File information

Last updated

Original upload

Created by

Caran7hir

Uploaded by

Caran7hir

Virus scan

Safe to use

Tags for this mod

About this mod

First time modding, in this Mod I attempt to overhaul the main quest by adding more options to complete the quests. Mainly by taking your rank and influence in other factions in account. Currently covers the Informant Missions Antabolis, Sharn, Vivec & Zainsubani and Meet Sul-Matuul.

Requirements
Permissions and credits


When using this keep in mind, that it is my first time modding and that english is not my native language. Typos and grammar errors may still linger. Feedback and corrections aswell as ideas are greatly appreciated.

Idea behind this mod and guiding principle
As I've been playing this game for over 15 years now, and experienced the main quest countless times I've felt that it is lacking some variety in how different characters might interact with the mainquest plotlines. I aim to add new ways of completing the quests -  provided that you have relevant influence in factions relating to the characters you are interacting with. For example I really like playing crusader characters which go heavily into the temple and redoran questlines and abhor looting the venerated ancestral tombs. Yet in order to gain Sharn gra-Muzgobs trust you have to do just that. Well now thanks to my mod if you are of sufficient rank within either faction you can threaten Sharn to bring the Ordinators wrath upon her necromantic soul. However this also means that if you start the main quest at lvl 1-3 you will probably not notice any big differences. That is by design, as when you start out in morrowind neither you or your character have the relevant knowledge or influence to pressure npcs to do your bidding. As long as you are green behind the ears you have to do other peoples bidding without much wiggle room. On the other hand Characters who have built up reputation and an extensive cover identity can use their gained influence to their advantage now.
Another thing that bothered me at the beginning of the main story is that while you're playing spy for Caius, his cover identity as "just and old man with a skooma problem and bread-and-basket" is immediately invalidated as every single informant you are interacting with knows the actual identity of THE GRAND-SPYMASTER of Vvardenfell. Thats a lot of loose ends in my book and a big security hazard, if anyone of them might ever fall in the hands of the temple. So now neither hasphat nor sharn know you are coming at the behest of caius and are just treating this like any other request for information.

Incompabilities:
I've heavily edited the main quest journal entries and relevant dialogue topics. Everything else should be fine. (have not seen any issues with lgnpc for example)

This will make it incompatible with AI voicelines like the excellent Quest Voice Greetings. However since the latter doesnt cover every character yet I would still recommend to use it.

Main Quest Overhaul should work mostly fine. The alternative Nerevarine Versions might have dialogue and journal entry conflicts. As I'm not using this mod I can not be certain though.

Julan, Ashlander Companion (from the main page: This mod relies on the Main Quest! Thus, it will of course be incompatible with any mod that alters the Main Quest in a significant manner) since I have made edits and added various journal entries this mod is probably not compatible at this point.

Permissions:  
You can use this in whatever way you wish, edit, patch or include it wherever you want. To be credited as inspiration would be appreciated as well as sending me a notification to allow me to check out whatever you made with it. 

Plans for the future:
  • Continuing on the same line for the remaining actors within the main quest. Ideas and feedback again very much appreciated.
  • Implementing a way to report Sharn to the Temple leading to her arrest and deportation to the Ministry of Truth, where she can later be encountered alongside Mehra Milo and possibly helped to escape as well.
  • Implementing a way to bribe Huleeyas Thugs with Alcohol once each to raise disposition, similar to Fort Frostmoths script.
  • Introducing timed quests with the other Blades Trainers, investigating leads you get during your info gathering (like sixth house smugglers) and helping them with their respective goals (for example Gildan infiltrating the Caldera Mining Company, or mapping out the smugglers network with Sjorvar). Timed, because they should be optional and the blades ought to be capable enough to complete their tasks without your help as well.
  • adding an alternative esp which gives Huleeya Morag Tong Armor from Morag Tong Polished, also possibly moving him after the informants quest to the morag tong guildhall.
  • expanding on the infiltration options of the ministry of truth via wearing indoril armor. This is already present within the game, but since no one directs you towards this route and it's not taught to the player that it is a viable way in a prior quest I have not known about this in over 15 years of playing this game.


Spoilers or what I actually did:



Caius


  • Caius will no longer be mentioned by name by any of the informants except Mehra. (I have made an exception for Mehra Milo as she has exclusive dialogue mentioning she knows him for quite a while already)
  • Caius will adress the Player in his first order to get themselves a cover identity by their chosen class and not as "pilgrim".

Hasphat Antabolis - Antabolis Informant

  • If you have already completed the quest MG_Mzuleft for the mages guild and talked with Hasphat about Divine Metaphysics, you no longer have to complete the favor for him to tell you about the sixth house. You can however still complete it later if you want to get the key anyways. (Why: Generally I think Hasphats request is reasonable no matter what kind of character you are playing. However if you've already consulted him on the matter of the dwarves during Edwinnas questline, I think Hasphat could consider, that you already did him a favor by sharing your findings with him in a field that greatly interests him - making him more willing to share his knowledge.)

Sharn gra-Muzgob - Gra-Muzgob Informant

  • if you are rank 7 (wizard) in the mages guild or higher you can remind the Associate Sharn gra-Muzgob of her place in the institution and request an errand from her instead of you. (the errand being to share her knowledge. (why rank 7? thats the leading rank of most guildhall questgivers. signalling to me that's the rank of authority needed to hand out assignments and possible expulsion from the guild)
  • if you are rank 5 (curate) or higher in the temple you can threaten Sharn to deal with her as with any other necromancer (BURN HERETIC) (why rank 5? thats when you get to handle such assignments and an accusation within the temple hierarchy would probably be taken seriously even without substantial proof. You can not walk up as a layman and just randomly accuse people. The temple's leadership is busy, they can't just investigate anybody.)
  • if you are rank 4 (kinsman) or higher in redoran your character is probably aware that Andrano is a family belonging to house redoran and object to such an dishonorable act. Again threatening sharn to inform the family of her intentions.
  • having speechcraft over 50 gives the opportunity to bribe sharn in hiring someone else to do her dirty business with 3000 gold. (THIS HAS BEEN LOWERED TO 30 SPEECHCRAFT AND 500 GOLD) very expensive yes, but effectively just a quest skip, for which you don't have to do any other quests.
  • if you steal sharns personal Legions of the dead you may also use it to threaten to go to the temple with substiantal proof.

Vivec Informants

  • Huleeya, Adhiranirr & The Census Agent will only appear after you receive the Vivec Informant Quest. Addhiranirr and Census Agent will disappear after completion of the quest. (making their appearence more dynamic and not appearing as if they are indefinitely waiting on the player)

Huleeya - Huleeya Informant

  • Huleeya will now correctly refer to the owner of the Black Shalk and his friend as Raril Giral. No longer will he talk about a nonexistent Saralis Golmis.
  • Raril Giral now has a unique greeting as long as the tensions are high in his club and will be thankful if you resolve the issue peacefully. (the latter is only available before you leave the club though)
  • The Hlaalu hireling thugs threatening Huleeya can be ordered to stand down as a Hlaalu of Rank 5 (House Cousin) or higher and have custom greetings for all Hlaalu Players.

Adhiranirr - Adhiranirr Informant

  • Members of the Imperial Legion Rank 3 (Agent) and higher can persuade the Census Agent to take his assignment over.

Mehra Milo

  • remains unchanged as of now. There are no alternative routes of completion necessary as you just need to talk to her anyways.

Zainsubani - Zainsubani Informant

  • changed his and his Son's Faction to Ashlander, they were members of the thieves guild before, but I don't see any logical reason for that ingame. This also led to the rather awkward moment, where Player Character who had high disposition with Thieves Guild Members did not need to gift anything to Zainsubani as his disposition was already very high.
  • with a speechcraft level of 35 or higher you can impress Zainsubani with a poem of your homecountry.
  • if you bring Zainsubani news of his sons escape from mamaea or his death, he will consider both a gift given.
  • added unique dialog concerning the gift giving customs of the urshilaku.

The Urshilaku - Meet Sul-Matuul

  • no Ashlander will specifically ask to be bribed with gold (except Zabamund), but they still work like normal npcs so bribes still work anyways. (I wouldn't know if there is any way to change that, so it's up to the player to roleplay the gift giving custom or use good ol' reliable bribes)
  • expanded gift giving options, if using The Ashlanders to expand the camps as I am, some may still ask for trama roots or kwama eggs, but with my mod Herders, Hunters, Champions and the Scout will want unique gifts. Ranging from enchanted chitin weapons and armor to magic scrolls, like heal blight (which almost all Urshilaku accept) or reynos beast finder scroll. (I have taken this idea from a little piece of eso lore, which describes all Tribes having distinct gift receiving interests, the Urshilaku in this case being most interested in magical items and artifacts)
  • Zabamund will now want 2000 instead of 200 gold and has higher speechcraft requirements for his other options. (I did this to make players more willing to try out the other options, instead of going for the guaranteed 200 gold success route.)