1.12. Morrowind Essentials & Necessities Part 11: Unfinished BusinessThis release has been inspired by the mod with the same name, created for http://www.pocketplane.net/mambo/index.php?option=content&task=blogcategory&id=101&Itemid=80. Unfinished Business aims to restore cut items, quests, and encounters from the Morrowind final release, as well as try to tie up some of the "loose ends". If you find any other "unfinished business" hinted in dialogues or notes made by Bethesda, please let me know so I can add them in future updates.
This plugin recreates 7 quests listed in http://www.uesp.net/wiki/Morrowind:Unfinished_Quests, that were apparently designed to be part of Morrowind at one point, but which didn't make it to the final game (only the journal entries for these quests remain in non modded game): slay the Ash Ghoul Dagoth Velos in Sanit for Hrundi from Fighters Guild, collect taxes from Baladas Demnevanni using player's fame as Nerevarine, find plans of Numidium somewhere under the Red Mountain, kill an Imperial Legion traitor, new ways to get rid of the Master Neloth in House Telvanni, steal an Ordinator's mission report for Thieves Guild. This plugin is fully compatible with Darknut's http://planetelderscrolls.gamespy.com/View.php?id=6068&view=Mods.Detail.
This mod adds items that exist in ESM files but haven’t been added into the game: http://www.uesp.net/wiki/Morrowind:Wings_of_the_Queen_of_Bats, Nordic Silver Battleaxe, Fenrick's Doorjam Ring, Recall Ring and Right Gauntlet of Horny Fist (Netch version). Ring and gauntlet can be bought from existing sellers (they have been added via invisible containers owned by selected merchants, so it should be compatible with every plugins out there). One of the unique axes is hidden in a place occupied by vampires and the Nordic one is in one of Nordic Barrows on Solstheim. Second ring is hidden somewhere in Bitter Coast region – it may be a good idea to use Detect Enchantment spell if you really want to find it (hint: LotR inspiration).
http://www.uesp.net/wiki/Morrowind:Magas_Volar is a Daedric shrine that is not physically connected to any location in Morrowind, and is only accessible by means of Daedric Sanctuary Amulet found in Tel Fyr. Originally, the corpse of Volar carried the Daedric Crescent and the Tel Fyr Amulet, which was supposed to bring one back to Tel Fyr. However, the amulet-scripting inside the game is bugged and actually freezes the game as soon as it is worn. Therefore the game was changed and the player is transported back as soon as the Dremora drops dead. In stock game the weapon is simply put into the player's inventory and the old amulet is automatically removed. The dead Dremora was not changed and still carries the amulet and weapon but the corpse is not accessible without cheating. This little plugin restores the original Bethesda intention for this quest – after defeating Volar you will stay in the shrine and will be able to loot his body to pick up Daedric Crescent and the Tel Fyr Amulet that can be later used to teleport you back to Tel Fyr. I’ve decided not to remove amulets from player’s inventory, so you can come back to shrine if you wish. In stock game teleport items which can be used anywhere are very rare (see: Barilzar's Mazed Band and Vampie Clan amulets) so I’ve made it that Daedric Sanctuary Amulet and Tel Fyr Amulet will not work in places outside of Tel Fyr and shrine of Magas Volar, respectively.
This part of Unfinished Business aims to recreate the http://www.uesp.net/wiki/Morrowind_talk:Sunder idea originally planned by Bethesda, but scraqed down the road. There are already 2 fake sanders in CS and voiced Dagoth Ur dialog that refers to them as well as Vivec dialog which hints that the only way to find out if you are using the real stuff is equipping it without Wraithguard – all of this is in original game but haven’t been used. With this plugin there is a chance that you won’t find a real Sunder in its original place but the counterfeit one instead. If this is a case you will need to look for it elsewhere. This plugin is fully compatible with Darknut's http://planetelderscrolls.gamespy.com/View.php?id=6068&view=Mods.Detail as well as Kiteflyer61 & Jac’s http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8474.
Everything listed in "Tamrielic Lore" (the book written by the last living Dwemer Yagrum Bagarn) which contains list of ancient artifacts that can be found throughout Tamriel should be certainly worthy of the museum's attention, don’t you think? Most of them can be indeed sold to museum but for unknown reason (most probably by mistake considering that the quest in original game never finishes) some of the well documented items like The Fists of Randagulf and Scourge cannot be sold to Torasa. With this plugin you can sell or donate all items mentioned in "Tamrielic Lore" to Museum of Artifacts and the quest will show up as finished after you bring all of the artifacts accepted by Torasa Aram. There are a few additional display furniture added into Museum and I’ve made necessary interior path grid adjustments. There is alternative to this plugin available for those who are looking for even more additions: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5535 by Princess Stomper and TheOtherFelix (it isn’t compatible with this particular plugin).
This plugin fixes bugs related to http://www.uesp.net/wiki/Morrowind:The_Citadels_of_the_Sixth_House quest and tweaks Ash Creatures encounters. In original game killing the Ash Vampires does not weaken Dagoth Ur like it is supposed to, as scripts cannot modify stats on NPC's or creatures that have not been loaded in-game (you could visit the first form of Dagoth Ur before killing the Ash Vampires, so the script would work properly on him but if you don’t do so there is no effect whatsoever). There are also several journal entries from C0_Act_C that do not show up in your journal, because the ashvampire script does not set them. The above mentioned problems have been fixed with this plugin. Additionally I’ve added invisible activator that will force http://www.uesp.net/wiki/Morrowind:Dagoth_Endus to speak to you before the fight starts (provided you haven’t attacked him from the distance). If you don’t know it already all of the unique Ash Vampires have some unique dialogs and greetings that are normally accessible if you successfully calm them with spell or sneak up on them. This mod should be compatible with Darknut's http://planetelderscrolls.gamespy.com/View.php?id=6068&view=Mods.Detail and other popular mods such as http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=801.