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> Purist and Lore Quest Mods?, A quest for reality

Tazmanius
post Sep 24 2004, 07:47 AM
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Yes...I know about mythic mods etc. but what I'd like to know,due to the vast and varied range of dungeon/quest mods out there,is.....
Which quest mods etc. are true to the lore/land of Morrowind/Tamriel?
BQC would probably qualify but which other mods of a dungeon/quest nature are in the same vein?All well and good having a great new quest mod but if it adds creatures/stuff totally alien to the world then what really is it's point other than to act as a fun diversion?or as a monty hauler?
Surely there must be a few,at least,quest mods that integrate well and seamlessly with both the lore and feel of Morrowind?
Suggestions please.....Thanks
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Iudas
post Sep 24 2004, 08:19 AM
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Modern Adventurer Volume6 Gamer's Roam or EuroMorrowind.
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Kastha
post Sep 24 2004, 08:38 AM
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QUOTE(Tazmanius @ Sep 25 2004, 12:07 AM)
Yes...I know about mythic mods etc. but what I'd like to know,due to the vast and varied range of dungeon/quest mods out there,is.....
  Which quest mods etc. are true to the lore/land of Morrowind/Tamriel?
  BQC would probably qualify but which other mods of a dungeon/quest nature are in the same vein?All well and good having a great new quest mod but if it adds creatures/stuff totally alien to the world then what really is it's point other than to act as a fun diversion?or as a monty hauler?
Surely there must be a few,at least,quest mods that integrate well and seamlessly with both the lore and feel of Morrowind?
  Suggestions please.....Thanks
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havish fits perfectly, except for its geographical location.


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Garen Arcturus
post Sep 24 2004, 11:13 AM
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BQC definitely qualifies but every time I play it it's buggy.

For seamless integration, you just can't beat theSilgrad Tower project. It's a mod that split off from Tamriel Rebuilt to become a 90% finished experience. It's still in beta, but the beta has more content than any mod I've ever played.

Silgrad Tower (in case you didn't know) is a city on continental Morrowind. The landmass in the plugin creates a LARGE chunk of the western part of the province and includes several faithfully-recreated cities that ES fans may remember from TES: Arena, such as Reich Parkeep and Steadhelm.

You can see the plugin's many features on the website: my favorites include the Shrines of Dibella, windmills, apple trees, and the werewolf-ridden Forgotten Forest.

There are between one and two dozen mini-quests of varying size. It's two significant weaknesses are a lack of fast-travel between cities and a lack of unique dialogue except for quest-related NPCs.
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Xyber02
post Sep 24 2004, 11:42 AM
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How about knights of Tamriel, its in Tamriel.





bowdown.gif chaos.gif bowdown.gif
choas seems to be geting a little more popular


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hickmanj
post Sep 24 2004, 01:29 PM
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It is hard to define b/c of the lore aspect of your question....

Sixth House is interesting b/c it let's you play from the perspective of the 6th House and do quests all the way to an alternate ending...

The Suran Underworld and Illuminated Order are fascinating mods but the sort of branch out from basic MW lore.... but are well done and tightly scripted in terms of both quests and dialogue....

That's off the top of my head....

Cheers,

J
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Ronin49
post Sep 24 2004, 07:50 PM
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The Dwemeri Secret by JCSpencer?

Probably quite a number of the older quest mods on Summit, Morrowind Source and Aldrien's Chalice that do not get that much mention now.

Also presumably the 'Daggerfallesque' quest mods here --> Daggerfall Inspired Mods, of which several have already been mentioned.


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BungaDunga
post Sep 24 2004, 08:02 PM
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I personally love the Illuminated Order mod... I am playing through the quests right now, it has a really great feel, though it does branch out a bit from TES lore, it fits in remarkably well.


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TSBasilisk
post Sep 24 2004, 10:11 PM
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The Dwemeri Secret? That decided to make up its own explanation for how the Dwemer were so advanced. Anybody who has watched X-Files will see the "surprise" coming a mile away. And it makes up lore; it doesn't fit it. Same with Moon's Spawn and Clockwork Tower, although both are excellent mods.


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Ronin49
post Sep 24 2004, 10:17 PM
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QUOTE(TSBasilisk @ Sep 24 2004, 11:31 PM)
The Dwemeri Secret? That decided to make up its own explanation for how the Dwemer were so advanced. . . . .  And it makes up lore; it doesn't fit it. 

Ah well . . . more time needs to be spent lurking in the Lore Forum for me then. [That's where they make up lore, right? smile.gif ]


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Illtempered
post Sep 24 2004, 10:18 PM
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This brings up an interesting point. How can a quest mod really follow lore? Would it have to be a flashback to an established tale, already backed up by existing lore? The author, I suppose, is almost forced to fabricate something eventually in a quest mod.


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Kastha
post Sep 24 2004, 10:19 PM
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you GOTTA check out the silgrad forums for the latest releases of the esp file

http://forum.silgrad.com/board.php?boardid...e0b9c1cead74f6e



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JayProgrammer
post Sep 25 2004, 12:08 AM
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QUOTE(Kastha @ Sep 24 2004, 11:39 PM)
you GOTTA check out the silgrad forums for the latest releases of the esp file

http://forum.silgrad.com/board.php?boardid...e0b9c1cead74f6e
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I take it then that this mod does everything in interior cells like Tribunal. Is that the case? If so I'll check it out. cool.gif


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Kastha
post Sep 25 2004, 12:43 AM
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QUOTE(JayProgrammer @ Sep 25 2004, 04:28 PM)
I take it then that this mod does everything in interior cells like Tribunal.  Is that the case?  If so I'll check it out.  cool.gif
*



no, but the land is built perfectly in line with the bethesda released maps of tamriel.


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Tazmanius
post Sep 25 2004, 01:01 AM
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[/QUOTE]Illtempered Posted Today, 03:38 AM
This brings up an interesting point. How can a quest mod really follow lore? Would it have to be a flashback to an established tale, already backed up by existing lore? The author, I suppose, is almost forced to fabricate something eventually in a quest mod.[QUOTE]

Hmmm!Thanks for your input andsuggestions so far.......
As said by Illtempered I suppose the very nature of making a quest mod does,in it's own way,lend to a bending of Lore beliefs....and taking this on board with a few of the other comments this could lead to a loss of scope and choice re:my initial question.
With hindsight it should probably have been one relating to quests based on the traditions/concepts etc. of Tamrielic lore and/or those that fit into the culture of the gameworld...This being quest mods that,although original/non-canonical?,fit into the Morrowind world by having Game/World culture based creatures,items,content etc.

In other words....quests that blend in by not being alien/outlandish in concept...or....that add only creatures/items/ideas that are balanced in terms of the ES Culture(Not ones that owe more to other worlds etc. such as the Annastia series...although I think they're very good and hats off to Patrograd...They are not really based on ES culture/Lore.
I suppose quests that technically do or should add non ES creatures and concepts would also be outside the remit of this question!

Sorry for the woffle and the fact that I have,I suppose, moved the goalposts...but just thought I better try and adapt to survive!
Cheers guys n gals!
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Tazmanius
post Sep 25 2004, 09:19 AM
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A little bump before this exits into the realms of the forgotten!I suppose that with my new outlook,thanks to you people....it could be better defined as a search for Purist quest mods...as well as what I;ve already defined?
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