» 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.