Currently, they will only attack once you attain rank 4 or above in one of the great houses (+ a 500 gold or higher bounty). As Micheru12 pointed out, "The terms of the Armistice explicitly forbid Outlanders from hiring or being targeted by the Morag Tong". Once you've reached rank 4, you're involved enough that you be considered a little bit less of an outlander, and therefore a valid target.
Could we get a lore friendly version where the Morag Tong will only attack if you've joined a Great House or the Temple? The terms of the Armistice explicitly forbid Outlanders from hiring or being targeted by the Morag Tong. I'm sure getting intimately involved in local politics, by joining a house or the temple, would be an exception however.
For the Houses rank 4 feels right, you're fully embedded into the House, looking for a patron, and getting involved in House policy. As for the Temple, maybe Rank 6? It's higher, but prior to becoming a contender for a leadership position you're mostly going around doing pilgrimages and helping the sick.
I didn't mention the Main Quest because anyone modding morrowind should be playing with Expansions Delayed which prevents Dark Brotherhood attacks until you become Nerevarine or Hortator. That takes care of the player being hounded for their involvement in domestic politics on that particular front.
For example, having reputation higher than a certain amount, having freed too many slaves (as it's sure to annoy locals). Having recently killed a wealthy/influential NPC, even if your bounty is paid off. Being in progress or completed Trebonius' quest to kill all Telvanni counselors, so on.
Alternatively, giving us the option to add these conditions by MCM, kind like a framework for other mods to use or simply fitting personal taste.
What would be the ending conditions? As it is right now, they will keep attacking until your bounty is paid off. I'm working on an update right now, so I can add some more conditions, just need some more details.
-How high should the reputation be, and what would be the condition to get them to quit attacking? -Freed X slaves, how to get them to stop attacking? Kill Y number of assassins? -I'd need a list of NPCs whose death would trigger retribution. How many assassins would need to die until they stop attacking? -Should they keep attacking when you start Trebonius' quest and then only stop once you've killed all of the councilors?
I won't make any MCM options, as it is important to me that the mod work in both OpenMW and MWSE. However, permissions are open if someone else wants to make them.
There could be, perhaps, a step-wise attacks control.
- For example, when you get 2 reputation, you'll be attacked by a single low-leveled assassin. They wouldn't send more until you get 5 reputation, then they'll be slightly stronger, and then only another stronger group at 10 reputation, and that repeats itself for every stated interval, say 5 until a cap, like 70 reputation. So, with 2 reputation they'll send someone very weak, at 5 reputation they'll send two slightly stronger assassins... and at 70 they might send three very strong assassins at once. The reason I suggest reputation as a trigger is because: completing quests that give reputation frequently involve making enemies, and even if not, people would seek out to replace you, loot your stuff without getting their own hands dirty, get a faction advancement over your dead body. -The same implementation logic could be applied to freed slaves, and the reason would be more towards outlanders meddling too much in their slavery customs. -For important/wealthy NPCs, a single attempt would be enough, unless in very special occasions (like killing Helseth), Telvanni counselors, so on. -The Trebonius quest was an example, but say there are 5 counselors (I don't quite remember how many there are right now). There could be one assassination attempt after every Counselor killed, or one group of them when you enter the same cell of the last target.
Only one plugin should be used. If you would like for me to make a plugin that uses assets from both TR_Data and OAAB_Data, let me know and I'll make one for you.
If you are Exalted Master or Grandmaster (rank 8 or 9), that will prevent contracts from being put on your head. Master and below are still vulnerable. If the player is a high enough rank to where they could be writing/approving writs, it makes sense for me for the player to be exempt.
26 comments
MTA really adds to the experience, and i love that behavior finally matters.
Thank you very much!
I didn't mention the Main Quest because anyone modding morrowind should be playing with Expansions Delayed which prevents Dark Brotherhood attacks until you become Nerevarine or Hortator. That takes care of the player being hounded for their involvement in domestic politics on that particular front.
For example, having reputation higher than a certain amount, having freed too many slaves (as it's sure to annoy locals). Having recently killed a wealthy/influential NPC, even if your bounty is paid off. Being in progress or completed Trebonius' quest to kill all Telvanni counselors,
so on.
Alternatively, giving us the option to add these conditions by MCM, kind like a framework for other mods to use or simply fitting personal taste.
-How high should the reputation be, and what would be the condition to get them to quit attacking?
-Freed X slaves, how to get them to stop attacking? Kill Y number of assassins?
-I'd need a list of NPCs whose death would trigger retribution. How many assassins would need to die until they stop attacking?
-Should they keep attacking when you start Trebonius' quest and then only stop once you've killed all of the councilors?
I won't make any MCM options, as it is important to me that the mod work in both OpenMW and MWSE. However, permissions are open if someone else wants to make them.
- For example, when you get 2 reputation, you'll be attacked by a single low-leveled assassin. They wouldn't send more until you get 5 reputation, then they'll be slightly stronger, and then only another stronger group at 10 reputation, and that repeats itself for every stated interval, say 5 until a cap, like 70 reputation. So, with 2 reputation they'll send someone very weak, at 5 reputation they'll send two slightly stronger assassins... and at 70 they might send three very strong assassins at once.
The reason I suggest reputation as a trigger is because: completing quests that give reputation frequently involve making enemies, and even if not, people would seek out to replace you, loot your stuff without getting their own hands dirty, get a faction advancement over your dead body.
-The same implementation logic could be applied to freed slaves, and the reason would be more towards outlanders meddling too much in their slavery customs.
-For important/wealthy NPCs, a single attempt would be enough, unless in very special occasions (like killing Helseth), Telvanni counselors, so on.
-The Trebonius quest was an example, but say there are 5 counselors (I don't quite remember how many there are right now). There could be one assassination attempt after every Counselor killed, or one group of them when you enter the same cell of the last target.