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Wolfweim

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Wolfweim

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About this mod

First release of a project I’ve started with the aim of adding custom Vanilla-style quests to the cities of Morrowind to make them more engaging. This initial focus is on the Glassworker's Hall of St. Delyn in Vivec.

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OpenMW Only!

I've long thought that Vanilla Morrowind lacks quests in locations with great potential for creating interesting stories. Vivec is one such place: it's a massive city with hundreds of NPCs, yet areas like the St. Delyn and St. Olms worker guilds and the Great House cantons are almost devoid of quests. This quest is the first in a series of mods I plan to develop to make both Vivec and the other cities of Morrowind more vibrant.

In the future, I hope that this series of mods and my 'Less Boring NPCs' mods will complement each other, but while remaining independent of one another.

Mod Content

Six Vanilla-style, lore-friendly quests, one for each member of the Glassworker's Hall in St. Delyn, Vivec. All quests are standalone, but there is a small final reward for completing all of them.

Some quests are triggered by being a member of a certain faction, having a specific attribute or skill at a certain level or both, so don't worry if some characters don't give you quests the first time you talk to them.

Technical Features

One of my main issues with mods that add new content to Morrowind is that they often modify locations or NPCs unnecessarily, which can break compatibility with other mods. I've made an effort to avoid this with my series of mods by:

  • Not overwriting any NPC topics.
  • Ensuring that all topics added by this mod are removed once the associated quest is complete. This way, if another mod uses a similar topic, it can be used normally after this mod's quests are finished, and it also helps avoid the clutter of completed quest topics that often accumulates with many content-adding mods.
  • Not modifying any NPCs or cells for the quests.
  • Making all quests dialogue-driven.
  • Designing all the quests to be independent so that if a mod removes or significantly modifies a character affected by the mod, the remaining quests will not be broken.


If you're interested in helping with this project, you're more than welcome to join! I have a few similar drafts in the works for quests in Potters Hall and the Abbey of St. Delyn. If you'd like to get involved, just send me a message on the forum or on Discord :)