Pacifism mod

Post » Tue Feb 16, 2010 2:33 am

The new character I'm making is a pacifist, because I decided I wanted to try something really challenging for my next game session. So, I want to be able to finish the game without having to kill anybody, for any reason. Is there a mod out there already that allows this?

I would also like to be able to subdue people with hand-to-hand combat, so any mod that runs a script on the npcs to make them stop combat (and possibly submit using a foregreeting) would be awesome.

For most purposes, I could probably just use calm spells on all the violent adversaries I meet, but I'm pretty sure some quests would break if I don't kill the specific npcs. I know pretty much the fighter's guild and the Morag Tong are right out for this character, but being able to play through the Temple and mage's guild quest-lines would be nice.

If nothing like this currently exists, I'm definitely going to make one (as soon as my other mod is nearly finished).
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Melis Hristina
 
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Post » Mon Feb 15, 2010 10:09 pm

I agree with you, I don't want to fight anything, no combat. As of now I'm not sure there is mod which will allow this, unfortunate, I know.
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Bethany Watkin
 
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Post » Mon Feb 15, 2010 11:48 pm

I'm a heavy RPer. My other characters had no problem killing (the first character I played for any real length was a former slave, and would kill any slaver he met, my second main character is a necromancer, so no qualms there), but this character would probably sooner die than allow anyone to come to real harm. Yeah, not the best suited for an RPG since they all involve killing in some way, but I've had this character in my head for years and finally want to give him a go. :)

Anyway, I probably will make a mod for this. I'm sure many quests could have added peaceful resolutions added and not hurt the game any. Would anyone else be interested in such a thing?
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Robert Jackson
 
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Post » Mon Feb 15, 2010 8:36 pm

Well, I believe that, since there are so many hostile NPCs and creatures, the best/easiest way would be to tweak the Factions (ie. every Faction likes the Player Faction), so you won't basically have to fight anyone. Other than that, the only way I can see you playing the game and making it through unscathed is to max your Speed and Athletics, so you can outrun everyone in the game (or simply aquire those Boots of Blinding Speed)... :D
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KRistina Karlsson
 
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Post » Tue Feb 16, 2010 2:37 am

Why not hire someone to do harm for you? Ya can even be a healer.
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Mylizards Dot com
 
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Post » Tue Feb 16, 2010 6:55 am

LOL, that would be just a little bit hypocritical. In fact, if I do go ahead and make this mod, I'm going to have a little word with Anassi about that. ;)

As for the ways to get around fighting, a good calm spell will give you plenty of time to walk away from the fight. There's no need to run from every situation.

But that's why I would like to mod something that makes 0 fatigue on the npc cause them to submit rather than forcing the player to beat them to a bloody pulp while they're down until the opponent is dead.

What I have in mind is a monk type character who is well versed in self defense combat, but refuses to land a killing blow on an opponent.

Quite a few quests would need to be changed to allow for advancement in certain factions (not the factions focused on killing, that would be silly). What I would mainly want to change is quests that require you to kill a rival mage, or a necromancer, or someone else that particular faction feels is a threat, and add peaceful resolutions instead. I remember the one quest (I think it was for the mage's guild in Ald-Ruhn) where you agreed to kill a woman and then had the option to tell her to get out of town and tell Edwinna that she was dead. I'm thinking of adding similar conflict resolutions for other quests like that.
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Makenna Nomad
 
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Post » Tue Feb 16, 2010 6:53 am

I remember a mod that allowed you to stealth knock-out/kill. But the knocking out was rather buggy.
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Shannon Lockwood
 
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Post » Tue Feb 16, 2010 8:14 am

the most important thing is to alter the mainquests that need killing. you can make it through some factions without a kill i think (i'm not sure about it) and i think it's just fine for the fighters guild to have a kill in the questline for being what they are. a pacifist would not join them ;)

i think it's a good idea!

Quite a few quests would need to be changed to allow for advancement in certain factions (not the factions focused on killing, that would be silly). What I would mainly want to change is quests that require you to kill a rival mage, or a necromancer, or someone else that particular faction feels is a threat, and add peaceful resolutions instead. I remember the one quest (I think it was for the mage's guild in Ald-Ruhn) where you agreed to kill a woman and then had the option to tell her to get out of town and tell Edwinna that she was dead. I'm thinking of adding similar conflict resolutions for other quests like that.
and this is balmora. ranys athrys or the way she is spelled.
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Katey Meyer
 
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Post » Tue Feb 16, 2010 8:23 am

I do agree, I find it hard to RP against my personal beliefs because even though it's just a game what I'm doing is still wrong, and isn't and shouldn't be "fun". I reallly wish I could truely RP myself in the game...
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Darren Chandler
 
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Post » Mon Feb 15, 2010 8:24 pm

the most important thing is to alter the mainquests that need killing. you can make it through some factions without a kill i think (i'm not sure about it) and i think it's just fine for the fighters guild to have a kill in the questline for being what they are. a pacifist would not join them ;)

i think it's a good idea!


I agree. The main quest is the most important thing. I'm sure there are peaceful ways you can resolve everything there. Of course..."killing" Dagoth Ur, I have no problem with morally. You're technically just robbing him of the power that gives him immortality. Maybe you could rob him of his power and leave him to wither away. I know there's a few mods out there that change the final ending, some allowing Dagoth Ur to live. It just needs to be a lore-friendly resolution.

When I RP I actually get into the head of a different character completely. They're usually nothing like me at all. Maybe that's why I tend to play male characters even though I'm female, so I have enough distance from me to be able to pretend I'm someone else entirely.
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Queen Bitch
 
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Post » Tue Feb 16, 2010 3:00 am

You can RP it legit, and get killed because pacifism in Morrowind isn't possible :P

The strong survive. :P
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pinar
 
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Post » Tue Feb 16, 2010 12:36 am

Would it even possible to play a pacifist character and make significant progression in the game?
Just about all the Guild and Stronghold quests are related to killing something.
And then there's Dagoth Ur......
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Alexander Lee
 
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Post » Tue Feb 16, 2010 3:13 am

It is all possible with a mod, and it can still be lore friendly if done right. There should be no reason why you should have to kill anything just because the mechanics are in place to allow you to do so. I personally think Morrowind as a game goes beyond hack-&-slash gaming and allows for real RPing. All it takes is a bunch of quest tweaking, and a little tweaking to hand-to-hand, (the subdue an opponent option). :P
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SamanthaLove
 
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Post » Mon Feb 15, 2010 11:57 pm

It is all possible with a mod, and it can still be lore friendly if done right. There should be no reason why you should have to kill anything just because the mechanics are in place to allow you to do so. I personally think Morrowind as a game goes beyond hack-&-slash gaming and allows for real RPing. All it takes is a bunch of quest tweaking, and a little tweaking to hand-to-hand, (the subdue an opponent option). :P

Couldn't agree more, and although I am of the camp who does not mind just killing things, I certainly wouldn't mind to see more alternatives for the player to choose from in all situations, and have plenty of non-violent options included. It is an RPG after all, and so the more options and diversity that can be provided to give you the ability to truly play how you want to is a good thing.

I would love for something like this to be made.
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Craig Martin
 
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Post » Tue Feb 16, 2010 4:52 am

Sounds like you're make a Psijic almost.
When I RP with my Psijic (Adaqueril) I use a heck amount of calm spells and such to do everything I can to not kill them.
But as a Psijic IF it goes that far I'm allowed to put someone/thing down.

So far (clean start) I haven't done harm to anything.
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Manuel rivera
 
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Post » Tue Feb 16, 2010 7:00 am

I've RP'ed Non violent types before, but pacifists? They may not have liked fighting, but they were perfectly happy to employ others to do it. The game is based around the assumption that things will be killed, especially the main quest. It would take some inventive thinking to make a pacifist that can survive red mountain. How will you go about killing Dagoth Ur? Perhaps allowing yourself to enter the heart chamber without killing him in the first chamber?
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maria Dwyer
 
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Post » Tue Feb 16, 2010 3:47 am

Yes, it would probably have to be something like that. It would take a bit of inventiveness to get it all to work, but I'm sure I could do it all in time. I'm quite used to taking on massive modding projects (and when I finally finish UL, which is almost done, proved I can them too. ;) ).
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Darren
 
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Post » Tue Feb 16, 2010 12:54 am

I'm a pacifist in real life, and it works. I don't believe in violence, making someone else do something is just as bad as doing it, it's your ideas and actions that make one evil, but inside, we're all good, whatever way we express (or don't) that in life is our decision.

Anyways, one of the reasons I don't actually play the game, I can't be myself in it.
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Eilidh Brian
 
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Post » Mon Feb 15, 2010 7:47 pm

But can you really be a pacifist in Morrowind?
I don't think it works, as its a dangerous place. What do you do when someone attacks you with deadly force, and you don't have any "charm" spells or anything, and are too bulky to run away, but you have the strength to take someone down.

(Stuperstar, this isn't criticizing your choice of RP, I'm sure some people might try. I'm just making conversation, taking a look at it etc.)

It seems its hard enough, difficult for me to comprehend being a pacifist in real life, I don't see how it works in MW :P
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Floor Punch
 
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Post » Tue Feb 16, 2010 10:49 am

Oh no, I'm enjoying this discussion. I'm very interested to see what people think of the idea in general. I'm trying to work out the basic concepts and principles before starting to plan this mod seriously.

The main problem with Morrowind, as a game, is that the devs have generally geared it more for fighting. Nearly every creature will attack you on sight; npcs fight to the death, etc. After-all, that's what you do in RPGs, since D&D and beyond. Now, with D&D you don't have any restrictions whatsoever. I had a friend who played a diplomat in one of his campaigns. He was more likely to come out of a fight with a band of Orcs with a treaty and a trade deal than cuts and bruises. I've always believed that Morrowind does have the potential to be almost as open as pen and paper RPGs with the right set of mods. Some times you just have to build them yourself.

The problem with the actual world of Morrowind, is that the laws of the land allow for people to kill each other at will (as long as they do it in self defense). In our society, death is less prevalent because the law doesn't take murder so lightly. Also, when you're playing Morrowind, the guards aren't scripted to come to your rescue if someone else attacks you. They're only concerned if you attack another npc unprovoked, and then they come running. That's a problem with the way their coded, and I'm not sure if there's a workaround to change their behavior.

Morrowind may be a dangerous place, but that just means someone RPing as a pacifist would have to take extra care not to get into situations where they can't subdue or escape the opponent. Make sure there's always enough magika on hand to cast a calm spell for example. Make sure you have enough potions to restore magika and fatigue so that you can run away, wrestle you opponent down, or continue to cast your spells subdue them. It just takes a little common sense and care. Leaving without the specific tools you need to survive as a pacifist would be like a fighter leaving the house without a weapon.

And starwarsguy is right, about the ethics of pacifism, at least how I interpret it. Asking someone else to do something you feel is deeply wrong, like killing someone, because you can't do it, is only following the "letter of the law" and not the spirit, and that is in my opinion hypocritical.

Anyway, the idea I have for this mod is just to add the option of peaceful conflict resolution for many situations where it was before not possible (but not all, only where it's appropriate for the given faction). A player who kills would not incur any specially added penalties for doing so. But perhaps there would be bonuses for not doing so. Who knows...
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carrie roche
 
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Post » Tue Feb 16, 2010 10:02 am

I'm a pacifist in real life, and it works. I don't believe in violence, making someone else do something is just as bad as doing it, it's your ideas and actions that make one evil, but inside, we're all good, whatever way we express (or don't) that in life is our decision.

Anyways, one of the reasons I don't actually play the game, I can't be myself in it.

Of course, that only works if everyone else is a pacifist as well. Personally, I don't play the game to be myself, I play it to be someone else.


I've never felt my characters were hypocritical, because they didn't feel that killing in self defence was wrong, so they had no qualms about paying someone to do it for them.
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Charity Hughes
 
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Post » Mon Feb 15, 2010 11:14 pm

I agree with this mod but how are you going to deal with Dagoth Ur?We can't just go up to him and be like "hey, instead of fighting lets go grab a smoothie and maybe play a game of cards".

I have an idea though.How about trapping him in something like doing a puzzle.Maybe destroy/activate some kinda stone, gem, switch or etc to stop him instead of killing him.
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Brentleah Jeffs
 
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Post » Tue Feb 16, 2010 9:07 am

I like that idea. If you can try to trap Dagoth long enough to get to the heart and destroy his power, then he will diminish. :)
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Alada Vaginah
 
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Post » Mon Feb 15, 2010 7:22 pm

I like that idea. If you can try to trap Dagoth long enough to get to the heart and destroy his power, then he will diminish. :)

......diminish.
Isn't that just the same as killing him? :biglaugh:
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Travis
 
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Post » Tue Feb 16, 2010 5:25 am

Well, technically making him mortal again will kill him...eventually. But it's not quite the same thing. ;)
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Auguste Bartholdi
 
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