We didn't add any special handling for that path, iirc. You could kill them after completing the relevant bits of the MQ and continue your game without issues, but we don't have any extra dialogue to acknowledge that. If you kill them before the relevant bits of the MQ you'll be stuck and have to go through the backpath.
Plz add option to be an imposter amang them after getting enouf information report them to temple and ordered to execute their members but capture theşr leaders alive for temple to purge in temple chambers, as a revard player got executoner badge of temple whic cause panic to non belivers in game, kind of ordinator shit. Plz sinyor
This looks great, and it would be an amazing fit for my current character, for when I eventually reach that point in the MQ.
Just a question about the "Vivec's Fate" mod recommendation... I looked at its description, which states that it breaks the Temple quests. Does this mean I'd need to complete the Temple quests before playing that mod, OR does it mean I'd need to leave it unticked in Wrye Mash until I'm ready to play it? Sorry to bug you about this, but, all things considered, I'm not sure where else to ask.
Also, as an aside, for those people who like to companion, this guy, thematically, would likely be a good pick.Without getting into spoilers, he has an interesting, and relevant, backstory that could fit well.
Thanks Sonja, I hope you enjoy it when you get around to playing.
As far as I know, it means you should complete any Temple quests before starting Vivec's Fate. I've never played it myself. The recommendation is because one of the quests could be read as a prequel to events in that mod, but no direct link is drawn.
Thanks also for the recommendation, I'll check Faeryn out!
Thanks so much for the fast reply, hopefully I'll get there soon (which means surviving a certain revamped dungeon). In general, when installing a mod mid play-through, I prefer to wait until I'm closer to that point, so I can test it with my setup a bit. As such, hopefully this will prevent my "re-startitis" from kicking in! Though.... I've had to spend so long this time around getting my installation to a reasonably stable state (no idea why, either... MW, even with the OG engine/Codepatch/MGXE has always ran like a dream for me prior), that the entire process has dulled my interest in that "shiny new character smell" for some time!
Anyway, again, many thanks. I really love the sounds of this one, as well as "Vivec's Fate."
Thanks Vaelta, I hope you enjoy it :) Totally agree that there should have been more dissident priest content. This mod just dips some toes in the water, to be honest. We've got plans to expand it further in the future.
It will probably be some time before I try going through the main quest again so I may be lucky enough to have the extended version by that time! What with this and the tweaks to Tribunal there has been some great main quest content added recently. Thank you.
Somebody needs to overhaul the EEC Solstheim questline (not "main quest" related, but a major part of base content nonetheless). I just did it again recently - it's actually pretty awful in most respects. Who thought that the roots quest would be fun..? I've never seen such interminable and pointless toing and froing: talk to NPC in bar, who tells you to find the roots, way, way underground. Come back up. Lead him down to the roots. He then tells you to go back to Vvardenfell to get some Bitter Root, to bring back to him. That's some seriously patience taxing busywork..
I still have yet to play this, but I am looking forward to it.. But I was thinking: would it be possible to make a version that wasn't dependent on playing the main quest? Just be a member of the Temple..? (Partly because I personally think it's fairly unlikely that the Nerevarine would even be part of the Temple..)
I just finished the quest line, and I have to say that this is a great example of what a quest plugin should be. It naturally fits the story and narrative design of original Morrowind, and looks like it should be in the game from the start. From now on it'll definitely stay in my list. Nicely done!
The only humble suggestion:
Spoiler:
Show
throw a key for AL93_BoethiahChest somewhere at Shrine of Boethiah, it'll make the diving section even better)
Thank you! We were aiming for something that blended in seamlessly, so I'm really glad to hear that it felt like a natural addition.
Spoiler:
Show
Not sure about a key, I think it would have gotten washed away over time. That chest has been there for literal ages. Perhaps we could do something to warn players to be prepared to open it though.
in vanilla there is more than one occasion when NPC gives PC some item(-s) to help during their quest. Could be a thing for your diving quest too) Just give PC an open lock scroll, I mean)
I agree that there isn't a lot of chance that a key would still be around after centuries. However, in the latest version, I lowered the lock level of the chest and the quest giver will also provide you a couple of open lock scrolls to aid you.
Dialogue bug fixes for certain rare scenarios where some NPCs are dead, stopped an NPC from giving you multiples of a reward, some dialogue consistency fixes where a line of dialogue was changed but the matching journal entry wasn't.
21 comments
Just a question about the "Vivec's Fate" mod recommendation... I looked at its description, which states that it breaks the Temple quests. Does this mean I'd need to complete the Temple quests before playing that mod, OR does it mean I'd need to leave it unticked in Wrye Mash until I'm ready to play it? Sorry to bug you about this, but, all things considered, I'm not sure where else to ask.
Also, as an aside, for those people who like to companion, this guy, thematically, would likely be a good pick.Without getting into spoilers, he has an interesting, and relevant, backstory that could fit well.
Cheers!
As far as I know, it means you should complete any Temple quests before starting Vivec's Fate. I've never played it myself. The recommendation is because one of the quests could be read as a prequel to events in that mod, but no direct link is drawn.
Thanks also for the recommendation, I'll check Faeryn out!
Anyway, again, many thanks. I really love the sounds of this one, as well as "Vivec's Fate."
Somebody needs to overhaul the EEC Solstheim questline (not "main quest" related, but a major part of base content nonetheless). I just did it again recently - it's actually pretty awful in most respects. Who thought that the roots quest would be fun..? I've never seen such interminable and pointless toing and froing: talk to NPC in bar, who tells you to find the roots, way, way underground. Come back up. Lead him down to the roots. He then tells you to go back to Vvardenfell to get some Bitter Root, to bring back to him. That's some seriously patience taxing busywork..
The only humble suggestion:
Should be safe to update. :)