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MeejDar

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  1. Hi there! So, I only recently started playing Fallout 4. I just finished Nuka-World with my character, and I've essentially done all the main quests and DLC main quests and whatnot and heretofore. Now I want to start a new character and go back in and collect everything, like I did in Skyrim. (My first go-through I didn't use mods so I could get the achievements.) However, I'm not finding the "right" house mod for me. I don't care about building stuff (in fact, I sort of hate having to build stuff), all I care about is having plenty of display areas. In Skyrim, I used LD50365's house mods (most often Dragonstead and, for my pirate, the Scarlett). I enjoy those house mods because they have specific places to keep your Black Books, Daedric/Aedric artifacts, amulets, Elder Scrolls, dragon priest masks, dragon claws, paragons, all that jazz. Which brings me to my point. I'm looking for a player home in Fallout 4 that gives you display areas for all the collectibles you might find. Magazines (including ones added by Far Harbor and Nuka-World), bobbleheads, those robot minifigure things, Nuka-Cola/Vim! bottles, and other unique items. So far I've been using Elianora's Red Rocket home, and I'm enjoying it well enough, but there aren't displays for the bottles or minifigures, and there are only, like, three magazine racks. So if anyone has any suggestions for a player home that I hopefully wouldn't have to build and is for the Xbox One that has these (doesn't have to be all of them, but that would be nice), I would very much appreciate it. Thank you for your time. Go with fortune, Outlander.
  2. Progress update #2: I know it hasn't been too long since the last progress update, but that's because both of these only added one quest. Which doesn't really take a long time. The longest part was figuring out the script. Anyway, Edryno Arethi's quests are done. I've deleted the Telvanni at Odirniran quest and added Edryno's Old Friend. The script for Reynel Uvirith to appear only once the mission starts and disappear once the mission is over took me a while. Then when I realized the problem I was having, I was like, "You IDIOT!" And I fixed it. But next up on my list of things to do is to update the Hlaalu stronghold and build the Indoril and Dres strongholds, then change the Stronghold quest. That'll be progress update #3. I'm going to try not to have to extract any meshes or textures or anything from the Tamriel Rebuilt bsa and just use vanilla Morrowind textures (no Tribunal, even though I kind of want to use some Mournhold buildings for the Indoril stronghold). Or... I guess I could make it require Tribunal. The game's been out for a long time. I don't know. I just... don't... know.
  3. Progress update #1: Nileno Dorvayn's missions are done. It was annoying trying to get Neminda's orders to appear in her chest, but I eventually figured it out. For some reason you can't add things to a chest in dialogue. Kept saying the reference was unknown or something. But now the chest doesn't appear unless you've started the quest, and it will disappear once you get the orders from Neminda. Other than that, the only real things I've changed with Dorvayn are the journal entries you get, which are now my own meej_HlaaluXX id's. This is just to make it easy for me to know which quest I'm/you're on. Oh, and she no longer has the Advancement topic, but rather she now just gives you an advancement at the end of the Inanius Egg Mine quest (if you take Avon Oran's money and kill the kwama queen anyway, otherwise you get it at the end of the next quest) and the end of the Epony Trade quest. I've tested it so far in-game with both an Argonian and a Dunmer character, and everything seems to work fine for me. I just thought I'd give you guys a progress update in case any among you were waiting for this, so you know I'm working on it. I finished my Marvel Cinematic Universe marathon last night and started working on it afterwards, but ran into problems with Neminda's chest. Which I've already discussed. And now I'm going to stop typing things.
  4. Well, I'm back! *queue the song Back in the Saddle by Aerosmith* I wasn't as free after boot camp as I was led to believe by my recruiters. In fact, there were a lot of things they told me that weren't necessarily true. Anyway, I'm back, and I'm still interested in making this mod. So I've made a list of all the quests you'll be doing for House Hlaalu, and I thought I'd tell them to you all so you can get an idea for what'll be happening. This is mainly so I can get opinions for whether or not these quests seem like a good alteration, or if they need work. They seem good to me, but I may be biased on account of I made them. Well, most of them. SPOILER WARNING IS IN EFFECT FROM HERE ON OUT Before I get started, I'm going to talk about Raynasa Rethan, Banden Indarys, and Reynel Uvirith. You may know them as the people who live in the House strongholds of the Houses to which you do not belong, and as targets for you to kill. But I always thought it was lame that Crassius Curio sent you to kill Indarys and Uvirith because they didn't have the proper contracts for building their stronghold. Since when is that a death sentence? Why not just fine them? And since when are you the authority behind whether or not others can build strongholds, Crass Curious? Oh, I'm getting sidetracked. Anyway, the reason I'm talking about them is because I will be referencing them all (except Raynasa Rethan), as well as those added by this mod. For ease, I'm going to refer to them as House Doppelgangers. Banden Indarys is the Redoran Doppelganger, Reynel Uvirith is the Telvanni Doppelganger, Veldrasa Sarus is the Indoril Doppelganger, Fevril Girothran is the Dres Doppelganger, and Adros Mehz is the Dagoth Doppelganger. They will all be involved in quests, and you will have to kill most of them. But not all of them. So let's get started for reals. First up we have Dondos Driler. Like I said in the original post, the stronghold remains, for the most part, unchanged. However, there are a few alterations, both to the vanilla game and to what I said previously. The first stage is the same, but in the second stage you no longer hire two miners to work your egg mine. Instead, you hire one of the two miners to be your mine's foreman, and he will move into your stronghold at the end of the second stage. You will also not have to choose which of the three shops to get, but rather you will get all three, and the merchant Tarvyn Faren will also move into your stronghold at the end of the second stage. What you do in the third stage has remained unchanged, but at the end of the third stage a couple of different things happen. First, guards are added, specifically two guards at the north entrance, one at the west entrance, an archer atop the tower, a guard in each of the three shops, and a guard in your own home. Second, the residents of the stronghold are different. While working with Edryno Arethi, you will meet Tarvyn Faren, but you will also meet Ralen Tilvur, whose son Dalam Tilvur will move into your stronghold, and you'll meet Edryno's old friend, Reynel Uvirith, who will send a mage/enchantress/alchemist lady to your stronghold. And while working with Crassius Curio, you will hire a foreman for your ebony mine who will move into your stronghold, and he'll be the other miner you didn't hire in the second stage. Now, the purpose of the foremen living at your stronghold is to get your cut of the profits without having to travel to your mine to speak with them. There will be chests in their homes that refill every week with the profits. Also, chests will be in the shops with your cut of their profits as well as bonus items, and a small chest will be added to your house with the profits from your guar hide business. Okay, enough of Dondos Driler, let's move on. Nileno Dorvayn, as I have already mentioned, has no new quests. However, her first quest, Disguise, can now be done if you are an Argonian or Khajiit. The only difference is you will be asked to steal the orders from a locked chest in Neminda's room rather than ask her for them. Edryno Arethi, again as I have already mentioned, has lost the Telvanni at Odirniran mission, but now has Edryno's Old Friend. Her old friend is the Telvanni mage Reynel Uvirith, the Telvanni Doppelganger, and you help her get the ring of Dahrk Mezalf from Bthungthumz. Since there will be two of you now, the Dwemer ruin will be more challenging, and Mezalf himself will have better stats, requiring you two to work together. Crassius Curio is where things start to change drastically. His first quest, An Admiring Sponsor, is the same as vanilla, but his second quest, All Your Eggs in One Basket, has you find a buyer for the eggs from your mine. The price will determined by your mercantile and the merchant's disposition, so if you don't like the amount you've agreed upon, just decline the offer and come back once your mercantile has increased or after the merchant's disposition has increased. His third quest, Hides!, has you find someone to sell you guar hides, then find someone to buy the guar hides from your seller. Again, these prices are determined by your mercantile and their disposition. The fourth quest, Vassir-Didanat Ebony Mine, will see you claim the abandoned mine that's right next to your stronghold. As a side note, the original purpose of the mine as a way to get a free Daedric weapon has been removed. Sorry about that. I'll look to see if any of the weapons Dram Bero can give you are only found through him, and if they are I'll add them to a Daedric ruin somewhere. Anyway, you are sent to scout out the mine, but once there you will find some people who have the same idea as you. You'll have to kill them, and on one of their bodies you will find a note saying they are members of House Indoril's expansion to the mainland. Oops. And finally we have the quest Black Gold, in which you will have to hire a foreman for your new ebony mine, and find a buyer for your ebony. The prices are determined the same way as with the eggs. After you've established your stronghold's trade routes, Curio will send you to work under cover with Odral Helvi. Just like in the vanilla game, Helvi is crooked. However, he's no longer just a smuggler trying to raise enough money to move himself and his girlfriend away from Vvardenfell, but rather he is now a secret Sixth House sympathizer. Also, when you complete a quest for him and turn it in to him, that's not the end. He will not have anything for you until the actual end of the quest. When you turn the quest in to him, you will be given a report that your character writes, which you will then have to deliver to Curio. This report might be different depending on what evidence you've found, or it might include the evidence that you find. So here are the quests. Sealed Orders: Just as in vanilla, you are given sealed orders to deliver to the clerk at the Hlaalu Vaults. However, it's not just a love letter or whatever it was originally, it now contains actual orders, and references an 'asset' and the 'end game'. This mission ends in one of three ways. Way one: You do not attempt to read the orders, you turn them in, and turn in your report to Curio. This gets you a reward from Helvi and the minimum reward from Curio. Way two: You read the orders, but you fail to reseal them. Helvi will be mad and not give you a reward, but Curio will give you a better reward than way one. Way three: You read the orders and successfully reseal them. This gets you your reward from Helvi and the better reward from Curio.Assassin Assassination: Helvi tells you that a friend of his is being targeted by a Redoran assassin, and sends you to kill him. This Redoran is the Doppelganger. On his body you will find encoded notes that you must bring back to Curio for decoding. There's really no alteration to this quest. The encoded notes will be used later on in Dram Bero's quests.Rent and Taxes: Just as in vanilla Morrowind, Helvi sends you to collect rent and taxes from two farmers. However, they will now pay you no matter what so you don't have to kill them. Also, there are documents lying around their homes that suggest Helvi is being paid for protection from 'bad persons', who go nameless. If you find at least one of these documents and give it to Curio along with your report, you get a better reward.Erroneous Documents: Again, essentially the same as vanilla, and there are three ways to complete the quest. Way one: Do what Helvi says and replace the real land deed with the fake one. This gets you the minimum reward from Curio. Way two: You bring the fake deed to Curio at some point and steal the real deed for Helvi, which gets you the minimum reward from Curio but also an enchanted item. Way three: You tell Baren Alan about this, you buy a copy of the real deed for Helvi, you turn that in to him, and you turn in the fake deed to Curio. This gets you a better reward from Curio, plus the enchanted item.Velfred the Outlaw: What was originally a quest for Curio is now the final quest for Helvi. He will send you to Velfred to pick up a shipment for his aforementioned friend. The shipment turns out to be ash statues. This gives you three ways to complete the mission. Way one: You return to Helvi and give him the statues, at which point he attacks you. You flee without killing him and return to Curio. Since you left, Helvi got away, and you get no reward. Way two: When Helvi attacks you, you kill him. This gets you the minimum reward from Curio. Way three: You instead bring the statues to Curio, who will say that you have collected all the evidence necessary to have Helvi arrested. This gives you the best reward.After you deal with Helvi, you are sent to get another sponsor. Dram Bero actually has quests now. In the original post, I said that Bero's questline hints at the dark future of Morrowind. I really shouldn't have said that, because that sounds awesome and I haven't been able to come up with anything good that fits that description. Instead, you have to deal with the corruption within House Hlaalu. Here are his quests. Bero's Support: The same as the Curio mission. You fight his champion. Try not to kill him.Helvi's Friend: Bero tells you that part of the encoded notes you recovered from the Redoran Doppelganger have been decoded. They say that Indarys was tracking down Sixth House sympathizers and that he'd discovered Helvi. He had also determined his contact was a new Dagoth called Adros Mehz (the Dagoth Doppelganger). You are sent to Mehzal to kill Dagoth Mehz.Raid on Assemanu: Since Vedam Dren's mission Control the Ordinators has been removed, you instead do this mission. Bero says there have been reports of people behaving strangely, suffering from the same nightmares, and he believes that a Sixth House cultist in nearby Assemanu is responsible. You go there to kill Dagoth Hlevul. However, if you bring back the Robe of St. Roris, Bero will return it to Archcanon Tholer Saryoni and give you a better reward.Investigate Falasmaryon: More of Indarys' encoded notes have been decoded. In them, he says that he had tracked Helvi and Mehz to the stronghold Falasmaryon, where they met up with more members of House Hlaalu as well as members of the Camonna Tong. It was dark, so he didn't see their faces. You are told to go to Falasmaryon, kill Dagoth Tanis, and find any evidence you can linking House Hlaalu to these meetings. You are also told that a Buoyant Armiger, Irer Nervion, has gone missing near the stronghold, and you are asked to find him, which is optional. At Falasmaryon, you will find evidence that states the Camonna Tong has two Hlaalu Councillors in its pockets, but it doesn't say who it is. If you return with the evidence and with Dagoth Tanis dead, you get your reward. Also, if you return Nervion's Ancestor Ring, you will get a better reward.Cutting the Strings: Now that you know there are two high-ranking members of House Hlaalu in the pockets of Orvas Dren, and that Dren is connected to the Sixth House, you must find out which of the Councillors are working for him. In vanilla Morrowind, these councilors were Velanda Omani and Nevena Ules. However, I have switched things up. They may or may not be the ones in Dren's pockets. Actually, since there are only three councilors it could be, one of them is. It's Velanda. The other is Yngling. You have to find the evidence linking them to Dren and return it to Bero to complete the quest. If you talk to them with the evidence in your inventory, they will tell you that they have no choice, that if they don't work for Dren he'll kill them. Just a bit of extra flavor for the quest.The Camonna Tong: Again, since Vedam Dren doesn't have the Dealing with Orvas Dren quest, it has been added here. You now know that Orvas Dren, Kingpin of the Camonna Tong, has allied with House Dagoth, and has two members of House Hlaalu in his pockets. Now it's time to go end his connection with House Hlaalu and, if possible, his connection with House Dagoth. There are three ways this can play out, all of which end in the same result of House Hlaalu losing its Tong connection and therefore they all get you the same reward. Way one: You kill Orvas Dren. This is the simplest solution, but may not be the easiest as he is quite powerful. Way two: You can enter his bedroom and find incriminating evidence that links him to the Sixth House and states he is planning to have his brother, the Duke, assassinated. You can then blackmail him. Way three: You can convince him that you are a better choice for him to follow, that you are stronger than House Dagoth and backing you will be better for Dren in the long run. If his disposition is high enough and you choose the right dialogue options, this will work.Next up you work for Ilmeni Dren. In vanilla Morrowind, you never really have to work for her. In fact, I didn't even know she had quests until I read it on uesp.net. But now you have to do some slave-freeing for her before you can go work for her father, the Duke. Literacy Campaign: This is the exact same as it is in vanilla Morrowind.The Twin Lamps: This is almost the exact same as in vanilla. Now, however, you will not have to free 20 slaves before she'll give you the quest. She will now just give it to you as long as you're in House Hlaalu. If you're not, then you'll still have to free the appropriate amount of slaves. Other than that, this is the exact same as in vanilla.Free Hides-His-Foot: Again, the same as vanilla.Interception: This is essentially a Hlaalu version of the quest Rabinna's Inner Beauty. You are sent to Fatleg's Drop Off in Hla Oad to rescue Rabinna and kill the person to whom you were supposed to deliver her.Revolution: Next up Ilmeni sends you to the stronghold Rotheran to free the slaves there and kill Llaren Terano. Since there are so many slaves and I don't know how it would work for you to HAVE to free all of them to complete the quest, you instead just have to kill Terano. But since you're there you might as well free them, right? Also, he has the Ice Blade of the Monarch, so be sure to pick that up.Girothran Plantation: In Ilmeni's final quest, she tells you that House Dres has sent someone to Vvardenfell to try and lay a claim to the island for the House. The plantation owner, the Dres Doppelganger Fevril Girothran, has many slaves for you to free (including a few Argonian and Khajiit citizens that you may have encountered in your travels). Your only real objective, though, is to kill Girothran. While you're there, you may as well get a good look at the Dres player stronghold. It's a plantation (obviously) with saltrice fields, slaves and slave quarters, and a whole mess of other goodies. It uses vanilla textures, nothing new, although I might try to get some Dres buildings from the Tamriel Rebuilt project.And finally we have Duke Vedam Dren. Now, since all the Houses are based on the mainland (except Redoran and Dagoth), it never made sense to me that you became the Grandmaster of the House without ever having been to the Hlaalu capital. So instead of you being promoted to Grandmaster at the end of this questline, you are promoted to Chancellor, the highest-ranking member of the House on the island. I'll explain more later. Trouble at Odirniran: This is essentially the same as the original quest for Edryno Arethi, except now it's not the Telvanni that are attacking Odirniran. You are sent to the Hlaalu outpost to get a report that is long overdue, and once you arrive you will find it being attacked by the Indoril. You have to kill their leader, and maybe free the sister, before returning to Dren.Getting In with the Temple: Since your previous two encounters with House Indoril have ended with you killing all of them, Dren thinks it may be wise to have a meeting with the Grand Ascendant of House Indoril. However, in order to arrange a meeting, you'll have to make amends with the Temple. To do this, Dren sends you to Ald Sotha to retrieve the Shoes of St. Rilms.An Interview with a Saint: Now that you have made amends with the Temple, you now have a meeting with the Indoril Doppelganger, Veldrasa Sarus, in Archcanon Tholer Saryoni's chambers. You try to find middle ground with her, end the violence before it gets more out of hand, but she says the only way she will not go to war with you is if you relinquish the Vassir-Didanat ebony mine and the Odirniran outpost to her. You're not going to do that, so she says she has nothing more to say to you. She also lets slip that she has sent people to your stronghold, and she teleports away before you have a chance to kill her. You must then rush to your stronghold, where you will see your guards fighting Indoril guards. Once the combat has ended, you return to Dren to plan your counter-attack.Allies for Hlaalu: Just like the Oblivion quest after which it is named, this quest is optional. Dren tells you that Saryoni does not approve of Sarus not honoring the peaceful terms under which the meeting was set, and gives Dren her location. Before he sends you there, however, he suggests you find some allies to help you with the battle. There is a total of three people you can get to help you. The first is the guard you hire for the third stage of construction. Technically, he's just a follower that you can take with you whenever, but Dren suggests you bring him along, so I'm including him here. The second is Reynel Uvirith. If you go to Tel Uvirith and speak with her, and her disposition is high enough, she will agree to fight with you. The third and final is Dram Bero's champion. Speak with Bero and he will send his champion to fight with you (if you didn't kill him, that is). Once you have gathered all your allies, or if you decide against getting any, turn in the quest to Dren for the last House Hlaalu quest.The Battle of Azura's Point: Dren tells you that Sarus' stronghold is located off Azura's Point, along the coast east of Molag Mar and north of Tel Branora. Side note: Sarus' stronghold, Sarus Canton, is the Indoril player stronghold. It's essentially Molag Mar, but with a larger, more lavish manor at the top, which might utilize buildings from Mournhold or a more traditional Velothian architecture. I haven't decided if I want to make this mod require Tribunal or Bloodmoon yet. As for now, it doesn't. Anyway, once you arrive at Sarus Canton, you will immediately be attacked by Sarus' guards. As you and your bodyguard fight your way across the bridge, you encounter Bero's champion, now armed and armored, fighting by himself. He won't follow you, so don't bother, but it might behoove you to help him. At the top of the canton you will find Reynel Uvirith has killed all the guards up there, and she leaves the main prize to you. Inside you will fight your way to Indoril Veldrasa Sarus herself and kill her. After the battle is over and you've looted the place to your heart's content, return to Dren. He will say that relations with House Indoril will take time to heal, and he is going to be working overtime to try and fix it. He will be speaking with the Hlaalu Grandmaster in Narsis, Falena Narusa, to coordinate their efforts. In the meantime, he makes you Chancellor, the highest-ranking member on Vvardenfell, which essentially means you're the leader of the House. Now, this is up for discussion (as is everything else, obviously), but it never made sense to me for you to be the leader of the House without ever having been to Narsis or any other Hlaalu city on the mainland. If, however, you guys think it would be better to make you Grandmaster, I'll just change the dialogue to say that the Chancellor is the leader. Either way, after being named Chancellor, you are given the Chancellor's Blade, an enchanted Daedric tanto that does more damage and swings faster, but nothing game-breaking.So that's it. Wow, that was a lot of text. As you can see, I've been working on a way to make everything better, and I've done my best to give the quests more meaning and have them be more connected. In vanilla Morrowind, just as with Dorvayn and Arethi's quests, you just go do random stuff and turn it in, and that's it. There was no cohesion. Now, at least, the stuff you do for Dorvayn and Arethi makes sense. They're the people who handle day-to-day business for the House, it would make sense that you aren't necessarily tied to an overarching plot with them. Anyway, let me know what you guys think. Sorry if this was too long, but I tend to get carried away. Side note: this took me 90 minutes to write. That's a long time! I've been Meej-Dar. You've been Pom Wonderful.
  5. I'm leaving for Navy Boot Camp today, and I'll be gone for two months. When I get back, I'll continue working on this.
  6. I had this idea for a mod a few years back that would add House Indoril and House Dres to the main game, as well as incorporating one of the two great House Dagoth quest mods, allowing the player to join any of the six Great Houses of Morrowind in their playthrough. My original idea was just to add Indoril and Dres, give them player strongholds, and add around 30 quests to each, mirroring the three vanilla Great Houses, as well as adding some quests to what I felt was the best House Dagoth mod, Enderak's Sixth House. After perusing the Tamriel Rebuilt site, I became inspired to make a more in-depth playthrough for each House, and I decided to create each one as part of a series of mods. Thus, we have Great Houses of Morrowind: House Hlaalu. This mod changes many of the quests of House Hlaalu to make things more story driven. The vanilla House Hlaalu questline was rather bland and didn't really have an overarching theme, other than you progress through the House. So I will be detailing what I envision for Great House Hlaalu, and I want to know what you all think of it. Honest criticisms are desired. Note that this story is not my final version of the story; there are some aspects that I will change to make the House playable at any time during each player's playthrough of the game. As it stands now, part of the questline wouldn't make sense if the player has finished the Main Quest. Also, this mod changes the names of many of the ranks in House Hlaalu, as well as what you have to do to get an advancement. It's no longer reputation and skills. Now, you will only be able to get an advancement after certain quests are completed, as well as having the right skills. What I'm going to do in this post is put the name of each quest giver, and tell you what they will now be doing (as part of this mod). Dondos Driler: He's still the guy you go to for your stronghold, but there are some changes to the stronghold itself, specifically to the third stage of construction. The third stage of construction will now add guards to your stronghold, because most Hlaalu strongholds have guards, and Driler says that your stronghold 'rivals' other great Hlaalu strongholds. I never got the sense that Rethan Manor rivaled any of the other strongholds. This mod will also add a customization option for the player in the form of a shop. Throughout the course of the quests for Edryno Arethi, you meet three people: Tarvyn Faren, Ralen Tilvur, and (because of an additional quest Edryno gives you) Fadala Arelas. Faren is a regular merchant that you escort during the Escort Tarvyn Faren quest, Ralen Tilvur is a smith you protect in the quest Guard Ralen Tilvur, and Fadala Arelas is a mage you meet and help in Edryno's final quest Edryno's Old Friend. Before you begin the third stage of construction for your stronghold, Driler will ask you what shop you would like to open. If you choose Trader, then Tarvyn Faren will open up a shop at your stronghold; if you choose Smith, then Ralen Tilvur's son, Dalam Tilvur, will open up a shop at your stronghold; and if you choose Mage, then Fadala Arelas will open up a shop at your stronghold. Aside from the merchandise they sell, each shop will give you weekly rewards. The Trader will give you a high amount of gold each week (a random amount, but higher than the Smith or Mage), as well as a random pick or probe. The Smith and the Mage both give you a random amount of gold (not as much as the trader), as well as two random items: the smith will give you a random weapon or piece of armor as well as a random repair hammer, while the mage will give you a random scroll and a random potion. Nileno Dorvayn: All of Nileno's quests are the same, except no matter what race you are you will now be able to do the Disguise mission; if you're a beast race, you will now simply be instructed to steal the parcel from Neminda rather than asking her for it. These missions are just designed to introduce you to the different businesses that House Hlaalu is involved with on the island of Vvardenfell. Edryno Arethi: The purpose of her quests are to introduce you to people who may be helpful to your stronghold later on down the line, as stated above in the Dondos Driler section. The mission Trouble at Odirniran has been moved from Edryno Arethi to Vedam Dren and was replaced with Edryno's Old Friend. Crassius Curio: Still a pervert and your sponsor, Curio's missions are to give you the means to provide business to your stronghold. The Egg Mine you have in vanilla game doesn't really give you anything, so one of Curio's first quests is to find a buyer for the eggs. Then you need to find someone who will sell you guar hides, as well as someone who will buy your guar hides. Finally, there's a very conveniently abandoned ebony mine right near your stronghold, and Curio's quests will set up a mining operation at this mine as well as finding a buyer for your mined ebony. Now, the price you sell the eggs, hides, and ebony for, as well as the price you buy the hides for, depends on the disposition of the buyer/seller as well as your Mercantile skill. There will be expenses for the mines (paying the workers) that will be deducted from your profits. Odral Helvi: After you get done working with Curio, you are sent to Odral Helvi. Just like in the vanilla game, Helvi is a bad person. However, his quests are now all hinting toward a different, secret connection, which you will slowly begin to uncover until his last quest, where you will find the evidence to put him in jail. You can either put him in jail (which gets you the best reward), confront him and kill him (as he will attack you, and this gets you the minimum reward), or you can confront him and flee (at which point he will escape and you will get no reward). Dram Bero: In order to advance further in House Hlaalu, you need another sponsor. In the vanilla game, Dram Bero didn't really do anything other than be your sponsor. However, he now gives you secret quests that hint at the dark future of Vvardenfell and all of Morrowind. Very few members of House Hlaalu know of this threat to the Dunmer, but because of your work so far, Bero thinks you can be trusted. Ilmeni Dren: The Duke's daughter and Orvas Dren's niece, she now provides you with more quests to liberate slaves. you will also become a member of the Twin Lamps faction, although there is no opportunity to advance within the ranks. Duke Vedam Dren: He also provides more quests now, these being all related to each other as well. Over the course of the quests, you will make a few enemies with two other Houses. One of those Houses in particular is particularly upset with you, and this leads to the House War that Vedam Dren uses you to fight. At the end of it, he sees how much of a help to the House you are, and decides that you are the best choice for House Hlaalu Chancellor. He also gives you an enchanted Daedric tanto called the Chancellor's Blade. It has a very useful enchantment and altered stats, making it better than other Daedric tantos but not making it too game-breaking. So, tell me what you guys think of this. It's not done yet, and I *might* need to change Dram Bero's quests to make them make sense no matter when you do them. But it's the first part of a six-part Great Houses of Morrowind quest mod.
  7. Has anyone given this any more thought? I think this would be a great mod, especially considering all the Avengers movies that are being released. In a perfect world, there would also be quests to go along with the Infinity Gauntlet. Quests where you find each of the Infinity Gems, each gem guarded by a big baddie, and have to put the Gauntlet together. It'd be awesome. If all the good texture builder things were free, I'd totally look into how to do this myself.
  8. In case anyone's interested, here's an update for the "Great Houses of Morrowind": House Hlaalu - 4th stage of stronghold complete, added quests to kill lords of Indoril, Dres, and Dagoth strongholds - DONE House Redoran - same House Telvanni - same House Indoril - have 30 quests for them, construction on stronghold will begin tomorrow, ALMOST DONE House Dres - only have 18 quests for them right now, NOT DONE YET House Dagoth - added 15 quests to Endrek's Sixth House mod, fixed the door on the watchtower thing in the stronghold, haven't started 4th stage, but did add a quest where you fight an evil version of yourself - ALMOST DONE Also changed it so that, in addition to Argonians and Khajiiti being unable to join House Dres, Imperials will be unable to join Houses Indoril or Dres. If anyone thinks I should remove this condition, so that any race can join any faction, I would be willing to hear you out.
  9. I'm making a mod that adds House Indoril, House Dres, and House Dagoth to the game, and I was wondering if anyone had any ideas for quests for them. So far, it's going quite well. I've added the strongholds (a canton in Vivec for House Indoril and a plantation complete with slaves for House Dres, but for them you cannot be an Argonian or Khajiit if you want to join), and I've also added quests to the other great houses. In vanilla Morrowind, you had to kill the dudes that lived in the other strongholds, and I've added quests where you have to kill the new leaders, as well. I'm also using Endrek's Sixth House mod, tweaking it a bit to follow the pattern. You'll have to kill the dude (that I've added, named Adros Mehz) for all five other houses, and with House Dagoth you'll have to kill the other five dudes. I'm also adding a fourth stage to the construction of each stronghold, to add services that weren't already there, as well as a storage area/showroom for all your gear. House Dagoth already has that, so I'll just focus on adding the services, as well as adding a bit of 'decoration' (items on the shelves, etc.) to the place to make it look lived in. You can only start the fourth stage when you've become leader of the House. I've added a few quests to the Sixth House mod, including one that allows you to keep Wraithguard and act as its guardian, the same way Dagoth Vemyn guarded Sunder and Dagoth Odros guarded Keening (the game's like ten years old now, I'm not going to put any spoiler alerts anywhere; sorry if you didn't know those two guarded the artifacts). Another thing I've added is kind of silly, but I added new updated editions to the Council books (Yellow Book of Great House Hlaalu, etc.), as well as the Black Book of Great House Dagoth (in your journal, your character notes how strange it is that they have this book), the Green Book of Great House Indoril, and the Blue Book of Great House Dres. The updated books will list your character as the leader, and you can only get them once you've achieved the highest rank. The updated Brown Book of Great House Telvanni also adds Baladas Demnevanni and his Mouth, as well as your Mouth. Anyway, that's all the things I can think of that I'm adding. Most of these are already done, just so you know. Just not all the quests for Houses Indoril, Dres, and Dagoth. Also known as the main reasons to play this mod once it's done. I still have to get permission from Endrek to use and slightly alter his mod (I'm just adding some quests, some places to the stronghold, and making it a bit more challenging to rise in rank, as well as fixing a door at the stronghold that is slightly off), and permission from the author of the Indoril Greaves mod, which I've added to all the Ordinators as well as Veldrasa Sarus (the lady who lives in Sarus Canton, the Indoril Stronghold, if you are not of House Indoril; there's also Fevril Girothran, who lives at Girothran Plantation, the House Dres Stronghold, and I've already told you who lives at Mehzal, the House Dagoth Stronghold). And I need permission from the author of House Dagoth Bonemold Armor. Which is why I'm posting this. I need a bunch of quests. Endrek's Sixth House mod was great, but it only had a few quests. I'm going to make it so all three new Houses have similar amounts of quests as the three vanilla Houses. Does anyone else smell peppermint bark? So, add your quest ideas for each new House (please specify which house you're doing, and please keep them Lore-friendly; there won't be a quest where the House Dres dude rescues a bunch of slaves, for example). If I add your quest, I'll have your name mentioned somewhere, like you'll be the quest giver, or the quest target. Or perhaps name a weapon after you. Or maybe just name a dead body after you. How do I do one of those smiley face things? Ah, who cares... Or, if you have any suggestions or alterations to the ideas I currently have, post them as well. So far, the Indoril Stronghold, Sarus Canton, is a canton (the Molag Mar one, with the opened plaza) that I added right next to the Palace Canton in Vivec. I couldn't figure out a good place to put it. Girothran Plantation is in the Grazelands, and grows the plants and food common to that area. Also, the fourth stage of the stronghold might add guards to your plantation. I say 'might', because while I have the guards for Houses Hlaalu, Redoran, Telvanni, Indoril (these four were very easy, as they already had guards), and Dagoth, I haven't added guards for House Dres. I need armor for them, so if anyone knows of a mod or can make one that adds armor for 'em, I'd really appreciate it. They'd just need pauldrons, a helmet, and a shield, and possibly a cuirass, all made from bonemold. Or an entirely new full set of armor. I suppose I could use the Native Chuzei helmet...
  10. Oh my... As soon as I saw 'curse' I slapped myself. Thanks for the help, and the link to the nifskope thing.
  11. I'm making a mod that adds thirteen stones that, while in the player's inventory, affect your skills and attributes. I got part of the script to work, however I encountered a problem. I'll give an example of the problem. The Bull Stone increases your strength by 50 and all your combat skills by 25. If your strength is 50 or below, and your combat skills are 75 or below, then it works just find. When you pick up the stone, your stat is raised, and when you drop it, the stat is lowered. However, if your strength is above 50, or one of your combat skills is above 75, then we run into problems. It will only go up to 100. My character's strength was 83, and his blunt weapon was 90. With the Bull Stone, they should have changed to 133 and 115, respectively. They only changed up to 100, and when I dropped the stone, they went all the way back down to 50 or 75. I tried running a script that runs ten other scripts, but I think this is too much, because not only did it not work, but it also crashed my computer. Instead of player->modbluntweapon 25, I put startscript skillupblunt. I have a bunch of those scripts (skillupblunt, skillupendurance, skillupheavy), and what they do is check for every single level you could have one of these skills. If, for example, your blunt weapon is 75 or below, then I does player->modbluntweapon 25. If it's not, then it takes every single level it could be above 75 and asks if you meet the criteria. So, it would go all the way up to 100, and if your blunt weapon was 100, it would do player->setbluntweapon 125. As I said, this is much too much, so if anyone could help me with this, I'd really appreciate it. Sorry for going on and on, I tend to do that when I'm tired. I stayed up all night trying to figure this out (no classes today, woo-hoo!). Oh, and I'm also trying to edit what the stones look like, so if you know of any tutorials, that'd be great. I've been trying to just edit a piece of gold, change it so it has whichever animal on it, and be done with it, but I cannot remember how to do it and I cannot find anything on Google or YouTube (I do, however, get a lot of suggestions to try Minecraft).
  12. I've encountered problems. Some of the Stones of Power are supposed to increase your skills (25 points each) and/or attributes (50 points each). However, they won't go past 100. Originally, my blunt weapon skill was 90, and it should have gone up to 115 when I picked up the Bull Stone, but it only went up to 100. Then, when I removed the stone from my inventory, my blunt weapon went down to 75. A similar thing happened with my strength attribute (went from 83 to 100 instead of 133, then down to 50). Here's my original script: Begin Meej_BullScript short done short OnPCAdd short OnPCDrop short doOnce short addjournal if ( OnActivate == 0 ) Return endif if ( addjournal == 0 ) Journal Meej_Bull_Stone 15 set addjournal to 1 Activate else Activate endif if ( OnActivate == 1 ) if ( done == 1 ) Activate return else Set done to 1 PlaceAtPC "clannfear" 1 128 1 Activate endif endif if ( OnPCAdd == 1 ) if ( doOnce == 0 ) player->modstrength 50 player->modarmorer 25 ; Same thing for the rest of the combat skills set doOnce to 1 set OnPCAdd to 0 endif endif if ( OnPCDrop == 1 ) if ( doOnce == 1 ) player->modstrength -50 player->modarmorer -25 ; Same thing for the rest of the combat skills set doOnce to 0 set OnPCDrop to 0 endif endif End When this did not work (again, skills not going above 100), I wrote new scripts that look something like this. Begin skillupstrength short doOnce player->getstrength if ( doOnce == 0 ) if ( getstrength <= 50 ) player->modstrength 50 elseif ( getstrength == 51 ) player->setstrength 101 elseif ( getstrength == 52 ) player->setstrength 102 elseif ( getstrength == 53 ) player->setstrength 103 ; so on up to.... elseif ( getstrength == 100 ) player->setstrength 150 set doOnce to 1 endif endif end I made a skillupSKILL script for every skill and attribute. Then I changed this bit the following way. if ( OnPCAdd == 1 ) if ( doOnce == 0 ) startscript skillupstrength startscript skilluparmorer ; Same thing for the rest of the combat skills set doOnce to 1 set OnPCAdd to 0 endif endif Not only did this not work, but with the Bull Stone, it caused my game to crash. So, yeah, I need help if anyone's willing.
  13. I have figured out both problems! Huzzah! Thanks to Ghan Buri Ghan's Morrowind Scripting for Dummies! Now, I just need to finish the quests and change the appearance of the stones.
  14. Okay, I'm already experiencing problems. This happens every single time I try to make a choice in dialogue. It just keeps repeating, no matter which choice I make. "Yes" repeats the question, "No" repeats the question. I've no idea why. Here's what I have: message box Result: Choice "Yes" 1 "No" 2 **** Then, I did a new message, and did Function Choice = 1, and then another message with Function Choice = 2. What am I doing wrong?
  15. I have no idea why, but a few days ago I suddenly thought of Jackie Chan Adventures. I was watching Star Trek, and I'm still not certain why I thought of it, but the point is I did. This inspired me to look for mods that added the talismans to any of the Elder Scrolls games, but I could not find any. Thus began my quest to make it meself! Heat-beam-eyes and astral projection seem a little difficult to make, so I decided to make different talismans. Instead of the twelve animals of the Chinese zodiac, I'm making thirteen Stones of Power based on the thirteen animals of the Celtic zodiac (Stag/Deer, Cat, Adder/Snake, Fox, Bull/Cow, Seahorse, Wren, Horse, Fish/Salmon, Swan, Butterfly, Wolf/Hound, and Hawk). Each grants a different ability, some grant two, at least one grants three, but I ran into a problem: I don't know how to write scripts. What I am requesting is a scripting template to assist me. I need each of the Stones of Power to activate something by just being in your inventory. Like the Scales of Pitiless Justice in Oblivion (I think), that changed a few of your stats when you had it in your pack. At least three of the stones will increase skills, a few others will increase attributes, some will increase your health, magicka, or fatigue, and some will grant abilities and give you spells. If someone could help me out with this, I'd be most appreciative. The mod requires Tribunal and Bloodmoon. It is started by finding a strange shield (that's what it's called, "strange shield") in Kogoruhn. You take it to the Mournhold Museum of Artifacts, and then to Ilmiril in Ald'ruhn. That will start the quests, going to different places in Vvardenfell, Mournhold, and Solstheim. At many of the locations, you will face powerful enemies (they have to be powerful, the Stones of Power are quite powerful), some of whom sent by the main adversary named I-Don't-Know-Yet. He's a giant clannfear, though, I know that much. Or perhaps a giant daedroth. And you're going to have to fight him at the end of the quest-line. If this is a success, I will try to make at least two more additions to this mod. This will be an adaptation of season one of JCA, the next ones will be of season two (the Demon Portals) and season four (the Oni Masks). Right now, I think the only help I need is the scripting. I can make the Stones of Power, change their appearance and whatnot. However, I foresee that making the quests work will be a problem for me, so I may request help in that department later on (with more specificity). For Narnia!
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