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New quests and minor expansions to the game.
See 'Overhauls & Expansions' for larger projects.

5 files

  1. Romancing Vivec ( NSFW / Gay Romance Mod )

    Romancing Vivec
    LGBTQ+ friendly | Gay Romance | NSFW | NOT Lore-friendly
    This mod is inspired by fanfiction. It basically IS fanfiction.
    It is also the very first Mod I made with an actual Quest and Scripts and a little bit of Story.
    Features of this Mod:
    A player home in Vivec, St. Delyn Canalworks. ( You can use this even as a female character ) A Romance Story between Vivec ( in some form ) and the Player Character. ONLY if the Player Character is Male. Sexual Scenes ( not animated, only written and described ). ONLY if the Player Character is Male. A small Cave in Molag Amur. You visit it in the course of the Mod's Questline. Be aware, that you won't actually be able romance Vivec in his god form. You still will be romancing Vivec though. Find out what exactly that means by playing the Mod yourself. Requirements:
    OAAB Data

    [ SPOILERS ]


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  2. Supply Chain

    Adds 12 infinitely repeatable quests. Ask about 'little secret' in Ebonheart to get started.
    I love repeatable quests and Morrowind has a severe lack of these. So, this mod adds 12 lore-friendly, infinitely repeatable tasks with varying degrees of difficulty that you can do while adventuring. You can earn a decent, but not over-the-top, amount of money for your efforts.
    Getting started:
    Ask about 'little secret' in Ebonheart. If your disposition is high enough, you might learn about an opportunity.
    Cleaned with TESAME and Tes3cmd. I haven't experienced any issues with this, but if you have any, please let me know.


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  3. Save the Date

    This mod implements requirements to begin (most) Daedric quests. Each of the affected quests can be started only on the Daedric Prince's summoning day - one day a year - a la Daggerfall. In addition, you must possess an appropriate offering - usually ingredients - a la Oblivion.
    Several additional supporting changes have been made:
    - Formerly hostile worshippers in a few of the shrines are no longer hostile, and have new dialogue (with a new journal entry for each quest laying out the requirements for summoning the Daedric Prince).
    - All the stuff in these few dungeons which was previously unowned is now owned, as the worshippers are no longer hostile. They may be (more or less) friendly, but they will take violent exception to you stealing their stuff.
    - New NPCs with appropriate dialogue have been added to the Shrine of Azura, along with a few other items to make the place look a bit lived in (though still spartan).
    - The Book of Daedra now lists the summoning days of the Daedric Princes.
    A few specific notes about all this:
    First, this mod affects five of the seven Daedric quests. Mephala and Boethiah are exceptions. Mephala doesn't have a proper shrine and you get her quest from an NPC. And, considering the state of his shrine, Boethiah is desperate.
    Second, while you can learn the summoning days from a book as well as from the Daedric Princes' worshippers, only the worshippers can tell you the required offerings. They'll do so right away as long as you talk to them. But don't go around killing them willy-nilly without speaking to them first. (Though the offerings are generally at least somewhat appropriate for the Prince in question, and might be guessed.)
    Third, two faction quests involve killing formerly hostile worshippers at these shrines. In these cases, combat can now be initiated via dialogue, if you don't want to attack them unprovoked.
    This mod edits the scripts on the relevant Daedric statues, so anything that modifies the same scripts will conflict (though a patch for Alice's Main Quest Overhaul or Vampire Nerevarine is included). It also edits a number of mostly obscure NPCs.
    The cell edits are unlikely to conflict, though there might be problems with any mod that makes significant changes to the Shrine of Azura.
    Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.


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  4. Grandfather Frost

    Grandfather Frost
    This mod restores Grandfather Frost, Bethesda's original vision for what became Uncle Sweetshare.
    This is done in a very seamless way. A new cell, "Solstheim, Grandfather Frost's Workshop," replaces Uncle Sweetshare's Workshop, with Grandfather Frost in place of Uncle Sweetshare. Grandfather Frost's elvish assistant, Cingor, has also been restored, in place of M'nashi. In addition, instances of the scroll "The Song of Uncle Sweetshare" have been replaced by the original "The Song of Grandfather Frost."
    The Red Colovian Fur Helm has been restored as well, now actually red in color (if you used the console to acquire it in vanilla, it was yellow like the regular Colovian Fur Helm). Dialogue entries have been updated as needed, along with journal entries for the quest "The Moon Sugar Mystery," which now has you track down Grandfather Frost and return his signature red helm.
    Grandfather Frost is a Breton (unlike Uncle Sweetshare who was a Nord), which is actually more consistent with vanilla dialogue - Jeleen says he saw a frail old man who was clearly no Nord.
    The voice greetings were somewhat of a problem, as there are no Breton voice files with appropriate dialogue, but this has been addressed seamlessly. Those of Uncle Sweetshare's voice lines that don't specifically mention Uncle Sweetshare have been assigned to Grandfather Frost, with the most appropriate of the old idle lines serving as his hello line.
    He does sound like a Nord, not a Breton, but I think this voice is more consistent with a jolly old man than the Breton voice anyway. He's also been assigned Nord voice lines for attack and hit voices and so on, so his voice will be consistent.
    This mod should be compatible with almost everything. It modifies an exterior Solstheim cell, so there might be conflicts with anything that radically alters the Solstheim landscape, or moves it outright as in Anthology Solstheim or Tomb of the Snow Prince. (There is now a compatibility version for TOTSP created by RandomPal! If you use RandomPal's plugin don't forget you still need the mesh/texture/icon from my archive.)
    Uncle Sweetshare and his workshop are made inaccessible by this mod, so if any other mod changes either, those changes will not appear in-game. Also expect conflicts with any mod that affects the quest "The Moon Sugar Mystery."
    This mod edits Bereditte Jastal, the merchant at Thirsk, to swap out the Uncle Sweetshare scroll for the Grandfather Frost one. Any mod that edits him will conflict, though the conflict will be pretty minor, and an object merger like tes3merge should resolve it.
    Version History
    Version 1.0.2 - 2021-09-22
       - Repackaged mod so the vanilla-based texture and icon are in the core sub-package, and the alternate ones are in optional sub-packages.

    Version 1.0.1 - 2020-06-17
       - Added optional vanilla-based texture and icon for the Red Colovian Fur Helm, for those who prefer vanilla textures.

    Version 1.0 - 2020-06-01
       - Initial release.
    Feel free to contact me on the Nexus or Moddinghall with any comments or suggestions. You can also find me on Discord as Necrolesian#9692.


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  5. Even More Mysterious Killings in Vivec

    I'll be honest. I never liked the Mysterious Killings quest. The premise is solid, but the actual execution and rewards aren't believable. The idea of the Office of the Watch will willingly give you the sacred armour of a fallen Ordinator all seems half-assed to me. This mod intends to make the quest more worthwhile.

    This mod replaces the old Indoril helm and cuirass that was offered as a reward for the quest with a new set. I never understood why a pious Ordinator like Elam Andas would willingly hand over a set of armour the he acknowledges as being sacred, so the armour is now replaced with a new set that is considered a personal gift from Elam.
    There is also now a small camp that spawns along with the Dreamer Prophet that contains some Sixth House memrobilia that will be siezed by the Order of the Watch once you've reported your success to Elam.

    Future plans include making the quest time sensitive, with the murderer killing more Ordinators if you aren't quick in stopping them, or even for the Order of the Watch to do their job and catch the killer before you do. Other plans include having the killer in a random location, requiring more shrewd rumour chasing and detective work.

    The mod overhauls the entire quest and makes some minor changes to the Foreign Quarter waterworks, but it should be compatible with whatever Vivec overhaul you have installed (hopefully).


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