Malchik
Nov 4 2004, 01:10 PM
Index: Mod Title, Review date
Ald Indoril 4/3/05
Annastia 28/2/05
BC Palla Quest 4/3/05
Beyond Ysgramor 4/11/04
Black Mill 6/12/04
Children of the Night 1 5/11/04
Clockwork Tower 10/12/04
Cult of the Clouds 4/11/04
Dulysa Island 12/4/05
Ghostpath 20/1/05
Haldenshore 5/11
Havish 5/11
Hunt for the Red Skulls 6/12/04
Illuminated Order 4/11/04
Investigators 4/11/04
Jeremy's Knights of Tamriel 4/11/04
Korobal 4/11/04
Latest Greatest Housing Mod - gold 1/3/05
Predator Mod 15/3/05
Sea of Destiny 4/11/04
Serene Tower 4/11/04
Seyda Neen Docks and Haldenshore 7/3/05
Suran Underworld 4/11/04
The Amulet of Scrye 28/2/05
The Inn of the Whispering Wood 7/3/05
The Lost Heir 16/5/05
The Sword of Perithia - total conversion 22/2/05
The White Wolf of Lokken 4/3/05
Valshea's Armor 6/12/04
Witch Girl Adventure (Tribunal version) 4/11/04
Yagrum Bagarn Improved 7/3/05
There are many mods out there and yet the read-mes often do not provide all the info needed to decide whether the mod is for you. This thread is for people to give info based on playing experience.
Only Mods that add quests and no simple dungeon crawls, please.
I'll kick off with 10 (in alpha order). Feel free to diagree/add further info but particularly to add info on the hundreds mods I have not mentioned. In particular anyone who is aware of conflicts I have not shown should post them. My own favourites are marked with an asterisk.
1. Beyond Ysgramor*
An extensive and interesting mod with a new faction involving many (linear) quests but also eight miscellaneous quests (for one you must have reasonable reputation points). It adds three new land masses. Your starting point is an island off Seyda Neen. This conflicts with other mods that put land masses in that area so turn them off before activating this one. One niggle, there is more to explore than is used in the quests themselves but this is not clear from the read-me. I kept wandering about thinking I must have missed something.
2. Cult of Clouds
Lets take control of the weather! This is a linear mod allowing you to rise to the highest level in a new faction (but not to lead it). Some of the initial quests are rather basic - not in itself a problem but it may irritate very experienced players. No new land masses and no reported conflicts.
3. Illuminated Order
How to dabble in necromancy! A mod that is extensive and quite amusing. I have to say that I did not quite finish it, for reasons I'll explain, so someone else may have more to add. It conflicts with certain Balmora expansions. I stopped playing when I found I needed to complete the seven in-game Daedric quests to advance. I had played them too many times to want to do so again. I could have cheated but... Anyway those intending to play it should know this.
4. Investigators
Piecing together a staff! Another relatively early mod of the linear variety. It involves no new land masses and therefore lacks the novelty of some mods but it does throw in a couple of 'puzzles' some will like. There are no reported conflicts.
5. Jeremy's Knights of Tamriel*
Some very spectacular armour! This is an on-going project that will involve IIRC 9 mods. So far 6 are available. Each suit of armour has a small quest, mainly hack and slash, attached. The more recent mods are longer and more complex than the first one or two but basically you are only doing them to get the suits of armour (all heavy). The only conflicts I have found occur with the Maran Knights. If you have Sea of Destiny running you'll find the KOT ship in the middle of the Daggersoul tavern rather than the sea. Both mods remain playable however. Also the 'Travel Essentials' mod cave entrance is behind a rock on which the Maran temple is built. Console command 'tcl' will get round that.
6. Korobal*
Become ruler of an Island and a Merchanting Guild! A very extensive mod in which you get a castle of your own and a whole four-storey canton. There are new land masses, although none conflicted with the other mods I had running. Interesting concepts include an underwater Telvanni tower and an underground guild of smugglers. The middle of the quest - when encouraging merchants to set up in the canton - gets a little repetitive IMO and I found myself adding items via the console. That apart it is enjoyable. The mod has a very large number of NPCs all over MW. Once started, do not change the active files as this causes duplicate NPC spawning and unexplained NPC disappearances. One quest did not work properly for me and required a little ingenuity but the modder was looking at it when I last contacted him on it and it probably works fine now.
7. Sea of Destiny
Become unbeatable in a few easy stages. Large landmass with a number of conflicts. A great deal of trouble has been spent in the exterior design of the mod, making it interesting to look at with an eerie fog-filled marsh hamlet and a small Japanese style kingdom among other things. Unfortunately the same care has not always been taken over the interiors (often lifted unchanged from MW) or left apparently unfinished. Almost all the MANY NPCs have only generic MW dialogue. The quests are all very basic 'kill' quest. Many strange buildings, situations and items are around apparently unlinked to anything. There are a lot of uber items and the amulet you receive at the end is the same as toggling God mode. Part 2 is said to be in course of preparation. If that corrects any of the above problems it might be worth a second look. Currently the main interest is in the external layout. Plus you can get a wood elf archer companion with companion-share, Woody Hood, from Daggersoul tavern.
8. Serene Tower
Get your own Telvanni Tower at level one (or maybe two). Basically this is a housing mod with a five-part quest to reach it. It has a conflict with Suran Underground though both are playable. You end with a full sized Telvanni tower overlooking Mistress Therana and an endless supply of mannequins. There are a few cheats - you can teleport (via the tower) to all mages guilds AND a shop in Dagon Fel and back. You can teleport to Tel Branora from anywhere. You get your own space in every mages guild and there are a number of skill books and scrolls, nothing uber, in these rooms. You also get a new merchant in Dagon Fel who has 50000 and will buy anything. Those who hate cheating, stay away.
9. Suran Underworld*.
Rule the thieves! The mod is extensive and mainly linear, though there is a five-part spin-off quest. It is for higher level players level 20/30. There are no new land masses but there is a conflict with Serene Tower. It does not affect the game play of either. In this mod you are on the side of the baddies but I doubt if it will upset too many moralists.
10. Witch Girl Adventure
This is a relatively easy linear quest that makes you cover most of MW. It is quite fun to play. The main advantage is that you end up with two companions a female Breton mage, Morgana, and a Nordic Fighter, Lief Ericsson, who (with the latest version) will accompany you to Mournhold and Solstheim. They have companion share which helps when looting caves and tombs. No new landmasses, so no reported conflicts.
Tor_Anders
Nov 5 2004, 03:04 AM
Great initiative, Malchik! I thought this could be a fitting place to post the beginning of a conflict list I started on, and this is probably as complete as it ever will be (I just haven't got time to work on it right now)! It is a arranged alphabetically, and also contains a few bugs and notes.
Abigail's Petshop:
Also see: Cutthroat's Partners Mod
Balmora Expansion
Notes: If you have mods that add houses etc. to Balmora chances are they will conflict with this massive enhancement of everones favorite town... I know that it will NOT conflict with Necesseties of Morrowind or the Bank Mod by Indestructible, which both adds houses to Balmora.
Beyond YsGramor
Notes: The earlier versions (prior to 1.2) of this mod will have landmass conflicts with Sea of Destiny and Bloodmoon.
Carnithus Armamentarium:
Also see: Necesseties of Morrowind
Complete Morrowind:
Also see: Necesseties of Morrowind
Cutthroat's Partners Mod:
Abigail's Petshop; will conflict with the Cantina version of Partners.
Also see: Haldenshore
Notes: This plugin can mess up the landmass in many places, it seems to me like it's almost random. I know for a fact that it happens by the docks in Sadrith Mora. I have never had any real problems with this, but it can be annoying and ruin the flow of the landscape.
Dweller on the Watch:
Also see: Suran underworld
Fishing Academy:
Also see: Necesseties of Morrowind
Haldenshore:
Cutthroat's Partners Mod; Bittercoast Cantina will mess up the Haldenshore landmass, even though they are on opposite sides of Seyda Neen...
Legends of Ydumea
Notes: This is a huge project, and unfortunately it conflicts with Morrowind itself. This mod changes some dialogue so that when you get a quest where someone most follow you they will do the exact opposite of what you tell them to: If you say 'Follow me', they won't, but if you say 'Wait here', they will follow you... A funny bug. A new version has recently been released, but I have yet to try it.
Necesseties of Morrowind:
The Fishing academy; Slight dialogue conflicts causing the NoM fish-merchants to to refuse to talk to you until you've joined the Fishing Academy.
Carnithus Armamentarium; Both Mods add a building to the same spot in Mournhold.
Primary Need; Both are hunger/thirst/sleep mods, thus the conflict is obvious as they both changes or adds the scripts on vthe same items (food, bottles etc.).
Complete Morrowind; Only conflicts with Part 1, which adds cooking to Morrowind.
The Widow Fedaris; Her house is placed in front of one of the NoM houses (outside of Caldera), it's still usable but looks weird and the landmass is somewhat unnatural.
Also see: Suran Underworld
NewSummon:
Wrath of the Heavens; Both mods add a spell with the same ID, hence only one of them (whichever mod you load last) is usable.
Primary Need:
Also see: Necesseties of Morrowind
Suran Underworld:
Dweller on the Watch; changes the docks at Fort Frostmoth, and the same does Suran Underworld. This makes the docks look weird.
Necesseties of Morrowind; Both mods make landmass changes around Fort Frostmoth.
The Widow Fedaris:
Also see: Necesseties of Morrowind
Wrath of the Heavens:
Also see: NewSummon
Tor_Anders
Nov 5 2004, 03:05 PM
Haldenshore
This mod adds a quaint little settlement on a new island near Seyda Neen. But times are troubled and thieves are about! There are a few sidequest, apart from the main quest, which can be found by talking to the people in Haldenshore. The main quest has you find the thieves that has taken up refuge somewhere near the town, and when you do... well, they'll be so impressed by your skills that they decide to offer you work! I won't spoil anything by saying what the quests are, but they are good and nicely scripted (As far as my limited understanding of MW-scripting goes). Bugs; When you enter the bar, be sure to save before talking to the bartender! A brawl will erupt and he wants you to stop it... But, alas, sometimes there can be no peaceful solution to problems, meaning that for some reason you can never finish this quest because when you knock either of the fighters down, they'll just continue attacking you when they wake up! This might not be a problem for you (I have managed to finish the quest once, and screwed it up about 6 times). In the readme there's also listed a bug with a parrying bracer, but I have never tried that particular bracer, so no comment! I warmly recommend this mod as it has few conflicts (Partner's Mod with the cantina is the only one I know of) and despite the above-mentioned bugs it is well done and entertaining!
Havish
This mod adds a large island west of Vvardenfell. You'll get there through a quest given at certain stages of either the mages, thieves or fighters guild. Once in Havish there are many things you can do; You could do some work for either of the three guilds in town, solve the mystery of the strange things happening there lately, go to the casion and make some money on one of the many cool and well-scripted games, visit the bank to deposit some money or withdraw EVERYTHING... You can also buy a house or simply explore the island. I have yet to discover any bugs or conflicts! This mod is really great, and, though I have not yet finished the main quest, I have to ORDER YOU to try this one! Created by JOG who also made Haldenshore!
Children of the Night 1
This mod adds a ship near Seyda Neen. There you will meet a beautiful and mysterious young bard, Ariela, who will join you in your travels. As time progresses you come to understand that something is not as it should be with your new companion. Your mission is simply to discover the truth behind Ariela's past and her fate. This mode involves romance and its content is of an adult nature. All in all I feel the mod runs nicely, a small bug in the ending was all I encountered. I won't recommend it as the contents of the quest didn't appeal to me, but if you want a decent romance, sure, just try it yourself! There are most likely a few conflicts, though I found none when I played it. I'm pretty sure it conflicts with at least The Partners cantina and Abigail's Petshop! There are also two sequels, if you like this one!
This is all I've got for now... I might add more later!
Malchik
Dec 6 2004, 01:36 PM
Right here are two more for you. Others' comments on any mod discussed are welcome.
The Hunt for the Red Skulls
A maze with a few side quests. The side quests are not particularly interesting or challenging but the mazes themselves, there are two, are quite fun. It is a teleport maze so you need to map what leads to where, especially if you want to visit the whole place. Not recommended to the impatient! I found no conflicts.
The Black Mill
This is a very big and imaginative mod that I had great fun playing. However there were some problems. I have been in touch with the designers who have sent me an updated version to test. Anyone else feels like testing it let me know. The designers site has a detailed walkthrough but I did not use it and got to the end. There are a couple of side quests that I missed and would not have found without the hints but they are not important to the game. I will report further when I have tried out the new version.
Abramul
Dec 6 2004, 04:05 PM
Valshea's Armor (name may be different) - Another mod by Jeremy, a ''tank top' cuirass (actually uses a mesh spliced with race torsos, amusing to run around as an argonian with an Altmer chest), loincloth, boots, bracers, and pauldrons, but there's no helm. It's balanced (Light armor, less effective than glass), with the loincloth down around Chitin, but it doesn't work with Better Bodies, since the mesh includes original bodyparts (there's a gap at the tank-top's exposed waist , and the hanging part in the back of the loincloth takes up the same space as your butt. Also, there seems to be a problem where one pauldron and both bracers are always Redguard. Quite a nice job, though.
Names are also inconsistent.
tyjet3
Dec 10 2004, 05:51 PM
The Clockwork Tower
Summary: Right off the bat I must say this mod is a "must have." Let's just say that the production of the mod is really good. I saw somethings that I have never seen before. The dark hallways and neat little puzzles gave the game a greater sense of adventure and at some points even made the game scary. The story is pretty good. It tied into your actions pretty well. Though the mod was really good, it had it's problems. There were some interesting landscaping problems but nothing big. I'm actually not sure if the landscaping problem was because of Sea of Destiny (Sea of Destiny seems to screw up other mods sometimes...). There are lots of rare items taken form the game and added here to give the effect of a dwarven tower. You will see LOTS of dwemer plans and armor, I even found the puzzle box there.
Visuals: Usually all mods look like the normal Morrowind world... but this one didn't. When I was on the Island and in teh Tower, the lighting was amazing. I have never seen lighting like that in Morrowind. It looked like a completely different game. Though it does seem too dark at times, it gives a great scary effect.
Replay: I really have never met a mod that had a great replay value. This mod is just really good, not super replayable. You might still like it the second time around, but it can get tedious.
Story: It has a good strong story that involves an adventuring team and a powerful god-like creature. The only time the game gets really hard is when you fight this guy. I was using a lvl 30 character and i had to cheat to beat him. But the rest of the mod is good for a lvl 30 or higher.
Overall Score: 8.9/10
Hermy2
Jan 20 2005, 11:28 PM
Ghostpath (Description taken directly from Morrowind Summit. I don't intent on plagerizing!!! Please remember that!)
So you think you're a hero...You've defeated every single powerful being currently in existence. You have more Daedric weapons than you know what to do with. You hunt Ascended Sleepers for entertainment. You can run Vvardenfall from coast to coast in under 30 minutes. In short, you're done. There are no more challenges for you.
Perhaps, then, the Ghostpath might suit you. A demi-place with treasures, monsters, spirits, and more. Wrest artifacts of great power from their owners. Test your skill against a gang of three Flayers. Just make sure you're a high-level character. If you're not, the monsters of the dungeon will ensure that you don't come out alive.
-----------------------------------------------------------------------------------------------
First of all, this place is HARD!!! Enemies can kill you with godmode! Great treasures, worth the fight. Be warned, do not attempt to open trapped doors without a probe! YOU WILL DIE! This was very challenging, great fights but i must say that i hate the Halls of Confusion! There is no way out! By the way, to get to this place, go to Sadrith-Mora. Then search around the hills for "An old Shrine" and well, the rest is self-explanatory.
Visuals: Same as Morrowind (duh). But low fps in the city of lost wonders hub, because of those energy streams.
Replay: Not much replay value. Once those treasures are gone, they're gone!.
Story: Very good. not much else to say...
Last note: In the museum in the City of Lost wonders, check it out! Just dont click the trapped treasure box!
THIS IS VERY HARD!!!
Silvuru Agnost
Feb 22 2005, 03:30 PM
Name: Sword of the Perithia.
Description: Sword of the perithia is a total conversion for morrowind. It adds a ton of land south west of morrowind and plenty of quest. I have just played the beta so I dont think that it is finished yet. PS: Sword of perithia makes a new morrowind ini file so make sure to place the original somwhere safe.
Sword of peretrhia starts already after you have finished choosing Race, Class, and Birthsign. After you have choosen these things, you have been told to go straight back to the dock, where they will transport you to Vivec. When you are on your way the ship will crash quite close to a litel Island. There you will find a corpse who will tell you som info about his village. When you arrive to the Village you will se that the guards there are fighting against some orcs attacking.
Where the quest really starts is when you read the note on the corpse. There you will get alot of information of what to do.
Contains: New Main Quest and storyline.
The entire game is set in a new Kingdom.
5 new cities (Balmora sized and bigger), with several new towns and camps.
Over 100 new NPC's to interact with.
Countless dungeons and interiors to explore.
Over 80+ hours reported game time.
New monsters with new skins.
New weapons and armor.
A whole new look and feel.
Over 100 new side and misc. quests, not to mention a huge main quest.
A much more puzzle based game, similar to the old "Link to the Past, The Legend of Zelda".
New classes, and spells.
A Haunted Forest, Massive Desert, Tall Mountain Peaks, Huge Waterfalls, Raging Rivers, Magical Forests, Pirates, and Giants, and Much much more!
My opinion: I am not shure if i liked it. Almost all the houses is just ripped out from the game. Another thing i miss is varieraty (hope i wrote that right).
And AGAIN I MUST REMIND YOU TO TAKE A COPY OF BETHSDA MORROWIND:INI FILE. or else you must reainstall the whole game. When you play Sword of peretrhia you cannot get back to morrowind and Cauis Cosades and many more people will be deleted.
Dark0ne
Feb 23 2005, 01:46 AM
I'm ashamed to not have noticed this thread before! It's a very good idea, and something I may emulate or even steel to place on TESSource.net for the site's visitors to view! ;)
Malchik
Feb 28 2005, 12:48 PM
Okay two more reviews. Please anyone who has played quest mods not listed in the first post you are welcome to contibute. If you disagree with any of the comments I'm happy to add contrasting views but PM me so I can put them in the right place.
The Amulet of Scrye
By wandering into a strange tomb just east of Suran you will eventually obtain an artifact that will let you speak with the dead. They have work for you.
I enjoyed this. It worked (and several of the mods I have tried lately haven't) and it is different in that the people you need to speak to are normally invisible. There are even invisible ghostly NPCs that are there for local colour only if you use the amulet!
Once you have found the second tomb there are four tests before you are accepted (one requires you to have a reasonable reputation level). Then there are IIRC five quests. Each quest has more than one part to it. There are no uber items nor are the foes you face too difficult. You can cope with this at a fairly low level.
There are no new land masses and the tombs etc. are in places that are unlikely to conflict with other mods. (Always remembering there are so many of these it isn't impossible that a conflict will occur.) A bit of fun - play it!
Annastia v.3.1
This is a compilation of three mods on the island of Annastia, making a satisfying group. The modder is said to be working on a fourth part. I will take each part in turn as they are not interconnected. There are three settlements Fang, Silverton and Port Blacksand and a monastery complex, imperial fort and dungeon complex to the south of Silverton. Transport from Morrowind is from Vivec to Fang. The read me is helpful and in a couple of cases necessary.
Deathtrap Dungeon
A dungeon crawl that is not simply a case of killing multiple foes. Save often and look at everything. You will almost certainly die at least once and probably more than once. You need to use your brain but not to the point of being overtired by it. Should be okay at level 15.
It starts in Vivec dock or in the Foreign Quarter plaza. There is no conflict with the island that does not even appear on the map and may therefore be deemed to be in a different 'dimension'. There could be conflict with any mod that expands Vivec dock.
A Tomb is south of the town but does not appear to be attached to any quest. It holds a few interesting artifacts.
City of Thieves
A good contrast - it is a city with many quests. The main quest is quite short and starts in Silverton. Silverton has only half a dozen houses but is close to a large ancestral tomb (miscellaneous quest given by the guy in the imperial shrine) and a barrow (frozen tomb) that appears not to be part of a quest. It contains little.
From Silverton you are sent to Port Blacksand a biggish town with several miscellaneous quests and two 'factions'. The Brigands faction works best if you follow the broad in-game hints about changing sides. The bailiff quests are not particularly interesting in themselves but in most cases lead on to others that are. I had one problem where an NPC (Nigedo) was missing a dialogue topic (Tacticus). In the CS I discovered that there were two different Nigedos. By using the placeat command to get the other one everything finished as it should. Others may not have the problem but if you do, there's the solution.
Warlock of Firetop Mountain
If you walk towards the Imperial Legion Fort something rather alarming happens to you and you will need to get help from the nearby monastery. Ultimately this will take you into the Warlock's dungeon.
Similar comments apply here as to the Deathtrap dungeon mod. Save often and search very carefully (do not miss ANYTHING). While it has a different look and feel to Deathtrap it is not so different in style. You might want to do another mod or two between them.
The readme mentions other mods the author used. He says that they are not needed but I had several error messages about missing textures. The game was perfectly playable with some walls and staircases appearing 'white' untextured. I have emailed the modder to see if the textures were accidentaly omitted from the mod when he put it together. Anyhow as long as you say 'yes' to each message it will not cause any real aggro.
Overall I found the whole thing very entertaining. You can even get to kill children if you are a heartless b'stard! (They are downsized adults so don't really look like childen!)
Silvuru Agnost
Mar 1 2005, 08:42 PM
The Latest, greates housing mod_gold!!
Description: This is a combined housing and quest mod. The whole thing starts at (my memorie is starting to get bad) a apartment found at at the bottom of st. delyn vivec.
There you will find 2 redugards and a ordinator. The two Redugard women will sell you apartments. To start the quest buy the place called viverion. You will soon find out that every thing isn’t how it should be. When you go back to the place you will be brought on adventures beyond your imagination.
Contains: New npc’s
New homes available buying. (about 15 top quality houses)
And i am shure that it is a lot more. Or maybe not.
My opinion: This must be the BEST mod i have ever played. And that says quite much. (have played about 100 mods.) This mod gives me the creepes. I really dont understand how it is possible to make such a mod. I actually got scared when I played this mod (maybe it is just me beeing a 15 year old, but anyway).
Out of 10 this mod gets 12 :D
Malchik adds.
Certainly if you want houses you can end up with loads (Balmora 2, Hla Oad, Gnaar Mok, Vos, Seyda Neen, Gnisis, Sadrith Mora, Tel Branora, Pelagiad, Nr Ashmelech, Dagon Fel, Suran, Caldera, Ald Rhun and Red mountain with a small canton in Vivec)! The Mod has many things going for it including a satifyingly large battle. I'm not sure I'd rate it as the best I've played but I'd certainly recommend it highly. (My house in Vos came without a door and I had to update one journal entry via the console as already indicated in the readme, otherwise it worked fine!) Would probably conflict with Balmora Expansion and possibly Liligue Island.
Malchik
Mar 4 2005, 12:31 PM
Three more (two not so wonderful). I have held off on the White Wolf as I thought someone else was going to review it but nothing has been posted. Again, other's views will be happily received. I have also added a couple of lines to Silvuru's review of Latest Greatest Housing Mod gold above.
Ald Indoril
Well the idea is good but for me I couldn't get it to work!
There is a new section to Mournhold with representation from three guilds (Fighters, Mages and Thieves) all with quests. There is a new faction, Brotherhood of Indoril, (?unjoinable) and several miscellaneous quests. The town area has places to stay and a brothel full of 'love merchants' and various salespersons. It includes a number of trainers of which the rest of Mournhold is in short supply.
So far so good BUT...
The Mages and Fighters guild quests, three in total, were fine, as was one miscellaneous quest to do with a magic chair. Unfortunately whatever I tried I could not get the second thieves guild quest to work. I will try again to use the console command to end the quest. Unless you do this quest you cannot get the third that takes you into the cave system below The Brotherhood of Indoril building. I broke in and effectively did the quest anyway but it annoyed me. The BOI quest to kill the woman running the brothel never appeared.
And horror of horrors having placed the love-merchants in the game you cannot actually purchase their services. (I had to go to the lap-dancing club over the road from where I live, so irritating)

.
[BTW there actually is a lap dancing club three minutes walk from where I live. I have never been there. That's my story and I'm sticking to it!]It's a useful mod for those who need training in Mournhold but unless I had some unknown Mod conflict it does not work as intended. You have been warned.
BC Palla Quest
The monster Palla (see the relevent in game books) has returned. Azura wants you to make sure it is disposed of for good. It is said to be a series of quests only available once you have defeated Dagoth Ur and become the big Peach!
Hmm!
You find the woman who needs help and arrange to get an enchanted item for her (visit a sorcerer and a tomb). The person summoned needs two artifacts (one lying about, the other obtained after a duel in the arena).
They take the objects away to fight Palla and tell you about it three days later. End of quest.
Overhyped in my view. Apart from the Daedra in the new tomb there is no challenge and the monster is never seen. Why you had to be Nectarine to do it I can't say. It would mean no challenge at all at such a level.
The items you get are at first sight in-game, Spellbreaker Shield and Ebony Mail. In fact these are different versions. Why not give them new names? If they HAD made you get those two game items it would have been a challenge to anyone who didn't normally do temple/vampire quests.
There are several NPCs called 'dock workers' that have no real purpose.
I'm sorry to say it is not a mod I would particularly recommend. It did however work in its (brief) entirety.
The White Wolf of LoKKen.
Set on a mid-sized island north east of Solstheim. INCOMPATIBLE with The Inn of the Whispering Wood (land masses coincide).
For those who know mods by Emma you will know what to expect (witch girl, trib boyfriend/girlfriend etc.). A well-designed quest with interesting dialogue but perhaps a little too 'cute'? Handsome men, beautiful women, pretty children (oh yes there are children here) and quests involving dogs, a cuddly wolf and bear cubs!
There is also of course LOVE! And in this case marriage complete with wedding dress and false hair piece. There are also several quest reuniting sundry husbands and wives!
Is Emma a romantic at heart I ask myself?
The main quest and miscellaneous quests available before the main quest is finished are fun. There are however quite a few quests that you only get after the wedding that are simple fetch and carry that don't add a lot to the mod IMO.
Despite my gentle(?) irony about the romance I would recommend the mod. It has some satisfying monsters to defeat in numbers to make the outcome questionable to low level characters. And although set as part of Solstheim it does not have ten monsters to every step you take. It also WORKS!!! My only real reservation is that if you choose not to get married the additional quests are not available and the whole thing has a slightly unfinished feel to it.
Tip - It helps to have constant effect levitate as the terrain is steep and going around mountains can take some time. And everything worked!
Silvuru Agnost
Mar 4 2005, 10:37 PM
I to have played White Wolf of lokken and tought that it was great.
Something other that was really great about white wolf of lokken is when you transport people. if they get to far away they will spawn where you are and the travel as fast as you do. Enjoy
Malchik
Mar 7 2005, 10:35 AM
Three more - I'm trying to get through all those downloaded yonks ago that are simply unplayed.
To help others understand any comments I look for four things in a 'good' mod.
1. A decent series of quests whether linear, faction or multiple miscellaneous or any combination thereof.
2. NPCs with 'character', not too many 'for colour only NPCs', NO NPC's with generic MW dialogue. Interesting and occasionally humourous dialogue.
3. (Where appropriate) detailed landscaping, ideally with something original about it although that is an extra rather than a necessity. Well designed 'complete' interiors that look realistic. No straight lifts from MW or simple bed, chair table 'living rooms'.
4. A proper 'feel' to the mod so it seems to be part of a whole not just a series of non-related episodes. A decent 'reward' commensurate with the toughness of the mod.
Fot those wishing for examples a mod I consider unsatisfactory is e.g. Sea of Destiny. It scores only in its exterior design, which is very imaginitive IMO, but nothing else about it is satisfactory. The White Wolf of LoKKen on the other hand meets most of the criteria.
Seyda Neen Docks and Haldenshore.
Haldenshore has been reviewd by Tor Anders and I have nothing more to say. Approximately 15 Thieves Guild quests are added and if you are a thief-like character this is for you.
Seyda Neen docks seems to me to be a 'cosmetic' mod. It has no quests of its own but adds trainers, merchants and travel services (to Ald Redanyia no less! but no service back!) It has IMO rather too many NPCs as local colour, including Margoth (Fargoth's older brother). The opportunity to make some humourous dialogue concerning this has not been taken. The mod conflicts with almost anything else that is based in Seyda Neen including The Siege of Fort Firemoth.
AFAIK Haldenshore is still available separately. I am somewhat confused by a related mod called Velendosval that has the same buildings and character names as Haldenshore. It may be an earlier version although the quests are not exactly the same and the read me indicates a 'wizards guild'. If any one has any info please let me know.
Yagrum Bagarn Advanced
A fun mod with fine rewards. You get an unlimited supply of sphere, steam and archer centurians that you can take everywhere including Mournhold. After that you will get an airship that can take you to any one of 23 destinations in MW (not Mournhold or Solstheim) including Ghostgate. It is a smart looking machine and you decend from the clouds down a golden ladder feeling very much lord of all you survey.
I had one problem in that three NPCs did not appear when they should and had to be added via the console. Possibly it was a conflict with another mod but it wasn't a big issue in the end.
My one reservation is that the airship may come too late in the game for many. You have to be able to get access to the Dwemer ruin beneath Mournhold and into the Sixth House Citadels on Red Mountain. Then you have at least 42 in-game days waiting as the thing is constructed. If you use the time to complete Tribunal, Bloodmoon etc and leave exploration of Vvardenfell until later it would serve a purpose. Also I assume you can use it if you are a vampire too (not tested) making it very useful to such creatures of the night.
Nice feel-good factor in helping a lonely old dwarf!
The Inn of the Whispering Wood
Hmm! A large landmass south east of Solstheim (conflicts with The White Wolf of LoKKen). The island itself is a nice design but largely empty. Most characters are found in or around the Inn. The quests (I believe there are only two) are not well signposted so I may have missed something. Some of the NPCs are there as local colour although at least their dialogue has entries relating to the Whispering Wood. The Inn Music is evocative.
The first quest comes if you get the bard to tell you a tale. You need to get to the top of the mountain without using magic. When you do (it is not at all easy) you meet Dark One (no joke). He enables you to get into the mountain to find his trapped soul in a gem. There are some tough elemental servants and many soulgems it is fatal to pick up. You are given a clue to help you identify the gem you need. Unfortunately I could not find it and got bored looking. I added it via the console and freed Dark One. There was no obvious reward although the Bard made a new song for me!
The second quest comes if you explore the island and find the Ice Flame Caves. If you talk about these to the Bard you will eventually get inside for the rewards. You need the Ancient Nordic Pickaxe from Bloodmoon EEC quests to get one of these.
Both quests are relatively difficult but also short. There is scope to do more here.
All in all I did not get much sense of satisfaction especially from the first quest but perhaps I missed something out? Other reviews would be welcome!
Abothiana
Almost as soon as a started this I knew it was not for me. The house interiors were almost bare. Files appeared to be missing and meeting a character called Smells-of-Crap gave an indication of the modder's mentality. I gave up at this point. Anyone else wish to do a review?
Raven7669
Mar 15 2005, 03:33 PM
First I will say this isn't my MOD. I am not sure of the guy who wrote it although its probably in the readme file but I will post the link so if anyone wants to try it they can.
Predator ModPredator mod.
File is large ~164 Megs + a couple
Include 2 new races one playable (predator) and the other is the aliens, with a bunch of classes of them also.
New meshes and tectures for races.
New weapons a lot of them
The basic summary is that you crash landed and have to prevent an infestation of aliens.
There are about 8 quests and the scripting is done well.
The great thing about this is you can play through the whole game with this character when you finish the MOD's quest
The only bad thing is the character and the weapons are a little unbalenced.
Adds merchants and trainers for the predators some with as much as 50,000 but they will not buy anything
The only problem I have encountered so far is that you can't play as a female, the first person hands seem to not load after you save and start the game again. This is a known bug and I think they are working on a fix.
I have had no difficulties with a male character
They also did a great job of placement it seems like it could have been in the origional game.
I haven't played too many MODS yet but this one has been the most fun so far.
CrazyGilbert
Apr 12 2005, 12:44 AM
Dulsya isle
Dulsya isle adds an island about 3 quarters the size of Solstheim. This mod does not require any expansions.
it adds 2 semi large cities to the island one called Sor vvalan and the other Ralstone. Both are developing cities and you may help them grow which are the main quests of this mod.
It also includes a fort Called fort rockridge, you start off here once you get transported there by boat at vivec. (the guy who brings you to dulsya isle is on the opposite side of the existing boat guy beside the foreign quarter ) look around and you will find it)
there are numerous sidequests you may take on. Most being the simple bring me a book or weapon ones but fun all the same. It adds numerous caves and very interesting storylines for the mainquests.
The mod is good and adds about 3 hours of gameplay and is also a small size i think. The only problem is that it seems to disallow any changes to tel uvirith like green uvirith or other ones so I am in the process of uninstalling it but the mod is good enough to play (make a new save file simply which i did not do)
overall rating (myopinion) is 7.5/10 would have been a 9 if it didnt cause problems
-CG
Ascended Sleeper
May 10 2005, 03:47 PM
I've just finished playing the Sixth House Mod. It's a really gripping plugin that attempts to remedy the fact that you do not get to join the sixth house in the normal version of the game. This mod allows you to explore the lore and various artifacts associated with House Dagoth, aswell as providing a gripping alternative to the main storyline of Morrowind. Being a House Dagoth fan myself, I found this plugin very compelling and it fitted well with my own interpretations of the house.
karlinsky
May 16 2005, 07:38 PM
Name: Blades Quest: Prophecy Of The Lost Heir AKA Lost Heir
Requires: Morrowind(duh) Tribunal
Played with: Tribunal , BloodMoon , Dread Knights Plugin
Errors and probs: None , except the usueal Morrowind crashes to the Desktop.
Plot:
The plot of this quest takes place after the Main quest is completed (you must be nerevarine to play this) if you noticed , the NEREVARINE prophecy consists 2 main parts - Slaying Dagoth Ur and bring down the false gods(the tribunal) and the second part , to drive the imperials out of Morrowind.
15 years ago the brother of the currect duke of Vvanderfel which was an honest, just and clever man crashed with his entire familey in a boat crash near Khull , All the bodies were found except for one , the body of Arthun , the youngest son of the Duke's brother , rightful ruler of Vvanderfel.
Not to long ago the emperor had a dream in which the Goddes Mera told him that Arthun was still alive , and that he is the rightful ruler of Vvanderfel , and that he will bring peace and prosperty to the troublsome province , making it possible for the emperor to winthdraw the legions and grant indepndice to Morrowind.
You . as NEREVARINE must help agents of the blades to track Arthun(if indeed alive) , tell him of his destiny and to send him to Cyrodil for education.
The plot itself is very good and it mixes well enough with the offical main plot also , at the end u can choose from 2 diffrent endings to the game.
Gameplay:
Very fun , Very very fun.
A few H&S parts , a few traditonal RPG riddles , some humor and of course , LOVE.
Companions:
This Mod releis hevily upon companions and they do become much less of a burden , they have very high athletics and acrobatics and if u r saprated from them or they got stuck , after a few seconds they will respawn next to you , quite handy.
Yet still , Companions are still quite a burden , I think it's simply a prob in Morrowind =/
Graphics and stuff:
some new face models , very good , much better then the original.
OVERALL SCORE:
9.5/10
A helpless child
Dec 5 2005, 10:16 PM
Wow, Complications
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