Ah, now that's something more material.
I think it's the structure of the mod who disturb most of the player. Form the readme My first impression was this mod was a normal faction mod : a plethora of quests, progression of rank corresponding to the difficulty of said quests and some surprise in form of new objects and scripted actions.
Hmm, I mentioned in readme that there's just a couple of original quests, and most of quest-type additions are alterations to existing ones. But maybe I didn't state it obviously enough and should stress this point more.
This good for a classic faction mod,but the Daughters are much closer to the LGNPC philosophy : run it and let the surprise coming to you.
That's true. In fact, I *wanted* it to have more quests, but it turned out that I'm practically unable to generate original content, not inspired by some pre-existing idea. Fortunately, with the lucky idea of reporting stuff, Almies at least have *something* to do other than gratuitous fanservice. :cryvaultboy:
And I found this LGNPC approach ill-advised : the minimals skills for joining the Daugthers are far too high : 45 to 50 in personality, sneak, mercantile, speechcraft, alchemy... these skills are hard to raise in the wilderness and by the time a character gain them he has already ended a good part of the low level vanilla quests edited by your mod.
Fair enough. I looked once again at progression table of factions available to players and, well, it's even worse than I remembered - it's practically non-existent save a single primary skill you need to develop. Compared to that, AD's table must have seem a monstrosity (it was even worse in 3.2 :blush2: ). I'll tone it down further, though probably not all the way to the common level.
Another problem with these skills is in their choice : they are too much focused on a gameplay of diplomatic, merchant an a bit of spy classe. Only a nightblade or a agent stick to these. And even for a custom tailored class I have to wait a level 6 to 8 before joining.
Well, they *are* a diplomatic class (not to mention "spy" that is practically written in the want ad :laugh: ). That's the idea. Without believable setting AD would be just a mod that allows people screw without apparent reason, and I'd rather steer *from* that state than *towards*it. As for skill choice, it's hard to imagine any other skill that would make sense in Daughters' context (except probably Restoration?). Then again, even with steep progression table you only really need two of them to be high, and after I lower the requirements it probably won't be as deterrent.
About the numerous others members : whiles they are scattered around Vvardenfell there is only one guildhall : the Earthly Delight of Suran, and four Senior Sisters to report located in Morrowind : Balmora Fighter's Guild dorm, Crassius Curio's chamber in Vivec, Tel Naga Great Hall, Redoran Palace in Ald'ruhn and they are not located in the readme or in a topic.
Actually, I never thought of Earthly Delight as a "guildhall" and don't even think I plan to introduce one. The premise is that 99.9% outsiders aren't even aware of Daughters as a faction and that various scantily-clad harlets in various parts of Morrowind have anything common except their means for living (I even had a separate line clarifying this moment, but thought it redundant; I'll unblock it again in the next patch). The only reason Desele and her employees are listed as Daughters is that with their profession, it would be hard to see them not to be ones, but I didn't really think much of them as content-important staff. But it's true that something has to be done with introducing PCName to other Sisters once he's a member; I'll think of it some more.
Thanks for valuable input.