Morag Tong Expanded [Beta Relz]

Post » Tue May 08, 2012 11:39 pm

Mod link: http://morrowind.nexusmods.com/downloads/file.php?id=42120

I'm new to uploading mods, so there anywhere people want me to upload to please do inform me, since I hear Nexus isn't liked by everyone.

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Morag Tong Expanded [Beta version]
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Installation
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Unzip the file and place it in the Data Files folder in the Morrowind folders.

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Overview
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The purpose of the Morag Tong Expanded Mod (MTE) is to add more depth to the Morag Tong faction with the addition of extra quests which are slightly more varied than the usual writs, as well as to add a reason to visit the guildhalls outside of Vivec.

The mod so far adds a number of quests for the guild masters in Balmora, Ald-ruhn, and Sadrith Mora, with at least three for each of them. The quests from the masters will represent three small story arcs in which you deal with the Dark Brotherhood, Sixth House plots, and some questionable writs. These quests will be given under the topic "special duties" once your character reaches the rank of White Thrall (or Brother for the Ald-ruhn quests).

Now, I will admit that my knowledge of Morrowind modding is in fact very... very small, so unfortunately I cannot promise massive quests with loads of scripting. However, I have tried to design the quests in this mod to be interesting and well balanced within the game, with hopefully some nice characters and equipment.

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Bugs & Compatibility
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This mod was cleaned using TesTool.

This mod will most likely conflict with any other mod that tries to do anything similar, editing the quests given by the Morag Tong.

Unfortunately, due to this being a first release, this will need updating at a later stage.


This is my first serious mod, and I can't say I'm largely confident in my skills. Therefore. I recommend backing up files before using this. While I did have some other plans for this mod, I'm currently to busy for large updates. That said, I will try to fix any issues, either bugs or balance, that come up. I would quite like some comments on what your opinions on the mod are, particularly in regards to quest rewards (ie: do you think they're balanced). I will also try to answer any quests anyone has.
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Star Dunkels Macmillan
 
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Post » Tue May 08, 2012 2:44 pm

Sounds like a nice mod. I haven't played through the Morag Tong yet but I have a character that I want to play through it with (I just need to level her up first), so I'll be trying this mod out when I do.

Also, personally I think Nexus is a great site to upload to, but if you want to upload somewhere else as well I think House Fliggerty is great.
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George PUluse
 
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Post » Tue May 08, 2012 1:45 pm

I've uploaded a new version quickly that had made a few small changes to one of the new dungeons.
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Multi Multi
 
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Post » Tue May 08, 2012 11:42 pm

Sounds cool, the Tong could use a little love.
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Crystal Birch
 
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Post » Tue May 08, 2012 11:09 am

Just a small announcement. I have begun working one a another couple of quests for this mod. A new question that can only be accessed if certain actions are taken another of the Master quests. Therefore, I would be grateful for anyone's comments on how I can improve on my current work for a possible future release.
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Marcus Jordan
 
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Post » Tue May 08, 2012 11:27 pm

Just a small announcement. I have begun working one a another couple of quests for this mod. A new question that can only be accessed if certain actions are taken another of the Master quests. Therefore, I would be grateful for anyone's comments on how I can improve on my current work for a possible future release.

Looks like you're aiming for more variety quests, something I definately appreciate. I'd love to see something like:
- multiple ways to solve quests (possibly with branching dialogues and skill checks where needed/appropriate)
- choices with possibly far-reaching consequences

I'd like to give an example. Keep in mind I have little experience in quest designing with TESCS, so I don't know how possible/hard it'd be to implement some of these ideas.

Player receives quest to eliminate Yet Another Nameless Person (yanp from now on). When confronted by the player, yanp offers him a bribe, several events are possible:

1) player refuses -> quest proceeds normally, combat between player and yanp, writ executed, everyone happy (except yanp, of course)
2) player accepts -> player's reputation with the Morag Tong takes a nosedive, this has consequences on future quests (later, more important quests may not be given to the player - this should be pretty easy to track by making a separate journal entry).
3) player accepts AND asks yanp to fake his death: success if player passes a speechcraft check (can be done easily by making a separate dialogue entry with a check on "PC Speechcraft") -> player gets the money and everything goes smoothly, yanp disappears. Otherwise, same consequences described for case 2) apply.
4) player accepts BUT he then changes his mind and he attacks yanp anyway: yanp tries to escape - if the player fails a sneaking skill check, yanp goes bye-bye (with additional consequences described below), player's reputation with the Tong goes down the toilet and player fails the quests. If the skill check succeeds, player automatically kills yanp, accomplishes the writ and gets to keep the money from the bribe.

If yanp went bye-bye in the 4) scenario, some time later (this could be tracked by making a separate script) he reappears, threatening the player to get his money back.
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Bambi
 
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Post » Tue May 08, 2012 11:34 am

There are some quests currently in the mod which have similar patterns, though I don't want to spoil too much. I've gone for a range when it comes to choices. Some of the quests are straight forward, some have clear choices, and others have choices and paths which are not made instantly obvious. The quests I'm working on for the next update can only be aquired when certain conditions have been filled.
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CHangohh BOyy
 
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Post » Tue May 08, 2012 10:05 pm

Here's a bit of http://i86.photobucket.com/albums/k91/Shuuda/GW%20shots/MGEScreenshot002.jpg with the treasure of the one of the quests that will be added by the next update. The updated version of the mod will be up after a bit more testing.
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lexy
 
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Post » Tue May 08, 2012 7:00 pm

Another update. The latest version has been uploaded: http://morrowind.nexusmods.com/downloads/file.php?id=42120
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Nauty
 
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Post » Tue May 08, 2012 3:48 pm

Looks very nice, always a fan of expansions on existing Bethesda Ideas!
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Enie van Bied
 
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