[RELZ] Main Quest Enhancers

Post » Thu May 03, 2012 3:09 am

Merry Chr- Oh wait too late.
Happy New Year!

Ever thought that the main quest lacked a certain atmospheric quality? Didn't like that despite the ravings of the Sixth House getting stronger, you really didn't see them DO anything? Well MQE is my attempt to change that. It adds several plugins that will, as the main quest progresses, begin to show the collapse of Vvardenfell and the ever-increasing presence of the Sixth House. However if you destroy Dagoth Ur, all these changes will disappear.
The plugins are:

Blighted Beasties: As Vivec's power wanes and the Ghostfence slowly starts to fail, some 6th house agents and monsters will escape past it. This makes it so that as time progresses, corprus monsters and lower ash monsters (such as zombies and slaves) start to appear outside of the Ghostfence.

Crowd Control: As the main quest progresses, outlanders and dunmer alike will begin to take notice of the strange happenings around Vvardenfell, and react accordingly. Temples will begin to be crowded by the faithful and worried, infected will gather outside Tel Fyr, hoping for a cure, and some desperate souls will be waiting on docks for boats off the island. The Corpusarium will also become more crowded as well.

Garrisoned Ghostgate: Worried about the lack of security, the houses will start increasing the number of armigers and ordinators at Ghostgate. With this plugin, as time progresses, more and more soldiers will arrive and make camp at Ghostgate.

Imperial Intolerance: With this plugin, the Sixth House will begin to harass outlander institutions, such as the Legion, the Guilds, and the Imperial Cult. They will begin to grafitti their buildings, nail ravings to their doors, and generally try to scare the mongrel dogs of the empire.

Sixth House Shrines: With this plugin, the followers of Dagoth will have more of a presence in the city. As time progresses, small, out of the way shrines will start popping up in larger towns and cities. The further you get in the main quest, the more these shrines will grow, and will eventually even gain raving preachers.

Main Quest Enhancers: All the previous plugins combined into one.


This mod will not be compatible with any mods that make significant landscape changes to Balmora, Ald-Ruhn, Sadrith Mora, and pretty much any town or temple in Morrowind. Past that, it has shown to be compatible with most other mods.
Both MQE_BlightedBeasties.esp and MQE_MainQuestEnhancers.esp require Tribunal, and will not work without it.
This will require a save where the main quest is not complete, for obvious reasons.

http://www.tesnexus.com/downloads/file.php?id=41337
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9407

Screenshots:

http://img833.imageshack.us/img833/1504/screenshot49jx.jpg
http://img401.imageshack.us/img401/236/screenshot78t.jpg
http://img545.imageshack.us/img545/7231/screenshot79g.jpg
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Charleigh Anderson
 
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Post » Wed May 02, 2012 4:15 pm

This sounds excellent. I don't have a character active in the Main Quest at the moment, but I will definitely be using this in my game. Thanks!
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Andy durkan
 
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Post » Thu May 03, 2012 5:21 am

Wow, this certainly sounds like it will enhance the feeling of the game.

One question, will this be incompatable with Vality's Atmospheric Balmora? He shoves in trees all over the place and it was incompatable with some other mods from there(which thakfully I dont use)(I honestly think he made it incompatable with certain large mods on purpose because of the perfect placement of trees that block parts of those mods)
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ILy- Forver
 
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Post » Thu May 03, 2012 3:31 am

Nice! Perfect timing!

So Balmora Expansion = No?
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A Boy called Marilyn
 
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Post » Thu May 03, 2012 12:59 am

Wow, this certainly sounds like it will enhance the feeling of the game.

One question, will this be incompatable with Vality's Atmospheric Balmora? He shoves in trees all over the place and it was incompatable with some other mods from there(which thakfully I dont use)(I honestly think he made it incompatable with certain large mods on purpose because of the perfect placement of trees that block parts of those mods)

I'm not completely sure. The only thing added to Balmora that may possibly conflict with Vality's mod is a small shrine near the northern end of Balmora. Last I remember there aren't any trees there, so it should most likely be compatible.

Nice! Perfect timing!

So Balmora Expansion = No?

No idea, I never used it. If it doesn't move around the default buildings it should be fine.
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Eric Hayes
 
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Post » Wed May 02, 2012 1:30 pm

Looks GREAT!
Will try this as soon as possible :)
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Milagros Osorio
 
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Post » Thu May 03, 2012 3:06 am

SIMPLY OUTSTANDING CONCEPT.

Can't wait to see the execution in-game of all this greatness.

Exactly what Morrowind needed: IMPACT on the world.
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J.P loves
 
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Post » Wed May 02, 2012 3:26 pm

This is great! One of the many project I thought one day I would make, but now someone else is making!

I got a few suggestions, actually :)

- There is talk of assassinations of imperial supporters during the main quest, so it would be wonderful to at least notice those killing, or better even witness some of those, and maybe even try to prevent them!
- Generally expand all phases of the main quest. For example: I like the "talk to the informants" thing, really spy-like but Bethesda made it to much "go to B from A, the come back to A". I mean: there is no twist in the plot, no surprise - thus no immersion. If you have some ideas to share, but don't want to spoil the experience for other player, fell free to contact me on PM!
- I always imagined the area inside of the Ghostfence FULL of monsters, but it is almost as barren as vanilla Morrowind. Please change this! I would really like to see them try to destroy the ghostfence (I think that putting an invisible enemy for them to fight right there should be enough)
- Ghostfence hosts all those terrible monsters. How come a level 1 outlander may simply go for a stroll in there?! It should be shut unless:
1) You are on that part of the main quest
2) You are on that f*cking pilgrimage for the temple
3) You are on that f*cking escort quest for that woman who is making the above pilgrimage
- Making all parts of the "Plan to defeat Dagoth Ur" necessary, especially by making the area FULL of monsters, fixing the Ash Vampires script and making them give you some USEFUL equipment.
- Objects given by past wanna-be Nerevarines are somewhat ridiculous. Why not making them give you some USEFUL mainquest-only enchantment to help you defeat the sixth house?
- You should also work on making this compatible with landscape mods... I really can't see me playing this splendid mod without Darknut's Great House Dwemer Ruins and Morrowind Rebirth!
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Dan Wright
 
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Post » Wed May 02, 2012 8:58 pm

sounds great, I think that some dialogue for the npcs about these occurrences would greatly help a mod like this, though I don't know if you did that, juust a suggestion, this pretty much what I was looking for
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Josephine Gowing
 
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Post » Wed May 02, 2012 11:50 pm

Good idea. You are not alone in Morrowind after all. People and monsters should move their asses with events.
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Ebou Suso
 
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Post » Thu May 03, 2012 3:25 am

Exactly what Morrowind needed: IMPACT on the world.

This. The concept is great because it addresses one of the main complaints I have against Morrowind and many other RPGs as well: the total staticity of the gameworld.

Thank you - I'm sure this will gain a stable place in my load order. Definately a fantastic Christmas present. Using a quote from good ol' HOTU:

two thumbs up, way up!

:banana:
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Dan Wright
 
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Post » Wed May 02, 2012 11:42 pm

This is great! One of the many project I thought one day I would make, but now someone else is making!

I got a few suggestions, actually :smile:

- There is talk of assassinations of imperial supporters during the main quest, so it would be wonderful to at least notice those killing, or better even witness some of those, and maybe even try to prevent them!
- Generally expand all phases of the main quest. For example: I like the "talk to the informants" thing, really spy-like but Bethesda made it to much "go to B from A, the come back to A". I mean: there is no twist in the plot, no surprise - thus no immersion. If you have some ideas to share, but don't want to spoil the experience for other player, fell free to contact me on PM!
- I always imagined the area inside of the Ghostfence FULL of monsters, but it is almost as barren as vanilla Morrowind. Please change this! I would really like to see them try to destroy the ghostfence (I think that putting an invisible enemy for them to fight right there should be enough)
- Ghostfence hosts all those terrible monsters. How come a level 1 outlander may simply go for a stroll in there?! It should be shut unless:
1) You are on that part of the main quest
2) You are on that f*cking pilgrimage for the temple
3) You are on that f*cking escort quest for that woman who is making the above pilgrimage
- Making all parts of the "Plan to defeat Dagoth Ur" necessary, especially by making the area FULL of monsters, fixing the Ash Vampires script and making them give you some USEFUL equipment.
- Objects given by past wanna-be Nerevarines are somewhat ridiculous. Why not making them give you some USEFUL mainquest-only enchantment to help you defeat the sixth house?
- You should also work on making this compatible with landscape mods... I really can't see me playing this splendid mod without Darknut's Great House Dwemer Ruins and Morrowind Rebirth!

Eh, I'm trying to shoot for compatibility on this mod, so I've aimed not to modify too much. Most of the plugins should work with Rebirth, and all of the plugins will work with GDR.
In fact, the only real part of this mod that might be incompatible is the Sixth House Shrines.
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x a million...
 
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Post » Wed May 02, 2012 3:01 pm

This looks amazing and much needed! As someone else said, the most irritating and immersion-breaking thing about Morrowind is how static it all is; very little actually changes, despite dialogue and these supposedly momentous events. I am very much looking forward to trying this out. A Christmas present well worth waiting for!
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Jaki Birch
 
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Post » Thu May 03, 2012 1:52 am

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9407
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Lauren Dale
 
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Post » Thu May 03, 2012 12:02 am

Love the concept of this mod :clap: Thank you Trainwiz!
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Penny Wills
 
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Post » Thu May 03, 2012 3:36 am

very nice idea and well done Trainwiz!!

It will be compatible with my mod City of Balmora as well as I have not changed anything to the vanilla layout.
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Haley Cooper
 
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Post » Wed May 02, 2012 10:34 pm

Does this http://www.gamesas.com/topic/1323171-relz-morrowind-rebirth-15/ conflict?

Good idea and perhaps change the quests in the MQ such as when the player is gonna to get information about the Ashlanders from http://www.uesp.net/wiki/Morrowind:Hassour_Zainsubani. To me it sounds a little silly that you need to learn about courtsey when you're talking to an ashlander in-game and not through a quest, because I also find it odd that no quest was attached to http://www.uesp.net/wiki/Morrowind:Wise_Woman (http://www.uesp.net/wiki/Morrowind:Kaushad ex-wife) in Vos.

:thanks: for sharing. :banana:
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barbara belmonte
 
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Post » Wed May 02, 2012 6:19 pm

Great idea! Thank you. This should make for an epic Ghostgate approach using one of the Guarded Ghostgate mods since there could be a large battle there when I arrive. :D
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Crystal Birch
 
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Post » Wed May 02, 2012 7:46 pm

Does this http://www.gamesas.com/topic/1323171-relz-morrowind-rebirth-15/ conflict?

Good idea and perhaps change the quests in the MQ such as when the player is gonna to get information about the Ashlanders from http://www.uesp.net/wiki/Morrowind:Hassour_Zainsubani. To me it sounds a little silly that you need to learn about courtsey when you're talking to an ashlander in-game and not through a quest, because I also find it odd that no quest was attached to http://www.uesp.net/wiki/Morrowind:Wise_Woman (http://www.uesp.net/wiki/Morrowind:Kaushad ex-wife) in Vos.

:thanks: for sharing. :banana:

I'm not touching the main quest directly, to avoid any conflicts.
Anyways, MW Rebirth MAY conflict, I'm not completely sure, but I know Garrisoned Ghostgate and Crowd Control most likely will.
I don't know if Imperial Intolerance or Sixth House Shrines will. Blighted Beasts is fine.
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Sarah Knight
 
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Post » Wed May 02, 2012 1:18 pm

Released a patch, which fixed a small issue with Sixth House Shrines.
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sunny lovett
 
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Post » Thu May 03, 2012 1:42 am

Outstanding. I'm looking forward to seeing these in game :)
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Francesca
 
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Post » Thu May 03, 2012 1:53 am

Great ideas, but I wish you would just go "[censored] YOU! COMPATIBILITY" and just make the best damn mod you can.
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Mel E
 
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Post » Wed May 02, 2012 4:58 pm

Great ideas, but I wish you would just go "[censored] YOU! COMPATIBILITY" and just make the best damn mod you can.
this.

can't believe i didn't see this! thanks muchly!
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Susan Elizabeth
 
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Post » Wed May 02, 2012 6:37 pm

Great ideas, but I wish you would just go "[censored] YOU! COMPATIBILITY" and just make the best damn mod you can.
That's what Sotha Sil Expanded is for.
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jodie
 
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Post » Wed May 02, 2012 11:07 pm

Have finally added this to my install this morning, but don't have a character in the main quest at the moment, still. I was wondering if anyone could tell me how it fares with Vality's Balmora Addon? It doesn't modify the area that much but there are some additional trees. At worst there will be collision issues, I assume, but if anyone has confirmation that'd be great.
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Nicole Elocin
 
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