Vegtabill’s Threads of the Webspinner 1.0
GREETINGS!
It is with great pleasure that I am finally able to announce that this mod is complete and ready for download! After making significant progress with this last year, my computer died and I was unable to continue work. But things have improved this autumn; I got a new machine, I was able to reinstall Morrowind bigger and better than ever before, and work soon commenced on my Threads of the Webspinner mod. With the help of a friend or two, I was able to complete this mod and now I am very proud to be able to offer it to you!
DOWNLOAD
http://download.fliggerty.com/download--1157
http://www.nexusmods.com/morrowind/mods/43893
To spare me from re-writing a bunch of text, I'm going to copy a couple of sections from my readme here. I think this will cover most of the initial questions you might have, so take a few minutes to look over the following info and see what you think. Of course, if you have any follow-up questions or comments this is the place for them, so fire away! I look forward to hearing some of your feedback!
RATIONALE
I love the Morag Tong (MT). I only saw a tiny glimpse of them in Oblivion and, let's face it, that glimpse was pretty pathetic! But I was intrigued nonetheless, so when I finally got around to playing Morrowind I was thrilled to find that the MT is a big factor in the game, ~and~ that they are a playable faction! No kidding, that little detail was a huge factor for me; I would have bought the game for the MT alone!
The MT in Morrowind is indeed an awesome faction, but most of the quests are execution attempts. Don't get me wrong; there are uncountably many ways to pull off the executions, providing plenty of potential for variety. Plus, once the player has reached high enough levels, some unique quests become available. But by and large the MT's quests are execution runs. There is, however, one very notable exception...
TotW is a truly unique series of mini-quests and non-quests that all add up to a final big reward: Mephala's Skill. Mephala's Skill is a powerful, low-cost (30) spell that never fails as long as your player character (PC) has enough Magicka. Further, once Eno Hlaalu decides to step down as head of the MT, your PC has an opportunity to reclaim the entire TotW collection depending, of course, on how you choose to let the old Grandmaster leave. There are quite a few threads and most of them have little to nothing said about them in the vanilla game. In a sense, that makes TotW one of the most open, unguided quests in the game, and I didn't want to do so much that I ruined that aspect.
But the truth is, TotW is actually a little too open and too unguided to be a functional, completable "quest". Put another way, it is nearly impossible to finish TotW and acquire Mephala's Skill without 1) consulting some out-of-game resource (like the UESP Wiki, or even these forums), or 2) abandoning your role-play and killing people almost at random (unless you're role-playing as a homicidal berzerker, in which case why is Eno Hlaalu still alive?
). In all seriousness though, there is just no way to complete TotW by following any kind of natural, in-game progression.
To prove my point, have a look at some of the results from my research:
- There are a total of 20 NPCs with Sanguine items.
- Of these, only 7 have MT quests that lead you to them.
- Of the 13 left, 3 are in the same locations as the targets of those MT quests.
- That leaves 10 NPCs with no MT quests to lead you to them, or even near them.
- Of these 10, only 3 are in locations that other, non-MT quests lead you to, and one of these 3 NPCs is not hostile. (Gluronk gra-Shula in the Gateway Inn is not hostile. There is a rumor about her, but it is only spoken by 1 NPC in the entire game.)
- That leaves 7 with no quests that lead you to them; they are only discovered by exploring.
- Of these 7, only 1 has a rumor that might lead you to him. The rumor is very vague, and is only spoken by 1 NPC in the entire game.
- Of the 6 left, 2 are not hostile.
From this, you can see that there are at a minimum two NPCs that pretty much have to be killed at random. No dialogue leads you to them, and they will not attack when you encounter them. There are two more non-hostile NPCs that do have rumors, but in both cases only one NPC in the game knows the rumors. Further, Dro'Zaymar's rumor simply says, "Dro'Zaymar, a Khajiit in St. Delyn, can jump higher than anyone I know. I wonder what his secret is." To me, that's hardly enough to murder poor Dro'Zaymar! And then you have several more NPCs that you would literally just have to "happen upon" in order to find and collect the items. Vvardenfell is big, and with so many locations to explore I'd argue that finding all of the Sanguine items organically, that is without consulting the Construction Set, a wiki, or some other reference, is statistically improbable and practically impossible.
Once I put all of these facts together, I knew something had to be done. I had never made a dialogue mod before and my only other public mod was on a much smaller scale than TotW, but I was determined to come up with something that would improve the MT's biggest quest.
WHAT THIS MOD DOES
In a nutshell, this mod aims to give players what they need to figure out the locations of the Sanguine items without going on random killing sprees or exiting the game to search wikis and forums for answers. Existing topics have been more fleshed-out and completely new topics have been added, all with the purpose of getting the player to the right places with enough information to connect the dots and find the items.
As I said earlier, I kind of liked the open, unguided feel of vanilla TotW and I wanted to preserve as much of that as I could while still giving players enough information to complete the quest. So to those with concerns about making it too easy, rest assured; I've tried really hard not to turn this into "scavenger hunt" where you're told what to do and where to go every step of the way. At the same time, anyone looking for a quick and easy way to get the items is probably going to be frustrated. You are going to have to think a little and use detective-like skills to put the pieces together. Some of the NPCs you will need to talk to aren't necessarily going to tell you what you want right away, and still others won't be able to do any more than point you in a very general direction. This will make you have to work a little harder, but I thoroughly believe it will make the rewards that much greater. Nothing beats that "aha!" moment, does it? I don't think so!
There are four versions of the plugin included in the mod. Only activate ONE (1) of the plugins at a time. They are each built off the same core plugin (veg-TotW.esp), so they all contain the changes it makes plus a few additional edits. All you need to do is decide which version has the right changes for you, and then install and activate only that one plugin.
veg-TotW.esp
This is the core mod the other three are built off of, and it is the least likely to conflict with any other mods. In short, it is strictly a dialogue mod; no edits were made to any NPCs, items, locations, spells, or anything else you can think of. Some of the vanilla game's topics were edited with new content and new filters. In addition, new topics were created to provide more depth and variety. But from a technical standpoint that's all the mod does, so it's highly unlikely that this plugin will conflict with any other mods at all. The worst case might be that some dialogue from my mod might not make sense when compared with the topics in [hypothetical] Dialogue Mod X, but that's about it. Further, LGNPC mastermind Cyrano has assured me that there should be no problems using LGNPC’s Khuul plugin alongside my TotW mod. [If anyone has a different experience with LGNPC or any other mod, PLEASE let me know!]
veg-TotW-books.esp
This plugin does everything veg-TotW does, plus it adds a journal and a few letters to certain NPCs ("books" for simplicity). The "books" are all added using a method shown to me by Cyrano. To keep from editing the NPCs directly (which is more likely to cause a conflict), I placed invisible activators in the cells where they can be found. The activators add the books to each NPCs' inventory when the PC enters their cells. Once the NPCs have been dealt with, the books will be there for looting along with the Sanguine items. This mod has a low risk for conflicts, but it could interfere with any mod that edits the same cells. There are only three cells changed and all three are in Daedric ruins so I believe the risk of a conflict is very low.
veg-TotW-MSrestored.esp
This plugin does everything veg-TotW does, plus it restores Mephala's Skill. In its original form, Mephala's Skill had a Fortify Short Blade effect in addition to the Chameleon and Fortify Attack effects it currently has. When I first mentioned on the gamesas forums that I was considering making a mod like this, some people had said they would like to see Mephala's Skill returned to its earlier state if the mod was ever made. Well, I remembered you folks (you know who you are!), and this plugin does just that! Because this plugin edits a spell, it could potentially conflict with any mod that also edits spells. This mod only edits Mephala's Skill so if you want to keep the change I made simply load my mod after your spell mod(s).
veg-TotW-books-MSrestored.esp
This plugin does everything veg-TotW does, plus (yep, you guessed it) everything the other two plugins do as well. So in addition to the dialogue changes in veg-TotW, you get the journal and letters from veg-TotW-books ~and~ the original Mephala's Skill from veg-TotW-MSrestored. This plugin has the same possibilities for conflicts as veg-TotW-books and veg-TotW-MSrestored. The risk remains relatively low, but it is worth mentioning.
So there you have it! I think that pretty much covers everything, but please do let me know if you need more info or clarification about what this mod does. I hope you enjoy it!