Morrowind Comes Alive

Post » Tue May 17, 2011 3:10 am

I'm not sure if Morrowind Comes Alive is still active, or if a discussion about it has already taken place (I searched) but i've almost become addicted to finding new companions...like some sort of Pokemon meta game mechanic.

There are obvious places to look, like in taverns and guild halls, but then there are sometimes subtle places to look like ancestral tombs.

If anyone could provide me with a list of all the companions or even just a handful off the top of your head that were hard to find, that'd be great. :)

I'll throw in a few as well. Don't worry about specific names either.


Companion List:

Starter Companion - Seyda Neen
Undead Warrior - Samarys Tomb, (near Seyda Neen)
Altmer Knight - Balmora,Lucky Lockup
Ex Ordinator - Balmora, Eight Plates (top floor)
Redgaurd Mage - Balmora mages guild
Darkelf Archer - Balmora, Fighters guild
Breton assassin - Balmora, Morag Tong
Dark Elf thief - Fork in the road between Balmora and Caldera
Lich Wizard - Indalen Ancestral Tomb, Outside Caldera
Paladin - Fort Buckmoth(shrine)
Khajiit Archer - Vivec Foreign Quarter, Plaza
Breton Skirmisher - Fat Leg's Drop Off, Hla Oad
Dark Elf Necromancer - Fara's Hole in the Wall, Sadrith Mora
Orc warrior - Ghorak Manor, Caldera
Orc archer - Ghorak Manor, Caldera
Dark Elf archer - Khuul Trade House
Imperial knight - Ald Velothi Trade Houset
Imperial warrior - Fort Darius
Redoran Patron - Ald Ruhn, Skaar, Redoran Council Hall
Paladin - Wolverine Hall, Imperial Shrine
Breton Theif - House of Earthly Delights, Suran
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Alexander Lee
 
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Post » Tue May 17, 2011 3:29 pm

I believe there's one in the Balmora temple, possibly another in Gnisis temple? They had similar names. I remember one being in Balmora, but can't quite recall where the other was. One in the house of earthly delights. I believe there was one in the covenant and possibly one at the imperial shrine in Sadrith mora? Those are really just off the top of my head, I don't use the MCA companions much anymore. Seems in the last update they lost all their background dialogues and you can't raise their disposition through food/drink.

Edit: Ah, I recall a high elf mage in Vivec mages guild as well.
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ruCkii
 
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Post » Tue May 17, 2011 4:35 am

I believe there's one in the Balmora temple, possibly another in Gnisis temple? They had similar names. I remember one being in Balmora, but can't quite recall where the other was. One in the house of earthly delights. I believe there was one in the covenant and possibly one at the imperial shrine in Sadrith mora? Those are really just off the top of my head, I don't use the MCA companions much anymore. Seems in the last update they lost all their background dialogues and you can't raise their disposition through food/drink.

Edit: Ah, I recall a high elf mage in Vivec mages guild as well.


High Elf Mage in the Vivec's Mage's Guild you say?!

Amazing! I'll have to check it out.

I added the ones you recalled from Sadrith Mora and Suran. Thanks a bunch.

I'm playing with an older version of MCA, I believe..but I from what I read it looks like the higher version (6.0+) broke.
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Quick Draw
 
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Post » Tue May 17, 2011 7:28 am

Unrelated question. MCA 6.1 doesn't seem to have all the compatibility patches that 5.2 had. Nor does it seem to be supported. I was thinking of rolling back to 5.2. What exactly does 6.1 bring that 5.2 doesn't have, beyond some new types of NPC's?
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Dylan Markese
 
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Post » Tue May 17, 2011 2:46 am

High Elf Mage in the Vivec's Mage's Guild you say?!

Amazing! I'll have to check it out.

I added the ones you recalled from Sadrith Mora and Suran. Thanks a bunch.

I'm playing with an older version of MCA, I believe..but I from what I read it looks like the higher version (6.0+) broke.


I've been using the 6.1 version for a while. I hadn't intended on using it on my current save, but forgot to remove it when I created the character. I had wanted to try out starfires. Anyway, other than the general annoyances i've come to accept as being a part of MCA, I haven't had any major problems with it. Drunkards still have a tendency to crash the game, loot is often unbalancing, and sometimes the game can be a bit ridiculous with what it puts you up against in generally safe wilderness areas (mabrigashes, running into a reaver at level 1, etc). Anyway, I've made a lot of manual edits to it as well, as I have a tendency to do with mods. If you like companions though, yeah, 6.1 isn't so good. In terms of function, the companions aren't good.

Also, you might want to check the ones I mentioned. Some of those were in older versions (I'm pretty sure the high elf mage) but I know some of them weren't. Hard to say. Some of them are also moved, like the dark elf thief that was at the fork in the road between caldera and balmora was moved further down the fork towards the legion fort rather than balmora.


Unrelated question. MCA 6.1 doesn't seem to have all the compatibility patches that 5.2 had. Nor does it seem to be supported. I was thinking of rolling back to 5.2. What exactly does 6.1 bring that 5.2 doesn't have, beyond some new types of NPC's?


That's a good question. Off the top of my head, I know there aren't MCA spawns in Marandus anymore which was a real annoyance because I tended to go Redoran. Let me see if I can find a doc somewhere..
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james kite
 
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Post » Tue May 17, 2011 10:47 am

Found it:

CHANGES IN 6.1

- Female Dunmer thugs are no longer bald.
- Mystics and Illusionists are no longer nvde.
- Fixed a problem where the player could not enter dialogue with some MCA NPCs.
- Fixed some script errors referencing missing IDs.
- Fixed the vertex lighting on the Frost Lich meshes.
- Made a new mesh for the Dire Frost Lich, which animates correctly this time.
- Fixed the animation bug with the Clothiers of Vvardenfell add on.
- Dead Pilgrims are actually dead now. Health should have been zero but it wasn't.
- St. George crosses are really gone from the Crusader armor this time.
- Bandits will now use any thrown weapons in their inventories before attacking with
a melee weapon.
- Re-scripted the Courtesan sequence to something a bit more tasteful (and much less
gratuitous!). Animations by RX31.
- MCA no longer modifies Bethesda's Bed_Standard script, so it no longer requires a
patch to be compatible with Necessities of Morrowind. Yay.
- Restored some of the companions from 5.x that were missing in 6.0. I also added
some mini-quests to get the three daedric companions (Shareel, Arran and Zharna).
Ask around in Ald Velothi, Vivec and Tel Branora to get the quests.
- Reduced the chance of Undead Knights spawning with glass weapons.
- Gave the Vampiric Mist some sounds so they don't use the default Werewolf ones.
- MCA Vampires will now spawn according to your MCA_MoreEnemies setting if you are
using the Vampire Realism patch.
- Priests now offer healing services for a fee.
- Commoners with shopping baskets now only appear in the Mournhold Bazaar, and not
the other parts of the city.
- Tweaked the pathgrids in The Winged Guar so NPCs don't wander into the bedroom.

CHANGES IN 6.0

- Fixed the bug where companions would levitate instead of water walking.
- Fixed the bug where Merchants' carts would sometimes bob around.
- Fixed Bandit ambush scripts so the ambushers appear behind the player instead of
in front.
- Fixed bug where drunkards would crash the game. Sorry about that one.
- Reduced the frequency of bandit attacks in towns. They also won't spawn until
level 3 now, so no more getting mobbed after stepping off the boat in Seyda Neen.
- Guards no longer carry daedric or ebony weapons.
- Added Fanatics: crazy naked people who spawn in Daedric ruins.
- Added corpses of all adventuring classes to the wilderness and dungeons.
- Added Peddlars, who will spawn in towns selling basic wares.
- Added Beggars of all races.
- Added Hlaalu Agents.
- Added Redoran Enforcers.
- Added Hags.
- Added Thieves, who sneak around on rooftops and in alleyways at night.
- Added Customers to shops, carrying shopping baskets.
- Removed Druids. You're right, this is Tamriel not Faerun.
- Hostile Mages have been divided into four classes: Illusionists, Mystics,
Conjurers and Sorcerers.
- Added Highwaymen and Brigands to various crossroads around Vvardenfell.
- Outlaws are now Marauders (ala Oblivion).
- Removed St. George crosses from the Crusader armour.
- Bards and Minstrels now carry their lutes on their backs.
- Pilgrims in temples and at pilgrimage sites now use Lingarn's praying animations.
- Pilgrims, Novices, Laymen and Travelers now carry staffs set up as shields.
- Rogues no longer funtion as guards, so they won't haul you in if you commit a
crime.
- Assassins no longer spawn in towns during the day.
- Merged in the changes from 'The Undead 3.1' and 'Minions of House Dagoth 1.1'.
These mods are now obsolete if you are using MCA 6.0.
- Balanced all loot/equipment lists for hostile NPCs so you they don't carry as much
expensive gear.
- Rewrote ALL scripts for better performance.
- Made some new add on .esps.

Plus hundreds of other fixes I've probably forgotten about.
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Abel Vazquez
 
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Post » Tue May 17, 2011 10:11 am

Thanks. There ae enough fixes to stick with 6.1, then. I guess that I will have to make those compatibility patches myself.................................
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Vicki Blondie
 
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