Uniformity Mods for MW: Gameplay vs. Text

Post » Thu Jul 25, 2013 2:19 am

A thread for

Uniformity Mods for Morrowind

Gameplay vs. Text

Over the years of playing Morrowind, I've noticed how many things which you read in in-game books or are said through dialogue are inconsistent with what actually appears in gameplay. There have been many mods made which address a lot of these inconsistencies, either taking the form of bugfixes or lore-friendly additions to the game world.

The goal of this thread is to make a list of all of these incongruities and append mods which address those issues. Modders can consider this thread a source for ideas, while players can consider this thread a place to share inconsistencies you have discovered with others and find potential mods to add to their playlist.

For example, Savants will tell you this about Ald Redaynia:

We know, from gameplay, that the only thing at Ald Redaynia is the ruined Wizard Tower. However, there are two mods which aim to address this inconsistency between dialogue and gameplay:http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3375 and http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6638 (my personal choice of the two)

Please note, that I'm not stating that the way the gameplay turned out is automatically wrong if it disagrees with dialogue, but it is typically less interesting.

With that introduction out of the way, let me get the thread started with my list of findings. The first list will contain what I am calling Inconsistencies: Those things which are said to exist in dialogue or books but which do not appear or are not recognized in the game. The second list contains what I am calling Ineffectuals: those things which aren't explicitly absent from the game but which are severely underdeveloped.

Changelog

Spoiler

1.0.0 - Original Post

1.0.1 - Edited issue description for E-005

1.0.2 - Edited solution description for C-008 and C-011

1.1.0 - Added E-012

1.2.0 - Added C-022, C-023, and C-024

1.3.0 - Added serial numbers to items

1.4.0 - Added C-025

1.4.1 - Edited issue description for E-012

1.5.0 - Added C-026

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Alexis Acevedo
 
Posts: 3330
Joined: Sat Oct 27, 2007 8:58 pm

Post » Thu Jul 25, 2013 3:50 am

List of Inconsistencies

Explicitly variant material

Spoiler

Item C-001

"I am a herder. I watch over the tribe's herds of guar and shalk. I butcher the guar and shalk and preserve their meats to feed the tribe. I tan the guar hides, render the shalk resins, and season the shalk shells. Then the tribe's craftsmen take these things and make the things we need for ourselves, and the things we sell to traders and other tribes."

Issue(s): Ashlander Guar and Shalk herds are not featured in game

Solution(s): http://morrowind.nexusmods.com/mods/30563/? adds Ashlander Herders to the game

....................................

Item C-002

"Also called 'the Smuggler's Coast', the region's secluded coves and islands provide refuge for criminal trade, and the frequent rain and fog hides small boats from Excise cutters."

Issue(s): There are no Excise Cutters in the game

Solution(s): unknown

....................................
Item C-003
"Except for the settled southwest, Vvardenfell is covered by hostile desert wastes, arid grasslands, and volcanic badlands, and thinly populated by the nomadic Ashlander tribes."

"The regular rain and dark soils of the Grazelands produce the rich grazing for Ashlander herds that gives the region its name. The region lies in the northeast of Vvardenfell, sandwiched between the Ashlands and Azura's Coast. Permanent settlements include Vos village and the towers of Tel Vos and Tel Fyr. The Ashlanders of Zainab camp move their herds across the plains in search of fresh grazing. There are no roads or tracks, but travel is easy across the open plains."

Issue(s): The grazelands are described as both arid and as having regular rainfall. Grazelands has a 10% chance of rain, whereas the Ascadian Isles only have a 5% chance. So, gameplay suggests that developers went with the regular rainfall concept. The Grazelands are also said to have NO roads or tracks, there are obviously some tracks through the Grazelands.

Solution(s): unknown

....................................

Item C-004

"The rugged coast and islands of northern and eastern Vvardenfell are called Azura's Coast. The region is rocky, infertile, and largely uninhabited, except for the outpost at Molag Mar, the Telvanni settlements at Sadrith Mora, the wizard towers at Tel Aruhn, Tel Mora, and Tel Branora, and Ahemmusa camp and the remote fishing villages of Ald Redaynia and Dagon Fel on the north coast. There are no roads; most travel is by boat. Despite the rocky terrain, a variety of plants thrive on the regular rainfall."

Issue(s): Ald Redaynia is said to have the ruin and a fishing village, there is only the ruined Wizard Tower in game.

Solution(s): http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3375 and http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6638 add a settlement to the site of Ald Redaynia

....................................

Item C-005

"The piercing light of the Grand Pharos at the mouth of the harbor of the port village of Seyda Neen is a beacon to mariners throughout the Inner Sea. Most visitors from the Empire make landfall at the port of Seyda Neen, where they are processed by the Imperial Census and Excise Commission agents of the Coastguard station. The Coastguard cutters docked here control smuggling and piracy on the Inner Sea."

Issue(s): The lighthouse in Seyda Neen is said to be called the Grand Pharos - this name is not used for the cell name. Coastguard Cutters are said to be docked here, but none are.

Solution(s): unknown

....................................

Item C-006

"Ashlander nomadic camps have portable huts of hides stretched on chitin frames. These huts can be quickly dismantled and packed atop a guar when moving to new grazing and hunting grounds. The khan's hut is simply a larger, more elaborate version of a family hut."

Issue(s): Ashlander yurts use wooden frames, not chitin.

Solution(s): unknown

....................................

Item C-007

"The Dunmer village style is the most familiar style in all districts. Huts are built of local materials, with organic curves and undecorated exteriors inspired by the landscape and the shells of giant native insects. Villages are dominated by Temple compounds and courtyards in traditional villages, but in newer plantations, the manor houses are the central features."

Issue(s): Dunmer village architectural style are the shacks we see in game - they are not terribly organic nor do they utilize shells of native insects.

Solution(s): unknown

....................................

Item C-008

"The most popular sources of protein are kwama eggs and the meat of the domesticated guar. The most popular beverages are mazte (a local beer brewed from fermented saltrice) and sujamma (a potent, bitter liquor)."

Issue(s): Guar meat is unavailable in-game.

Solution(s): Added by http://morrowind.nexusmods.com/mods/30563, http://mw.modhistory.com/download-44-7216, http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=2542, http://www.moddb.com/mods/morrowind-rebirth, http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=4077

....................................

Item C-009

"The staple is the saltrice grain, usually eaten as a cooked porridge mixed with scuttle (a cheese-like food from giant domesticated beetles). Hackle-lo (a hardy succulent edible leafy green) is a reliable year-round vegetable, eaten cooked or raw, and bittergreen (a fast-growing slime triggered by rain) is safe and nourishing when boiled, though highly toxic if eaten raw."

Issue(s): Bittergreen slime is not featured in game, scuttle does not drop from any beetles (Shalk?), saltrice porridge is not available in game.

Solution(s): Saltrice Porridge is added by http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=2542 and http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=3027

....................................

Item C-010

"The East Empire Company is a monopolistic mercantile enterprise chartered by the Emperor and managed by a board of directors appointed by the Emperor. The Company has sole authority to trade in certain goods, like flin, raw ebony, raw glass, and Dwemer artifacts, and it also enjoys favorable tariffs and regulations for import and export of other common and exotic goods, like kwama eggs, marshmerrow pulp, saltrice, and Telvanni bug musk."

Issue(s): Marshmerrow Pulp is not featured in game

Solution(s): unknown

....................................

Item C-011

"Undead creatures encountered on Vvardenfell include ghosts like the ancestor ghost, guardian ancestor, wraith, dwarven ghost, dwarven guardian, and dwarven wraith. A fleshy revenant is called a bonewalker, and includes the bonewalker and the greater bonewalker. Fleshless revenants include skeletons, skeleton archers, skeleton warriors, skeleton champions, and bonelords. Vampires, profane undead creatures, have been hunted almost to extinction."

Issue(s): Guardian Ancestors, Wraiths, Dwarven Guardians, and Dwarven Wraiths are not featured in game.

Solution(s): Wraiths are added by http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6616, http://morrowind.nexusmods.com/mods/6006

....................................

Item C-012

"The frost centurion is an enchanted animated artifact of Dwemer creation. Constructed in the form of an armored warrior, they are aggressive and dangerous. Scrap metal collected from Dwemer artifacts is rare and precious, and prized both by collectors of antiquities and students of metals and enchantments."

Issue(s): Frost Centurions are not featured in game (but we DID get a Shock centurion...)

Solution(s): unknown

....................................

Item C-013

"The winged twilight are the female-formed Daedric messengers of the Daedra Lord Azura. Daedra hearts have modest magical properties."

Issue(s): Winged Twilights do not drop Daedra Hearts

Solution(s): unknown

....................................

Item C-014

"Two smaller but dangerous predators of Vvardenfell are the nix-hound and the rat. Cave rats are found everywhere, often in close proximities to their slightly larger relative, the cave rat and the rust rat The nix-hound is a rangy quadruped with long, purple feeding spikes. Its cousin, the rogue nix-hound, is larger and much more dangerous."

Issue(s): Rust Rats are not featured in game (could potentially be what ended up just being generic Rats - the mesh and textures for rats are named Rust Rats)

Solution(s): unknown

....................................

Item C-015

"Three creatures are commonly encountered in Vvardenfell's coastal and water environments. The mudcrab, and its larger cousins the king mudcrab and mudcrab titan, are large but unaggressive. Slaughterfish are small but very aggressive, and the larger varieties, the blind slaughterfish and the electric slaughterfish, are quite dangerous. But the most dangerous water creature is the large and powerful dreugh and the dreugh man o'war."

Issue(s): King Mudcrabs, Mudcrab Titans, Blind Slaughterfish, Electric Slaughterfish, and Dreugh Man o'Wars are not featured in the game.

Solution(s): Blind and Electric Slaughterfish are added by http://mw.modhistory.com/download-99-7129; Elder Mudcrabs are added by http://mw.modhistory.com/download-13-1693 (not quite the same, but pretty close, and the mod is made by a developer...)

....................................

Item C-016

"Corkbulb trees are grown for their tough, fibrous roots which have modest magical properties. On Vvardenfell corkbulb root is used in place of wood, since trees won't grow in this harsh environment. Corkbulb grows best in the Ascadian Isles."

Issue(s): Trees grow on Vvardenfell. And there are no Corkbulb trees.

Solution(s): I've made a Corkbulb Tree, but it isn't available yet. We need a treekiller mod?

....................................
Item C-017

"The two most common herd animals of the Ashlanders are the guar and the shalk. The guar is a large biped, trained as a beast of burden, and raised for meat and hides. Wild guard are encountered in the wilderness; they're usually quite peaceful. The shalk is a large, unaggressive beetle, raised for meat and resin from its shells."

Issue(s): Shalk meat is not featured in game.

Solution(s): unknown

....................................
Item C-018

"Rust chancre is a mild common disease affecting a victim's mobility and behavior. Symptoms include swelling and rash, and painful muscle spasms. It may be contracted from the waste rat."

Issue(s): Waste Rats are not featured in game.

Solution(s): unknown

....................................

Item C-019

"Yellow tick is a mild common disease affecting a victim's strength and mobility. Symptoms include dark, bruise-like swelling, sensitive to touch. It may be contracted from the least kagouti."

Issue(s): Least Kagouti are not featured in game. (implies Great Kagouti may exist...)

Solution(s): unknown

....................................
Item C-020

"Rockjoint is an acute common disease affecting a victim's manual dexterity. Symptoms include painful swelling and immobility of all joints. It may be contracted from the domesticated guar or dusky alit."

Issue(s): Dusky Alit are not featured in game.

Solution(s): unknown

....................................

Item C-021

"Fur armor is a light armor style popular among Nord barbarians. Dreugh is a remarkably strong Dunmer medium armor, made from Dreugh hide. But the most famous exotic armor is Dwemer, or Dwarvish armor, a highly ornate heavy armor valued as much for its rarity and antique craftsmanship as for its distinctive impact-absorbing qualities in combat."

Issue(s): Dreugh Hide is not featured in game.

Solution(s): unknown

....................................

Item C-022

"Fire petals have modest magical properties, and are collected from the fire fern plant that grows on Red Mountain, in Molag Mar, and on Azura's Coast."
Issue(s): Fire Petal locations are not consistent with this description.
Solution(s): unknown
....................................
Item C-023
"Kreshweed fiber is a resinous fiber with modest magical properties that comes from the coarse grass of the Grazelands and Azura's Coast called kreshweed."
Issue(s): Kreshweed locations are not consistent with this description.
Solution(s): unknown
....................................
Item C-024
"The sweet pulp of marshmerrow reeds is a delectable foodstuff, and when eaten fresh or prepared, it has modest healing properties. Marshmerrow is an important cash crop of the farms and plantations of the Ascadian Isles, but it also grows wild in the Grazelands and on Azura's Coast."
Issue(s): Marshmerrow locations are not consistent with this description.
Solution(s): unknown
....................................
Item C-025
"The Duke and the Grand Council members are here. Rufinus Alleius is the Imperial magistrate. Cavortius Albuttian is the head of the Imperial Guard, Duke Dren's palace guard. Frald the White, Knight Bachelor of the Imperial Legion, is the head of the Hawkmoth Legion Garrison. Lalatia Varian is the head priest of the castle's Imperial cult shrine. The wealthy Canctunian Ponius is the chief factor and banker of the East Empire Company."
Issue(s): Is described and treated as an Imperial Magistrate but he http://www.uesp.net/wiki/Morrowind:Rufinus_Alleius.
Solution(s): He is made into a Magistrate by http://planetelderscrolls.gamespy.com/View.php?id=5892&view=Mods.Detail
....................................
Item C-026
"Bloat is the thick, pulpy-white tuber of the bloatspore plant. It grows in dark, damp locations."
Issue(s): Bloatspores are said to grow in dark, damp and produce bloat, but there are none placed in game.
Solution(s): http://mw.modhistory.com/download-15-9321 and http://mw.modhistory.com/download-90-7817 add bloatspores to caverns in the game. http://planetelderscrolls.gamespy.com/View.php?id=5997&view=Mods.Detail adds a Bloat Mine.

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Sheila Esmailka
 
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Post » Thu Jul 25, 2013 12:05 pm

List of Ineffectuals

Implicitly variant material

Spoiler

Item E-001

"The betty netch is a large hovering beast, supported by internal sacks of magical vapors. The betty netch, the female of the species, is smaller than the male bull netch, but fiercely territorial. Cured netch skin, durable, flexible, and variously colored, is used throughout the Empire in garments, armor, weapons, household goods, and furnishings."

Issue(s): Netch are monochromatic - there may be other varieties with different pigmentation.

Solution(s): http://morrowind.nexusmods.com/mods/30563 adds green and black Netch

....................................

?Item E-002

"Fur armor is a light armor style popular among Nord barbarians. Dreugh is a remarkably strong Dunmer medium armor, made from Dreugh hide. But the most famous exotic armor is Dwemer, or Dwarvish armor, a highly ornate heavy armor valued as much for its rarity and antique craftsmanship as for its distinctive impact-absorbing qualities in combat."

Issue(s): The dwarven armor we see in game is NOT ornate. Perhaps this would be referring to an armor in the style of Oblivion's dwarven armor.

Solution(s): unknown

....................................

?Item E-003

"The Velothi are people of Ashlander stock who have abandoned nomadic life and settled among the native Dunmer; the Velothi are despised by their Ashlander cousins as weak and soft, while the Dunmer look down upon the Velothi as an insignificant underclass."

Issue(s): This Dunmer underclass doesn't appear to be featured in the game.

Solution(s): unknown

....................................

?Item E-004

"Most Ashlanders wish all foreigners and their false gods could be driven from Morrowind. At very least, Ashlanders wish the foreign devils would leave them in peace. Ashlanders think it shameful to attack unarmed persons, but they will kill without hesitation an armed person who offends them or their clan laws. No Ashlander is fool enough to make war against the Empire. However, if such a war might be won, many Ashlanders might cheerfully give their lives to win such a war."

Issue(s): Most Ashlanders seem to accept the beliefs of Dagoth Ur. It implies that some could potentially join him as he gains power during the main quest.

Solution(s): unknown

....................................

?Item E-005

"And among outcast Ashlanders, beware the mabrigash, renegade witch-warrior women who practice dark magics." "A mabrigash is an Ashlander witch-warrior, a renegade wise woman who has forsaken the established rules of behavior for an Ashlander woman to become a master of dark magic and the weapons of war. By secret rituals the mabrigash steals a man's vital essence and makes herself a powerful sorcerer and warrior. The manifestation of her dark power is called a 'ghost snake' that paralyzes and drains a victim's vitality."

Issue(s): The Ghost Snake ability of the Mabrigash is rather underdeveloped. Sounds more like a magical manifestation/summon rather than a simple spell.

Solution(s): unknown

....................................

?Item E-006

"The unarmed, unarmored martial arts traditions of the Marshmerrow, Salt Rice, and Golden Reed societies of the Dissident Priest, patterned on the 'Rain-of-Sand' fighting styles of Elsweyr, are slow to be adopted in the Empire, associated as they are with the ascetic renunciation of worldly wealth and material goods, and the rigid disciplines and mystical philosophies so alien to the Imperial West."

Issue(s): These Dunmer Martial Arts aren't prominently featured in the game.

Solution(s): unknown

....................................

?Item E-007

"The unarmored discipline is the skill of avoiding or reducing injury during combat by evading, deflecting, or absorbing blows. This discipline is traditionally associated with the mystical martial arts disciplines of the Khajiit, but has been adapted in the West for use by mages whose spellcasting is adversely affected by encumbering armor and weapons."

Issue(s): Wearing armor appears to have a negative impact on spell-casting, but this is not addressed in game.

Solution(s): unknown

....................................

?Item E-008

"The kwama forager scouts the surface of the land and natural underground passages, searching for suitable locations for new colonies, and hunting for prey. Foragers are aggressive but not very dangerous."

Issue(s): Kwama Foragers are not in cave leveled lists.

Solution(s): unknown

....................................

?Item E-009

"Raw glass is similar to raw ebony, but less well-known. Ebony is jet black, while glass is a milky translucent green. Less durable, but much lighter and more flexible than ebony, glass is used primarily to make the distinctive, elegant glass armors and weapons of High Elven design."

Issue(s): The glass armor and weapons in Morrowind seem to be of High Elven design. Which implies that there could actually be a Dunmer Glass Armor.

Solution(s): unknown

....................................

?Item E-010

"Ash salts are hard grey crystals formed from the ash deposited by ash storms in the ash wastes and lava fields. Ash salts are most often collected from the remains of creatures like the ash slave, the ash ghoul, and ash zombie."

Issue(s): Implies that ash salts may be a harvestable ingredient/material in the Ashlands - from Ash Piles/Drifts.

Solution(s): unknown

....................................

?Item E-011

"Scribs are little baby kwama. We shuck the shells, crush the flesh into a jelly. Doesn't taste bad. And filling. Takes a while getting used to the texture, though."

Issue(s): Scribs have their shells shucked to get to the meat; so there could be empty scrib shells laying around egg miner camps - or Scrib Shell Fragments could be a drop.

Solution(s): Scrib Shell Fragments are added by http://morrowind.nexusmods.com/mods/30563/?

....................................

?Item E-012

"I'm a scout. [...] I serve as guide for travelers and traders."

Issue(s): Scouts claim to guide travelers, but will only point out directions on a map, they do not serve as guides.

Solution(s): http://planetelderscrolls.gamespy.com/View.php?id=5892&view=Mods.Detail gives Scouts travel (guiding) services.

? Please share your own experience with inconsistencies here in this thread! ?

?Please follow the format I have used when posting - for quick recognition. ?

? If you know of or make any mods which address these items, please share here! ?

? Feel free to use this thread for discussion of the lists in this post or lists posted by other members. ?

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REVLUTIN
 
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Post » Thu Jul 25, 2013 12:06 am

I'm pretty sure "variously colored" refers here to cured netch hide rather than netch themselves. In other words, they're talking about applying dyes on netch leather.


Dunno, the Oblivion glass armor looks like altmer design. Morrowind glass armor is too punk and spiky to be altmerish.
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OTTO
 
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Post » Thu Jul 25, 2013 12:18 pm

That is certainly one interpretation of that statement.

And yet we get this dialogue in Morrowind. Though I agree that the Glass in Morrowind looks more Dunmer than Altmer in design.

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Sunnii Bebiieh
 
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Post » Thu Jul 25, 2013 2:44 pm

mabrigash do use ghost snake spells, it's just extremely weak.

there's a lot of topics where the information is incorrect, especially with ingredient regions. however, editing a lot of it would begin to conflict with the UESP, which is a complaint with the last MPP.

then again, some of it could just be that the npcs are meant to be wrong. it would be something interesting to expand dialog where npcs can have common misconceptions or outright lie, leaving it to the player to decipher truth.

one ineffectual is that creature topics list many variants of creatures in game (titan mudcrab, rogue nix-hound, blind slaughterfish) that don't appear in-game.

i think with glass, i think high elven doesn't strictly refer to high elves, but likely ornately elven. though i hate the design of glass armor in morrowind, just looks goofy.

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x a million...
 
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Post » Thu Jul 25, 2013 1:33 am

Very interesting thread, MD - I've never even seen a lot of this dialogue before! Some great ideas here too.

In particular, I'd love to see Excise cutters added to the game, and that tidbit about a Velothi underclass is very interesting indeed - one does occasionally see Dunmer with very ashlandic sounding names in the cities, but the idea of them being looked down upon is never explicitly mentioned.

Worth noting here that as of Redaynia Village v1.1, the two mods are totally compatible and can be used together (and both are very good).

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Elizabeth Falvey
 
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Post » Thu Jul 25, 2013 11:01 am

I did not remember that the Mabrigash had a spell named that. That's why I put it in the Ineffectuals though, it's very underdeveloped considering that it's one of the few spells/abilities that actually makes it into dialogue.

I also have a lot of notes on diseases and ingredient regions, but I hadn't had time to verify any of it as not being implemented in agreement with dialogue, so I didn't include it. I don't see why it'd matter too much if mods "invalidate" UESP. It's a wiki for the vanilla game, not the modded game. Though I do see that the UESP often notes when the MPP fixes a bug.

I did list many of those missing creature variants in the Inconsistencies. I had a note of Nix-hound rogues but it looks like I forgot to include it.

It would be awesome to see a High Elven Glass Armor design made for Morrowind. Possibly based on the Oblivion design, same with the Dwemer Armor.

Glad you like the thread, I hope that it's useful for people. And I also hope that people have more to add than the few that I've gathered here!

The Velothi underclass also intrigued me quite a bit! I love slummy areas and downtrodden communities/cultures for some reason... for the atmosphere the exhibit, mostly.

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brandon frier
 
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Post » Thu Jul 25, 2013 1:40 am

http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=4077 also adds Guar Meat.
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Marquis deVille
 
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Post » Thu Jul 25, 2013 1:12 am

Version 6.0 and later of Neoptolemus' "Morrowind Comes Alive" merged in his "The Undead" mod.
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Jennifer May
 
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Post » Thu Jul 25, 2013 6:16 am

I'll try to promote my mods, as always :)

scouts about "my trade"

but they do nothing. In ABM they actually take you to the places of your choice.

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Lou
 
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Post » Thu Jul 25, 2013 12:39 am

Added to the Solutions for that item! Thanks!

Added to the Solutions for that item! Thanks!

Added this to the Ineffectuals list! Thanks!

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Jamie Moysey
 
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Post » Thu Jul 25, 2013 11:16 am

From "The real Barenziah".
The books ingame sometimes still reference the drowish look the Dunmer had previously.

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Sheeva
 
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Post » Thu Jul 25, 2013 1:26 am

Relative viewpoints at work there, I think. But, considering how many sources we have referring to ashy gray skin, I don't think that's one to add to the list. :D

Thanks though, Raym. That's certainly one of the inconsistencies within the lore.

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Sheila Reyes
 
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Post » Thu Jul 25, 2013 2:57 pm

Nice thread MD!

I wonder where to put those coastguard cutters though.. :D

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CRuzIta LUVz grlz
 
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Post » Thu Jul 25, 2013 2:45 am

Well, once you upgrade Seyda Neen to have a Grand Pharos lighthouse. I think a nice big dock will fit nicely to add those Cutters to. :D

I thought you might like this thread. Many of these sorts of things I tinker with in one of the modules for Of Ash and Blight, but I thought it'd make a good community effort (and save me some trouble if anyone wanted to take these on themselves).

edit: grammar

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Tamika Jett
 
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Post » Thu Jul 25, 2013 2:04 am

Item C-007 describes redoran architecture fairly well. it's meant to be inspired by insect shells (they do look like insects), not made of it.

Item C-017 scuttle is shalk meat, well a prepared form of shalk meat anyways.

Item E-012 scouts do give location specific topics and dialog, which is sort of like guiding, just not an actual tour.

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Vicky Keeler
 
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Post » Thu Jul 25, 2013 12:01 am

Rufinus Alleius, is described to be an Imperial Magistrate (ask about Someone in particular, in Ebonheart) but he says he is an acrobat (?)

In ABM he actually tells you he is a magistrate, and if you are a high ranking member of the imperial legion, may remove your bounty for half the money.

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Jerry Jr. Ortiz
 
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Post » Thu Jul 25, 2013 12:43 pm

Let me know anything you want added to npc dialogue as I'm going to start working on a lgnpc variant
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Elizabeth Falvey
 
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Post » Thu Jul 25, 2013 12:16 pm

Not sure if I agree with that. There is a separate dialogue entry for Great House architecture, which mentions Redoran: "The three Dunmer Great Houses that have settled Vvardenfell have distinctive architectures and lifestyles. Aristocratic, warlike Great House Redoran favors a spacious, irregular, organic building style. Great House Hlaalu, an aggressive mercantile culture, strongly admiring and influenced by Imperial culture, prefers simpler, more modern, more densely populated settlements, while bizarre wizard towers dominate mushroom-hut villages of the Great House Telvanni sorcerer-lords."

A very logical inference, and one that I am inclined to accept. Do you have any source that confirms that?

A valid point, I failed to remember that they mark locations on the map and such.

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ladyflames
 
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Post » Wed Jul 24, 2013 11:05 pm

This certainly fits here. It's an inconsistency between the dialogue and gameplay. Thanks for sharing, Antares! I'll add it to the list of Inconsistencies.

Well, I'm not asking anything to be made from this thread. I'd love if some mods sprung from the discussion here, but that isn't my primary goal. So if you see anything here which you feel inspired to write about, go for it! One of the purposes of this thread is to inspire modders!

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e.Double
 
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Post » Thu Jul 25, 2013 9:32 am

Well its our job to keep consistancy so lets get a liist going of any lore-friendlylore-friendly npcs armors and topics and ill get em all into the mca/nom/lgnpc bundle I'm doin
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naomi
 
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Post » Thu Jul 25, 2013 3:14 pm

Yeah I really like these types of threads. Always hunting for new concepts :D

How would you imagine a "cutter", what would he/she be wearing? Should they be imperials (or mixed races) working alongside the census staff or do they have their own agenda?

I've already implemented some of the stuff you've mentioned, so thanks for that!

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cutiecute
 
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Post » Thu Jul 25, 2013 5:35 am

Probably a well known one, but:

http://mw.modhistory.com/download-90-7817 adds bloat spore to the game (as do several other mods, I believe).

I'm glad I'm not the only one! I have a bit of an on-going love affair with cramped, messy slum areas - you're right, they're definitely very atmospheric. I've always wanted to slummify the Foreign Quarter/St Delyn/St Olms cantons, for example.. hm, I wonder which NPCs would be considered "Velothi"; do you think the Gnisis eggminers would fall under that category? They do seem to have ashlander-style names.

A cutter is a type of ship, I believe? Small, fast ships is how I've always imagined them, anyway. My two cents: It's crew members would be as diverse as any imperial organisation, so mostly imperials with additions, and would be dressed as sailors, perhaps with some light-ish armour. Working alongside the census office, but of course, individuals have their own agendas.

Edit : http://en.wikipedia.org/wiki/Cutter_(boat) at wikipedia

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Baylea Isaacs
 
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Post » Thu Jul 25, 2013 5:20 am

A http://en.wikipedia.org/wiki/Cutter_(boat) is the boat they sail. ;)

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Victoria Vasileva
 
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