Love this questline. I just upgraded my Vivec to Vivec: God the City, and was wondering if there is any chance of a patch as Miss Rilms is not present in the new Hlaalu Lower Waistworks. Thanks for all you do and still excited for your possible Morag Tong and Pelagiad Legion Questlines!
Now I'm getting a bizarre bug with the False Prophet quest. I visit Hla Oad, am told that Bedros Felothar was kidnapped by smugglers from Zanabi, go to Zanabi... he's nowhere to be found.
When I check the Construction Set, I find that there are two instances of Bedros Felothar -- one (TTB_falseprophet) who is found in Hla Oad before the quest begins, the other (TTB_falseprophetnormal) who appears in Gnaar Mok after the quest ends. There is no false prophet NPC found in Zanabi; the only edit this mod makes to that cell is adding a Sixth House Agent NPC who appears after the Journal entry 'I rescued Bedros from Zanabi'.
Am I missing something?
EDIT: got it. The Hla Oad instance of TTB_falseprophet had a script to teleport (PositionCell) to Zanabi, which is why he didn't show up in the CS in that location. The real problem was that I'm using Mines & Caverns, which makes extensive edits to Zanabi and makes Bedros's location inaccessible without TLC.
TL,DR: there's a slight conflict between this mod and 'Mines & Caverns', regarding the positioning of the false prophet NPC.
EDIT 2: Well, I found Bedros... and he refused to go anywhere, telling me "Please, kill the smugglers!" So I took a look at his Greetings, and discovered that the only way to progress the quest is to kill two of the smuggler NPCs in Zanabi (Tilena Thalor and Hamlof Red-tooth). Unfortunately, when I checked Mines & Caverns in the CS, I discovered that M&C removes both of those NPCs (along with the entire section of the cave where Bedros is held). So the only way to progress the quest is to spawn both smugglers and then kill them, and then TLC through the wall, find Bedros, and finish the quest. Fun times.
TL,DR: there is a major conflict between this mod and 'Mines & Caverns'.
Thank you for the thorough examination. I've decided to not reinstall this mod after this post. Hopefully a patch is in the future for both M & C and BCOM
Hey, yes, the second instance is enabled in the case that you spare him during the quest. I don't use Mines & Caverns, so I wasn't aware of the incompatibility. It seems like it's used by a lot of people, and the incompatibility seems pretty severe, so I'll look into making a patch.
I haven't had any conflicts with BCOM reported to me.
Yeah, makes sense. The more I play with Mines & Caverns, the more I appreciate how much it adds to otherwise cookie-cutter dungeons... and the more I'm tempted to just delete cells en masse so I don't have to deal with any compatibility issues. It's so good, but so wide-ranging...
Anyway, a patch would be very much appreciated. And yes, as far as I can tell, there haven't been any incompatibilities between your mod and BCOM; just the dialogue issue below and the M&C conflict.
Hello! Thanks for all of the info. How did you spawn the smugglers in? I'm going to do the same thing you did to progress with the quest. Thanks in advance!
Mines & Caverns edits the cave Zanabi, one of my quests moves an NPC there and they spawn out of bounds. I think it also deletes two of the smugglers placed there that you have to kill for my quest so I'll have to kind of redo a section of it with new smugglers. I don't use Mines & Caverns so I didn't know about it until after this released.
The Tax Collector quest can be improved upon, there's no mention in the journal of what the tax collector is called, so unless you possess Dr. Strange levels of photographic memory, you most likely need to check into the construction set to finish the quest (or talk to every imperial in Balmora near the Hlaalu council manor, that's the only description you get).
Definitely making a note of this for my next Morrowind playthrough.
I saw in the description that some of the dialogue is filtered on a changed region name? Suggestion: would it work to avoid the issue by filtering it on "Bitter Coast OR Bitter Coat"?
I was about to angrily demand of the sky why Bethesda would include such a restriction, and then I realized it probably did reduce developer error.
Obviously, the correct solution is to use a patched version of Better Sounds, or if I'm sufficiently curious I could always figure out how to use the CS myself to test this, but as long as you indulge my curiosity (no pressure), I shall ask additional questions.
Is there a distinction between interior and exterior cells in the dialogue menu? Would it be possible to create a dummy cell (interior, so it doesn't conflict with anything) named "Bitter Coat Region" to put it on the list, theoretically?
That could work, but I'd have to test it. I haven't ever done that before and I don't know if an interior being named the same thing as an exterior would cause issues.
I could also just remove the filtering and create a copy of the NPC that enables when you reach that stage of the quest. That way all of the Bitter Coast dialogue could be filtered to the copy instead of to the region.
There's a fixed version of the Better Sounds plugin on the Nexus, which reverts the typo you mentioned. Also, I'd probably use something else to overhaul Morrowind sound effect, like AURA.
I wanted to report a minor issue with the Vedros Aravel quest. If you have already completed the Imperial Cult quest for 'Donation from Cunius Pelelius' and blackmail him to paying the three pieces of ebony, then he will refuse to speak with you after that point, with a forced 'Goodbye'. Since the 'three upstanding citizens' journal entry is gated behind that conversation with Cunius, it makes it much harder to continue the quest. You can get around it by undressing completely (as the 'what are you doing? Put your clothes back on" greeting is the only thing that takes priority over a forced goodbye) but it's more than a little gamey. Would it be possible to assign the same quest greeting to Odril Helvi or another NPC in the Governor's Manor, instead of Cunius, so there's at least an alternative?
Helvi was actually originally supposed to be the person you talked to here because he's the governor but I changed it because a Hlaalu quest can get him put in jail. I'll give it to one of the other NPCs downstairs and say they're a clerk.
Dang, you're right. OTOH, in my experience the Imperial Cult quests (especially for the lay healer questline, but almost as much for thealmoner) are super easy to speedrun. The lay healer tasks just have you gathering a bunch of ingredients, while the almoner has you a) visit two places in Ebonheart, b) visit Ald-ruhn, c) collect a specific shirt and five bottles of cyrodiliic brandy, and d) visit Caldera for Cunius. It's a lot easier -- a lot faster -- to be locked out of talking with Cunius, than it is to complete the Hlaalu questline that sends Odril Helvi to jail.
Have you considered making the Vedros Aravel topic available to both NPCs? That way if one of them is absent, the other can still be used to progress the quest?
Barbas only responds with "our business is concluded" for me. I am running a lot of mods but assuming that is not the issue is there something in the quest that gives him more dialogue?
It's weird, you should be getting a whole dialogue tree on the greeting. I didn't see anything like this during testing. I tested this with OpenMW, are the two of you using it as well? My first mod had a bug that affected base Morrowind but not OpenMW, which I was using to test. I'm going to revisit this mod this week for a few other bugfixes, I'll look at this dialogue while I'm doing it and see if I can find what's going on. I'm in the final stages of putting together an East Empire Company questline for Ebonheart at the moment, significantly more polished than this mod. Looking back, this one had a few pretty stupid bugs that I'm sort of embarrassed I didn't notice.
Wow thanks for the reply. Im using oldwind with mge script extender. Maybe thats the problem. Anyway, the mod is great, honestly. On the level of the TR quests, which is a high standard. Are there any other quests after that one with da dog?
No, that's the final one. You're basically at the end of it too, there's one additional encounter dependent on the choice you make in his dialogue. And thank you!
47 comments
When I check the Construction Set, I find that there are two instances of Bedros Felothar -- one (TTB_falseprophet) who is found in Hla Oad before the quest begins, the other (TTB_falseprophetnormal) who appears in Gnaar Mok after the quest ends. There is no false prophet NPC found in Zanabi; the only edit this mod makes to that cell is adding a Sixth House Agent NPC who appears after the Journal entry 'I rescued Bedros from Zanabi'.
Am I missing something?
EDIT: got it. The Hla Oad instance of TTB_falseprophet had a script to teleport (PositionCell) to Zanabi, which is why he didn't show up in the CS in that location. The real problem was that I'm using Mines & Caverns, which makes extensive edits to Zanabi and makes Bedros's location inaccessible without TLC.
TL,DR: there's a slight conflict between this mod and 'Mines & Caverns', regarding the positioning of the false prophet NPC.
EDIT 2: Well, I found Bedros... and he refused to go anywhere, telling me "Please, kill the smugglers!" So I took a look at his Greetings, and discovered that the only way to progress the quest is to kill two of the smuggler NPCs in Zanabi (Tilena Thalor and Hamlof Red-tooth). Unfortunately, when I checked Mines & Caverns in the CS, I discovered that M&C removes both of those NPCs (along with the entire section of the cave where Bedros is held). So the only way to progress the quest is to spawn both smugglers and then kill them, and then TLC through the wall, find Bedros, and finish the quest. Fun times.
TL,DR: there is a major conflict between this mod and 'Mines & Caverns'.
I haven't had any conflicts with BCOM reported to me.
Anyway, a patch would be very much appreciated. And yes, as far as I can tell, there haven't been any incompatibilities between your mod and BCOM; just the dialogue issue below and the M&C conflict.
I saw in the description that some of the dialogue is filtered on a changed region name? Suggestion: would it work to avoid the issue by filtering it on "Bitter Coast OR Bitter Coat"?
Obviously, the correct solution is to use a patched version of Better Sounds, or if I'm sufficiently curious I could always figure out how to use the CS myself to test this, but as long as you indulge my curiosity (no pressure), I shall ask additional questions.
Is there a distinction between interior and exterior cells in the dialogue menu? Would it be possible to create a dummy cell (interior, so it doesn't conflict with anything) named "Bitter Coat Region" to put it on the list, theoretically?
I could also just remove the filtering and create a copy of the NPC that enables when you reach that stage of the quest. That way all of the Bitter Coast dialogue could be filtered to the copy instead of to the region.
Thanks!
Have you considered making the Vedros Aravel topic available to both NPCs? That way if one of them is absent, the other can still be used to progress the quest?
EDIT: hey, just saw you updated the mod. Thanks!