About this mod
Fourth 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 eight quests to the Brewers and Tailors and Dyers Halls in VIvec.
- Requirements
- Permissions and credits
- Donations
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.
Eight vanilla-style, lore-friendly quests added to St. Olms Canton: three given by Mevure Hlen at the Tailors and Dyers Hall, and five given by Moroni Uvelas at the Brewers and Fishmongers Hall.
The following quests need extra conditions to trigger:
- Moroni Uvelas' quests: You need to have helped her in the quest The Short Unhappy Life of Danar Uvelas.
- Mevure Hlen's quests: You need to have helped her in The Price List, which itself requires completing Dredil's Delivery first.
Additionally, for any of the quests to trigger, the quest giver must have at least 40 disposition points.
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 :)