[REL] The Sable Dragon

Post » Thu Aug 12, 2010 7:58 pm

The quest involving Algernon starts at the Saturnalia Hideout (the quest for Deimos will take you there)
Spoiler
After you kill Skoll, go back upstairs and a female Dunmer will have appeared, she will ask for help and you will have to travel to Mournhold.


There is something I found out accidentally, which might have Deimos's quest to be broken, because I've did find the Saturnalia Hideout for my self and I was also allowed to access the *hidden* trap door.
Once I enter the new interior I could kill Skoll and possibly have a broken quest to solve through the console.

I think you should change the lockpicking chest (lock level 5) to a 'special' chest (key required), which is provided once you have started Deimos's quest and this is a work around just to prevent a broken quest.

Time for a little bump here. :)

Also, here's a link to the http://pluto.fliggerty.com/ in case you miss it elesewhere.

Yeah, who can really miss your signature. ;)


I thank you to let's play a great quest mod Pluto. It's awesome and well done. :clap:
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Elizabeth Falvey
 
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Post » Thu Aug 12, 2010 11:34 pm

Once I enter the new interior I could kill Skoll and possibly have a broken quest to solve through the console.

I think you should change the lockpicking chest (lock level 5) to a 'special' chest (key required), which is provided once you have started Deimos's quest and this is a work around just to prevent a broken quest.

You should be able to complete the quest normally by talking to Deimos. You'll just miss the dialog for the start of the quest.

I am not going to change it though. Many, many quests in the original game can be finished without actually "starting" them. Consider it a reward for exploration.

Glad you are enjoying the mod :)
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Jade Payton
 
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Post » Thu Aug 12, 2010 11:23 am

You should be able to complete the quest normally by talking to Deimos. You'll just miss the dialog for the start of the quest.

I am not going to change it though. Many, many quests in the original game can be finished without actually "starting" them. Consider it a reward for exploration.

Glad you are enjoying the mod :)

Thanks for your reply, but finish a quest without starting them, like you you do in the original game, is much less rewarding then by your own exploration ability. :P

I don't know how many hours I spent with the Sable Dragon, but every time I begin a new game I will always have this mod in my LO that's for sure. :D


Cheers!!! :foodndrink:
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A Dardzz
 
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Post » Thu Aug 12, 2010 10:29 pm

Why the hell didn't I see this mod before? Instant download!

Thanks Pluto!
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Keeley Stevens
 
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Post » Thu Aug 12, 2010 8:54 pm

Er, if you don't want to miss opportunities for quests, don't kill random civilians? And yeah, this mod looks incredible, downloading now.
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David John Hunter
 
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Post » Thu Aug 12, 2010 12:27 pm

Er, if you don't want to miss opportunities for quests, don't kill random civilians? And yeah, this mod looks incredible, downloading now.

Well, he does attack on sight... but I think better advice would be to NOT explore new areas added by a big mod unless you know they are designed for free exploration and not connected to a mod's quest.

edit: Although I should add that most of the places and situations in my mod can only be accessed onces certain criteria are met in the quests.
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+++CAZZY
 
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Post » Thu Aug 12, 2010 11:04 am

Just FYI, I discovered a little "conflict" with another mod. I went to the Vos chapel to find the umbrella. When I entered, I found that all the priests were dead and there were a bunch of Hungers I had to deal with. I don't know which mod triggered this (Vivec's Fate maybe, but that's just a guess), but it means I can't talk to Eldrilu Dalen, which means I can't find the umbrella unless I cheat. No big deal; it's just one of many little side quests. Just thought people might find it interesting.
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Kitana Lucas
 
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Post » Thu Aug 12, 2010 10:35 pm

Just FYI, I discovered a little "conflict" with another mod. I went to the Vos chapel to find the umbrella. When I entered, I found that all the priests were dead and there were a bunch of Hungers I had to deal with. I don't know which mod triggered this (Vivec's Fate maybe, but that's just a guess), but it means I can't talk to Eldrilu Dalen, which means I can't find the umbrella unless I cheat. No big deal; it's just one of many little side quests. Just thought people might find it interesting.

Hmmm, I wasn't aware of any mod that killed those priests. Not much I can do about that one.
If I ever make an update, I'll leave a note hidden in her bedroom or something. ;) Just in case.

I hope you found the umbrella.
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kasia
 
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Post » Thu Aug 12, 2010 10:59 am

I did some poking around in the CS, and it is Vivec's Fate which does this. The questline which triggers the event doesn't begin until after the player becomes Nerevarine, so the advice for anyone who's playing with both Sable Dragon and Vivec's Fate is, do the Sable Dragon quests early in the game. (They're intended for low-level characters, after all.)

I haven't found the umbrella, and I'm not planning to look for it. I wouldn't know where to look if I hadn't been in the CS, and for my character to use that information would break immersion for me. I'll just chalk it up as one he can't solve. I'm assuming it's a stand-alone side quest, and not the start of something big.
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Eric Hayes
 
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Post » Thu Aug 12, 2010 3:24 pm

I haven't found the umbrella, and I'm not planning to look for it. I wouldn't know where to look if I hadn't been in the CS, and for my character to use that information would break immersion for me. I'll just chalk it up as one he can't solve. I'm assuming it's a stand-alone side quest, and not the start of something big.

Fair enough :)
And yes, it is one of the small beginners quest.

If you want a hint on what Eldrilu Dalen says....
Spoiler
It's around Tel Vos exterior.

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Alessandra Botham
 
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Post » Thu Aug 12, 2010 4:32 pm

About Zibnib (and no, I'm not about to mention his marbles):
Spoiler
When you mention Giant Squids to him, he talks about a monk fisherman living in a hut near Gnaar Mok. I found a hut, with a Picture Book of Wood, and the scribble about Boat Ack inside it, but other than that I'm stumped. I checked out the small rowing boat at the dock, and the wrecked ship in the water, but couldn't find the fisherman (Am I even meant to find him? What with it not being a proper quest?)


Excellent mod by the way, really liking it so far :D
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Taylah Haines
 
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Post » Thu Aug 12, 2010 8:07 pm

About Zibnib (and no, I'm not about to mention his marbles):
Spoiler
When you mention Giant Squids to him, he talks about a monk fisherman living in a hut near Gnaar Mok. I found a hut, with a Picture Book of Wood, and the scribble about Boat Ack inside it, but other than that I'm stumped. I checked out the small rowing boat at the dock, and the wrecked ship in the water, but couldn't find the fisherman (Am I even meant to find him? What with it not being a proper quest?)


Excellent mod by the way, really liking it so far :D

That shack, and all of its contents, are actually just part of the original game.
Zibnib mentions how the "Squid Monk" was having an existential crisis last time he saw him, which is a subtle nod to the troubled writings on the http://www.uesp.net/wiki/Morrowind:A_worn_and_weathered_note that you can find in the shack, and perhaps explains why the shack is Abandoned to begin with.

I had Zibnib mention it just as a way to incorporate one of Bethesda's little jokes into my own mod. He is meant to taken as about as serious as http://www.uesp.net/wiki/Morrowind:M%27Aiq_the_Liar, yet while still poking fun at some of the things Bethesda put in the game, like the "stackable furniture" that you can find in some Sixth House bases.

Glad you're having fun :)
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Dylan Markese
 
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Post » Thu Aug 12, 2010 11:33 pm

Well, I have to say it was very well implemented, I thought it was some sort of an easter egg side quest.

Just goes to show exactly how much I played of Morrowind the last time I had it installed!
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dean Cutler
 
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Post » Thu Aug 12, 2010 3:51 pm

I am stuck with the Algernon quest. I got the quest in Saturnalia and i went to Mournhold, where i found Algernon's Manor. But it seems i need a key to enter the manor, and the women that gave the quest did not give me a key either. So i tired to look here if something was mentioned about that needed key but no, so i looked at the online guide but it does not mention any thing about a key to Algernon's Manor?

How or where can i find the key for his manor?
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Emilie Joseph
 
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Post » Thu Aug 12, 2010 11:08 am

For the key you must speak with Europa under the topic "Algernon" and she will give you the key, exhaust every topic with her then Algernon again and she will give you the key.
or you can enter this code in the console:

player->additem, "man_algerenter_key" 1

It will add the key of Algernon Manor in your inventory. However If your looking for the key for the inner rooms she is
Spoiler
on a bookcase in Algernon chamber's
.

But I have myself a question : what do you do with the Soggy Key found in the Soggy Bag in Domino Cave ?
I've found the soggy desk but it's open and I have finally finished the Cellar-Den Chamber keys search but still nothing to do with the soggy key. (And the note with : "key" "sable" and "roof", is a bit too nebulous for me)
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renee Duhamel
 
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Post » Thu Aug 12, 2010 3:07 pm

For the key you must speak with Europa under the topic "Algernon" and she will give you the key, exhaust every topic with her then Algernon again and she will give you the key.
or you can enter this code in the console:

player->additem, "man_algerenter_key" 1

It will add the key of Algernon Manor in your inventory. However If your looking for the key for the inner rooms she is
Spoiler
on a bookcase in Algernon chamber's
.

But I have myself a question : what do you do with the Soggy Key found in the Soggy Bag in Domino Cave ?
I've found the soggy desk but it's open and I have finally finished the Cellar-Den Chamber keys search but still nothing to do with the soggy key. (And the note with : "key" "sable" and "roof", is a bit too nebulous for me)



First...DOHH why do i always forget to think of the simple solution, i will head back and talk to Europa again. :facepalm: Thank you for the help Sankekur1. :D

As for your question...

Spoiler
Go to the Sable Dragon, there it should open a secret stash in the chimney of the Inn if i remember correctly.

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Jerry Jr. Ortiz
 
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Post » Fri Aug 13, 2010 1:11 am

Good work, particularly the dungeon design is epic! The only issue I take here is that it all feels quite out of place in Morrowind: the NPCs with their clothing and their characters, the "I'm so goth" dialogue style, the imperial tomb in the middle of Dunmer land, the Mournhold-like canolization beneath Maar Gan, the bat [censored]ting artifacts in Mournhold etc. But it seems you never wanted to make it lore-friendly, so none of this is news to you. Here are a few minor bugs (nothing really important - the mod is surprisingly bugfree):

11/13/2010 (17:41) The Sable Dragon 1.5.esp 12/1/2009 (01:37) skraeling man_npc_dazi00000000 The Sable Dragon's Den 220 455 2 "She has the annoying feature of disappearing at night. Now, this is probably deliberate, but as no other NPC in Morrowind has anything like a daytime dependent AI (except of Fargoth), I am sure I am not the only player confused. Please, at least, give the other NPC's around here a topic 'Dazi' telling the player when to expect her."

Typos in Book man_eggmine_notice: 'foridden', 'imprisonmnet'.

Typo in Book man_stalhrim_note: stalhrim misspelt stahlrim. I know, this typo is very tempting if you know the German 'Stahl'...

11/3/2010 (01:39) The Sable Dragon 1.5.esp 12/1/2009 (01:37) skraeling man_npc_fallin00000000 Arkngthanos 233 1290 -254 "typo in dialogue MY PROPOSITION: 'it's'"

11/3/2010 (20:43) The Sable Dragon 1.5.esp 12/1/2009 (01:37) skraeling man_npc_deimos00000000 The Sable Dragon's Den, Lower Rooms 640 789 -254 "typo 'rememebred' in dialogue SKOLL"

11/3/2010 (20:47) skraeling man_blood_robe The Sable Dragon 307 -1063 -252 "This robe counts as pants..."

11/3/2010 (20:53) The Sable Dragon 1.5.esp 12/1/2009 (01:37) skraeling man_npc_relas00000000 The Sable Dragon 525 -937 -250 "typo 'theThird' in topic ADONHURST CRYPT"

Script man_DreamsScript typo in messagebox: "in" -> "it"

What is mildly confusing, although probably deliberate: Detect Key is effectless on Sable Dragon keys. A hint about this certainly wouldn't do any harm.

Neither would a dialogue topic "Korsuss" for Maar Gan residents, even if it doesn't give any informative answer. (Congratulations. This dungeon DID send a shiver down my spine. But why a gigantic sewerage if there is no city atop of it? Somehow having everything set beneath Mournhold would seriously improve immersion here, or so I think.)

There is one possibly questbreaking bug after all, in the Saturnalia hideout. Sometimes, the rat bed (the one you have to move in order to get to the trapdoor) gets confused about its coordinates (probably this has to do with the player leaving the cell while the bed is moving, resting for 3 hours, saving and restarting the game - I don't really know; maybe some "cellchanged" scripting could help). Anyway this is only technically a plotstopper, because it definitely works right the first time one moves the bed, and most people will solve the quest at the first try.
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Ilona Neumann
 
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Post » Thu Aug 12, 2010 1:43 pm

I'm glad you enjoyed it :)

Thanks for pointing out the spelling mistakes... Just when I think I have them all, a few more are found.
Yes, some of the dialog is a bit melodramatic, but it's to suit the weirdness of these outlandish characters. They are supposed to feel like they are from a distant land, and not from Vvardenfell.

The online guide does explain that Dazi disappears at night (and that Nacht appears in her place) and I assume most people have taken a glance at that. But, yes it would be easy to have Decem mention that she goes home at night.

Detect Key is effectless on Sable Dragon keys. A hint about this certainly wouldn't do any harm.

Some of my keys unlock doors with a script, and not the usual "Key" method. Which makes Detect Key not work on them.

I never encountered the Bed-moving bug after extensive testing.

Thanks for playing, and thanks for the tips. :)
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Jeff Turner
 
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Post » Thu Aug 12, 2010 11:28 am

Some of my keys unlock doors with a script, and not the usual "Key" method. Which makes Detect Key not work on them.


Yes, this is another pitfall of Morrowind modding. Probably it would be enough to create some chests somewhere in an inaccessible cell which are opened by these keys, so that detection works. Then again I don't know whether you WANT the keys to be detectable. If not, I would write this in the readme in your place... Unless you find a way to tell this to the player ingame, which would be better.

Thanks again for the nice mod!
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Luis Reyma
 
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Post » Fri Aug 13, 2010 12:11 am

If you planning to update your mod with arvythreand's report I would suggest that you need to update these files.

I've found out in Wrye Mash that your mod wasn't removed properly because of that file attribute.
GH_GEO_DMON_M_Groin.nif - with the attributes A R >>> GH_GEO_DMON_M_Groin.nif - with only attribute A

I suggest that you also update The Sable Dragon.esp to it masters (Morrowind.esm, Tribunal.esm) and I think that's related to this http://www.gamesas.com/index.php?/topic/1034477-rel-the-sable-dragon/page__view__findpost__p__14995364.
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Kahli St Dennis
 
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Post » Thu Aug 12, 2010 3:56 pm

If you planning to update your mod with arvythreand's report I would suggest that you need to update these files.

I've found out in Wrye Mash that your mod wasn't removed properly because of that file attribute.
GH_GEO_DMON_M_Groin.nif - with the attributes A R >>> GH_GEO_DMON_M_Groin.nif - with only attribute A

I suggest that you also update The Sable Dragon.esp to it masters (Morrowind.esm, Tribunal.esm) and I think that's related to this http://www.gamesas.com/index.php?/topic/1034477-rel-the-sable-dragon/page__view__findpost__p__14995364.

I have no idea what that Wrye Mash info means. Do you?

The problem you linked to was fixed the very first day the mod was released.
It was just a simple texture path mistake on a few statics.

Also, updating the masters is not my responsibility, nor can I do anything about it. That depends wholly on if someone is using the identical version of Morrowind as I am. It's harmless anyways, and everyone should know how to do it themselves anyways if they want to. (There's a few ways it can be done.)
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Jeneene Hunte
 
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Post » Fri Aug 13, 2010 1:44 am

I download your mod from http://www.tesnexus.com/downloads/file.php?id=26870 and later on I discover that *removal* issue in Wrye Mash (Installers tab).

Besides that it's working great except for the master files update of The Sable Dragon.esp (yellow colour).
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carla
 
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Post » Thu Aug 12, 2010 5:41 pm

Besides that it's working great except for the master files update of The Sable Dragon.esp.

You can either open the mod in the CS, Save, exit.
or
Update the masters with Wrye Mash.

I'm responsible to come to your house and do it for you?? :P
It has nothing to do with anything I forgot to do.
You see, not everyone will need to update them but if you're using a different version of the game than me, you will.
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Kayla Bee
 
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Post » Thu Aug 12, 2010 2:10 pm

Thanks Pluto for your reply. :)

You can either open the mod in the CS, Save, exit.
or
Update the masters with Wrye Mash.

Good to know.

I'm responsible to come to your house and do it for you?? :P

Nah ... but you're always welcome to my house for a cup of coffee. :D

It has nothing to do with anything I forgot to do.
You see, not everyone will need to update them but if you're using a different version of the game than me, you will.

I see. I think you should know that I use The Sable Dragon 1.5 version. :)
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Heather Stewart
 
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Post » Thu Aug 12, 2010 12:28 pm

If you planning to update your mod with arvythreand's report I would suggest that you need to update these files.

I've found out in Wrye Mash that your mod wasn't removed properly because of that file attribute.
GH_GEO_DMON_M_Groin.nif - with the attributes A R >>> GH_GEO_DMON_M_Groin.nif - with only attribute A

I have no idea what that Wrye Mash info means. Do you?
The file "GH_GEO_DMON_M_Groin.nif" has both Read Only and Archive attributes set in the RAR, my guess is that Mash's Installers feature's choking on that. As I don't actually use the Installers tab I'm not that sure what the message means or where it appear. Anyway, a very minor thing to consider for any update is removing the Read Only attribute, the Archive one can be ignored.

Some pretty comprehensive http://www.xxcopy.com/xxcopy06.htm on file attributes if anyone's interested.
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Jesus Sanchez
 
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