Passive Play through: Suggestions?

Post » Tue Jan 19, 2016 7:30 am

Hello,


I'd like to see if it is viable to play a passive play through of Morrowind. Can you suggest an mods to make this viable (maybe a farmer mod :D)? What questline (if any) should o get involved in? How shall I proceed?


King
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Rach B
 
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Post » Tue Jan 19, 2016 2:25 pm

Maybe a slave trader: building his own Dress plantation or even taking over the existing one. Quests could be searching for slaves but do not free them but take them to your plantation for work. Make some of them merceneries, some have to work on the plantation, sell slaves to make profit. Use slave-merceneries to fight for you. Nothing for a lawful character, but this is the land of the Dunmer ...


A Telvanni or a Dress character would fit best here.


There are some companion mods (Meliants Mod) that give You more controll over companions and different slave mods.



I remember someone played a cartographer character ( I belive it was Pseron Wyrd) - for me still an unrivaled creative idea. Imagine an aged imperial scholar, carring his scientific aparatus with him (abots boats includes an functional sixtant) who wants to uncover every single piece of the world map for the census or his own fame. He collects books with information about the land, has his own library, etc…

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Cash n Class
 
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Post » Tue Jan 19, 2016 6:56 am

A passive playthrough (other than your character defending him or her self against wild animals) is possible, but you won't complete most of the faction questlines without some killing. I've played the part of an Imperial researcher (definitely not a combat character, but not a complete pacifist either), studying the ruins of Morrowind, and was able to avoid combat in a lot of places, but not all.


I suppose that a blacksmith or carpenter character could do well enough, especially if you use a mod to allow mining and gathering of materials, and the construction of weapons, armor, and other items from those materials. Morrowind Crafting is a very well-designed crafting mod (ore is usually found in MINES, imagine that), but very slow and difficult to start out (read the crafting requirement guides before trying anything - a lot of "simple" items require fairly high skills to produce), while Complete Morrowind Full is a much more simplistic crafting mod (and a bit flawed: ore is ONLY found in rocks in the exterior, never in mines) for "casual" craftsmen (for instance, you can actually melt down an iron dagger for more metal than you need to make another, or produce expensive high-end Alchemy apparatus from a few cheap pieces of ore even at low level).


You might want to check out the Imperial Cult; only one of the three branches is intended for combat characters.
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Pants
 
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Post » Tue Jan 19, 2016 3:01 pm

Very good mods mentioned in this thread so far... As for stuff concerning vanilla Morrowind- I'd suggest anything to buff exploration, or escape abilities, that isn't about damaging enemies. Summoning minions or commanding already present enemies, may or may not violate your definition of passive. I'd definitely advise making said character focused on Acrobatics- for all the stuff it does, Illusion for manipulating calming enemies paralyzing attackers and stealth, Sneak for more stealth, Mysticism for teleportation, and enchantments to help you escape even more.



Also if you have a very high personality and or charm hostiles somehow- many enemies that would otherwise attack you will become docile too if I remember right.

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Jay Baby
 
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Post » Tue Jan 19, 2016 11:50 am

Good point by Lectra: I've had high personality characters essentially walk past bandits and other "hostiles" without provoking the normal "attack" reaction, unless I got within a rather close distance (roughly speech range). In a few cases, I was able to walk right up to them and chat, although the dialog options were generally rather underwhelming. I recall one odd case where I was able to walk up to a bandit, activated a generic speech topic or two, and then used "Admire" to further raise his disposition by a few points to a full 100, at which point he promptly attacked. Just when you think you understand the game, it pulls stuff like that.
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Kelly Tomlinson
 
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Post » Tue Jan 19, 2016 4:34 pm

If your personality is high enough, you can actually befriend almost all of the various smugglers, bandits, and ne'er-do-wells... so long as you don't ever draw a weapon within their detection radius



As for a 'passive' playthrough of the game, I'd recommend any mod enabling you to acquire a few friends to protect you on your various travels. So long as you view 'passive' as in actively avoiding direct battles and running away from combat whilst letting someone else fight on your behalf, you could theoretically get through the majority of quests in the game. There are some situations you can't talk your way out of, but that doesn't mean that you couldn't still play a farmer who has a couple of tough-ish farmhands that help with wrangling the guar and fending off would-be crop thieves.



My most recent character is a traveling Priestess of the Tribunal Temple. Because she refuses to engage in any acts of violence, she's recruited a couple of friends to serve as her protectors during the various pilgrimages and tasks set before her.



I'm also currently trying a playthrough using the Advanced Herbalism mod, but I'm not sure I'm willing to absolutely recommend it. It does include the ability to plant seeds wherever you want... but the implementation of the skill is less than stellar and means you'll spend a lot of time getting 'failure' messages when trying to harvest. Not ideal for someone playing a farmer, although I guess at higher levels it actually makes harvesting BETTER. I've just not gotten to that point yet, so I couldn't say for sure.

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Catharine Krupinski
 
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Post » Tue Jan 19, 2016 1:17 pm

Thanks, tell me if it does get better, it definatly sounds interesting

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+++CAZZY
 
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Post » Tue Jan 19, 2016 6:28 pm

I need to check my mod list, but I have played as a commoner/pauper character a number of times. Essentially no adventuring, and it was basically taking up odd jobs around town. I forget the actual mod since it was merged into a megamod file, but it added work topic to many establishments. Kinda like the entertainers mod, but more broad -- it had work like 'sweep and dust', 'wait tables', 'stock shelves' and 'deliveries' - but you didn't actually do them, it calculated if you did the task well based on skills/attributes, and then you got paid like 2-5 gold. I think you could only do about 3 'work' jobs a day due to the time passing. I just remember there was an exploit if you had high enough personality it didn't matter if you did a bad job, your employer still found you charming and paid you just as well, ha.

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My blood
 
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Post » Tue Jan 19, 2016 9:17 am

Seems good. That brings up the question - Should I do a youtube series Morrowind RP as a Commoner/Monk/Heal etc.... I am asking this as I am doing an TES: Arena Playthrough

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Rachel Hall
 
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Post » Tue Jan 19, 2016 6:35 pm



Done that, at least up to a mid-level character. It does get better, but very gradually, at which point you start getting more than the normal harvest. The character harvested enough seeds along Azura's Coast to plant marshmerrow and saltrice all along the Bitter Coast area near Hlormaren (lavishly furnished, thanks to Morrowind Crafting), which incidentally ended up at the center of a wickwheat plantation (40-60 wheat plants growing, plus a couple dozen flowers around the entry stairs). Got to admit, though, starting out is painfully slow, and doing those first MG quests to gather flowers could be rough.
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Sebrina Johnstone
 
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