About this mod
Experience the oldest fan-made post main-quest adventure cleaned, parsed, fixed, with added compatibility for BCoM, and an optional delayed start.
- Permissions and credits
Enough. I did not want this, but it seems my will is no longer sufficient. I had hoped to simply withdraw from the world, but it is not to be. For hundreds of years, the Temple has been the moral fabric of our people. For hundreds of years I have watched over you, ensured that we would continue as a people despite the wars, despite the Empire. But all that is over now. Azura's gambit has become clear, now that she has beaten me. No matter. - Vivec.
Author's Introduction
This plug-in tells the story of what happens after you complete the main quest in Morrowind - the resurgence of the Dissident Priests, and
the crisis in the Temple.
As events unfold around you, you must decide how to relate to them.
You can play as an Ordinator, Ashlander hero, or find your own way.
This mod deals with the crisis in the Temple after the battle at Red Mountain. It breaks most, (if not all )of the Temple Quests, so if you want to run through those, do so before going too far in the storyline! (Eventually, there may be a new set of Temple quests).
The first time you play, you'll probably get a warning about the shrine script being different. That's because it's been changed - click OK and you'll be fine.
There are seven new books (well, one's a scroll) - read them all!
Editor's Introduction
Brother Juniper's Vivec's Fate: The Ashlander Heresy is a classic quest mod that tells the tale of the downfall of Vivec and the shift of worship for the Temple.
While the mod itself has been re-uploaded a couple of times to the Nexus, I thought I'd go through it and fix all the bugs I could find, parse the dialogue, and clean it as well I could. I also figured I'd make it compatible with Beautiful Cities of Morrowind and Animated Morrowind since those are both mods that I use. Finally, in the last steps of updating the mod, I found three other things that I wanted to change, or more 'trim' that I thought should be done in order for increased compatibility and logic. So you'll see there's four different versions to download. You can see under "Articles" the full changes I made.
1. Director's Cut: Just the mod all fixed up, parsed, and cleaned.
2. Trimmed: I only removed three things. I was trying to be as conservative as possible with any changes. Here's what's cut:
a) Some of the Daedra part of the Vos storyline. It doesn't really fit the rest of the mod and is kind of just thrown in there, and is pretty incompatible with anything that touches Vos. I'll try not to spoil it, but I just thought it would be easier to cut most of the changes and just add a very *tiny* change to the Vos Chapel itself to keep most of the intended story in-tact.
- b) The Nerevarine Yurt. Some Ashlanders you meet very late into the questline, and extremely briefly, provide you with your own yurt. It makes changes to the landscapes, which means that it's incompatible with groundcover mods for the Azura's Coast. The yurt is nice, but it doesn't make sense for it to be there. The Ashlanders in the story aren't really anticipating you coming to live with them, and if you choose the 'evil' route, it's still there.
- c) Teleportation magic right at the end of the 'good' questline. There's some people on the run throughout the questline, then right at the end, to reach the climax, the good guy says "Hey let me teleport you here real quick", and while it makes the gameplay ever so slightly more convenient, it doesn't make sense at all. These guys were out here sacrificing themselves to get out of a place a minute ago, and now all of a sudden they can teleport you around to any place in Vvardenfell? And I'm not talking interventions, it's a specific location that doesn't make sense.
The questline is good, and I can see through the Construction Set that Brother Juniper actually cut some content himself. Some of the journals for example didn't match what actually happens in the dialogue and gameplay. The mod, from the readme, was a work in progress. While I can't of course guarantee that he would have made the same cuts as above, I don't think it's entirely implausible.
3) Trimmed + BCoM: Yes that's right. I only made the trimmed version compatible. Part of that is because it's a lot of editing to do it for both versions, but also as per above, the changes are really good for compatibility. I figure it's probably very likely you're going to be using a groundcover mod with BCoM, and also probable that you're using a mod that touches Vos too, so I didn't think having the Director's Cut compatible with BCoM would service many people.
4) Trimmed + BCoM + Animated Morrowind: There's an interior where all the NPCs are meant to be on the run at one point, which makes it pretty hilarious if you're using Animated Morrowind without this patch as there's just some dude still there hanging out and reading a book. This disables him.
I also created an add-on that only starts the quest after both the Main Quest and Tribunal are completed.
I hope you enjoy the mod. It's actually a really short quest mod, that's more emphasized on showing you the world changing after the fall of Dagoth Ur, so it adds lots of interesting NPCs and dialogue around Morrowind. It's a real classic that I think holds up to today's standards for vanilla-friendly style mods.
To begin the quest, talk to Kaye or Lalatia in the Imperial Chapels in Ebonheart, or the Archcanon if you're with the Temple.
Brother Juniper's Walkthrough can be found in the mod archive or under "Articles".
Compatibility
I've done my best to make it as a compatible as possible without taking out too much content.
That being said, it adds a lot of NPCs to various cities and a bit of extra dialogue.
I hope you enjoy this nifty mod,
- Caeris unofficially on behalf of Brother Juniper.