all the hostiles inside the Verver Ancestral tomb, while on the Ferver's ashes quest,
- added more skill- and stat- checks to boost RP elements/immersion (for example, PC with high Conjuration skill will get more info from activating the small preserved skull), PCRace and Sex also influence some minor dialogue options here and there, but nothing too serious, except for the race/gender specific quests, which I intend to develop even further at some point,
- minor and major dialogue tweaks and fixes, especially in quests that have many skippable and/or optional stages, more directions and details for some quests,
- edited Cell path grid in several Aundae Tombs and added more tiles to increase space between the NPCs blocking the narrow passages, limited mobility of some NPCs, that is going to be improved even further in next version(s),
- more adult content, more sinister undertones (mostly in dialogues, it's an adult mod after all), but don't expect anything too extreme, it's not supposed to be a Loverslab mod, I only add things that fit in, and not for the sake of making it lewd or catering to everyone's fantasy. So, don't expect any explicit descriptions or obscenity. Think about it in context of a thriller/horror story, for my goal is to show vampires as grim and less Twlight-like as possible,
- I've been watching many vampire-themed movies lately, to get some inspiration. So, if you see some elements and recognize them - that's on purpose, as tribute to the genre and its timeless classics,
- fixed a small bug with a bad journal stage requirement for Galrer Salrus for FG_OneStepAhead_Elayne_U, added a foreshadowing dialogue line that leads to Garan Marethi in Skyrim (spoiler!),
- changed race of Ilana (Clan Berne, mod's new NPC) to Dunmer *spoiler alert* to tie in some loose ends,


1.2.7b: quick bug fixes,

- fixed a singular bug that made it impossible for player to complete 1 Berne quest, essentially breaking the game; + some other minor changes,


1.2.7: quality over quantity, I'm focusing on fixing some leftover bugs and expanding the existing quests, before working on the upcoming Berne update,

- reintroduced Anja to QCVL's Dark Brotherhood Assassin target selection algorithm, bypassing the statement per block limit, optimized the script a little bit,
- more dialogues, both for quests and miscellaneous topics, as usual. The Quarra Outcasts will comment on some of your assignments, like the faction NPCs in later TES games do,
- added a threat meter (a local variable) feature to Elayne, that one will help her form her opinion about player's actions. It comes into motion, when/if player reports on killing Marara. I shall do something similar for other NPCs in future,
- fixed a new mark/recall/teleport v1.2.6 bug with Semperio not attacking the Quarra vampires, if player went after the Ancient Necromancer's ring instead of killing him, used recall to Marara's tomb and then somehow teleported back to the NPCs,
- added faction advancement-related topics to the Quarra Clan Outcasts, to make it clear for new players, as their advancement differs from the Aundae Covens. For gameplay reason, being a part of the Quarra Outcasts is considered being a part of Elayne's inner circle. Player only gets expelled, if behaves in a hostile manner. If expelled through other means (for example, console command), player only gets attacked, if stops being a Quarra vampire or/and attacks the outcasts. I'm trying to reflect the complexity of ties of the Outcasts to the main clan, as with the Aundae Covens, yet a bit differently,
- added more Telvanni rumors to Gamorea NPC, upgraded her script to reflect it,
- added a local variable to Sebaonard Nermierie to filter some of his topics, depending on him being either drunk or sober,
- updated some older quests, tying in the loose ends, such as the conflict between the lich and Volrina Quarra (to learn more about the turmoil, player may want to check his remains after completing his quest),
- added a couple of new vampire dreams to Svarg's Visions (Quarra Clan) and fixed a couple of typos in the default ones,
- new quests, most aren't as branching and sprawling as the ones I've added before that, yet they are still OK in my book. Some have synergy with the older quests. For example, one of the new quests ("Anaina's fall from grace") now works alongside "Ravnil's emissary to Ashmelech" quest, producing a more interesting result,
- removed ownership from the small preserved skull in Druscashti to filter some unwanted NPC reactions,
- adjusted and rebalanced the Aundae Sentinel armor, incorporated it into the new Aundae quests,
- added regular advancement to the main Aundae Clan, to be able to join it, player must first complete the default Dhaunayne's quests, then work with Ravnil and her Verver coven to progress further and gain Dhaunayne's trust,


1.2.6b: rushed update, to fix some serious bugs,

- fixed a weird bug with the door to Arrille's Tradehouse no longer teleporting as intended; thx to Antsh,
- Cienne comments on Salver Selaro's death, if a Quarra player shows her the note found on the body (but only after completing the Aundae orders quest); Percius Mercius also comments, if player is on his quest,
- more in-game lore info, dialogue topics, also expanded some older quests, added more subtle details to them,
- several other quests now require time to pass between the stages, for example, when Elayne claims the title of the Ancient after drinking the blood,


1.2.6: a small update, script optimization, compatibility fixes, new quests,

- fixed less obvious bugs and some typos, several subtle changes to clutter and furniture (in OpenMW version, the skull throne in the Underground lair appears only after the Quarra clan becomes reunited with their splinter faction),
- optimized the Quarra Outcasts' attack reaction script, reducing the size of NPCs' individual scripts,
- more script convergence towards a unified version, as I keep on learning these things. Eventually, there will be just 1 version of the mod, there won't be any OpenMW/Vanilla divergence in future, I hope,
- greatly nerfed the twin bosses of the Ferver clan (and Felara), they were too powerful. Now they *can* and will be defeated without cheats, but that requires player to come up with a strategy, which I'm not giving away,
- expanded some topics added by talking to Marara, the Quarra Outcast NPCs now share their thoughts on these subjects. I shall keep on increasing Marara's presence in game, which will be a lot easier, thanks to OperatorJack's initial effort with his "The Weary Vampire" mod, included in this one,
- added a copy of "Opusculus Lamae Bal ta Mezzamortie" (volume 1) to Druscashti, it's compatible with the standalone version that I uploaded as a separate mod. This new copy is required for a new Berne quest,
- with a couple of ideas, given by Half11, I implemented a way to filter out clan's standard vanilla vampire topics, to prevent the cattle of each major clan from reacting to them in a bizarre manner, as if they were vampires themselves,
- added a couple of script lines to some of the mod's vampires, giving a DB assassin (yes that one) a very slim % chance to attack them instead of player, if they are close to assassin, this reaction is unique only to some of mod's key NPCs inside the mod's Cells. It's been designed to emulate accidental hits on vampires and/or the assassin's confusion, while seeing vampires (his line of sight is being checked, among other things), player still being the assassin's target, so don't rely on it for protection. This script is external and doesn't edit the default DBAssassin's script,
- changed Gilonilmo Larethal's gear to make him look more like the Altmer vampire from the Xbox version of Morrowind's loading screen (inspired by PatricianTV's "Morrowind Analysis|A Quick Retrospective" 8h video about Morrowind), also halved his hit points, he's not supposed to be very tanky,
- Gamorea (the Quarra Outcasts) now locks or unlocks the cattle pens, if player asks her to, a quality of life little improvement,
- added a couple of vampire behavior fixes and quest requirement checks to Anja, when she stops being mortal,
- added several wereboar NPC behavior lines to his script, he guards the vampires now, as intended,
- new quests, one involves Eltonbrand, its origin, and importance for vampires,
- I keep on adding NPCs' voice lines to dialogue, whenever it makes sense,
- some quests now require a couple of days to pass (DaysPassed Global!) between their stages, making the progression more realistic,


1.2.5: More mature content, new quests (including quests for non-vampires), fixes, polishing behavior of some NPCs, changes to the Quarra Outcasts faction. There's still a lot to take care of, but that's something to do later. This version *should* be stable to play,

- I started converging the versions, reducing the differences in scripts between OpenMW and Vanilla, my end goal is to produce 1 single version of the mod, eventually, but it will take some time...
- new quests, as usual, started adding content-related (but standalone) quests for more synergy with the famous "Suran Underworld" mod, while 100% self-sufficient, they make even more sense, if player has Suran Underworld in their load order, installed and activated,
- more content for non-vampire players: talk to Elayne first (asking her about Background), then talk to any Fighters Guild member, then you'll get more vampire-hunting content (or not, your choices matter). As usual, consult the quest table file, if you need info,
these Fighters Guild quests also increase player's reputation with the guild, so they can be counted as real alternative quests for the guild, adding more variety to a non-vampire player's experience,
- "Svarg's Visions" are slowly becoming more important to a Quarra vampire player (and there are more new vampire dreams, mostly my own nightmares and visions), as I intended them to be. In total, the mod now has 2(3) quests launched or completed by accepting his curse/blessing (all at random, and under specific circumstances):
1. the first quest is about Svarg's own memories and his lucky hammer, no prerequisite conditions, except for accepting the visions, staying a Quarra vampire, and keeping Elayne alive,
2. a dream that occurs as an extra reward for placing the 3 Dunmeri (Verver) skulls inside the Verver Ancestral Tomb. It can only occur, if player hasn't activated the Ferver's Bane sword yet and sleeps in a specific bed inside Ferver's lair,
3. ??? quest (keeping the details secret, discover it yourself, player has to be either a Breton, Imperial, Nord, or Redguard, and the leader of the Aundae Clan still alive, her note to Cienne read by player, for player to obtain the quest (5% chance to appear in your dream)),
While on this quest, at certain point (if alive), Dhaunayne Aundae will grow stronger over time, and it gets even worse, if player tries to scam the fight via (re-)entering and leaving her lair multiple times (and sleeping between the attempts to fight her),
- activating the small preserved skull now checks, if Volrina already has the items she's supposed to (which isn't the case with the vanilla game, but may be an issue for various patches and fixes working alongside QCVL),
- various changes to the 3 default clan leader NPCs, making them more threatening. My original intention was to upload a separate optional mod that would've edited their behavior via adding their own new scripts, but I decided to scrap that idea and tweak them via external scripts, for better compatibility,
- added their own versions of the "Ferver's Curse" debuff to Mehrar, Kitos, Felara, now every Ferver faction member has one, as they were supposed to (something I forgot to add a long time ago),
- there is more lore about the Aundae Sentinel Armor, to honor its creator and make it relevant content-wise,
- Drinar Varan now has all the items he's supposed to, him being an Undead Glass Berserker (by Melchior Dahrk) model, it only felt right to add glass armor and swords to his inventory,
- started adding stages to Wesley patrolling algorithm, won't be important till later versions of the mod,
- corrected some errors and typos across older QCVL quests. I also enhanced the process of siring/vampire conversion in "A worthy Aundae neonate" quest, these changes rule out lower level player, making it more challenging. A character with low HP won't survive the process, which makes sense to me,
- reduced player's starting Disposition with Cienne and Elayne, to make some quests play out the way I intended them to,
- added more mature content (including some adult themes), but there is no explicit obscenity (from a certain point of view - (c) Obi-Wan Kenobi). I'm keeping these things rather tame, there aren't any detailed scenes or descriptions; nothing that would exceed Morrowind's default Crassius Curio and corpse-loving Dremora shock factor. These elements aren't the main focus of the mod, I simply insist on including them, as tribute to the original vampire stories and legacy,
- optimized some older QCVL scripts (5KB), this is also another thing that will occur each update, the reason why I insist on players starting a new game, if they decided to upgrade the mod. Some of my older scripts get overwritten entirely, and updating the mod in the middle of one's playthrough may result in bugs,
- Gilonilmo Larethal now reacts, if player kills his male cattle, and sometimes comments on them, if he passes nearby, while they are alive. I applied the same script elements to some other mod's vampire NPCs (Felara, Mehrar, Varisa, etc.), in time, I will attempt to add similar behavior to more NPCs,
- Nirlae Koreus now has 2 different reactions (based on player's sex), when offering a mortal Altmer player to join her Aundae Coven, there's almost no difference in result (more disposition for a male Altmer), just in dialogue. Also, the Selaro Coven is so desperate, they accept Altmers with Cattle rank stats,
- fixed an old bug, when Elayne was getting 2x the Sword of the Quarra Elder (I forgot to remove it from the dialogue results), now only the script controls her swapping weapons,
- modified Mehrar and Varisa's activation script, player can choose to back off, instead of awakening them,
- note regarding Ferver clan member behavior: they are all somewhat crazy and accept you as their own kin automatically, as soon as player becomes a Ferver vampire. Then, if player talks to Mehrar and refuses to serve, he expels you and attacks. If Ferver vampire player attacks and kills any clan members before addressing Mehrar to confirm the status, NPCs still comment on player betraying the clan. It's intentional. Different clans have different behavior. For example, Aundae Covens will demote player who cures vampirism to Cattle rank instead of expelling (they do expel, if player kills the coven members),
- slightly edited and reintegrated some of Queekeely's original lines in Elayne's background story (which is a coverup story/bluff in QCVL, as she's lying to player), without changing its general idea, most of the text remains intact,
- reworked "Silence of the Guars" quest, resorting to violence option, while dealing with Hrothgar, is more versatile now (killing him before talking to was breaking the quest before that),
- reworked "Forgotten Secrets of Velothi Architecture", and the way lich opens the passage during his own quest, the three quests all being important to unlock the hidden passage. In OpenMW statics get disabled asap, whilst in vanilla Morrowind, I needed to update cell after each disabled static, failing to do so would result in unpassable tiles, something I totally forgot to implement in previous versions,
- more voice lines in dialogues (the default ones that fit right in), I'll try to add even more in future, but only whenever it makes sense,
- added a powerup to Mastrius (if recruited), occurs when Anja becomes vampire,
- removed some mod's obsolete scripts (the ones I added about a year ago),
- slightly reworked joining the Quarra Outcasts (player can decline to join Elayne's sub-faction now, as it makes more sense; removed all lines about her helm, etc.) and added faction requirement to some (subject to change in future versions!) of their quests. Unlike with most of my other quests, where player's decision affects the game, I chose Bethesda's latest method to treat this particular quest/event, as it launches all the other Quarra Outcasts' quests. It's justified from the NPC's in-game perspective, and it won't become a pattern for any other quest,
- unlike with the Aundae Covens (which use the default rank advancement system from the vanilla game), the Quarra Outcasts' faction ranks are directly locked behind their quests,
- added a fix to Wesley's script, it had a logical error preventing him from gaining the Quarra attributes under certain circumstances,
- added a chest to Selena, she's selling some basic iron weapons and armor now,
- moved the trapdoor in the Census and Excise Office, honoring ShadowFyre's bug report. I also reworked Semperio and his script(s), fixed the hatch script. Please, let me know, if any other mod uses this exact spot, and I'll try to figure something out,


1.2.4: New quests and fixes,

- added a couple of new quests, some hint at Aundae's affiliation with the House Dres, to make it more lore-friendly, thus adding political intrigues,
- one of these quests (given by Sebaonard, the bard in the Black Shalk Cornerclub in Vivec) will allow an Altmer (High Elf) player join the Aundae Clan at will, provided you have the required basic stats (Willpower and Intelligence),
- another quest involves talking to Volrina Quarra (if player is a Quarra vampire), so you may want to complete Sebaonard's quests first, before doing quests for Elayne (who wants Volrina dead),
- the Verver Aundae Coven's leader, Ravnil, will attack player after her 1st greeting, if Dhaunayne Aundae is dead, because her coven is supposed to be the most loyal to Aundae, only makes sense; updated some Verver's topics to reflect player's progress,
- some updates to scripts, as usual, the mod now registers player's sex and stores it in a global variable to be used in some scripts (thx to Merlord's advice) in future quests,
- added several MessageBox entries to inform player on quest progress in some tricky situations,
- Selaro's skeletons receive some health bonuses when upgraded via the Player's actions,
- fixed Cienne (mod's Cienne_Elayne_U ID) dialogue to make it work with the newest Aundae quest(s),
- fixed several typos here and there,
- so far the mod has 2(3) race/gender specific quests/events, the 1st one is the Tharen Cleanup quest, available only to Dunmer player, the 2nd one is the Altmer neonate quest, mentioned above. I plan adding more similar features in future versions,
- if player activates the small preserved skull, while being a Quarra vampire and Volrina Quarra is alive, her curse is "lifted", and player gets cursed instead (note: nothing tragic, the stats can be restored by any normal in-game means, including spells and potions). That new option makes the fight with Volrina more interesting… If player activates the small preserved skull or has it in the inventory while on Sebaonard's artifact quest, and the quest stage is <50, there will be a new journal entry,
- siding with the lich during Elayne's quest will pacify all the remaining mansion haunts, when he kills himself, they all die as well,
- Cienne's vampire dust quest enables Semperio now (instead of her greeting 1), because that older method could lead to some unexpected loopholes with Svarg's arrival, player killing Semperio and thus enabling Svarg, while Elayne and Cienne were undercover,
- added more topics/info to some of the mod's NPCs, an ongoing process, as usual,


1.2.3: Personalized Idles, wander, etc. per NPC, alongside some scripted scenes (with moderation), ongoing Murderhobo tests and fixes, as listed below,

- My Quarra content is always 1 step ahead in terms of quantity and design choices, compared to other clans, because I test new things with them first, then add it to other clans, if it makes sense, but it doesn't mean I don't like other clans,
- as usual, fixes, changes in scripts (fixed some bad design choices in Anja's script), quests, etc.,
- edited and customized AI and Idles (% chances) of mod's somewhat 60+ NPCs, making their individual traits stand out (as much as I could, so, for example, a Dunmer cattle (F) doesn't use the same Idles as Breton (F) as often, etc.), that includes some scripted "cut scenes", inspired by the game's original character generation, (but only when really needed, I haven't overdone them),
- places with extremely narrow passages have less roaming NPCs now, to limit their annoyance to some extent,
- another fix to the lich NPC, if player somehow manages to kill him between stage 50 and 60 of his quest (previous check was ==40, current: >=40 and <60, for stage 65 to happen),
- fixed Alvazir's wander distance typo: he's supposed to be 512, not 5120, also edited his idles, as with all other mod's NPCs, swordsmen tend to check their weapons more often, in general,
- removed some unwanted shorts from Quarra Outcasts' and Covens' scripts (like "cattlekilled", etc.), I'm keeping the flood of Fight and Disposition (re-)sets for now, but will eventually replace it with an optimized 1 script version for their cell, one day...
- tuned down the mansion haunts, in case player is lower level during this quest,
- updated the vampire hunter's & Hubert's scripts for Hubert's quest. Player fails it now, if cures vampirism, while the NPC follows, or loses the hunter somewhere,
- fixed my own error with the variable "VampKills" (vanilla quests) for the new vampire NPCs in Aundae Covens, cattlekilled short variable doesn't concern my new vampires, though, except for new Berne Clan members, who are meant to be part of the main clan and share everything with it,
- thanks to Tamriel_Data, there is some diversity in skeletons in some Aundae tombs (whenever it makes sense),
- added Cell Path Grid to Tharen Ancestral Tomb, and worked on Olylses script, accelerating his reaction to a quest event,
- capped Varisa's strength gain in combat to a certain value (to keep it real), reworked her script, added Weakness to Fire 300 (which becomes 225, if we count her DE racial ability), measures inspired by Basiskyrim's reflections on mod's combat difficulty,
- Increased the special ability damage of the Bone Golem, removed shield ability, added a sanctuary buff that doesn't work against blunt weapons. So, the best strategy against him in melee is to use a blunt weapon, but I still recommend magic instead, and stay out of his line of sight. I also reduced his HP to 600 (down from 2200), that way he is a dangerous highly specialized opponent that can be killed with burst damage (or even kills itself, if player has high enough Willpower), instead of a walking useless tank. And this design choice also aligns the golem's strengths and weaknesses with its origin story and how Mehrar and Varisa managed to defeat it once, when they assaulted Ferver's lair, which is mentioned in Varisa's Journal as of v1.2.3,
- Wesley now patrols the Secret Passage area when player discovers who inhabits the lower level 1. Whenever player draws a weapon, if close to Wesley, he will act as the clan's guard and politely ask player to sheathe it (But only if player is below the rank of a Lord (Lord, Elder, Ancient get a pass), and not a cattle). The greeting has an internal cooldown (which I may increase even further, if players find it annoying). If player ignores his advice for too long, Wesley snaps and attacks you. He can be pacified via any possible means (Calm spells, etc.). So, killing him isn't the only option. If pacified, he will resume his lecturing. This is a very basic thing I'm testing, but if everything is smooth and easy, I shall add similar features in future versions. And all of it is done with basic scripts,
- added a couple of new quests,
- worked on the lower level 2 of Ferver's lair just a little bit, that's still something to do in future versions, probably towards 2.0.0,
- player can join the Aundae Clan (default) now, via one of Ravnil's quests, which makes all the default and new vampire clans and factions joinable at this point. In future updates I'll rework the rank progression to make it smoother,


1.2.2: Temporary version, stability checks, rebalancing spells and items, a couple of new quests, massive bugfixes & making things more vanilla-like (whenever possible), taking faction tables and reactions very seriously. Thx to Basiskyrim for a detailed bug report and AliceL93 for faction developments guideline,

- TL;DR: Now, before you read the rest: I've added 5 new Aundae covens as separate factions (partially recognizing the main clan), a Quarra rogue faction, and worked with the Berne and Ferver clans a bit, there is a chance there will be new bugs, while old ones have been fixed,
I spent many hours replaying the mod and testing various possibilities for bugs, and if you find any glitches and bugs I somehow missed, please report them to me,

- I found and fixed several typos and grammatical errors in dialogues (sorry about that, I'm doing my best), and also used this opportunity to tweak some of my Aundae quests... there was room for improvement,
- also adapted some new Aundae dialogues, if player joins their new coven(s), and then suddenly becomes the Ancient (this feature is NOT ready in my mod yet, but the dialogue options are there, just in case you'll be playing with a mod that makes you the clan's Ancient right now), on my end, I shall add this possibility only when all the covens are 100% ready, which will take a lot of time,
- changed my rank-synchronizing (between main Aundae and covens) script, and it's being reapplied now on each coven's promotion, the coven leaders checking your current Clan Aundae rank to be fair to you,
- removed "respawn" tag from the Redoran guards who raid the Andus Ancestral Tomb, keeping it was a bad idea to begin with,
- updated the reactions table of Clan Ferver, while also adding the new covens; checked and adjusted favorite skills & stats of all my Aundae, Ferver vampires per faction rank,
- changed and/or added Cell Path Grid in some places, including the Velothi Underground Mansion (Lower Level 1), Andus Ancestral Tomb (NPCs were blocking the narrow passage in previous versions, I reduced Wander Distance to 0 for some of them), Selaro Ancestral Tomb, Verver Ancestral Tomb, etc.,
- added a dozen (or more, I didn't count) of topics to the Aundae Covens, explaining their shenanigans and complex reaction towards each other, the five Covens are better fleshed out than before (that was A LOT of work to do, more vampire content than in Vanilla game), each having its unique theme,
- added the clan framework for Elayne's Quarra Outcasts called "Quarra Clan Outcasts" (id: QCVL_QuarraOutcastsEU, if someone else adds another one with the same name),
- added a couple of fixes to Mastrius: he now has the Spell Breaker equipped, if recruited and had it before/during the recruitment when he joins the Quarra Outcasts, I also fixed his broken greeting, once inside the Quarra Outcasts' lair, which I had no idea was a thing,
- fixed a bug in "A Gift for Trebonius" (VA_GiftForTrebonius_Elayne_U), player still having the ring after completing the quest,
- fixed a bug that was the bad synergy and timing between the 3 quests in "More Mouths to Feed", "Anja's Fate" and "For Thirty Dwemer Coins…" (the bug only occurred if player completed them in one particular order), tough one,
- fixed the wereboar spawning location bug (bad coordinates inside his cell, sometimes resulting in creature being stuck in it, unable to roam free, if released from the cell),
- death of any member of the Quarra Outcasts results in player being expelled from the faction (if player is ranked above Cattle), but player attacking the said member without killing them does not trigger the same reaction. Reason: I need it to work that way for some quests,
- changed the classes of Dothagor and Selena to Warrior, as the easiest solution to make them stop talking about the Dark Brotherhood's assassin (assuming player doesn't have the mod to delay the attack),
- added a temporary "final" journal entry to the Bone Golem creature's death in Ferver's lair (the real ending will be added much later),
- given that there are joinable vampire factions now, I modified some of my older scripts to react to player's faction. For example, the Ferver Blood Disease now automatically expels player from all other vampire factions, if player has a rank above Cattle in them and becomes a Ferver vampire.
- added a new quest stage to Zainabi Andrano, the lich, if player first agrees to help him, then kills him without honoring his request,
- if player cures vampirism while being a faction member, simply gets expelled by Elayne's Quarra Outcasts (killing any vampire of your faction (be it Aundae Covens, Ferver, or Quarra Outcasts) will lead to the same result, unless managed by specific quest scripts), but, as an exception, an Aundae Coven will first demote you to cattle (and then expel, if you kill any of them),
- when expelled from an Aundae Coven, player keeps the rank in the main Aundae Clan; likewise, when expelled from Elayne's Quarra, player keeps the status with the Quarra Clan, all these relations will be thoroughly checked and tweaked in future versions, once I add intrigues to the main clans,
- being expelled from an Aundae Coven doesn't block some of its existing quests (as these are designed to be completed by any Aundae player), and I'm planning to add some extra quests that will be only available to coven members, but some NPCs will not talk to you, considering you a traitor,
- I still haven't decided what to do with the Berne Clan's quests (added just recently) at this stage of development, and the clan remains almost untouched by the update for now, except for a couple instances of reputation gain/loss, and the rank progressions via a new script (same as with Ferver),
- While Aundae Covens have vanilla-like rank progression, Quarra Outcasts, Berne, and Ferver all have fixed instances of increasing player rank, this will change in future. For Quarra Outcasts - when all cliffhanger content will be finished (so that I can rework the entire reputation gain/loss), for Berne and Ferver - when they have more quests, a sufficient quantity in my opinion,
- fixed "The Tharen Takeover" quest 30 journal stage missing condition (if 1 NPC is dead),
- advancement in vampire clans and covens is only given by their leader, thus if the leader is dead, further advancement is impossible (for now). Moreover, you get expelled, whenever a faction member dies in your presence (except for some scripted events that allow their death(s)),
- added a fix to Darethi and Verver Ancestral Tombs, the unloaded (if cell hasn't been visited yet) vampires are not neutral now, if player killed any of their faction members before loading the cell, this system seems to work for Andus Ancestral Tomb pretty well, so I'm recycling it here; in theory, it should also work with third-party scripts that would allow NPCs change cells, if following the player, though I still lack knowledge to check all of it. I had to add several new Global variables (which I try to avoid, normally) to track the kills, since the default condition nesting exceeded the limit of 10 without script extender,
- added some missing vampire topics to Clan Ferver, modified the ones they already had a little bit,
- fixed some weird leftover bugs in the default(!) clan's descrption topics ("Aundae", "Berne", "Quarra") which made MWEdit program crush on opening,
- the mad monks summoned by solving the puzzle box (a Clan Ferver quest) now say that their "Goddess" is a daughter of Magnus (to make them more or less lore-friendly),
- the Bone Golem now uses its screech as a weapon (custom "spell" applied via a script, and it also uses a couple of real spells as well), player can resist it, if Willpower stat is high enough; also added an actual pile of Bones for the creature to "spawn" from,
- updated skeletons in Selaro Ancestral Tomb, making them a little bit more unique (and they don't respawn),
- changed Drinar Varan's model to Undead Glass Berserker (by Melchior Dahrk), it fits other skeleton guardians armed with glass weapons, and I've managed to make him behave in combat the way he's supposed to,
- added a couple of simple new quests,
- joining an Aundae coven now rewards your with the coven's unique spell that reflects their leader's personality (not so unique gameplay-wise, but that's something I shall tailor step by step using scripts in future versions, the basics are here now),
- changed stats of some items added by the mod, to make them more useful, according to Basiskyrim's detailed report (initially I feared to make them too overpowered, so that's a positive change),
- reduced Clan Ferver's NPC HP regeneration to 1/5 of its previous value, but they are still tough enough to fight,
- since Drinar Varan is quite powerful, very fast (and also looks awesome now thx to Melchior Dahrk), he's vulnerable to Shock now (Weakness to Shock 300) to make fighting him less of a chore for a player who invests time in creating spells,
- "Devastating Frost Bolt" of Kitos is really devastating to reflect its name, but the dice rolls allow for a better chance to heal up, reworked Elayne's immunities in human form, also they are replaced by vampire immunities when she switches forms, same for Cienne, and countless other spell changes,
- and everything else I forgot to mention.


1.2.1: bugfixes and new features,

- Aundae covens are real sub-factions of the main Aundae clan now, it's rather simple: as a fresh Aundae vampire you can attempt to join each coven, but some of them don't tolerate their rivals and you'll get expelled, your reputation with the main Aundae clan affects your standing with the covens, but not vice-versa; I shall work with the main clan in later versions of the mod. A couple of remarks from AliceL93 inspired me to do this stuff, so I'll try to implement that idea of several new (sub-)factions, only the Andus Aundae Coven works for now, but the framework is there, and I'll add other covens 1 by 1 in future versions,
- added ambient sounds to some areas and tinkered with a couple of useful new scripts for them,
- the cattle pens area in the Velothi Underground Mansion, Upper Level has a functioning fountain of blood now (called "Blood Altar"). Player can use it to drink and/or heal while doing so, and the Quarra NPCs now talk about the fountain, explaining its origin and purpose,
- The Underground Velothi Mansion (Upper Level) also has a functional coffin for player now (vampires explain to you that they don't *need* to sleep in coffins, but it's very convenient for them while being transported in bright daylight. Dunmeri tombs have urns with ashes,
and the natives don't interfere with other burial systems, therefore having a coffin transported somewhere doesn't attract their attention, since they leave that part of the Outlanders' lives out of their xenophobic scope out of sheer respect for the dead and burial rites),
(Let me know via PM, if I screwed up with this one, I'm not much of a lore-connoisseur myself, not in that aspect, at least),
- Felara Varan now has the default "Burden of Sin" spell; she also spends 200 HP to resurrect a skeleton, then gets 100 HP back whenever a skeleton dies in her vicinity (the other 100 still goes to Drinar Varan, boosting his total HP),
- Yaril Jaerore inside Tharen Ancestral Tomb now sells the Aundae Sentinel's Boots (variant for beast races) instead of wearing them,
- Changed some spells of mod's NPCs, reworking new Aundae spellcasters (affecting all necromancers and sometimes other classes),
- Bone Golem boss inside the Ferver's lair now uses Daggerfall's skeleton sounds to create a shock factor,
- Massive use of OAAB_Data for interiors, this will remain my top priority for a couple of new releases, because I'm rather bad with interior designs and progress very slowly,


1.2.0: some adjustments to scripts, minor additions, focusing mostly on Quarra sub-faction improvements,

- failsafe checks for the murder-hobo scenario in 1 or 2 particular quests which I haven't tested before,
- added extra dialogue information for older topics (v1.1.4 and below),
- some bits of the OAAB and Tamriel Data are now being used here and there, mostly to add more immersion to the interiors that were somewhat empty (Velothi Underground Upper Level), inspired by OperatorJack's original
work on Drethan Ancestral Tomb, though far from comparable quality, since I lack any artistic taste in desgin,
- slightly modified lights in some mod's areas, whenever needed,

1.1.9: default vampire voiced lines for mod's vampires; polishing elements added by previous versions, I want the mod to feel wholesome.

- some of the most relevant mod's NPCs have even more dialog options, such as reaction to player's actions and quest events to reflect the progress, I'm focusing on making characters less flat now, when the quantity of quests is sufficient,
- many fixes and tweaks here and there, countless bug fixes, some adjustments to scripts of the mod's NPCs, additional journal stages for some quests (a couple got serious updates, like the Old Rattleslink's skull quest),
- added a couple of missions for a non-vampire player (one involving the Fighters Guild), the idea is to add the vampire hunting content for the sake of synergy and optimization, since the mod adds many new vampires by default,
- obtained permission from AliceL93 to add rumors of the Guild of Vampire Hunters to some NPCs in my mod (v1.1.9+). Those will tell the player to go and check Vivec City for the guild. If player has installed the Guild of Vampire Hunters,
the guild is indeed there, in Vivec. If not - consider it just rumors from the in-game point of view/perspective. I do recommend installing the mod though, as QCVL adds MANY vampires to kill for both vampire and non-vampire player,
and the guild rewards you for turning in vampire dust,
- edited some of the original Queenkeely's dialog lines (Elayne) to fit the rest of the mod; it's something that will get updated with each new version released, I'm trying to keep most of them intact, as tribute to the original mod,
- when given to Ferver, the very special puzzle box is lost (and then found by another NPC that fits this role... if you love Hellraiser as much as I do, you will guess who this vanilla(!) NPC is),
- design choice: I have stopped enabling/disabling mod's new clutter elements (since a while, to be honest), but all older objects are still kept that way (the underground mansion upper level), due to vanilla engine's limitations,
- finally had some time to add the default voiced vampire lines (attack, etc.) to mod's vampire IDs (the same way as for default in-game vampires, per ID), a very boring and time-consuming task,
- added more health to Felara Varan (so she survives for a bit longer, if in combat, to test the sound options), but she shouldn't be that much of a problem anyway: her skeletons are,


1.1.8: introducing Berne expansion, NPCs and quest content; also minor additional content for Quarra, Aundae & Ferver (some new quests, as well as minor fixes and updates).

- The Berne clan's quests have been designed with a different mindset: unlike Quarra with a single large hub (a new lair), or Aundae that had many lairs with a few quests scattered here and there, Berne vampires will only
have the default lair(s), they're supposed to be stealthy and secretive, it would have made zero sense to add more tombs and expose them; thus I've added some extra NPCs that have new quests for player,
- OperatorJack had added a key to Marara's inventory, which makes it important to check the load order when playing with other mods that edit her, such as the "Guild of vampire hunters" by AliceL93 and Lucevar. This version of QCVL
includes a short line inside my other script (the quest ring inside her tomb, for better optimization) that adds the said key to her inventory. I've also added several new dialog entries to Marara (choose "Marara's unlife" topic to unlock them),
and she will talk about clans and vampires, nothing from the vanilla game gets overwritten, and new dialog entries are being added by the same script to optimize it/justify its presence in game,
- If player belongs to the Berne bloodline, Marara can ask you to kill Raxle Berne first, if you are hesitant to fight her, it's treated as a separate short quest to avoid any incompatibilities with other mods,
- Earaya (from the Andus Aundae coven) now attacks player, if Old Rattleslink gets killed (unlike any other Andus skeleton),
- Various minor fixes and changes (typos, rewards, etc.),
- Added a new NPC next to Eloe in Galom Daeus, should she die to lava (probably won't be the case with various patches), as mentioned here: https://en.uesp.net/wiki/Morrowind:Galom_Daeus#Eloe ,
- This new NPC, "Ilana" is Eloe's twin sister and gives player a quest (part of the new Berne chain).
;
Attack pattern of the sisters:
a.Player attacks or/and kills Ilana, or she dies to any other cause => Eloe attacks player,
b.Player kills Eloe, or she dies to lava or anything else => Ilana attacks player,
c.Player attacks Eloe, she fights back, but Ilana doesn't join the fight, unless Eloe gets killed in process. This option is there to add quest updates in future.
;
- updated the unique Dwemer puzzle box mod's quest item, it can be activated now if player has at least 50 Intelligence and 40 Luck; also renamed it simply to "Dwemer puzzle box" to create more confusion,
- and everything else I forgot to list here, but changed/fixed,


1.1.7: introducing Aundae expansion, locations, NPCs and quest content.

- Clan Aundae Vampire Dungeons mod created by TelShadow has been enhanced and adapted, now it allows my own mod to build new content on top of it, adding scripts, quests, story elements, etc.,
it's integrated into the main *.ESP file of this mod, alongside with the "Exice Office Basement" mod and OperatorJack's "The Weary Vampire" to reduce the plugin count (all permissions granted by authors),
- The following Aundae tombs/dungeons by TelShadow have been renamed (only inside my mod, and also with minor landscape adjustments around them, if needed) to fit the vanilla game's naming policy (all have the "Entrance" level):
"Abandoned Crypt" -> "Selaro Ancestral Tomb, Entrance" ;As in "Dandera Selaro", NPC in Ald'ruhn (blacksmith), because the tomb is right next to Ald'ruhn;
"Verver Tomb" -> "Verver Ancestral Tomb, Entrance" ;one of my key-NPCs is called "Ferver", and his clan after him. A similar name adds to immersion; home to important Aundae vampires Lylimen Jorfaere, Ravnil
"Forgotten Tomb" -> "Tharen Ancestral Tomb, Entrance" ;As in "Arvso Tharen", drillmaster NPC in Maar Gan;
"Scattered Tomb" -> "Andus Ancestral Tomb, Entrance" ;As in "Manse Andus", publican in Maar Gan (runs a tavern); home to important Aundae vampire Earaya, who gives player "The Andus Conspiracy" quest.
"Abandoned Tomb" -> "Darethi Ancestral Tomb, Entrance" ;As in "Gilse Darethi", Dunmer sorceress inside Sorkvild's Tower; home to important Aundae vampires Gilonilmo Larethal & Niren Kaelock, main lair and quest hub,
- added 0 to 256 (or more) AI wander distance to all vampires of Aundae clan introduced by this mod; I also had to reduce the overall quantity of vampires in some tombs to make them feel less crowded in narrow passages,
- Goes without saying, that some mods that add things to the exact locations of new tombs may conflict with this mod. Please, report any incompatibilities asap, while I'm still working on this project,
- due to new clans being added over time, I've decided to change the mod's name once more, since I use internal ID elements as "QCVL_" prefix and "_Elayne_U" postfix (also CAVD_ for Aundae) for most of my additions, something
fitting should've been chosen. Thus, I've decided to rename it simply to "Quests for Clans and Vampire Legends (QCVL)", the mod adds many quests, and some info might become non-canon in future, thus "legends" is OK,
- with integration of "The Weary Vampire", the Ancient Necromancer's ring is harder to find now, as it should be; I plan to add more content to Marara and her lair in future updates, new Berne clan members' quests would involve her.
Also, this mod now may conflict with other mods that overwrite Drethan Ancestral Tomb,
- The mod has 40 quests in total now, and I plan to add at least 10 more to Aundae in future versions, then Berne would be the main focus to wrap things up with the base clans and start adding something more exciting,
- One of the 10 new Aundae quests requires player to be a Dunmer, but you won't miss anything substantial if you skip this quest,
- I've edited some quest names (for this mod's content only) to avoid TES CS messages about journal entries trying to become topics,
- One of the 10 new Aundae quests requires player to kill Staada and can be combined with the default Azura's quest, no edits to vanilla quest. My quest, however, enables Staada, if player hasn't taken Azura's quest before. So, if player takes my quest first and goes directly to Rayna Drolan's Shack, the only daedra there is Staada. Player can kill Staada, then take Azura's quest, encounter and kill the rest of the daedra next to the shack. There won't be any other differences. Any other quests that involve Staada should be compatible, in theory,
- added a repeatable pseudo-quest (no journal entry) to give Gamorea either large or small Kwama eggs (30 each time) to feed cattle and for some disposition boost,


1.1.6: added alternative quest options, extra dialog, countless fixes and improvements, etc. The mod is getting bigger with each new update, and I haven't even started working on the Aundae clan yet.

- added TelShadow's Excise Office Basement small mod (https://www.nexusmods.com/morrowind/mods/49442) as a new requirement, foreshadowing the addition of the Aundae Dungeons,
this small addition allows an alternative way to complete the quest "To Kill a Deranged Thrall" (VA_ToKillADerangedThrall_Elayne_U), it also explains how Felara of the Ferver clan managed to get outside,
- several new quests (a total of 30 in this version), as usual, both for some NPCs of the Quarra and Ferver clans, for Quarra, I've updated some older mod's quests, Ferver got less, but better quality content,
- added a new Dwemer puzzle box quest (Ferver clan), inspired both by Clive Barker's "Hellraiser" and "Silent Hill" franchises; as an Easter Egg/parody of both,
- improved the "More mouths to feed" quest given by Selena and Hubert. Player can help the vampire hunter free his cousin now (and thus betray the clan), several other quests got the same treatment,
- "Secrets of Velothi Architecture" is now a real book with text, it adds more to the story/lore of the Velothi Underground Mansion,
- added a mod's own splash screen for style (in 2 variants, one with the mod's name and another one as more traditional),
- fixed several typos and errors here and there, for example, Siri's dialog about the clan reunification appears only if player has talked to her before (to avoid logical loophole), so, talk to her TWICE, if you haven't done it before.
- added some new topic reactions to the mod's NPCs, to flesh them out, changed some interactions of vanilla NPCs with vampire PC during the mod's quest greeting(s) only. For example, Aurane Frernis, the apothecary
in Vivec will comment on your pale look instead of being aggressive, then you can purchase the quest item from her; theft was the only option without vampire dialog-altering mods before that,
- same as in 1.1.5, fixed a bug when Mastrius didn't arrive to the Underground Mansion, if player teleported via mark/recall or console and turned the quest in asap (fixed the script detection condition(s)),
- Elayne now mentions that player should talk to Svarg, when giving the Mastrius recruitment quest, several other less obvious quests got the same treatment,
- added trainer ability to Anja, Svarg and Cienne, the latter also provides enchanting and spellmaking services,
- More realistic reaction of Lord Mehrar Urves to player, if player 1) is a Ferver vampire, 2) most of the new Quarra NPCs still stay alive, results in a new short quest,
- I'm still working on the design of the lower level 2, and it won't be finished for some time, since I don't want the dungeon levels to feel copy-pasted, so each should have a unique touch, eventually,
- I'm experimenting with new ways of adding quests and possible unique quest rewards: one quest is given to player via the vampire dream, and its reward is an item that has 1% chance to boost player's luck on repair event (only once),


1.1.5: bug fixing and new content: I'm determined to weed out all bugs I find after each complete playthrough test session,

- new resources (view Credits), changed names of some items and statics, placed new furniture and decorations across the interiors,
- added Bone Golem creature (very slow, hits hard) as a miniboss to unlock the lower level 2,
- added a new underground dungeon level (2) with several creatures, it's unfinished but playable, as usual, I'll update it later at some point,
- skeletons don't spread Ferver blood disease now (that made 0 sense to me in hindsight), only rats and vampires do,
- a couple of minor quests have been added to the Ferver Clan to make it feel less empty. There are 24 quests included in this mod in total now,
- fixed a bug that prevented Hrothgar the Short from appearing at Dren plantation's docking area, if player used mark/recall or any other means of teleportation,
- fixed missing elder vampire skull textures (forgot to include them before, too many mods installed),
- added some additional dialog options/info to several exisitng NCPs to flesh them out, for example, Anja becomes a vampire at some point,
- fixed cattle vampire topics that shouldn't appear at their rank (cattle), if you still have issues with cattle talking as if they were vampires, try loading my mod below
mods that edit vampire topics, it should be harmless to do so, since I don't edit any of the vanilla content (except for some rare cases, as with Mastrius),


1.1.4b:

- simple bug hotfix (the wereboar now properly infects a non-vampire player).

1.1.4: this version is supposed to be a *stable* version for some time, unless there are new bug reports. I'm finalizing things I wanted to polish and preparing stuff for the next large dungeon section development.

- added a wereboar NPC (VA_PotentWereboarBlood_Elayne_U quest), all versions starting with 1.1.4 will require Tamriel_Data.ESM for several assets. So, huge thx to all members of the Tamriel Rebuilt project (including all branches);
I've decided to use their version of wereboar resource, it's vastly superior to anything else I've found browsing through hundreds of Morrowind mods, and the team states the .ESM is free to use as a Masterfile, so here it goes.
- minor cosmetic changes here and there, a new quest (total of 19),
- fixed some minor bugs and edited logical mutually exclusive events (to avoid double secret dungeon reveal by the lich, if player kills Elayne after the reveal triggered by her quest arc, etc.),
- Svarg's version of vampire dreams also stops when player stops being a vampire (by any means),


1.1.3:

- resources: replaced crazyboy's more massive humanoid vampire skull (I'll use it for something else at some point) with Svartalfar's lighter version that uses default textures.
- new resources: I replaced several coffin chests with an actual coffin model. Note: Svarg's coffin remains a chest model, since he uses it for travels.
- Varisa's and Mehrar's coffins can only be unlocked with their keys now, no lockpicking.
- 1st LVL bosses now drop unique Elder Vampire Skulls. These 5 skulls (some are placed as clutter) will be used to unlock LVL 2.
- turned "Ferver" clan into a real new faction, can't be joined at this point, because player is supposed to be a Quarra vampire when first encountering the Ferver Clan, but I'm considering this option...
This clan should be compatible with any mod that doesn't use index "616" as a vampire clan. Player CAN become infected with Ferver Blood Disease and become a vampire of this new bloodline.
However, all 3 default diseases "purify" player's blood (thus removing the 4th disease), whenever player is infected with any of them AND Ferver disease at the same time before the vampire transformation.
There are no changes made to the default VampireCheck script, and my new script runs at the same time, written in such a manner, that it's complimentary to vanilla design.
The new clan's spells/abilities' addition/removal still works in vanilla way and thus will be ignored by mods, that overwrite the default vampirism scripts.
- the new clan only has 1 test quest so far, I'm designing something unorthodox for them for later mod versions.
- Elayne's rogue faction of Quarra remains a pseudo-faction with all progression happening within the real Quarra Clan. I'm keeping it that way until I'll start patching my mod for full logical (technical is OK)
compatibility with the old "Quarra Clan" mod. Then the rogue faction will become a new faction, and the final quest (already partially implemented by 1.1.2) will re-unite the 2.
- fixed a bug when picking up the Small Preserved Skull (an item next to Volrina Quarra) didn't trigger an important message, if done in combat. Bring the skull to Zainabi Andrano, the lich.
He comes back to unlife each time you re-enter the Underground Mansion, so don't worry if you killed him for Elayne before.
Added an alternative short quest to side with the lich, kill Elayne and Siri. Completing the lich's quest disables most quests of this mod (+-17 so far) and also unlocks the underground dungeon complex with a new
(joinable!) vampire clan. Player can get infected with the new vampire disease when fighting different creatures inside the dungeon or interacting with some items.


1.1.2: Focusing mostly on visual updates and polishing, implementing custom resources by other creators.

- added several new models/resources created by TelShadow, RuffinVangarr, Lady Eternity, crazyboy
- fixed minor unwanted NPC behavior issues in several scripts, removed some immersion-breaking glitches
- fixed the infamous "Who's there?" bug, thx to alvazir, let me know if it somehow persists, I'm new to such things.
- refined some boss encounters, finished Kitos the Meager's scripts and his room (fire, lava-like damage, etc.)


1.1.1:

- I've decided to postpone the alternative (Lich) playthrough option to 1.1.2, the same goes to the cattle pens additional quests. This update, however, includes tons of new content.
- fixed some minor bugs (including scripts and script names), for example, killing Hubert would pop up a message about Svarg (copy-paste OnDeath leftovers).
- one of the new quests (The Rightful Heir of the Quarra Masters) (as a reward) boosts player's (and some NPCs') stats (STR, END +20, AGI +10). This comes as a constant spell effect for player, similar to default clan bonuses.
NPCs just have their stats augmented.
- finished the first lower level of the underground dungeon crawler. Added a vampire miniboss to that level. He is hostile and doesn't belong to any of the 3 main clans. He also has a unique blood disease called
"Ancient Porphyric Hemophilia", the said disease can be contracted by player (as any other normal disease), but doesn't trigger any transformation (yet). I'll try to implement a new vampire clan in later versions.
For now, only some of its members can be encountered inside the dungeon.
- while working on the new level, I tried to keep the aesthetics of the original mod, even if it sometimes didn't match my personal taste. The whole underground complex should feel like a wholesome experience.
- added several vampire and other bosses (same idea as above). These are supposed to be a real challenge. Use your wits to vanquish them.
- Ancient Skeletons being neutral to vampire player isn't a bug. They tolerate you to a certain degree. One of the tomb guardian skeletons always has the glass war axe to reflect the loading screen, others have random weapons.
- Some unique (more or less balanced) items can be dropped by any mobs inside the Lower Level 1. Mobs don't respawn over time, but some bosses can raise the dead (non-unique) skeletons. I took inspiration from WOW's Scholomance dungeon (pre-rework).
- added missing sound to undead/mansion ghosts (forgot to check those before)
- The Sword of Ancient Fervor (if looted, 1 to 2% drop chance) can be given to Wesley, in exchange he'll augment player's skill with the Short Blade (+30, can exceed 100). He also gives the player his old sword.


1.1.0:

- fixed some small bugs of 1.0.9 (nothing game-breaking, mostly journal entries, wrong item ID of some equipped armor by new NPCs (Elayne's left ebony bracer, etc.))
- added new dialogues & topics, tried to make some new NPCs more fleshed out, too many changes to list.
- added new elements to vanilla Mastrius quest(s); he can now be recruited to join the rogue Quarra faction. I had to make a new NPC, which is enabled when Mastrius "joins" the clan, and the old one gets disabled. I also saw some
minor errors in the mastriusScript (default script bugs, apparently, having Aundae clan specials check instead of Quarra, etc.), so my new copied NPC uses a separate one (and I didn't touch the bug, assuming patches fix it).
The VA_VampCurse (vanilla quest) now has a new stage (85) which allows player to talk to Mastrius before he attacks you, once he drained your powers. The default vanilla's forced greeting sill occurs, but he doesn't attack the player.
He'll be standing still, waiting for player's answer (topic "Elder Elania"). This conversation leads to my new quest options. Also, VA_VampCurse == 95 repaces the default ending, Mastrius staying alive. Any mods that rely on
VA_VampCurse == 100 may conflict with this mod. Svarg might want to get his ebony armor, should player decide to kill Mastrius. But, as with many other vanilla quests (!), he'll be just as happy with a generic set of ebony armor.
- started to add new underground levels (cells, and they are still cut out in 1.1.0) for 1.1.1, I want the place to become a giant maze full of despair and Eldritch beings (I took inspiration from Jvk1166z.esp). Player will slowly descend into the depths of
the underground ruins, as they descend into madness along the way. Something similar to Diablo 1.
- mod now contains one scene with an adult event, there's no nudity per se (player would have to download other mods for that), but there's suggestive text in 1 particular dialogue (somewhere on the same level as vanilla's Crassius Cruio and the angry Dremora)
and screen fading in/out. This event has MANY very specific requirements, for example, player Quarra clan ranks above "Reaver" make it impossible to happen (thus completing the Quarra Clan mod blocks it). There are many other hidden conditions
which I won't list here. I estimate that 99.9% of players won't ever discover this content without opening the mod in TES Construction set, but I still feel obliged to include my mod in the "adult" category. My goal wasn't to make an anime-like perverted
harem fan fiction though, I'm trying to make every bit of content I create reasonable and justified by characters' thought process, their tastes, events, actions, etc. For example, if one thinks that the rogue Quarra faction being run by female vampires is
something I made as my personal preference, they are wrong, I merely continued with Bethesda's foundation for the default Quarra clan (developed further in TESO), imao. So, if you ever get this event on your playthrough, consider yourself extremely lucky.
- I decided that Elayne's unique enchanted armor set (forged by Svarg) will still use the default ebony armor look for now. The initial plan was to use custom textures (red/bloody recolor). I also wanted to edit the meshes. But then I thought about future updates.
We have upscaled/intelligent textures now for modern PCs running Morrowind (2021). Imagine if I use 512x512 texture for my custom armor now, and in 10+ years we have 4096x4096 standard (more or less), that would make the custom armor look extremely ugly in long
term. I faced such problems when I made a small patch for Suran Underworld v3 mod to fix some minor errors with OpenMW. Some custom particles that were amazing back then now look immersion-breaking.
- I added a small fix, to lock related cell doors, whenever new cattle is being added (except for first ones, the 2 dunmer, since player can't unlock their cells prior to their arrival without cheating).
- Finally added new vampire dreams script (and thus finished Svarg's mini-quest). I only added a couple of new dreams in 1.1.0, as test material, but plan expanding them up to at least 2x normal in later versions. This script replaces the default one; unlike normal
vampire dreams, Svarg's visions will haunt player even after curing vampirism (intended!). Player can refuse Svarg's proposition, and I strongly recommend this option to people who play with many vampire mods, this way it doesn't conflict with any alternative script(s).


1.0.9: important note: due to many changes in scripts (and many new scripts) I can't guarantee that the mod works with old saves. A new playthrough is the only safe/recommended option. The mod becomes heavily scripted.
The bare bones are there, next versions will add some meat to them, so to speak. I still have to come up with the final stage of the lich quest, for now it ends with his perpetual respawns. I'll come up with something in 1.1.0

- OpenMW is a requirement now, until I figure how to make some scripts work in regular Morrowind, compile process gives 0 errors, but the steam version refuses to identify some referenced objects.
- Added dependency on LeFemm Armor official plugin. Two new NPCs use its variants. I highly recommend using it with this mod (skin) https://www.nexusmods.com/morrowind/mods/28849 "Mistress Miauras Black Domina texture replacer" by Mistress Miauras.
- changed the cell name to "Underground Velothi Mansion, Upper Level", should it conflict with anyone's mod called "Underground Mansion". Now it's even compatible with the original mod by Queenkeely. Lower lvl will be added at some point.
- I've tried my best to add non-linear elements and check them. This may lead to some unexpected results with many factors, like one quest influencing another. Please, let me know, if you experience any bugs because of this.
- Improved some quest conditions and outcomes. For example, when Elayne sends you to kill ghosts, she wants you dead. Thus, player loses disposition, when completing the quest before she learns
about Volrina's death. If player choses to turn this quest in after Elayne and Cienne reveal themselves as vampires, the disposition will instead increase, and Elayne gives player additional
reward. As this condition check precedes Volrina's Death dialogue check, don't kill the lich before it, if you want bonus reward. Among other things, I added new scripted condition: if you ask Elayne & Cienne about vampire stuff too zealously,
while they pretend to be human, they will attack you, if Elayne's disposition drops to 0.
- added several scripts, fixed old ones; added condition to Cienne's script: if her master (Elayne) is attacked by player, she'll attack you on sight. The same method applies to Elayne and new vampire NPCs (when added).
When either of them is dead before the combat (for future quest checks involving scripted events), another one attacks the player on sight as well. If Elayne (but not Cienne) walks too close to the ghosts, a ghost will
attack her, only if the lich hasn't been defeated yet. Elayne is a more important target for the ghosts than the player character. Note after the fight with ghosts: Cienne doesn't attack the player, if the player attacks
Elayne (unless Elayne gets killed). That's intentional, because during the Necromancer's ring quest player and Elayne may have to fight each other, so Cienne shouldn't react.
- if player gets the Ancient Necromancer's Ring (if quest is active), while also having the quest to kill Semperio (and if Semperio and Elayne are both alive), the next time player enters the mansion, Semperio will be there, fighting Elayne (& Cienne).
- the lich resurrects (if the body remains, it persists) after the quest completion. He can be killed again, and the body persists. I reworked the spells of the lich, making them more deadly.
This quest will lead to alternative playthrough (siding with the lich) in future versions. For now he just respawns.
- added many reputation/disposition changes depending on your dialogues with the NPCs added by the mod. It's super easy to lose your disposition now. Some topics can raise it. For example, Cienne is amused (and you don't lose disposition with her),
if you ask her about vampires as a vampire yourself, while she's pretending to be human. If you do the same to Elayne (while she pretends to be human) as a Quarra vampire you lose 10 disposition and 30 as any other clan, etc.
- in normal Morrowind ghosts had some pathing issues. I changed their spawn points. They can still be stuck between the chairs sometimes, but that happens less often now.
- modified IDs of all mod's NPCs; added new NPCs. One of them is Svarg the Anvilbreaker. His copy of the "ABC for Barbarians" is unique and teaches Speechcraft skill. This lad doesn't waste his eternal life staying illiterate!
- I'm experimenting with lights to make the place darker. Please, let me know if you prefer previous light type. I'm colorblind, so letting me know better RGB (255/255/255) etc. options would be greatly appreciated.
- dynamic changes to interiors & exteriors, as the story progresses.
- added new interior space to accommodate more NPCs. Planning to add new interior levels.
- expanded topics & dialogue options. Note: for vampire topics to even appear in Elayne & Cienne's dialogue options, player must already have these topics unlocked. Otherwise they won't mention them. Once revealed as vampires, they
behave just like regular vampires. Svarg, Gamorea and other vampires don't share these special requirements, since they are encountered during later quest stages.
- new quests. This version has 10 (11 with the prequest) playable quests. Some unfinished quests will be added/completed in future releases.
- adjusted stats/skills of all new vampire NPCs to match default Morrowind Quarra ranking system requirements.
- added minor compatibility with Suran Underworld mod (just some dialogue info now, I'll expand it further at some point) Download it here: https://www.nexusmods.com/morrowind/mods/40299
- added the original Queenkeely's author's note (never placed anywhere before) to Seyda Neen, Census and Excise Office. The note is well hidden and is supposed to be an Easter egg. I attached to it a useful script.
- the wereboar blood (an ingredient) quest is playable, but only available before the player meets Dagoth Ur, and ends with a cliffhanger. It will take me a lot of time and tremendous effort(!) to add a wereboar NPC(s) to the mod, so this quest won't have a proper ending for a long period of time.
- the Svarg's visions quest is also scrapped for now (past stage 1), I've got to learn how to enable/dsable the default vampire dreams scripts without causing much compatibility issues with other vampire/dreams mods. It shall be my top priority for 1.1.0


1.0.8:

- fixed countless dialogue compile errors (due to my lack of experience) that didn't show up in OpenMW. Should be playable now.
- overhauled most of my quest IDs, in case some of my quests conflict with other mods (very unlikely just for IDs)
- added new prerequisite/interaction conditions to Elayne. If Siri of the Quara Clan is dead, Elayne attacks the player, no matter what (at any stage of any quest). There are 2 dialogue options: one if the player has already
talked to Elayne, and another one as the first greeting. Both result in combat. Cienne attacks the player as well (but only if Elayne attacks first). So, Siri must remain alive for my mod's quests to start.
=>compatibility with the Quarra Clan mod.
If Siri is dead, well, there's just the fight with both Elayne and Cienne, because they turn hostile. Kill them both, loot the place, etc. Consider it just a dungeon run, in that scenario.
- replaced Semperio's melee weapon with something more useful.
- added a bunch of new quests (some aren't finished), including the default Queenkeely's intention to make player kill the mansion haunts. It's a regular quest now that can be obtained by either a human or a vampire player character.
I also added a unique mini-boss as the reason Elayne never explored the lower rooms.
While doing so, I reduced the haunts' stats to make them less powerful. The mini-boss respawns (being a lich) and will be interacted with in future versions, granted the player has a unique item in the inventory (hint: search Druscashti)
Mods that edit the 3 kegs next to Volrina Quarra may conflict with this mod now. I didn't edit the kegs, just placed a small object between them. So, I suppose, it's compatible with most vampire mods. If not, please, let me know
by contacting me on the mod's page our via a personal message.
- Except for the NPCs, changed all IDs that ended with "...Elayne_Underground" to "Elayne_U"
- some additional interior elements (it's an ongoing effort, so I won't even mention all the details)


1.0.7: some minor fixes, prepared the mod as a standalone version. All future updates won't involve Seyda Neen Compendium any longer. Everything will be 100% compatible with it.


1.0.6: 1.This mod now is even more compatible with the older "Quarra Clan" mod. In a way, it continues the story further.
2.adding new quests and items, small additional decorations here and there to make the place look less void of everything

- adjusted some things/description, added more importance to Siri, more compatible with the famous Quarra Clan mod. Just load this mod after the quarraclan.esp, since it adds new
topic lines to the clans' description and they should be loaded after the Quarra Clan mod. Other than that, there's no compatibility issues that I noticed. Elayne, however, doesn't recognize your rank within the
clan (nor does Cienne), if you've completed the Quarra Clan mod questline. Consider it her being an outcast. My future plan is to add more integration with the Quarra Clan mod, such as new dialogue lines to Siri,
making her mention Elayne, and vice-versa. They're supposed to be friends, after all (in this mod). And the rank issue would be solved via such a discussion without much effort.
- several new quests ("The Quarra Bloodline Secrets" quest is unfinished for now... will be tied to the problem described above) and items, new topics, dialogues' options, etc.
Some quests can be completed, even if player caused Elayne to fight with an answer she didn't like.
Use "calm humanoid" or similar effects, then talk to her again.
- added a couple of scripts for smoother experience and immersion
- reduced Elayne's stats, she's supposed to be a weak and cunning individual, taking advantage of every powerful item she can get, not a hulking juggernaut.
- also, gave her a better spare sword (ebony_sword_Elayne_U_Spare, "Sword of the Quarra Clan Elder" a crude yet more versatile weapon), to justify The Gravescorcher being a quest reward (reduced its price 150k->95k).
Elayne only uses the new sword, if she gave The Gravescorcher as a quest reward.
- reduced the daywalker helm's price from 250k to 140k.
- each unique enchanted item that Elayne gains from Cienne corresponds to the indgredients' alchemy effects.
- tweaked the Ancient Necromancer's Ring, it summons only 1 skeleton now, but boosts skills & stats; gave Elayne another one, which she equips together with the one that player brings.
- several minor changes to the room's furniture.
- increased Cienne's wander distance.
- gave Flamebolts to Semperio Pontius, had to work around AIActivate command, because he refused to use the custom poison. I don't know if the original Morrowind deals with it better, but for OpenMW I just decided
to trigger his death via "SetHealth 0"; it works for the quest condition. I'll try to make this part a bit more elegant in later versions.
- many minor fixes I forgot to write down, involving a lot of reading of the TES lore (including TESO for the Quarra clan) and the Quarra Clan mod.

The next version will be released as a stand-alone mod, since it doesn't involve just Seyda Neen now, thus has no place as the optional patch in the Compendium.


1.0.5: it's still far from being perfect, but that's a start nonetheless.

- fused with my tiny mod that added 1 NPC (Semperio Pontius) inside the Census and Excise Office building, the said NPC will be used in a quest later
- edited and balanced Elayne's lesser vampiric resistances/immunities (in pseudo-human form). As some people play with various vampire mods, several scripts
play with the default vampiric immunities, so I've added a new ID set to Elayne in her human form and changed it a bit. I also gave her a couple of spells
(which complement her vampiric spells, once she reveals her form) and edited her stats accordingly to make fighting her (if player attempts to) more challenging.
- added 50% weakness to poison to the blessed_helm_of_the_daywalker to augment its negative effects: it's not supposed to be the best armor per se.
The helm is but a situational item beneficial to vampires; for the same reason I reduced the healing down to 5 pts (from 8) simply to counter the
vanilla sun damage effect. Think of all the + and - as the decision making process while balancing the character in Daggerfall.
I also reduced its price down to 250000. It's still an impressive artefact without going over the top.
It also has lower armor rating and health due to extensive enchantment abuse during its creation (thus less effective than regular ebony helm).
- increased the price of The Gravescorcher (60k->150k) and decreased its fire damage enchantment (100->35). It's main purpose is to reduce the
target's fire resistance, not to be a god-like item above all the vanilla weapons.
- added a new unique enchanted ring for a future quest (ancient necromancer's ring, for now it's inside Elayne' personal desk)
- edited the mansion haunts (ghosts) to make them far more menacing (lvl 1=> lvl 30)
- added Quarters' Path Grid for better immersion (and fixed the rug height)
- fixed the lower cell's texture glitches (coordinates between elements), deleted extra columns (and moved the important ones to the giant storage room), adjusted floating
furniture that I didn't spot before
- re-built some elements of the interior (Dressing Room, deleted some closets to add more space, etc.)
- deleted extra unused duplicate and/or redundant objects, fixed IDs of the used ones (replacing tweaked default furniture IDs with new ones), added some doors.
Doors locked by Elayne are trapped, other doors aren't.
- added modest random loot to the dressing room's chests with new IDs
- fixed a strange bug that for some reason involved a Balmora(!) interior (edited tapestry inside Dorisa Darvel's store)
- restored the small swampy area at the manor's previous location.


1.0.4: "Quarra clan legends: Elayne" (still work in progress).

- rotated the hatch and added extra rocks to hide it, making the roadside access less obvious
- several minor fixes, as usual
- set ownership of Elayne's items to her ID (previously unowned in the original mod)
- added extra items to Elayne's quarters to make it look less empty/uninhabited
- planning future quests (and thus implementing some elements along the way),
- added a short "hidden" quest: it appears in journal only when finished.


Tip_1: as a Quarra vampire just kill Volrina Quarra (for testing purpose use the ancient amulet inside Elayne's chest or your own Quarra amulet).
Tip_2: be careful if you stole Elayne's helm and have it equipped during the conversation. She'll take it back. You can try to kill her though. Bonne chance!

- setting a more sinister overall tone/feeling to the place and the mod in general. It won't be sunshine and unicorns, trust me.
- corrected Elayne's journal ID and placed the journal inside the locked trapped chest, also locked her room and the entrance. Elayne has the keys.
- the journal has at least some content now (in daedric), teaches alteration (makes sense story-wise)
- added a powerful artefact to Elayne's Quarters (and a short backstory).

New changes and reasons behind them: I had to dig a lot of entries in the construction set before I came to this conclusion and decided to add vampire quests to this place.
Apparently at some point the original intention of the mod's author was to link it to the vampires of Vvardenfell,
as one can find the innuendo in the added but scrapped "VampireScribNote" made by Queenkeely. Then again, Elayne, the NPC is equipped with almost the full set
of ebony armor, similar to Siri of the clan Quarra. There are many other tiny bits of evidence hidden here and there. Elayne tells you a very strange origin
(probably made up) story that doesn't hold up. Cienne (the restored NPC) is a mage and tolerates Elayne.
I couldn't resist all of these factors and decided to expand the mod further in that direction. It's supposed to be fully compatible with most vampire mods,
such as Quarra clan, the vampire hunters guild, etc.

This is my first serious modding attempt with TES, all the minor fixes here and there left aside. Let's see where it will get us.


1.0.3:

- fixed countless dialogue-related bugs and errors
- I had to delete the free food/drink distribution by the NPC, as it was unfinished
- restored another NPC that was not placed by the original author and added some clothes
- changed the IDs of both NPCs, should the original ones conflict with anything


1.0.2:

- cleaned the file and removed Better Heads dependency
- moved the trap door behind the Silt Strider rock
- several minor fixes
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Enjoy the mod ;)

SpiritTauren