About this mod
Third 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. It adds seven quest to the Potter's Hall in VIvec.
- Requirements
- Permissions and credits
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 third 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.
Seven Vanilla-style, lore-friendly quests, one for each member of the Potter's Hall in Vivec. All quests are standalone.
The following quests require additional conditions to be triggered:
- Dolsa Gilvani: Requires completing 3 or more quests for the Potter's Hall.
- Drelis Ondyn: Requires completing all other quests for the Potter's Hall.
Additionally, for any of the quests to trigger, the quest giver must have at least 40 disposition points.
Note: Completing Elethus Tobor's quest by refusing to help him in the last stage of the quest can result in hostility with the Potter's Hall, potentially locking you out of the remaining quests.
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; just send me a message via the forum or on Discord :)