Morrowind Mod:AFFresh/Readme

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Fresh off the boat in Seyda Neen? Feel a bit rudderless? Not sure where you can go without leveling up some skills?

This mod adds about 30 quests to NPCs that are relatively easy for new players to run across. Some quests are easy to find and some slightly less easy. Most of these quests are suitable for new characters and give opportunities for combat, persuasion, and security. Some of the quest rewards include interesting items for newer players.

This mod also adds books. Some are of minor interest to loremasters, some are just more information for a quest, one is a bit silly, and the other 23 are recipes.


Quest List and Changes Below (Lost of CRLF for Spoilers)






















How to Start The Quests Talk to Hrisskar at Arille's Tradehouse and say yes or not to Fargoth's hiding place. Then talk to Raflod. Talk to Thavere Vedrano at Seyda Neen, lighthouse. Talk to Erene Llenim at Seyda Neen. Talk to Fine-Mouth at Seyda Neen. Talk to Kishni in Aharunartus. Talk to Eldafire at Seyda Neen (finish Erene Llenim's quests and loot the ring from Old Gils). Talk to Darvame Hleram at Seyda Neen (silt strider). Save Tarhiel from falling and talk to him. Talk to Clagius Clanler at Balmora, Clagius Clanler Outfitter Talk to Thorek at Balmora, Razor Hole (talk to him about "latest rumors" repeatedly) Talk to Hul at Balmora. After the first quest, go away a while and talk to Hul again. Talk to Benunius Agrudilius at Balmora, Lucky Lockup Talk to Dorisa Darvel at Balmora, Doris Darvel: Bookseller (may need to speak with her more than once) Talk to Dralsea Arethi at Balmora Talk to Culumaire at Balmora, Lucky Lockup Talk to Ra'Virr at Balmora, Ra'Virr: Trader Talk to Shannat in the Morag Tong guildhall Deliver the package to Caius, ask him about Orders a couple times, then talk to all the Blades Trainers: Elone, Tyermailin, Nine-Toes, Rithleen, Gildan, Surane Leoriane, and Sjorvar Horse-Mouth.



Changes in v1.3b

Merged the Caldera Mine Expanded patch so it should work fine with and without that excellent mod.


Changes in v1.3

Added a readme and fomod like a real mod. Converted to ESM for better compatability patching. Altered dialogue order for "go free" which may help compatibility with Fligg's Slave Mod and others. Fixed typo in "little advice." The Assassin's Conscience is properly marked as finished for all cases. Habasi gives the correct journal entry if you pay her to open the broken drum. Sjorvar Horse-Mouth no longer has a dialogue loop if you already have all the ingredients when first speaking to him. The Abernanit teleport ring conditions are a little more generous. Added more ways to get the correct dialogue topics when you read the Letter for Darvam (i.e. if you kill Nephata). If you pick up the Mixed Unit Tactics books before getting the related quest, you now get the dialogue topic so you can complete the quest. Nerfed the shadowweave ring a bit. Changed Ra'virr's rewards and the amulet's enchant (I'm not sure I agree they are overpowered early-game, as the weapons are quite cheap, and given the way the persuade formulas work, etc, but I have toned them down anyway.) Added Disposition rewards to some quests. Fixed the turn-in dialogue for some of the Recipes.

Cumulative Changes from v1.0 to v1.2:

New Quests: Ra'virr in Balmora has a proposal. Shannat in the Balmora Morag Tong has a troubled conscience.

Compatibility Changes: To avoid a conflict with Balmora Guilds Expanded, I am no longer using Wuleen-Shei. Instead, Fine-Mouth asks you to find his other old friend, Sky-Crest. To avoid a conflict with Beautiful Cities of Morrowind, Iratil will theoretically show up in a better location at the Ebonheart docks if you have BCoM installed.

General Fixes: Numerous typos and minor fixes. Resolved discrepancy in the journal vs dialogue for Strider Snack. The shein conversation with Fine-Mouth and Friend should work now on vanilla and MWSE/MGE. Additionally, instead of a one-off conversation, they will play a random conversation each time you bring Fine-Mouth a bottle of shein. Chill Atronachs will now correctly appear in the Bitter Coast instead of the West Gash. Soggy Pantaloons are no longer constant effect. Sky-Crest will have a fake water walking effect while wearing them (part of the reason they exist is to make the escort across water tolerable). Added an unused journal for Lucky Messup. Fixed several possible issues with Nchulem. Fixed several unlikely but possible issues with Light Wood. Several of the more complicated quests, such as Healer's Curiosity and Bitter Smugglers now have much simpler scripting. The results should appear similar or identical, but additional netch won't spawn if the smugglers kill them, etc. This should be less fragile and have better compatibility between OpenMW, vanilla, and MWSE. Old Gils will correctly be friendly if you do the alternate route.