[Relz] The Raven

Post » Tue May 17, 2011 1:39 am

In his tower overlooking the small fishing village of Dagon Fel, Sorkvild the Raven conducts his necromantic experiments. Rumour has it he is looking for an adventurer to help him further his studies...

This mod makes Sorkvild a talkative trader/enchanter with a unique voice, unique dialogue, and a short but interesting series of quests. I had alot of fun making this, so enjoy!

Download http://www.tesnexus.com/downloads/file.php?id=21372
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7142

Screens! However, this isn't really a visual mod, so they're not wild...
http://img223.imageshack.us/my.php?image=raven1bw8.png
http://img227.imageshack.us/my.php?image=ravensidexn6.png
http://img223.imageshack.us/my.php?image=ravenfacetu7.png
Face by Westly, Hair by Barbarus

http://img223.imageshack.us/my.php?image=containerswz9.png
http://img223.imageshack.us/my.php?image=foetusmm0.png
Freaky stuff in jars by Quarl

History
1.4 - fixed erroneous texture paths on certain meshes (they pointed to specific c-drive installation paths)
Added missing textures
fixed more spelling errors
cleaned some edited vanilla records
1.3 - fixed another 4th quest bug
fixed 1st quest errand topic issue (it overwrote a main quest)
edited sorkvild voice levels to be more audible
1.2 - fixed 4th quest bug
1.1 - corrected all spelling errors
- fixed incorrect 4th quest journal entries
- fixed script that makes sorkavild's
guards attack if you kill him
- fixed certain reward for 4th quest
- new zombie sounds
1.0 - initial release

Credits
Qarl - all creepy jar assets
Neoptolemus - mca zombies
Demon Xen - 'The Leper Prince' mesh (his Greater Bonelord)
Westly - Sorkvild head
Barbarus - Sorkvild hair
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Adriana Lenzo
 
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Post » Tue May 17, 2011 2:08 pm

I thought Sorkvild already had a quest :S But my memory is about as good as a gold fish's. I'm downloading this, could use a quest or two.


What level are the quests?
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QuinDINGDONGcey
 
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Post » Tue May 17, 2011 12:24 pm

I thought Sorkvild already had a quest :S But my memory is about as good as a gold fish's. I'm downloading this, could use a quest or two.


What level are the quests?


The first two can be done by any level, the second two around level 15, but depends on how you do it...

He had a quest involved with him - ie, kill him. But you could never work for him, he was hostile.
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Guinevere Wood
 
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Post » Tue May 17, 2011 10:30 am

Ah, now I remember.

Anyway, nice mod, good to know that you can do some things at level 1 :)
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candice keenan
 
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Post » Tue May 17, 2011 2:10 pm

I swear I've seen those baby-jars somewhere before...
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Beulah Bell
 
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Post » Tue May 17, 2011 4:08 am

I swear I've seen those baby-jars somewhere before...


Kayla's Kick knacks? they're made by Qarl.
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YO MAma
 
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Post » Tue May 17, 2011 2:48 am

You also may have seen them if you downloaded the 'Pearl Palace' house mod. They are in Nathan's lab. Where I could never figure out how to kill that damnable Kracken.
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Sabrina Schwarz
 
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Post » Tue May 17, 2011 7:32 am

Awesome!

I've always like Sorkvild.

Back when I first played Morrowind on the xbox, I used his tower as my home for quite a while.
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Mel E
 
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Post » Tue May 17, 2011 7:26 am

Awesome!

I've always like Sorkvild.

Back when I first played Morrowind on the xbox, I used his tower as my home for quite a while.


Cool, well give the quests a try. I've tested them, but there could be bugs or spelling errors. I'll probably keep updating this with more quests, he really was a fun character to flesh out :)
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Queen Bitch
 
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Post » Mon May 16, 2011 11:52 pm

Updated to 1.1. Minor fixes really, include:
1.1 - corrected all spelling errors
- fixed incorrect 4th quest journal entries
- fixed script that makes sorkavild's
guards attack if you kill him
- fixed certain reward for 4th quest
- new zombie sounds

So, has anyone tried the first release?
Also, what's a good base to use for a new companion mod?
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matt
 
Posts: 3267
Joined: Wed May 30, 2007 10:17 am

Post » Tue May 17, 2011 7:15 am

Thanks for releasing this, it sounds very interesting. Now I just hope I'll get back into Morrowind one day so I can give this mod a try. :^)

By the way, the ESP file contains the 72 evil GMSTs, you should probably correct that.
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Leticia Hernandez
 
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Post » Tue May 17, 2011 10:18 am

Sounds great! and very well thought out. Cant wait to try it out, but after the evil GMST's have been vanquished...... :)
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Laurenn Doylee
 
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Post » Tue May 17, 2011 2:45 pm

I must have missed the initial release of this mod. But I'm glad I have been reminded :D

I definitely want to try this out... but I always sort of enjoyed killing The Raven... in my sick humor I guess. Maybe he'll turn out to be nice after all in a necromantic sort of way. It seems that all the baddies in Morrowind keep getting a different side to them, lol!

Good job! :goodjob:

-Melchior
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Tina Tupou
 
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Post » Tue May 17, 2011 1:19 am

It seems that all the baddies in Morrowind keep getting a different side to them, lol!


Nah, he's still quite unpleasant - it's just that he ends the mod as an unpleasant character grudgingly in your debt. Definately not your friend!
Funny you should mention developing baddies, though - my next mod is all about giving lots of extra dialogue to members of the Sixth House. It's kinda exciting - I have three separate voicesets already - one for ash ghouls, one for ascended sleepers, and one for ash vampires, so stay tuned!

Sounds great! and very well thought out.


Thanks. It's actually got a whole heap of dialogue, and the four quests will take you abit of time to complete, so hopefully it should be alot of fun too :)

By the way, the ESP file contains the 72 evil GMSTs, you should probably correct that.


Don't know how I missed those! Bad Von Djangos. Cleaned and updated the 1.1 file with tesame. Now get playing, guys!
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Tanya
 
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Post » Tue May 17, 2011 9:06 am

Nah, he's still quite unpleasant - it's just that he ends the mod as an unpleasant character grudgingly in your debt. Definately not your friend!
Funny you should mention developing baddies, though - my next mod is all about giving lots of extra dialogue to members of the Sixth House. It's kinda exciting - I have three separate voicesets already - one for ash ghouls, one for ascended sleepers, and one for ash vampires, so stay tuned!

Hmmm sounds promising... just as long as it doesn't conflict with Great House Dagoth I will be happy :) But I'm glad to hear you are still modding stuff!
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Jack
 
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Post » Tue May 17, 2011 2:07 am

I love these sorts of mods! This one sounds well thought out, I'm looking forward to giving it a go.
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Khamaji Taylor
 
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Post » Tue May 17, 2011 2:47 am

where did u get qarls stuff?
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Harry Hearing
 
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Post » Tue May 17, 2011 8:31 am

where did u get qarls stuff?


Kayla's Knick Knacks. its on PES.

From the readme
' 3. Usage

*****************************************************************

Feel free to do anything you wish with this stuff. Just give me
a little credit.'
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No Name
 
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Post » Tue May 17, 2011 8:20 am

I have big plans to expand one of Sorkvild's henchman into a fully fledged companion, and was wondering - which mod would you guys recommend using as a base for a companion - warping, companion share features etc included to cut out most of the scripting work?

Also, has anyone played the mod? would love to get some feedback/ reactions...
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Damian Parsons
 
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Post » Mon May 16, 2011 11:40 pm

I have big plans to expand one of Sorkvild's henchman into a fully fledged companion, and was wondering - which mod would you guys recommend using as a base for a companion - warping, companion share features etc included to cut out most of the scripting work?

Also, has anyone played the mod? would love to get some feedback/ reactions...

well on emmas site there is a "blank" companion esp. i.e a resource for companions that would be a good start :)
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Kit Marsden
 
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Post » Tue May 17, 2011 4:54 am

THanks for sharing. Am adding it to my game now.

Cheers
-KWM
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Chavala
 
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Post » Tue May 17, 2011 4:45 am

By using the "errand" topic this mod broke part of the main quest for me, you know the part when you talk to the necromancer in the mages guild and he sends you to get that skull. He never sent me to get the skull because the mod uses the same topic.

Not sure if it fixes itself after you finish the quest for Sorkvild that uses the topic thou, didn't try.
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Suzy Santana
 
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Post » Tue May 17, 2011 4:58 am

Interesting will try it out when I get home.
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Nicole M
 
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Post » Tue May 17, 2011 2:57 am

By using the "errand" topic this mod broke part of the main quest for me, you know the part when you talk to the necromancer in the mages guild and he sends you to get that skull. He never sent me to get the skull because the mod uses the same topic.

Not sure if it fixes itself after you finish the quest for Sorkvild that uses the topic thou, didn't try.


Yeah that is a problem - I was kinda assuming people would have done the first main quest before they talked to Sorkvild. Will try and fix it when I get round to patching the mod.
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sexy zara
 
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Post » Tue May 17, 2011 4:24 am

Yeah that is a problem - I was kinda assuming people would have done the first main quest before they talked to Sorkvild. Will try and fix it when I get round to patching the mod.


Just as a suggestion, until then you might want to update your readme where the mod is stored to note the conflict. So this is a potentially serious conflict, one that breaks the main quest.

For myself, I usually like to hit the main quest last, after doing several of the guilds and wandering around a lot. So I'll definitely try this once the fix is in. Sounds great. :)
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josie treuberg
 
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