I was early on in the quest chain, the incident reports sort of floating around in my mind, when I found myself outside in Ald'ruhn on a clear night. I could see the aurora's over the Skar. And I thought to myself, hey, I have soul gems in my inventory. Surely they don't actually float, surely that's just flavor text, it's for the lore. So I set one on the ground.
Anyways, this is the kind of questline where if it was in the main game and not a mod, there would be video essays on. It's engaging and well paced, responsive to player actions, and uses vanilla locations interestingly. 10/10, excellent experience.
I'm not sure if my roadblock is quest related or bug related, but I can't seem to get any more information on moon sugar dealings from alchemists. I've spoken to all the ones in Vivec and those that I believe deal in moon sugar, and there're also no more updates from inn keepers I've spoken to about the mysterious Khajiit.
I was waltzing around the wilderness pursuing something else for a while, somewhat near the Bitter Coast, which is then where I was confronted. I'd assumed it was okay to linger anywhere outside of a city so long as I was in the wilderness.
Amazing mod! Fits perfectly into Morrowind, and I love the lore-friendly khajiit story. The new telescope mechanics and use of old ruins and npcs is truly impressive! And this works well in Rebirth somehow! Adds some depth to the game. Thank you!
I loved my adventure uncovering the mysteries of the Dark Shard! Definitely one of the best quests I've played for Morrowind.
Something I really appreciate is that the team have tried to give a little something for every kind of player here. You've got interesting but not overpowered loot hidden away for your dungeon explorers, esoteric but not overwhelming lore for your Kirkbriders, moments of real visual wow-factor, new ingredients for alchemists - a varied tasting-menu of everything that's fun about Morrowind.
The writing, pacing, and general sense of piecing together a wider mystery are spot on - and it makes the apocalyptic finale feel earned, because you've had to do lots of sleuthing around smaller details along the way to pin down the big picture of what's going on.
Finally, I really appreciate how Merlord takes static items that have always been in the world (Dwemer Telescopes in this instance) - and let's you actually play with them. There's something really magical in turning background decoration into puzzle-tools - because it means the vanilla game turns into more of an emergent sandbox. Can't wait to see this mechanic used further in future mods!
Indeed, once placed, you can interact with the resonator by clicking on the wheels or on the top, where the crystals are lodged. Calibrate it properly until the image is clear, then search the sky.
Just finished this, what a fantastic story! I adored the deep dive into lore I previously knew nothing about. I might have to download it for my OpenMW build exclusively to console in that that armour at the end ;)
Definitely not, sorry! I normally use OpenMW myself too, so working on making this mod with the team was certainly new territory for me 😅 I don't know much about the Lua scripting, but I imagine much of the Lua stuff Merlord made for the mod only works in MWSE-Lua
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Anyways, this is the kind of questline where if it was in the main game and not a mod, there would be video essays on. It's engaging and well paced, responsive to player actions, and uses vanilla locations interestingly. 10/10, excellent experience.
Something I really appreciate is that the team have tried to give a little something for every kind of player here. You've got interesting but not overpowered loot hidden away for your dungeon explorers, esoteric but not overwhelming lore for your Kirkbriders, moments of real visual wow-factor, new ingredients for alchemists - a varied tasting-menu of everything that's fun about Morrowind.
The writing, pacing, and general sense of piecing together a wider mystery are spot on - and it makes the apocalyptic finale feel earned, because you've had to do lots of sleuthing around smaller details along the way to pin down the big picture of what's going on.
Finally, I really appreciate how Merlord takes static items that have always been in the world (Dwemer Telescopes in this instance) - and let's you actually play with them. There's something really magical in turning background decoration into puzzle-tools - because it means the vanilla game turns into more of an emergent sandbox. Can't wait to see this mechanic used further in future mods!