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Melchior Dahrk

Uniformity Mods for MW: Gameplay vs. Text

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A thread of

Uniformity Mods for Morrowind

Gameplay vs. Text

 

Over the years of playing Morrowind, I've noticed how many things which you read in books or are said through dialogue are inconsistent with what actually appears in gameplay. There have been many mods made which address a lot of these inconsistencies, either taking the form of bug fixes or lore-friendly additions to the game world.

 

The goal of this thread is to make a list of all of these incongruities and list mods which address those issues. Modders can consider this thread a source for ideas, while players can consider this thread a place to share inconsistencies you have discovered with others and find potential mods to add to their playlist.

 

For example, Savants will tell you this about Ald Redaynia: 

Quote

"The rugged coast and islands of northern and eastern Vvardenfell are called Azura's Coast. The region is rocky, infertile, and largely uninhabited, except for the outpost at Molag Mar, the Telvanni settlements at Sadrith Mora, the wizard towers at Tel Aruhn, Tel Mora, and Tel Branora, and Ahemmusa camp and the remote fishing villages of Ald Redaynia and Dagon Fel on the north coast. There are no roads; most travel is by boat. Despite the rocky terrain, a variety of plants thrive on the regular rainfall."

 

We know from gameplay that the only thing at Ald Redaynia is the ruined Wizard Tower. However, there are two mods which aim to address this inconsistency between dialogue and gameplay: Ald Redaynia Extended and Redaynia Village (my personal choice of the two)

 

 

Please note, that I'm not stating that the way the gameplay turned out is automatically wrong if it disagrees with text, but it is oftentimes less interesting.

 

With that introduction out of the way, let me get the thread started with my list of findings. The thread will be divided into several different categories:

 

  1. Inconsistencies: Explicitly variant material; those things which are said to exist in dialogue or books but which do not appear or are not recognized in the game.
  2. Ineffectuals: Implicitly variant material; those things which aren't explicitly absent from the game but which are severely underdeveloped.
  3. InferencesConclusions drawn from underdeveloped or hinted at material. These are much more subjective. Take it or leave it.
  4. Information: Items of somewhat obscure information hidden in the game's text.

 

Change log

 

 

 

1.00.0 - [2013-07-24] Original Post

1.00.1 - [2013-07-24] Edited issue description for E-005

1.00.2 - [2013-07-24] Edited solution description for C-008 and C-011

1.01.0 - [2013-07-24] Added E-012

1.02.0 - [2013-07-24] Added C-022, C-023, and C-024

1.03.0 - [2013-07-24] Added serial numbers to items

1.04.0 - [2013-07-24] Added C-025

1.04.1 - [2013-07-24] Edited issue description for E-012

1.05.0 - [2013-07-24] Added C-026

1.06.1 - [2013-07-24] Added E-013 and edited solution description for C-026

1.07.0 - [2013-07-24] Added E-014

1.08.0 - [2013-07-25] Added E-015

1.08.1 - [2013-07-25] Edited issue and solution description for E-015

1.08.2 - [2013-08-02] Removed E-009 and added counterargument

1.09.0 - [2013-08-02] Added C-027

1.10.0 - [2013-08-02] Added E-016

1.11.0 - [2013-08-02] Added C-028

1.11.1 - [2013-08-08] Edited solution description for C-015

1.12.0 - [2013-09-20] Added C-029, E-017, E-018

1.13.0 - [2013-09-21] Added C-030, C-031, C-032, C-033, C-034, C-035, C-036, C-037, C-038

1.14.0 - [2013-09-24] Added C-039

1.15.0 - [2013-09-25] Added C-040

1.16.0 - [2013-09-25] Added C-041

1.17.0 - [2013-09-25] Added E-019

1.18.0 - [2013-09-25] Added C-042, C-043

1.19.0 - [2013-09-26] Added E-020

1.20.0 - [2013-09-26] Added E-021

1.21.0 - [2013-09-26] Added E-022, E-023

1.22.0 - [2013-09-27] Added E-024

2.00.0 - [2013-09-27] Recategorized some items to maintain consistency with the criteria above (look at the bottom of lists for moved items). Added many new items to the list: specifically artifact descriptions from Tamrielic Lore and disease descriptions. Several issue descriptions have been edited and solutions added. You may want to peruse the list again.

2.01.0 - [2013-09-27] Added E-035, E-036

2.02.0 - [2013-09-27] Added C-053, E-038

2.02.1 - [2013-09-27] Edited solution description for E-034, E-035, E-036

2.02.2 - [2013-09-29] Edited solution description for C-020, C-021, C-022, C-053

2.03.0 - [2013-10-03] Added E-039, E-040, E-041

2.03.1 - [2013-09-27] Edited solution description for E-041

2.04.0 - [2013-10-06] Added E-042

2.05.0 - [2013-10-15] Added C-054

2.06.0 - [2013-10-28] Added C-055, C-056, E-043, E-044, E-045

2.07.0 - [2013-12-06] Added C-057, C-058, E-046, E-047, E-048, E-049, E-050

2.07.1 - [2013-12-10] Removed C-055 and added counterargument

2.07.2 - [2013-12-11] Edited solution description for C-043, C-044, C-045, C-046, C-047, C-048, C-049, C-050, C-051, C-052

2.07.3 - [2013-12-11] Edited solution description for C-017, C-018

2.08.0 - [2013-12-12] Added C-059

2.08.1 - [2013-12-11] Edited solution description for C-059

3.00.0 - [2017-03-07] Added the Inferences category. Added C-060, C-061

4.00.0 - [2017-03-07] Added the Information category. Added F-032

4.00.1 - [2017-03-09] Edited solution description for C-003, C-013. Removed F-019 and added counterargument.

4.01.0 - [2017-10-15] Edited solution description for C-027, C-040, C-041, C-042, E-012, E-019, E-030

4.01.1 - [2017-11-10] Edited solution description for E-038

4.02.0 - [2018-04-25] Added C-062

4.03.0 - [2018-05-19] Added C-063

 

 

 

 

List of Inconsistencies

Explicitly variant material

 

 

 

Item C-001

"I am a herder. I watch over the tribe's herds of guar and shalk. I butcher the guar and shalk and preserve their meats to feed the tribe. I tan the guar hides, render the shalk resins, and season the shalk shells. Then the tribe's craftsmen take these things and make the things we need for ourselves, and the things we sell to traders and other tribes."

 

Issue(s): Ashlander Guar and Shalk herds are not featured in game

Solution(s): Creatures Version XI adds Ashlander Herders to the game

 

....................................

 

Item C-002

"Also called 'the Smuggler's Coast', the region's secluded coves and islands provide refuge for criminal trade, and the frequent rain and fog hides small boats from Excise cutters."

 

Issue(s): There are no Excise Cutters in the game

Solution(s): Seyda Neen Extension and Morrowind Rebith include Coastguard cutters at the dock.

 

....................................

 

Item C-003

"Except for the settled southwest, Vvardenfell is covered by hostile desert wastes, arid grasslands, and volcanic badlands, and thinly populated by the nomadic Ashlander tribes."

 

"The regular rain and dark soils of the Grazelands produce the rich grazing for Ashlander herds that gives the region its name. The region lies in the northeast of Vvardenfell, sandwiched between the Ashlands and Azura's Coast. Permanent settlements include Vos village and the towers of Tel Vos and Tel Fyr. The Ashlanders of Zainab camp move their herds across the plains in search of fresh grazing. There are no roads or tracks, but travel is easy across the open plains."

 

Issue(s): The grazelands are described as both arid and as having regular rainfall. Grazelands has a 10% chance of rain, whereas the Ascadian Isles only have a 5% chance. So, gameplay suggests that developers went with the regular rainfall concept. The Grazelands are also said to have NO roads or tracks, there are obviously some tracks through the Grazelands.

Solution(s): Trackless Grazeland removes most of the roads from the Grazelands region. MKM Less Road Signs (Russian) removes many of the road signs from the wilderness areas of Vvardenfell - not an exact match, but worth mentioning.

 

....................................

 

Item C-004

"The rugged coast and islands of northern and eastern Vvardenfell are called Azura's Coast. The region is rocky, infertile, and largely uninhabited, except for the outpost at Molag Mar, the Telvanni settlements at Sadrith Mora, the wizard towers at Tel Aruhn, Tel Mora, and Tel Branora, and Ahemmusa camp and the remote fishing villages of Ald Redaynia and Dagon Fel on the north coast. There are no roads; most travel is by boat. Despite the rocky terrain, a variety of plants thrive on the regular rainfall."

 

Issue(s): Ald Redaynia is said to have the ruin and a fishing village, there is only the ruined Wizard Tower in game.

Solution(s): Ald Redaynia Extended and Redaynia Village add a settlement to the site of Ald Redaynia

 

....................................

 

Item C-005

"The piercing light of the Grand Pharos at the mouth of the harbor of the port village of Seyda Neen is a beacon to mariners throughout the Inner Sea. Most visitors from the Empire make landfall at the port of Seyda Neen, where they are processed by the Imperial Census and Excise Commission agents of the Coastguard station. The Coastguard cutters docked here control smuggling and piracy on the Inner Sea."

 

Issue(s): The lighthouse in Seyda Neen is said to be called the Grand Pharos - this name is not used for the cell name. Coastguard Cutters are said to be docked here, but none are.

Solution(s): Seyda Neen Extension and Morrowind Rebith include Coastguard cutters at the dock.

 

....................................

 

Item C-006

"The most popular sources of protein are kwama eggs and the meat of the domesticated guar. The most popular beverages are mazte (a local beer brewed from fermented saltrice) and sujamma (a potent, bitter liquor)."

 

Issue(s): Guar meat is unavailable in-game.

Solution(s): Added by Creatures XIGuar MeatComplete MorrowindMorrowind RebirthMorrowind Crafting

 

....................................

 

Item C-007

"The staple is the saltrice grain, usually eaten as a cooked porridge mixed with scuttle (a cheese-like food from giant domesticated beetles). Hackle-lo (a hardy succulent edible leafy green) is a reliable year-round vegetable, eaten cooked or raw, and bittergreen (a fast-growing slime triggered by rain) is safe and nourishing when boiled, though highly toxic if eaten raw."

 

Issue(s): Bittergreen slime is not featured in game, scuttle does not drop from any beetles (Shalk?), saltrice porridge is not available in game.

Solution(s): Saltrice Porridge is added by Complete Morrowind and Necessities of Morrowind

 

....................................

 

Item C-008

"The East Empire Company is a monopolistic mercantile enterprise chartered by the Emperor and managed by a board of directors appointed by the Emperor. The Company has sole authority to trade in certain goods, like flin, raw ebony, raw glass, and Dwemer artifacts, and it also enjoys favorable tariffs and regulations for import and export of other common and exotic goods, like kwama eggs, marshmerrow pulp, saltrice, and Telvanni bug musk."

 

Issue(s): Marshmerrow Pulp is not featured in game

Solution(s): Unknown

 

....................................

 

Item C-009

"Undead creatures encountered on Vvardenfell include ghosts like the ancestor ghost, guardian ancestor, wraith, dwarven ghost, dwarven guardian, and dwarven wraith. A fleshy revenant is called a bonewalker, and includes the bonewalker and the greater bonewalker. Fleshless revenants include skeletons, skeleton archers, skeleton warriors, skeleton champions, and bonelords. Vampires, profane undead creatures, have been hunted almost to extinction."

 

Issue(s): Guardian Ancestors, Wraiths, Dwarven Guardians, and Dwarven Wraiths are not featured in game.

Solution(s): Wraiths are added by The UndeadMorrowind Comes Alive

 

....................................

 

Item C-010

"The frost centurion is an enchanted animated artifact of Dwemer creation. Constructed in the form of an armored warrior, they are aggressive and dangerous. Scrap metal collected from Dwemer artifacts is rare and precious, and prized both by collectors of antiquities and students of metals and enchantments."

 

Issue(s): Frost Centurions are not featured in game (but we DID get a Shock centurion...).

Solution(s): Unknown

 

....................................

 

Item C-011

"The winged twilight are the female-formed Daedric messengers of the Daedra Lord Azura. Daedra hearts have modest magical properties."

 

Issue(s): Winged Twilights do not drop Daedra Hearts

Solution(s): Twilight Heart Drops makes Winged Twilights have a chance to drop Daedra Hearts

 

....................................

 

Item C-012

"Two smaller but dangerous predators of Vvardenfell are the nix-hound and the rat. Cave rats are found everywhere, often in close proximities to their slightly larger relative, the cave rat and the rust rat. The nix-hound is a rangy quadruped with long, purple feeding spikes. Its cousin, the rogue nix-hound, is larger and much more dangerous."

 

Issue(s): Rust Rats are not featured in game (could potentially be what ended up just being generic Rats - the mesh and textures for rats are named Rust Rats).

Solution(s): Unknown

 

....................................

 

Item C-013

"Three creatures are commonly encountered in Vvardenfell's coastal and water environments. The mudcrab, and its larger cousins the king mudcrab and mudcrab titan, are large but unaggressive. Slaughterfish are small but very aggressive, and the larger varieties, the blind slaughterfish and the electric slaughterfish, are quite dangerous. But the most dangerous water creature is the large and powerful dreugh and the dreugh man o'war."

 

Issue(s): King Mudcrabs, Mudcrab Titans, Blind Slaughterfish, Electric Slaughterfish, and Dreugh Man o'Wars are not featured in the game.

Solution(s): R-Zero's Creatorium Part 1 - Water and Shores adds King Mudcrab, Mudcrab Titan, Blind Slaughterfish, Electric Slaughterfish, Dreugh Man O' War, and Land Dreugh. Blind and Electric Slaughterfish are added by Under Red Mountain; Elder Mudcrabs are added by Morrowind Advanced (not quite the same, but pretty close, and the mod is made by a developer...); Electric Slaughterfish are added by Electric Slaughterfish

 

....................................

 

Item C-014

"Corkbulb trees are grown for their tough, fibrous roots which have modest magical properties. On Vvardenfell corkbulb root is used in place of wood, since trees won't grow in this harsh environment. Corkbulb grows best in the Ascadian Isles."

 

Issue(s): Trees grow on Vvardenfell. And there are no Corkbulb trees.

Solution(s): Unknown

 

....................................

 

Item C-015

"The two most common herd animals of the Ashlanders are the guar and the shalk. The guar is a large biped, trained as a beast of burden, and raised for meat and hides. Wild guard are encountered in the wilderness; they're usually quite peaceful. The shalk is a large, unaggressive beetle, raised for meat and resin from its shells."

 

Issue(s): Shalk meat is not featured in game. May be referring to Scuttle, which is not dropped from the Shalk.

Solution(s): Unknown

 

....................................

 

Item C-017

"Yellow tick is a mild common disease affecting a victim's strength and mobility. Symptoms include dark, bruise-like swelling, sensitive to touch. It may be contracted from the least kagouti."

 

Issue(s): Least Kagouti are not featured in game. (implies Great Kagouti may exist...).

Solution(s):  Morrowind Advanced - BTB Edit (direct download) removes "least" from this dialogue entry.

 

....................................

 

Item C-018

"Rockjoint is an acute common disease affecting a victim's manual dexterity. Symptoms include painful swelling and immobility of all joints. It may be contracted from the domesticated guar or dusky alit."

 

Issue(s): Dusky Alit are not featured in game.

Solution(s):  Morrowind Advanced - BTB Edit (direct download) replaces "domesticated guar or dusky alit" with "wild guar."

 

....................................

 

Item C-019

"Fur armor is a light armor style popular among Nord barbarians. Dreugh is a remarkably strong Dunmer medium armor, made from Dreugh hide. But the most famous exotic armor is Dwemer, or Dwarvish armor, a highly ornate heavy armor valued as much for its rarity and antique craftsmanship as for its distinctive impact-absorbing qualities in combat."

 

Issue(s): Dreugh Hide is not featured in game.

Solution(s): Unknown

 

....................................

 

Item C-020

"Fire petals have modest magical properties, and are collected from the fire fern plant that grows on Red Mountain, in Molag Mar, and on Azura's Coast."

 

Issue(s): Fire Petal locations are not consistent with this description.

Solution(s): MR Ingredients Dialogue changes ingredient descriptions to fix location inconsistencies.

 

....................................

 

Item C-021

"Kreshweed fiber is a resinous fiber with modest magical properties that comes from the coarse grass of the Grazelands and Azura's Coast called kreshweed."

 

Issue(s): Kreshweed locations are not consistent with this description.

Solution(s): MR Ingredients Dialogue changes ingredient descriptions to fix location inconsistencies.

 

....................................

 

Item C-022

"The sweet pulp of marshmerrow reeds is a delectable foodstuff, and when eaten fresh or prepared, it has modest healing properties. Marshmerrow is an important cash crop of the farms and plantations of the Ascadian Isles, but it also grows wild in the Grazelands and on Azura's Coast."

 

Issue(s): Marshmerrow locations are not consistent with this description.

Solution(s): MR Ingredients Dialogue (direct download link) changes ingredient descriptions to fix location inconsistencies.

 

....................................

 

Item C-023

"Bloat is the thick, pulpy-white tuber of the bloatspore plant. It grows in dark, damp locations."

 

Issue(s): Bloatspores are said to grow in dark, damp and produce bloat, but there are none placed in game (though there is a mesh for them on the disc).

Solution(s): Herbalism for PuristsGraphic Herbalism and Bloated Morrowind add bloatspores to the game and Uirith's Legacy adds a Bloat Mine. The mesh is fixed by Gez in this mod.

 

....................................

 

Item C-024

"Nibani Maesa says that, if the star is the key -- Azura's Star -- then the door may be seen only at dawn and dusk, when Azura's Star is in the sky. Then the star would be the 'key' that opens the door."

 

Issue(s): The door is visible at all times, but it can only be opened at Dawn and Dusk. To be consistent, the door would have to be unseen (Gates of Moria style) at any other time.

Solution(s): Unknown

 

....................................

 

Item C-025

"Heavy two-handed hammers were developed in the West to counter the defensive protection of the heavily armored Western knight. The iron warhammer has a single head with a balancing spike to penetrate plate armor. The steel warhammer, on the other hand, has two heavy heads, and is designed to batter or knock down an armored opponent."

 

Issue(s): The iron warhammer does not have a balancing spike.

Solution(s): Iron Warhammer with balancing spike by Reizeron

 

....................................

 

Item C-026

"Forgive the rude welcome, but until you have declared for us, we must treat you as our enemy. The Sleepers and Dreamers are newly come to Lord Dagoth, and not yet blessed with his power. But the Children of His Flesh, they are deep in the heart of his mysteries. Their bodies swell to contain his glory, and to yield the rich sacraments of our Lord's feasts. And we are the least of his servants, for Ash Poets, Ascended Sleepers, and Ash Vampires stand high above us in the Lord's bountiful grace."

 

Issue(s): There are no Ash Poets in the game. May be a twisted mocking of Vivec, with 4-arms (Mephala). Or may just be a specialized ash ghoul.

Solution(s): Added by Creatures XI

 

....................................

 

Item C-027

"I hear that the Balmora magistrate, Nolus Atrius, is on the take. But he has important friends who can protect him. The Legion Champion, Larrius Varro, over at Fort Moonmoth, has sworn an oath to stop corruption. But it's not clear how he can deal with the situation."

 

Issue(s): Nolus Atrius is not in the game.

Solution(s): Added by THE Morrowind NPC Makeover. Clear Your Name adds Nolus with an office to Fort Moonmoth.

 

....................................

 

Item C-028

"Did you hear they stuck that Dissident Priests guy Malur Omayn in the Ministry of Truth? I guess the Temple Priests and Ordinators figure they can straighten him out in there. I'll bet they can."

 

Issue(s): Malur Omayn is not in the game. May be dead and disposed of already though...

Solution(s): Added by THE Morrowind NPC Makeover

 

....................................

 

Item C-029

"Bilsa Andaram said she heard a group of smugglers talking about a trans-shipment point in a cave up on the coast in the West Gash. All she could catch was that it was north of Koal Cave and the Odai River, and that it was near a natural bridge of rock that arched over the water."

 

Issue(s): Bilsa Andaram is not in the game.

Solution(s): Added by THE Morrowind NPC Makeover

 

....................................

 

Item C-030

"Narese Athrys said she ran into a rogue Telvanni base out in the middle of the ashlands. Unfortunately, when she used her Almsivi Intervention to escape, she failed to note her position. All she could say was that she was somewhere in the ashlands between Foyada Mamaea on the west and Foyada Ashur-Dan on the east, and north of Lake Nabia. That covers a lot of empty territory."

 

Issue(s): Narese Athrys is not in the game.

Solution(s): Added by THE Morrowind NPC Makeover

 

....................................

 

Item C-031

"Madayna Sarendas tells me Kirginia had the shipmaster drop her and her mates off in the middle of nowhere, on the beach north of Rotheran on Sheogorad. So she doesn't realize this looks odd? How many times has Kirginia done hard time for smuggling? She may not be smart, but she certainly is persistent."

 

Issue(s): Madayna Sarendas is not in the game.

Solution(s): Added by THE Morrowind NPC Makeover

 

....................................

 

Item C-032

"You know what I heard about Baram? The other day he woke up in the Temple, but couldn't remember how he got there or why he went there. He made a big joke of it, saying he must have tied one on last night, and forgot all about it."

 

Issue(s): Baram is not in the game.

Solution(s): Added by THE Morrowind NPC Makeover

 

....................................

 

Item C-033

"A guard found Naryn walking around in his nightshirt near the fort. He said he didn't remember how he got there. Sounds to me like he's getting old before his time."

 

Issue(s): Naryn is not in the game.

Solution(s): Added by THE Morrowind NPC Makeover

 

....................................

 

Item C-034

"You won't believe what old Avus said yesterday. 'I could live in a nutshell and be consumed with infinite space were it not that I have bad dreams.' What the hell is he talking about?"

 

Issue(s): There is an Avus in the game, but he is located at the Dren Plantation, no where near enough Balmora for rumor-tellers to be so familiar with him.

Solution(s): Added by THE Morrowind NPC Makeover

 

....................................

 

Item C-035

"Bittergreen is a red flowering plant with modest magical properties. It grows in the Red Mountain region."

 

Issue(s): Bittergreen is not a red plant and/or does not have red flowers. It can also be found in the West Gash and Ashlands regions. It is possible that we see the out of season Bittergreen plant in game (no flowers yet).

Solution(s): Unknown

 

....................................

 

Item C-036

"Really? Is that what you had in mind? Don't let me discourage you. But you do know that you are almost certain to get corprus disease if you enter the Corprusarium? And I hope you understand how frightfully dangerous our inmates can be? And we do have guards, you know. Quite good ones. You're free to try, of course. But I don't advise it."

 

Issue(s): The only fully implemented method of contracting corprus is through Dagoth Gares during the main quest. If the player contracts the spell version of the disease it breaks the main quest and is non-functional anyway. And you cannot catch corprus from most logical sources of the disease like Corprus beasts.

Solution(s): Unknown

 

....................................

 

Item C-037

"According to the Collective Articles of the Council of the Great House Telvanni, out-house and outlander guests in Sadrith Mora may not travel in town or speak to or conduct business with citizens, tradesmen, or publicans unless they have Hospitality Papers. Hospitality Papers may be obtained from the Prefect of Hospitality, Angaredhel, at the Gateway Inn for 25 gold."

 

Issue(s): None of this is implemented in game.

Solution(s): Hospitality Papers requires the player to have papers to receive any services in Sadrith Mora. Sadrith Mora Closed City does much the same but makes some other changes to make the new requirement work more fluidly.

 

....................................

 

Item C-038

"The unarmored discipline is the skill of avoiding or reducing injury during combat by evading, deflecting, or absorbing blows. This discipline is traditionally associated with the mystical martial arts disciplines of the Khajiit, but has been adapted in the West for use by mages whose spellcasting is adversely affected by encumbering armor and weapons."

 

Issue(s): Wearing armor appears to have a negative impact on spell-casting, but this is not addressed in game (aside from the increase in fatigue loss penalty for encumbrance).

Solution(s): Mastering Magicka BETA adds this feature.

 

....................................

 

Item C-039

"I reported to Tienius Delitian that Trels Varis had given me his word that he would not discuss King Helseth in 'The Common Tongue'. Tienius Delitian was very pleased with my service. He gave me 3000 gold to cover my expenses and a 'King's Oath' blade -- exactly like those used by the Royal Guard. Only those sworn to the king's service and tested by great trials may use them. They bear deadly curses that kill thieves and traitors."

 

Issue(s): The Royal Guard don't actually use these weapons.

Solution(s): King's Oath Fix adds King's Oath blades to Helseth's personal guards

 

....................................

 

Item C-040

Tamrielic Lore, regarding the Warlock's Ring: "It is best known for its ability to reflect spells cast at its wearer and to improve his or her speed and to restore health. No adventurer can wear the Warlock's Ring for long, for it is said that the Ring is Syrabane's alone to command."

 

Issue(s): The Warlock's Ring does not restore health when cast.

Solution(s): Corsair's MW Inconsistencies adds restore health to the enchantment.

 

....................................

 

Item C-041

Tamrielic Lore, regarding the Dragonbone Mail: "The properties of the Cuirass allow the wearer to be resist fire, and to damage an enemy with a blast of fire."

 

Issue(s): The Dragonbone Cuirass does not have this ability. Possible fixes include scripting the armor to add a spell to the player's inventory or replacing the resist fire with a fire shield to inflict fire damage on attackers.

Solution(s): Corsair's MW Inconsistencies gives a spell to the player when they are wearing the cuirass.

 

....................................

 

Item C-042

Tamrielic Lore, regarding the Lord's Mail: "Sometimes called the Armor of Morihaus or the gift of Kynareth, this is an ancient cuirass of unsurpassable quality. It grants the wearer power to absorb health, resist the effects of spells, and cure oneself of poison when used. It is said that whenever Kynareth deigns the wearer unworthy, the Lord's Mail will be taken away and hidden for the next chosen one.

 

Issue(s): The cuirass does not give the ability to absorb health.

Solution(s): Corsair's MW Inconsistencies adds absorb health to the enchantment.

 

....................................

 

Item C-043

Ataxia is a mild common disease affecting the victim's strength and dexterity. Symptoms include generalized pain and muscle stiffness. It may be contracted from slaughterfish.

 

Issue(s): Ataxia is contracted from the Diseased Alit and Plague Bear but not slaughterfish. The Plague bear could possibly have its own unique disease.

Solution(s): Morrowind Advanced - BTB Edit (direct download) changes dialogue from "slaughterfish" to "alit" and adds ataxia to alits.

 

....................................

 

Item C-044

Brown rot is a mild common disease affecting the victim's strength and behavior. Symptoms include necrosis and sleeplessness. It may be contracted from the bonewalker, skeleton, greater bonewalker, or bonelord.

 

Issue(s): Brown rot cannot be contracted from skeletons or bonelords.

Solution(s): Morrowind Advanced - BTB Edit (direct download) removes the dialogue reference to skeletons and bonelords.

 

....................................

 

Item C-045

Chills is an extremely dangerous common disease affecting the victim's mind and coordination. Symptoms include clumsiness and mental confusion. It may be contracted from the bonewalker, skeleton, greater bonewalker, or bonelord.

 

Issue(s): Chills cannot be contracted from any of these sources.

Solution(s):  Morrowind Advanced - BTB Edit (direct download) removes the dialogue reference to skeletons, bonewalkers, and greater bonewalkers and adds chills to bonelords.

 

....................................

 

Item C-046

Dampworm is a serious common disease affecting a victim's mobility. Symptoms include uncontrollable muscle spasms and twitching. It may be contracted from the nix-hound.

 

Issue(s): Dampworm cannot be contracted from anything.

Solution(s):  Morrowind Advanced - BTB Edit (direct download) adds dampworm to nix-hounds.

 

....................................

 

Item C-047

Droops is a serious common disease that affects a victim's strength. Symptoms include weak and flaccid muscle tissues. It may be contracted from all forms and stages of kwama.

 

Issue(s): There is no diseased version of the Kwama Forager or Kwama Warrior.

Solution(s):  Morrowind Advanced - BTB Edit (direct download) changes "all" to "most" forms of kwama in the dialogue and adds droops to kwama warriors.

 

....................................

 

Item C-048

Greenspore is a serious common disease affecting a victim's behavior. Symptoms include irritability and violent outbursts, and may include mild dementia. It may be contracted from slaughterfish.

 

Issue(s): Cannot be contracted from Slaughterfish.

Solution(s):  Morrowind Advanced - BTB Edit (direct download) changes dialogue from "slaughterfish" to "bull netch" and adds greenspore to bull netch.

 

....................................

 

Item C-049

Rattles is a mild common diseased affecting a victim's willpower and dexterity. Symptoms include muscle spasms and listlessness. It may be contracted from the nix-hound.

 

Issue(s): Rattles cannot be contracted from anything.

Solution(s): Morrowind Advanced - BTB Edit (direct download) changes dialogue from "nix-hound" to "slaughterfish" and adds rattles to small slaughterfish.

 

....................................

 

Item C-050

Rockjoint is an acute common disease affecting a victim's manual dexterity. Symptoms include painful swelling and immobility of all joints. It may be contracted from the domesticated guar or dusky alit.

 

Issue(s): Rockjoint cannot be contracted from anything.

Solution(s): Morrowind Advanced - BTB Edit (direct download) changes dialogue from "domesticated guaror dusky alit" to "wild guar" and adds rockjoint to wild guar.

 

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Item C-051

Rust chancre is a mild common disease affecting a victim's mobility and behavior. Symptoms include swelling and rash, and painful muscle spasms. It may be contracted from the waste rat.

 

Issue(s): Rust Chancre cannot be contracted from anything. The Waste Rat is not featured in the game.

Solution(s): Morrowind Advanced - BTB Edit (direct download) changes dialogue from "waste rat" to "skeleton" and adds rust chancre to skeletons.

 

....................................

 

Item C-052

Wither is a mild common disease that affects a victim's strength and endurance. Symptoms include loss of energy and shortness of breath. It may be contracted from dreugh.

 

Issue(s): Wither cannot be contracted from the Dreugh. But it CAN be contracted from Dreamers.

Solution(s): Morrowind Advanced - BTB Edit (direct download) adds wither to dreugh.

 

....................................

 

Item C-053

"Green lichen is a hardy primitive plant with modest magical properties that grows in the Ascadian Isles and Azura's Coast."

 

Issue(s): Green lichen locations are not consistent with this description.

Solution(s): MR Ingredients Dialogue changes ingredient descriptions to fix location inconsistencies.

 

....................................

 

Item C-054

"Two smaller but dangerous predators of Vvardenfell are the nix-hound and the rat. Cave rats are found everywhere, often in close proximities to their slightly larger relative, the cave rat and the rust rat. The nix-hound is a rangy quadruped with long, purple feeding spikes. Its cousin, the rogue nix-hound, is larger and much more dangerous."

 

Issue(s): The nix-hound has green feeding spikes. The rogue nix-hound is not featured in game.

Solution(s): Purple feeding spikes from EJ-12 download, and Fix-hound by Reizeron

 

....................................

 

Item C-055

"Buoyant Armigers at Ghostgate told me that all their intelligence is old. No one has ventured far inside the fence for years. They gave me a map showing the locations of the citadels of the various ash vampires. Sixth House creatures have become more numerous and powerful, and the most powerful can conjure powerful daedra. There are no safe refuges or services inside the fence; I must return to Ghostgate to rest and heal."

 

Issue(s): No ash creatures, corprus beasts or Dagoths summon Daedra.

Solution(s): Unknown

 

Counter(s): Dagoth Endus summons flame and storm atronachs. Perhaps more Dagoths could summon daedra.

 

....................................

 

Item C-056

"It is Almelexia's belief that the Shrine of the Dead can be reclaimed, and its power used for the good of Mournhold. Although traditional Temple doctrine disavows ancestor worship, the Lady believes that it has its place, and that the power to be gained from the ancestors is great."

 

Issue(s): This ancient Dunmer shrine for communing with their departed ancestors appears in game as an Imperial Shrine.

Solution(s): Unknown

 

....................................

 

Item C-057

"Black anther is a flowering plant that grows along Azura's Coast."

 

Issue(s): Black Anther locations are not consistent with this description.

Solution(s): MR Ingredients Dialogue changes ingredient descriptions to fix location inconsistencies.

 

....................................

 

Item C-058

"My orders are to go to the town of Balmora in Vvardenfell District and report to a man named Caius Cosades. To find out where he lives, I should ask in Balmora at the cornerclub called South Wall. When I find Caius Cosades, I must give him a package of documents, and wait for further orders."

 

Issue(s): You don't get a "package of documents." The model is a single note.

Solution(s): Unknown

 

....................................

 

Item C-059

"The storm atronach is a powerful Daedric summoning associated with elemental lightning. Crystalline elemental shock compounds called shock salts may be salvaged from the remains of banished storm atronachs."

 

Issue(s): Storm Atronachs in Morrowind, Oblivion, and Skyrim drop Void Salts but no Shock Salts.

Solution(s): Morrowind Rebirth replaces "shock salts" with "void salts" in the dialogue entry.

 

....................................

 

Item C-060

"It seemed that Torik had been orphaned as  a very young age and sent to live with his uncle, a saltrice plantation owner in Sheogorad in northern Vvardenfell."

 

Issue(s): There are no saltrice plantations in northern Vvardenfell.

Solution(s): Unknown

 

....................................

 

Item C-061

"Eydis Fire-Eye tells me that the eggmine is located a short distance southwest of Balmora, in the bluffs west of the Odai River. The old suspension bridge across the Odai is just southeast of the mine entrance. I'm to follow the river south of Balmora until I see the bridge overhead."

 

Issue(s): These directions are incorrect. If the suspension bridge is above your head, you've gone too far (maybe it means "up ahead"?).

Solution(s): Unknown

 

....................................

 

Item C-062

"The Madstone of the Ahemmusa is a protection against the spells of witch-warriors. When you use it, and touch your enemy, it causes the voices of the ancestors to cry out in his head, confusing him, and fuddling his witcheries. I warn you, though; when you use the Madstone, the ancestors also cry out in your ears, so you, too, are made mad by their wailing. It is the Madstone. Perhaps it will not please a wizard, but it may greatly please a warrior."

 

Issue(s): The Madstone of the Ahemmusa item only affects the target, not the player.

Solution(s): Unknown

....................................

 

Item C-063

"Edd Theman, also 'Fast Eddie', also 'Eddie the Rat', is a rare commodity, a former Telvanni wizard who has gone Imperial and joined the Mages Guild. A colorful but unreliable character, but he is an invaluable source of inside information on Great House Telvanni. He has a small house here in Balmora."

 

Issue(s): Edd Theman is not a member of the Mages Guild or affiliated with them in the game.

Solution(s): Unknown

 

 

 

List of Ineffectuals

Implicitly variant material

 

 

 

Item E-001

"The betty netch is a large hovering beast, supported by internal sacks of magical vapors. The betty netch, the female of the species, is smaller than the male bull netch, but fiercely territorial. Cured netch skin, durable, flexible, and variously colored, is used throughout the Empire in garments, armor, weapons, household goods, and furnishings."

 

Issue(s): Netch are monochromatic - there may be other varieties with different pigmentation.

Solution(s): Creatures XI adds a green and black Netch

 

....................................

 

Item E-002

"Fur armor is a light armor style popular among Nord barbarians. Dreugh is a remarkably strong Dunmer medium armor, made from Dreugh hide. But the most famous exotic armor is Dwemer, or Dwarvish armor, a highly ornate heavy armor valued as much for its rarity and antique craftsmanship as for its distinctive impact-absorbing qualities in combat."

 

Issue(s): The dwarven armor we see in game is NOT ornate. Perhaps this would be referring to an armor in the style of Oblivion's dwarven armor.

Solution(s): Unknown

 

....................................

 

Item E-003

"The Velothi are people of Ashlander stock who have abandoned nomadic life and settled among the native Dunmer; the Velothi are despised by their Ashlander cousins as weak and soft, while the Dunmer look down upon the Velothi as an insignificant underclass."

 

Issue(s): This Dunmer underclass doesn't appear to be prominently featured in the game; though it is alluded to in Gnisis.

Solution(s): Unknown

 

....................................

 

Item E-004

"Most Ashlanders wish all foreigners and their false gods could be driven from Morrowind. At very least, Ashlanders wish the foreign devils would leave them in peace. Ashlanders think it shameful to attack unarmed persons, but they will kill without hesitation an armed person who offends them or their clan laws. No Ashlander is fool enough to make war against the Empire. However, if such a war might be won, many Ashlanders might cheerfully give their lives to win such a war."

 

Issue(s): Most Ashlanders seem to accept the beliefs of Dagoth Ur. It implies that some could potentially join him as he gains power during the main quest.

Solution(s): Ashlander Rebels makes some ashlanders join the Sixth House as the main quest progresses.

 

....................................

 

Item E-005

"And among outcast Ashlanders, beware the mabrigash, renegade witch-warrior women who practice dark magics."

 

"A mabrigash is an Ashlander witch-warrior, a renegade wise woman who has forsaken the established rules of behavior for an Ashlander woman to become a master of dark magic and the weapons of war. By secret rituals the mabrigash steals a man's vital essence and makes herself a powerful sorcerer and warrior. The manifestation of her dark power is called a 'ghost snake' that paralyzes and drains a victim's vitality."

 

Issue(s): The Ghost Snake ability of the Mabrigash is rather underdeveloped. Sounds more like a magical manifestation/summon rather than a simple spell.

Solution(s): Unknown

 

....................................

 

Item E-006

"The unarmed, unarmored martial arts traditions of the Marshmerrow, Salt Rice, and Golden Reed societies of the Dissident Priest, patterned on the 'Rain-of-Sand' fighting styles of Elsweyr, are slow to be adopted in the Empire, associated as they are with the ascetic renunciation of worldly wealth and material goods, and the rigid disciplines and mystical philosophies so alien to the Imperial West."

 

Issue(s): These Dunmer Martial Arts aren't prominently featured in the game. Also implies that there may be a Golden Reed plant in Morrowind.

Solution(s): Unknown

 

....................................

 

Item E-007

"The kwama forager scouts the surface of the land and natural underground passages, searching for suitable locations for new colonies, and hunting for prey. Foragers are aggressive but not very dangerous."

 

Issue(s): Kwama Foragers are not in cave leveled lists.

Solution(s): Unknown

 

....................................

 

Item E-008

"Raw glass is similar to raw ebony, but less well-known. Ebony is jet black, while glass is a milky translucent green. Less durable, but much lighter and more flexible than ebony, glass is used primarily to make the distinctive, elegant glass armors and weapons of High Elven design."

 

Issue(s): The glass armor and weapons in Morrowind seem to be of High Elven design. Which implies that there could actually be a Dunmer Glass Armor.

Solution(s): Unknown

 

Counter(s): From Bethesda's website, it looks like Glass is made by the Dark Elves but is inspired by High Elven design; source.

 

....................................

 

Item E-009

"Ash salts are hard grey crystals formed from the ash deposited by ash storms in the ash wastes and lava fields. Ash salts are most often collected from the remains of creatures like the ash slave, the ash ghoul, and ash zombie."

 

Issue(s): Implies that ash salts may be a harvestable ingredient/material in the Ashlands - from Ash Piles/Drifts.

Solution(s): Unknown

 

....................................

 

Item E-010

"Scribs are little baby kwama. We shuck the shells, crush the flesh into a jelly. Doesn't taste bad. And filling. Takes a while getting used to the texture, though."

 

Issue(s): Scribs have their shells shucked to get to the meat; so there could be empty scrib shells laying around egg miner camps - or Scrib Shell Fragments could be a drop.

Solution(s): Scrib Shell Fragments are added by Creatures XI

 

....................................

 

Item E-011

"I'm a scout. I know places, people, plants, paths, wind, and weather. I serve as guide for travelers and traders, or work as advance guard and pathfinder for expeditions. I know the geography of Vvardenfell, and the various geographic regions. My best defense is stealth, sneaking past trouble, but I can fight bow or blade, in various armor styles, when the job requires it."

 

Issue(s): Scouts claim to guide travelers, but will only point out directions on a map, they do not serve as guides.

Solution(s): Antares' Big Mod gives Scouts travel (guiding) services.

 

....................................

 

Item E-012

"The frost centurion is an enchanted animated artifact of Dwemer creation. Constructed in the form of an armored warrior, they are aggressive and dangerous. Scrap metal collected from Dwemer artifacts is rare and precious, and prized both by collectors of antiquities and students of metals and enchantments."

 

Issue(s): Scrap metal has a very low value, even to intellectuals. A dime-a-dozen as it were.

Solution(s): Corsair's MW Inconsistencies makes scrap metal worth 200 but weigh 50.

 

....................................

 

Item E-013

"I'm sorry. I understand. Then we have nothing further to discuss at this time. I will not apologize for the Temple's actions against you, or against the Dissident Priests. But I do believe it is time for such hostilities to stop. I regret that, at present, the Ordinators are not completely under my control, so I cannot guarantee that you will not be harmed. But if you change your mind, and are willing to meet with Vivec, please return to me at any time."

 

"The Ashlanders have a prophecy that one day a reincarnation of the legendary hero Nerevar will unite the Dunmer against the invaders and restore the ancient Dark Elven nation. But the Tribunal Temple says this is a false and profane superstition, and the Ordinators deal mercilessly with those who profess such beliefs."

 

Issue(s): It is implied that the ordinators will be hostile towards the player after they proclaim to be the Nerevarine.

Solution(s): Antares' Big Mod makes Ordinators attack the player on sight after they proclaim to be the Nerevarine.

 

....................................

 

Item E-014

"You look ravaged. Maybe you should see a healer." ";PCHealthPercent<=75"

 

"Not so close! I don't want to catch what you've got. And you've got a blight disease. You're a danger to everyone. You must find an Imperial cult altar or a Temple shrine, or see a healer or apothecary, and get yourself cured. Otherwise, no one is going to talk to you."

 

Issue(s): It is implied that Healers offer healing and curative services, which they do not.

Solution(s): The Healers mod makes healers offer healing services. Healing.esp (part of ManaUser's Mini Mods collection) makes them offer health/attribute restoring and disease curing services.

 

....................................

 

Item E-015

 

"Someone said that Ienas Sarandas lost his patrimony betting on the guar, and sold every piece of the family silverware to pay his debts."

 

Issue(s): You can't see others betting or bet on guar yourself in the game. Or this might just be an idiom for doing something foolish.

Solution(s): Unknown

 

....................................

 

Item E-016

"For our coming Harvest's End pageant, we need a red shirt with a black vest. Please visit clothiers and ask if they would donate such a shirt and vest to the cult. The combination of shirt and vest is what they call a 'common shirt.' When you have the red shirt with a black vest, return and deliver them to me."

 

Issue(s): The pageant never takes place!

Solution(s): Unknown

 

....................................

 

Item E-017

"Gravedust is spirit-affinitive dust taken from remains buried in consecrated ground."

 

Issue(s): Gravedust cannot be taken from remains buried in consecrated ground such as ash pits, mummies, and urns.

Solution(s): Realistic Ashpits adds gravedust as a drop from ash pits. Srikandi's Alchemy adds gravedust to urns.

 

....................................

 

Item E-018

"Beneath the Palace of Vivec is the Puzzle Canal, a place of worship and testing for questing heroes hoping to receive Vivec's favor. Many choice treasures are guarded by Daedric servants in the Puzzle Canal's dark passages."

 

Issue(s): The puzzle canal is not implemented in this way. For one, there is only one Daedric servant.

Solution(s): Puzzle Canal and Puzzly Puzzle Canal add puzzles to the Puzzle Canal. Bro, do you even puzzle?

 

....................................

 

Item E-019

Ruins of Kemel-Ze, regarding Steam Centurions: "The ice cracked above me. The giant golden king stood before me, the shell of ice falling away, his head swiveling towards me in triumph. Was there no stopping this Dwarven monstrosity?! But then the light faded from his eyes, and his arms dropped to his sides. The magical frost had worked, cooling its steam-driven energy."

 

Issue(s): It is implied by this book that steam-powered centurions may be severely weak to magical frost.

Solution(s): Corsair's MW Inconsistencies adds resist frost to Steam Centuriions, specifically; and makes them tougher than before.

 

....................................

 

Item E-020

"[suran is] a busy port on the north shore of Lake Masobi, in the northwest corner of the Ascadian Isles. You can get there by going east from Pelagiad and around the north side of the Dren Plantation, following the roads east until you reach Suran. You can also take a Silt Strider there from Molag Mar or Vivec."

 

Issue(s): Suran does not have a busy port. Not a single boat is there.

Solution(s): New Suran adds a small dock, but still no busy port!

 

....................................

 

Item E-021

Breathing Water, regarding Vivec: "His name was Tharien Winloth, but in Vivec, they called him the Tollman. His job, such as it was, was collecting a percentage of the loot from the smugglers when they came into harbor to bring to his boss in the Camonna Tong."

 

Issue(s): Implies that Vivec may have a larger harbor than it really does. One large enough for smugglers to dock unnoticed.

Solution(s): Vivec Expansion adds additional areas to Vivec for boats to dock, though no fully fledged harbor. Redesigned Vivec expands the dock area.

 

....................................

 

Item E-022

Summon Ancestral Ghost spell effect tooltip: "Summons an Ancestral Ghost to battle for the caster. It appears six feet in front of the caster and attacks any aggressive entity until the effect ends or the creature is killed. At death, or when the effect ends, the creature disappears. If summoned in town, guards will attack the caster and summoned creature on sight."

 

Issue(s): All the summoning tooltip descriptions include this statement along with an Xbox loading screen. Yet there are no actual repercussions in game for summoning in public areas.

Solution(s): Kirel's Illegal Summoning addresses this omission.

 

....................................

 

Item E-023

"I am a herder. I watch over the tribe's herds of guar and shalk. I butcher the guar and shalk and preserve their meats to feed the tribe. I tan the guar hides, render the shalk resins, and season the shalk shells. Then the tribe's craftsmen take these things and make the things we need for ourselves, and the things we sell to traders and other tribes."

 

Issue(s): This description of Ashlander economy is severely underdeveloped in the game. And there are no shalk shells present in the game.

Solution(s): Unknown

 

....................................

 

Item E-024

"Ashlander nomadic camps have portable huts of hides stretched on chitin frames. These huts can be quickly dismantled and packed atop a guar when moving to new grazing and hunting grounds. The khan's hut is simply a larger, more elaborate version of a family hut."

 

Issue(s): Ashlander yurts appear to use wooden frames, based on the texture, not chitin. And they are never seen dismantled or moved in the game.

Solution(s): Unknown

 

....................................

 

Item E-025

"The Dunmer village style is the most familiar style in all districts. Huts are built of local materials, with organic curves and undecorated exteriors inspired by the landscape and the shells of giant native insects. Villages are dominated by Temple compounds and courtyards in traditional villages, but in newer plantations, the manor houses are the central features."

 

Issue(s): This may specifically be referring to the Redoran Village style seen in Gnisis (note that most Redoran homes are called Huts). As most other villages seem to consist of the shacks which do not have an organic, natural style.

Solution(s): Unknown

 

....................................

 

Item E-026

"The Duke and the Grand Council members are here. Rufinus Alleius is the Imperial magistrate. Cavortius Albuttian is the head of the Imperial Guard, Duke Dren's palace guard. Frald the White, Knight Bachelor of the Imperial Legion, is the head of the Hawkmoth Legion Garrison. Lalatia Varian is the head priest of the castle's Imperial cult shrine. The wealthy Canctunian Ponius is the chief factor and banker of the East Empire Company."

 

Issue(s): Is described and treated as an Imperial Magistrate but he is actually an acrobat class.

Solution(s): He is made into a Magistrate by Antares' Big Mod

 

....................................

 

Item E-027

Chance's Folly, regarding the Heran Ancestral Tomb: "Abruptly the passage ended with a large metal door, secured by a golden lock... As she turned, the door closed between her and the Breton. On her side, it did not resemble a door anymore, but a wall."

 

Issue(s): The Heran Ancestral Tomb has a few signs which link it to this book, but that door does not match its description at all. And there are no signs of advanced traps like tripwire.

Solution(s): Unknown

 

....................................

 

Item E-028

Tamrielic Lore, regarding the Ring of the Wind: "No facts are known about this Ring, but the title and the few rumors lend one to think it grants the wearer added speed.

 

Issue(s): It is implied that the ring should fortify Speed. But it fortifies Agility. But this description is vague and agility could be mistaken for speed by some observers.

Solution(s): Latest MPP addresses this by changing Fortify Agility to Fortify Speed.

 

....................................

 

Item E-029

Tamrielic Lore, regarding the Daedric Crescent: "Probably the most rare and even outlawed item of all the great prizes is the Daedric Crescent Blade. The Blade was used by Mehrunes Dagon's Daedric forces in the capture of the Imperial Battlespire. These extremely unique Blades were gathered up and destroyed after the Battlespire was recaptured by the Empire. All but one it seems. Though the Empire believes them all to be destroyed, it is rumored that one still remains in existence, somewhere in Tamriel, though none have ever seen it. The Blade lends it's [sic] wielder the ability to do great damage on an enemy and allows him to paralyze and put heavy wear on his enemy's armor. Quite the prize for any mighty warrior, if it does indeed exist.

 

Issue(s): Implies that the Crescent blade(s) are outlawed by the empire. So, Guards and Imperial Citizens may raise the alarm if they see you using one.

Solution(s): Unknown

 

....................................

 

Item E-030

Serpiginous dementia is a serious common disease affecting the victim's mind and behavior. Symptoms include hallucinations and an itchy and unsightly scaly skin condition resembling snake scales. It may be contracted from the bull netch and betty netch.

 

Issue(s): This disease is not carried by the Bull and Betty Netch.

Solution(s): Corsair's MW Inconsistencies adds the disease to netch.

 

....................................

 

Item E-031

Yellow tick is a mild common disease affecting a victim's strength and mobility. Symptoms include dark, bruise-like swelling, sensitive to touch. It may be contracted from the least kagouti.

 

Issue(s): Yellow Tick can also be contracted from the Plague Wolf. The Plague Wolf could perhaps use its own unique disease.

Solution(s): Unknown

 

....................................

 

Item E-032

Raw ebony is one of the most precious substances in the Empire, and most of the continent's deposits are here on Vvardenfell. Raw ebony itself is an extremely hard, durable, black glass-like substance, said to be the crystalized blood of the gods. Raw ebony is protected by Imperial law, and may not be mined or exported without an Imperial charter. Ebony smuggling is a profitable but dangerous source of illegal wealth on Vvardenfell."

 

Issue(s): Implies that the sale of raw ebony may have restrictions. And yet the player can just grab and sell it as they please.

Solution(s): Unknown

 

....................................

 

Item E-033

"The raw glass deposits here on Vvardenfell are the richest in the world. There's a fortune in raw glass here. It all used to belong to the Temple, but now it belongs to the Emperor -- or anyone of his cronies he gives a mine charter."

 

Issue(s): Implies that the sale of raw glass may have restrictions. And yet the player can just grab and sell it as they please.

Solution(s): Unknown

 

....................................

 

Item E-034

"Weapons, armor, housewares, coins, and other items of Dwemer design are often found in Dwemer ruins. They are prized by historians and antiquarians, and very valuable. The Emperor, however, has declared all newly discovered Dwemer artifacts to be possessions of the Crown, and forbids their trade or sale. Now smuggling Dwemer artifacts is treason, but smugglers will still risk execution for such a profitable crime."

 

"Yes, buying and selling Dwarven artifacts without an Imperial charter is illegal. But I've never heard of anyone pinched for it."

 

Issue(s): It's stated that buying and selling dwemer artifacts is illegal and yet the Little Advice given by many NPCs implies that the Empire is lax on their prosecution of the crime.

Solution(s): Dwemer Contraband, Illegal Dwemer Trading, and Nog's Contraband all attempt to address this issues in different ways.

 

....................................

 

Item E-035

Almsivi Intervention spell effect tooltip: "The subject of this effect is transported instantaneously to the altar of the nearest shrine or edifice of the Tribunal Temple."

 

Issue(s): You are actually transported outside of the nearest shrine or edifice. Not to the altar. And not all altars are included. This means that players will not be able to instantly heal themselves after transportation.

Solution(s): Intervention Improved adds markers to locations which lacked them before and makes you appear directly in front of the altar instead of outside the building. Lurlock's Intervention Plus adds markers to locations which lacked them before but does not address the at-the-altar issue.

 

....................................

 

Item E-036

Divine Intervention spell effect tooltip: "Transports the subject of this effect instantaneously to the altar of the nearest shrine of the Imperial Cult."

 

Issue(s): You are actually transported outside of the nearest shrine of the Imperial Cult. Not to the altar. And not all altars are included. This means that players will not be able to instantly heal themselves after transportation.

Solution(s): Intervention Improved makes you appear directly in front of the altar instead of outside the building. Lurlock's Intervention Plus adds markers to locations which lacked them before but does not address the at-the-altar issue.

 

....................................

 

Item E-037

Detect Animal spell effect tooltip: "Allows the caster of this effect to detect any entity animated by a spirit; said entities appear on the map as red-circle symbols. This effect includes all classes of monsters (creatures, undead, Daedra, Dwemer constructs). Humanoids are NOT detected by this spell. The magnitude is the range in feet from the caster that animals are detected."

 

Issue(s): States that Dwemer constructs are animated by a spirit. Implies that they may drop soul gems.

Solution(s): Dwemer Soul Gems adds soul gems as a drop from Dwemer Centurions.

 

....................................

 

Item E-038

"Let me tell you about the weapon types most common in Morrowind. Short blades include the dagger, tanto, shortsword, and wakizashi. Long blades include the broadsword, saber, longsword, katana, claymore, and dai-katana. Blunt weapons include the club, staff, mace, morningstar, and warhammer. Axes include the war axe and battle axe. Spears include spears and halberds. Marksman weapons include short bow, long bow, crossbow, throwing star, and throwing knife. Bows shoot arrows; crossbows shoot bolts."

 

Issue(s): Morningstars are not featured in Morrowind. At least in name.

Solution(s): Morningstars by Turelek adds several varieties of morningstar weapons to the game.

 

....................................

 

Item E-039

 

"I gave Mehra Milo a Divine Intervention scroll. She'll meet me at Holamayan, a Dissident priest monastery, and we'll get the lost prophecies. I'll go to the East Docks in Ebonheart, find Blatta Hateria, tell her that Mehra Milo sent me, and that I want to 'go fishing.' She'll bring me to Holamayan by boat. I must speak to Vevrana Aryon, a monk at the dock at Holamayan, about Holamayan's magically hidden entrance."

 

Issue(s): Implies that Ebonheart may have other docks (West, North, South, etc.)

Solution(s): Unknown

 

....................................

 

Item E-040

"Take this food and drink to Sendas Sathis. He's a hermit who lives on Shuran Island between Sheogorad and Vvardenfell. Take a boat to Dagon Fel and then go towards Rotheran. Shuran Island is just west of Rotheran. I will mark this stronghold on your map."

 

Issue(s): Shuran Island is only referred to this one time. You'd think that scouts would be able to direct you there. Map: http://www.uesp.net/...n=Sendus Sathis

Solution(s): Unknown

 

....................................

 

Item E-041

"I spoke with Miun-Gei and asked for contact in the Dark Brotherhood. Miun-Gei told me to speak with Tsrazami, a Khajiit who is also in the Market Canton. I should report her name to the Grandmaster."

 

Issue(s): The Foreign Quarter is very infrequently referred to as the Market Canton. You'd think that the topic for the Foreign Quarter would state that it has an alternate name, to help visitors. Or maybe Market Canton is the official name since foreigners are allowed all over Vivec now.

Solution(s): Market Canton references changed to Foreign Quarter by the MPP.

 

....................................

 

Item E-042

"Mansilamat Vabdas died recently in the eggmine. He is survived by his wife who now owns a parcel of land we could use for another dock. Talk to the Widow Vabdas and get the deed to her land. Don't take ""no"" for an answer. Get me that land deed."

 

Issue(s): Even if you steal the land deed, no dock is ever built.

Solution(s): Unknown

 

....................................

 

Item E-043

"Aengoth the Jeweler asked me to bring him a Redoran Master Helm. Many of the Redoran councilors have one, but Aengoth knows of one in Arobar Manor."

 

Issue(s): Only Arobar and Llethri have the helms; 2/6 does not constitute "many."

Solution(s): Unknown

 

....................................

 

Item E-044

"After I pressed him, Benunius Agrudilius yielded and gave me a bottle of Cyrodilic brandy for the fundraising dinner at Fort Moonmoth."

 

Issue(s): The fundraising dinner never takes place!

Solution(s): Unknown

 

....................................

 

Item E-045

"Fast Eddie offered to bring me the Ring of Equity from a hidden place in Master Neloth's treasury if I bring him one of the keys for Tel Naga. Any guard should have a key as should Master Neloth himself."

 

Issue(s): There is no treasury in Tel Naga.

Solution(s): Unknown

 

....................................

 

Item E-046

"The destruction discipline is the mastery of the spell effects of the College of Destruction. The destruction spells harm living and undead creatures, and mages specializing in destruction are usually war wizards."

 

Issue(s): The class of War Wizard (possibly a Dunmer class) has been replaced by the Imperial Class of Battle Mage.

Solution(s): 29 Custom Classes includes a War Wizard class.

 

....................................

 

Item E-047

"You have killed the queen? That is unfortunate. Wait a few days and return to the mind to see if a new queen has been born If not, the mine is lost forever and I will be somewhat disappointed."

 

Issue(s): No Kwama Queens respawn and mines do not die off after the queen is dead.

Solution(s): Unknown

 

....................................

 

Item E-048

"Racer plumes from the native bird-like cliff racer are used locally and throughout the Empire as decorations for garments and household goods."

 

Issue(s): And yet they are not seen used anywhere (despite ashlanders wearing furry pelts from unknown animals). Plus, they're rather ugly in game, and are of unclear origin from the Cliff Racer. It is possible that the feathers worn in ashlander headresses were intended to be cliff racer plumes and yet they come from no part of the cliff racers shipped with the game. Note how the description calls the cliff racers "bird-like" rather than pterodactyl like.

Solution(s): Unknown

 

....................................

 

Item E-049

"There are nests of dreugh somewhere along the Bitter Coast. They're not to be trifled with. I don't think the value of the hide is worth the trouble. But it's the challenge and danger itself that attracts some people. More power to them."

 

Issue(s): There are no nests of dreugh along the Bitter Coast. The closest possible thing to a nest could be Koal Cave. The concept of dreugh nests is underdeveloped.

Solution(s): Unknown

 

....................................

 

Item E-050

"Sugar-Lips Habasi told me that one of the masters of locks and traps has been living here in Balmora, but has not contacted the Thieves Guild. I should find this Altmer and convince him to help secure the South Wall."

 

Issue(s): Hecerinde "secures" the South Wall, but nothing changes.

Solution(s): Unknown

 

 

 

 

List of Inferences

Conclusions drawn from underdeveloped or hinted at material

 

 

 

Item F-001

"The Bal Molagmer, or "Stone Fire Men," once carried their burning stones from Red Mountain over all of Morrowind, lighting hearth fires and lanterns. Are those Bal Molagmer gloves? Those are priceless historical treasures."

 

Inference(s): Could make Bal Molagmer gloves resist fire 25% each or something, for 360 seconds (it'll eventually heat through the glove). Could also add their Bal-molag (Stone-fires) as rare finds on hearths or something.

Related Mod(s): Unknown

 

....................................

 

Item F-002

"The enchant discipline concerns imbuing physical items with magical properties called enchantments. The simplest enchantment are magical scrolls with a single enchantment that are destroyed with one use. The most complex enchantments are enchanted artifacts, objects with one or more magical effects powered by built-in soul gems. Skilled enchanters also use enchanted items more efficiently, with less waste of the magicka trapped in the soul gems."

 

Inference(s): Train enchanting by enchanting scrolls with Cast Once (can you enchant Cast Once?) and also it says BUILT-IN soul gems... and yet the soulgems are not bound to the item...

Related Mod(s): Unknown

 

....................................

 

Item F-003

"While you're in our eggmine, please don't harm the workers. They won't bother you. But kwama foragers and warriors will attack you, since they don't recognize your smell. Avoid them, or go ahead and kill them if you have to. Don't worry. The hive can replace them fast enough."

 

Inference(s): The player could get "Shulk" Kwama Cuttle from egg miners of that mine from talking to them to apply to themselves to pacify otherwise aggressive kwama while in specific mines.

Related Mod(s): Unknown

 

....................................

 

Item F-004

"The kwama worker digs the colony's tunnels and chambers and tends the queen and the eggs. Workers are unaggressive, but not completely helpless."

 

Inference(s): And yet the caves the Kwama live in look completely natural, just like any cavern. Could use some unique tilesets for "Kwama Hives". And if Kwama Queens lay all the eggs, there could be some Workers carrying the eggs around.

Related Mod(s): Unknown

 

....................................

 

Item F-005

"These magical winged females are spawn of Sheogorath. Their hearts have modest magical properties."

 

Inference(s): Golden Saints with wings? Or this is just a reference to their winged helms.

Related Mod(s): Unknown

 

....................................

 

Item F-006

"One of the Dark Brotherhood's bases is in Assernerairan, which is beneath St. Olms Canton here in Vivec City. I must honorably execute the leader, Durus Marius, and report back to Grandmaster Eno Hlaalu."

"The Dark Brotherhood in Vvardenfell keep their headquarters in the ruins of Ald Sotha, which is northeast of Vivec City. I must go there and honorably execute the local Night Mother of the Dark Brotherhood, Severa Magia."

 

Inference(s): These guys could use DB equipment.

Related Mod(s): Unknown

 

....................................

 

Item F-007

"While wandering near Ald'ruhn, I found Drerel Indaren, hiding among some rocks. He has been attacked by some nix hounds while traveling with his wife, and looks a little worse for the wear."

 

Inference(s): He could have some tattered/bloody clothes.

Related Mod(s): Unknown

 

....................................

 

Item F-008

"I have agreed to help the eccentric Detritus Caria fill out his collection of clutter. He requires two items for now. The first is a bolt of Imperial rat hair fabric, a burgundy fabric with a diamond pattern on its side. The second is a brushed silver pitcher."

 

Inference(s): Rat hair is used by Imperials in some fabrics, maybe for carpets/rugs - Add rat pelts?

Related Mod(s): Unknown

 

....................................

 

Item F-009

"I have delivered the Dwemer tableware to Detritus Caria, and secured my position as the Champion of Clutter for all time."

 

Inference(s): The clutter you collect for Detritus should begin collecting in his room and the Champion of Clutter should be an actual faction title.

Related Mod(s): Unknown

 

....................................

 

Item F-010

"Ancestor ghosts commonly defend the tombs of clan and kin, but may also be summoned and controlled by sorcerers. Ancestor ghosts are aggressive but not very dangerous -- IF you have an enchanted or silvered weapon, or deadly sorcery."

 

Inference(s): Add Burial Robes to the game that look like the robes Ancestor Spirits and Bonelords wear.

Related Mod(s): Unknown

 

....................................

 

Item F-011

"Berwen was very impressed with my fighting prowess when I dispatched her Corprus Stalker. Hrundi will be pleased as well."

 

Inference(s): Berwen would be a good candidate for a romantic companion, she is featured in several quests - her house could be fixed up after the corprus beastie is vanquished.

Related Mod(s): Unknown

 

....................................

 

Item F-012

"I have brought the note from Nelos Onmar back to Maurrie Aurmine. She seemed overwhelmed by its contents, and is full of gratitude for my having delivered it. In return, she has suggested I visit her friend Emusette Bracques in Tel Aruhn. She believes I would do well to meet this woman, and that we might enjoy one another's company. I have seen stranger things happen in the past few days."

"I have brought the note from Nelos Onmar back to Maurrie Aurmine. She seemed overwhelmed by its contents, and is full of gratitude for my having delivered it. In return, she has suggested I visit her friend Barnand Erelie in Tel Branora. She believes I would do well to meet this man, and that we might enjoy one another's company. I have seen stranger things happen in the past few days."

 

Inference(s): Two possible romantic interests one male and one female - perhaps, instead of just offering the player healing potions as rewards, they could be more involved.

Related Mod(s): Unknown

 

....................................

 

Item F-013

"I have agreed to try and rescue Malexa from the cultists who have taken her. I can only imagine they have taken her to a nearby shrine and are planning on performing some sort of sacrifice with her. Sason believes there's a shrine west of here."

"I was able to rescue Malexa and reunite her with Sason. Luckily, the Molag Bal cultists had not had adequately prepared for the ritual sacrifice. The couple seemed overjoyed to be reunited, and Sason rewarded me well. He also swore to let my deeds be known to House Redoran."

 

Inference(s): Maybe the Molag Bal cultists were going to sacrifice her soul to Molag Bal? Maybe there should be bloody sacrificial altars in Molag Bal shrines?

Related Mod(s): Unknown

 

....................................

 

Item F-014

"Shunari Eye-Fly thanked me for killing Gedna Relvel. I doubt I will see her again."

 

Inference(s): Shunari could reappear outside of Mournhold in the city of Almalexia when TR is released.

Related Mod(s): Unknown

 

....................................

 

Item F-015

"While walking along the western coast of Solstheim I met a man named Thormoor Gray-Wave, staring out to sea.  Thormoor was once a ship captain, but fell asleep at the rudder while ferrying settlers from Skyrim to Solstheim. The ship drifted into a gale and was sunk.  The only survivors were Thormoor and a man whose entire family was killed in the shipwreck."

"The only other survivor of the shipwreck, a warlock and seer named Geilir the Mumbling, has cursed Thormoor with eternal wakefulness.  Thormoor hasn't slept since the ship was lost, and that was over six months ago.  If I can find some way to convince Geilir to lift the curse, Thormoor will finally be able to get some rest.  If I do this for Thormoor, he'll share with me a valuable secret he learned when he was a ship captain."

 

Inference(s): Thormoor's shipwreck could still be far off the coast of Solstheim. It happened six months ago.

Related Mod(s): Unknown

 

....................................

 

Item F-016

"Serjo Athyn Sarethi thanked me for defending him from the assassins. I should report back to Neminda."

 

Inference(s): The assassin in this quest (Guard Sarethi) coudl wear full Morag Tong armor.

Related Mod(s): Unknown

 

....................................

 

Item F-017

"Darius asked me to collect taxes from Baladas Demnevanni. Since I am the Nerevarine, Darius believes that Baladas will listen to me."

 

Inference(s): This is an unused quest that should be finished: "IL_TaxesBaladas"

Related Mod(s): Unknown

 

....................................

 

Item F-018

"Baladas Demnevanni asked me to bring him one of Dahrk Mezalf's summoning rings. Dahrk Mezalf was one of Kagrenac's smiths, sometimes called Mezalf Bthungthumz, and he may have lived in the colony of Bthungthumz which is somewhere between Maar Gan and the coast to the north."

 

Inference(s): The ring of Dahrk Mezalf is said to be a summoning ring, but it doesn't summon anything or seem to have any enchantments related to summoning... unless it was some twisted form of Dwemer summoning which involved destroying and demoralizing something to summon/create something else. Uncreation?

Related Mod(s): Unknown

 

....................................

 

Item F-019

"A Nord named Ennbjof gave me a key and a tale about a ship burial of Olmgerd the Outlaw, son of Harald Hand-Free, a First Age king of Skyrim. Ennbjof thinks an enchanted battle-axe called Stormkiss was buried with Oldgerd. Ennbjof thinks the burial is somewhere on the stretch between the Daedric ruins at Zaintiraris and Tel Branora, on the western side of the peninsula."

 

Inference(s): A First Age Nord Prince burial wouldn't be made from Velothi architecture. Could potentially be remade from the Bloodmoon Tomb tileset.

Related Mod(s): Unknown

 

Counter(s): "They say they buried Olmgerd in the bottom of an ancient Dunmer tomb" - Little Secret

 

....................................

 

Item F-020

"A scout in Gnaar Mok told me about an old sea cave, called Ilunibi Caverns, up on the north end of the Gnaar Mok island, right on the coast. He said there was nothing but rats and slaughterfish, though smugglers and outlaws might use it for a hide-out."

 

Inference(s): Maybe it could be made into more of a "sea cave" by making it built into a cove.

Related Mod(s): Unknown

 

....................................

 

Item F-021

"We've gotten near Vivec, and Teris has told me that the Rollie isn't allowed to enter the city proper. He'll have to wait outside while we continue on."

 

Inference(s): Since guars aren't allowed in Vivec, there should really be a stable so that other traders can leave their guars outside instead of just standing around.

Related Mod(s): Unknown

 

....................................

 

Item F-022

"Someone thinks the Masque of Clavicus Vile is here on Vvardenfell. Apparently there are many copies of 'N'Gasta! Kvata! Kvakis!' here on Vvardenfell. N'Gasta was a great Sload necromancer and servant of Clavicus Vile in the Second Era, and he may have had a wizard's tower here. An agent came to me asking questions about N'Gasta. The agent would not give his name, but I have learned he was in the employ of someone named Sorkvild the Raven."

 

Inference(s): So N'Gasta may have an old Wizard's Tower on Vvardenfell. Note that she also calls the Dwemer Tower of Sorkvild a "Wizard's Tower".

Related Mod(s): Unknown

 

....................................

 

Item F-023

"I have agreed to find the ingredients Volrina Quarra needs. The raw materials are five extravagant sapphire amulets, two portions of void salts, the heart of a daedra, some ectoplasm, a skull, and some vampire dust."

 

Inference(s): Volrina Quarra asks for these to enchant powerful amulets. Since when were ingredients required to make enchantments? Some sort of ritual?

Related Mod(s): Unknown

 

....................................

 

Item F-024

"I have agreed to take over the lead part of Clavides in the Mournhold Players' production of ""The Horror of Castle Xyr."" I have been provided with a copy of the script, and have a mere two minutes to memorize my lines before I have to report to Meryn for the play."

 

Inference(s): The Mournhold Players have no camp. Where do they go when they're finished performing? Maybe this would be addressed in TR?

Related Mod(s): Unknown

 

....................................

 

Item F-025

"I have ordered mead from Skyrim.  It should arrive in a week."

"The shipment of mead has arrived from Skyrim.  I can now collect the weekly profits from the sale of mead."

 

Inference(s): Should Thirsk have a dock? Where does the ship from Skyrim dock to deliver the goods? Fort Frostmoth? I doubt the folks at Thirsk would want to pay Imperial Taxes/Tariffs on their mead. Also, don't they make their own mead? Maybe there should be a bee farm owned by Thirsk down south in the less snowy areas.

Related Mod(s): Unknown

 

....................................

 

Item F-026

"To defeat Dagoth Ur, Vivec says I must go to Red Mountain to recover the artifact hammer Sunder from Gate Citadel Vemynal, then the artifact blade Keening from Gate Citadel Odrosal. Then, with these artifacts and Wraithguard, if I destroy the enchantments on the Heart of Lorkhan in Dagoth Ur's citadel, Dagoth Ur will be destroyed, and the Blight ended. Vivec gave me 'The Plan to Defeat Dagoth Ur' to explain the details."

 

Inference(s): The fact that they are called "Gate Citadels" makes it seem like there should be a wall, with them being the way through the wall. Maybe there used to be a wall and it's mostly in ruins now. And/or buried by eruptions.

Related Mod(s): Unknown

 

....................................

 

Item F-027

"Rabinna has told me the ""payment"" owed to Vorar Helas wasn't she herself, but rather what the she was carrying. Apparently, Arinith had forced the slave to swallow a large quantity of wrapped moon sugar, and this was what was owed to Vorar Helas."

 

Inference(s): Rabinna could have a new ingredient on her "Wrapped Moon Sugar".

Related Mod(s): Unknown

 

....................................

 

Item F-028

"Where did you get that! The armor you wear is sacred to our Order. You shall be punished with blood!"

 

Inference(s): Ordinator armor is contraband. If you try selling Indoril armor to a Dunmer (at least in Vivec) they should refuse service saying that you should take the armor to the nearest temple.

Related Mod(s): Unknown

 

....................................

 

Item F-029

"Apparently, the Dark Brotherhood does not have a large base of operations here on Vvardenfell, but has a very large contingent in Mournhold. Due to the Blight, no residents are allowed to travel to the capital city, and all visits are made only by the special order of Duke Dren."

 

Inference(s): Asciene Rane transports the player to the mainland without even bothering to check if he/she is diseased. She should cast a spell of cure blight on the player just in case. Or check for papers from the Duke.

Related Mod(s): Unknown

 

....................................

 

Item F-030

"The only surviving traces of this tribal culture are scattered Velothi towers and Ashlander nomads on Vvardenfell Island. The original First Era High Elven wizard towers along the coasts of Tamriel are also abandoned about this time."

 

Inference(s): Since Velothi Towers are treated as separate from High Elven wizard towers, perhaps the wizard towers should have different architecture.

Related Mod(s): Unknown

 

....................................

 

Item F-031

"You have already brought me the ripened belladonna berries, %PCName.  I must add them to the brew, yes.  Did you know that belladonna is also referred to as deadly nightshade?  When properly prepared, it is one of the deadliest posions in existence!  He he he he he he he he he he he he he he!"

"The Rite of the Wolf Giver requires one bunch of ripened belladonna berries.  Unripened berries won't do, I'm afraid.  You can find ripened belladonna berries on belladonna plants that grow near Solstheim's burial barrows, for they thrive on death.  The Spriggan creatures have also been known to possess them, on occassion.  When you have one bunch of ripened belladonna berries, return it to me."

 

Inference(s): Maybe the ripened version should have a poison effect. or both.

Related Mod(s): Unknown

 

....................................

 

Item F-032

"Addhiranirr says that some smugglers are now working for the Sixth House, but Addhiranirr couldn't find out what they are smuggling. Addhiranirr thought it was strange that smugglers who usually brag about their smuggling are suddenly being very quiet about what they smuggle for the Sixth House. I wonder what is being smuggled, and why it is such a big secret. I think this is the sort of thing Caius Cosades is looking for."

 

Inference(s): Could have Sixth House Representatives in some smuggler coves.

Related Mod(s): Unknown

 

 

 

 

List of Information

Obscure information

 

 

 

Item I-001

"Perhaps I can help you with the Oracle's riddle. Nammu, or 'no-name,' is a cavern in the wildlands of Sunna Guradan. Its east-facing entrance is west-north-west from the Daedric ruin Yansirramus. At the heart of the cavern is a great high chamber, flooded, with a central spire rising from the water. The water around the bottom of the spire might be the ring of water in darkness from the Oracle's vision."

 

Information: Sunna Guradan? Nammu sits in Azura's Coast, near the intersection of Grazelands and Molag Amur regions on edge of Zafirbel Bay.

Related Mod(s): Unknown

 

....................................

 

Item I-002

"Let me tell you about the armor styles most common in Morrowind. The heavy armor styles, called 'Legion' or 'knight' style in the West and 'ebony' style in the East, require great strength and endurance. The light armor styles, called 'militia' in the West and 'Ashlander' in the East, favors speed and agility. The medium armor styles, called 'Imperial guard' in the West and 'Great House' in the East, are compromises between the heavy and light styles, balancing protection against mobility."

 

Information: Interesting information onthe naming conventions of different armor styles.

Related Mod(s): Unknown

 

....................................

 

Item I-003

"Bring me five units of scrib jelly for cure poison and cure blight potions. The closest reliable source of scribs is the Shulk Egg mine, southwest of Balmora, on the west bank of the Ouadi Oadi, near a swinging bridge. The kwama worker is not aggressive, but the kwama warrior and kwama forager are another matter. Be careful with them. I'll teach you the Detect Creature spell to help you hunt scribs."

 

Information: It looks like Ouadi is actually Dunmer for "River" if Oadi is actually Odai in this text.

Related Mod(s): Unknown

 

....................................

 

Item I-004

"The throwing star is an exotic weapon associated with the martial arts traditions of Akavir."

 

Information: Association of throwing stars with Akavir.

Related Mod(s): Unknown

 

....................................

 

Item I-005

"The slaughterfish is an aggressive creature found both in open waters and subterranean pools. The meat of the slaughterfish is meally and noisome, but dried slaughterfish scales are said by locals to be 'a crunchy treat' when prepared in the native manner"

 

Information: People eat Slaughterfish Scales.

Related Mod(s): Unknown

 

....................................

 

Item I-006

"Kagouti hide is the skin of the wild kagouti. The hide is made into leather and used in clothing and household goods."

 

Information: Kagouti hide is also used in clothing and household goods.

Related Mod(s): Unknown

 

....................................

 

Item I-007

"Kwama cuttle is a tough, waxy substance that comes from the beak of kwama beasts. Kwama cuttle has modest magical properties."

 

Information: From the beak?

Related Mod(s): Unknown

 

....................................

 

Item I-008

"Helljoint is a mild common disease affecting a victim's mobility and dexterity. Symptoms include persistent irritation and inflammation of joints. It may be contracted from the girdle-tailed cliff racer."

 

Information: Cliff racers, or a specific, diseased cliff racer variant are called girdle-tailed cliff racer.

Related Mod(s): Unknown

 

....................................

 

Item I-009

"Kaye says that Lalatia Varian, our oracle, she has seen the Silver Staff of Shaming in a dream. She says it lies in the land of burning rock, under the shadow of the Mountain of Fear. Kaye says that an old name for Mount Kand is Mountain of Fear. The oracle believes the staff will be found either east or west of the mountain, in the shadow of the rising or setting sun. I have a Detect Enchantment ring to help find the staff."

 

Information: Could Kand mean Fear?

Related Mod(s): Unknown

 

....................................

 

Item I-010

"Aryni Orethi asked me to find out what happened to her sister, Velsa Orethi, a blood guard in Venim Manor."

"Velsa Orethi agreed to leave her post as a blood guard. I must escort her into Aryni Orethi's home here in Ald'ruhn."

 

Information: Venim has Blood Guards in his manor (this is an unused quest).

Related Mod(s): Unknown

 

....................................

 

Item I-011

"Manirai says that now, with Ulath-Pal and his supporters out of the way, it is a simple matter to be named Nerevarine of the Erabenimsun. All I need to do is persuade Gulakhan Han-Ammu to become the ashkhan of the Erabenimsun. I'll find him in his gulakyurt. She warned me, however, that he may be difficult to persuade."

 

Information: Apparently, the yurts of Gulakhans are called gulakyurts, so would the yurts of Ashkhans be ashkyurts?

Related Mod(s): Unknown

 

....................................

 

Item I-012

"Take this food and drink to Sendas Sathis. He's a hermit who lives on Shuran Island between Sheogorad and Vvardenfell. Take a boat to Dagon Fel and then go towards Rotheran. Shuran Island is just west of Rotheran. I will mark this stronghold on your map."

 

Information: Shuran Island only has one reference in the game! http://www.uesp.net/maps/mwmap/mwmap.shtml?centeron=Sendus+Sathis. Not even scouts refer to it.

Related Mod(s): Unknown

 

....................................

 

Item I-013

"I have been given a Writ for the honorable execution of Sarayn Sadus. He may be found in Zaintirari. I should first head to the Erabenimsun Camp and then go northwest until I reach a steampit. Zaintirari is north of the steampit, but hidden from view."

 

Information: The sulfur pits in the game which steam are called steampits.

Related Mod(s): Unknown

 

....................................

 

Item I-014

"Wind-Eye was pleased that I was able to return the Totem of Claw and Fang from the Tombs of Skaalara, and rewarded me with knowledge of the Skaal nature magic. He has taught me the Skaal ritual to summon a wolf to fight by my side."

"Long-Tooth tells me that during the Ristaag, we will seek out the Spirit Bear that Wind-Eye has conjured using the Totem of Claw and Fang. We are to slay it and bring its heart back to the shaman. If the hunt fails, or is not completed by daybreak, it is said that bad fortunes will fall on the Skaal people."

 

Information: Skaal nature magic (a new type of magic? like wood elves perhaps?). Such as conjuring bears and wolves.

Related Mod(s): Unknown

 

....................................

 

Item I-015

"Yagrum Bagarn says he has harmonized Wraithguard with my personal magicka signature. Now, the first time I equip Wraithguard, I will experience a terrible shock. If I am in perfect health, and I have fortified my health as much as possible, there is a good chance I will survive. But I MUST fortify my health as much as possible beforehand. Afterwards, Wraithguard should be working as designed, and everything will be fine."

 

Information: What is someone's personal magicka signature? Is that the Dwemer term for soul or maybe animus?

Related Mod(s): Unknown

 

....................................

 

Item I-016

"When the Velothi first came to Morrowind, they worshipped our most terrible ancestors, the Daedra Lords. Legends say the Daedra Lords themselves built these great shrines, because mortals could not build anything grand enough to suit them. When the Tribunal claimed to have tamed the Daedra Lords, they forbid the worship of the Bad Daedra, Malacath, Mehrunes Dagon, Molag Bal, and Sheogorath."

 

Information: Legends say the Daedra built the daedric shrines themselves.

Related Mod(s): Unknown

 

....................................

 

Item I-017

"Theldyn Virith told me that Kagouti have been attacking traders between Ald'ruhn and Gnisis. Theldyn Virith believes there must be a Kagouti den just south of the Ouada Samsi. He asked me to find and kill the pack leader."

 

Information: Kagouti function in packs, with a pack leader or Alpha Kagouti.

Related Mod(s): Unknown

 

....................................

 

Item I-018

"Scrolls of summoning are, without exception, based on the Law of Similarity as you must know. While others use parts of the creature, such as Daedra skin for summoning Daedra, I have developed a new methods, based on a recovered Dwemer machine. My scrolls only have an image of the Daedra, which works almost as well as a Daedra skin or heart... And at a fraction of the cost."

 

Information: Summoning scrolls are often made using a portion of the Daedra such as skin or heart. It is also possible to use an image of the daedra. Milyn Faram uses a Dwemer machine to create the image.

Related Mod(s): Unknown

 

....................................

 

Item I-019

"We cut of the hand that steals. Know this, thief."

 

Information: Orcs cut off the hand of a thief.

Related Mod(s): Unknown

 

....................................

 

Item I-020

"What is it, sister?"

 

Information: Dialogue note: Female Bosmer call one another "Sister".

Related Mod(s): Unknown

 

....................................

 

Item I-021

"Sunned and warm, marshsister."

"Sunned and warm, marshbrother."

 

Information: Dialogue note: Argonians call each other marshbrother and marshsister.

Related Mod(s): Unknown

 

....................................

 

Item I-022

"Sunned and warm, marshsister."

"Sunned and warm, marshbrother."

 

Information: Dialogue note: Argonians have names for the various non-betmer.

Related Mod(s): Unknown

 

....................................

 

Item I-023

"So small and tasty. I will enjoy eating you."

"I will feast well on you, Argonian."

 

Information: Dialogue note: Apparently Khajiit like eating the other races... or more likely it's a popular threat.

Related Mod(s): Unknown

 

....................................

 

Item I-024

"Hail, good %PCName! Skjoldr Wolf-Runner is my name. I am the chieftain of Thirsk, and welcome you to our home.  You'll not find a better mead hall anywhere, not even in Skyrim. For one hundred years Thirsk has withstood all manner of attack, from the snow and hail to those infernal Rieklings. But the mead hall still stands, and its hospitality is unmatched. Please, stay and relax. Enjoy our fine drink, and seek shelter from the cold.  Here, my friend -- taste the nectar of Shor!"

 

Information: Thirsk has been attacked by Rieklings in the past. Obviously in Dragonborn they finally take the hall. Mead is referred to here as the nectar of Shor.

Related Mod(s): Unknown

 

....................................

 

Item I-025

"Whenever any of our holy workers becomes too famous to continue the crusade, we send them to an island called Vounoura. It's not more than a month's voyage by boat, and I've arranged for a delightful estate for your sanctuary,"

 

Information: There is an island that retired Morag Tong members are sent to.

Related Mod(s): Unknown

 

 

 

 

 

>>> Please share your own experience with inconsistencies here in this thread! <<<

>>> Please follow the format I have used when posting: quotation, issue, solution (if applicable) <<<

>>> Feel free to use this thread for discussion of the lists in this post or lists posted by other members. <<<

>>> If you know of or make any mods which address these items (or items which are not listed), please share here! <<<

Edited by Melchior Dahrk

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Welcome to TAL MD! :banana:

 

I remember the same thread you posted at the official and I too notice the same thing as you have, so I agree with Enclavekiller it is a good idea. :)

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Good idea.

One of the big reasons I wanted a forum was to give this thread a new home. :D

 

Welcome to TAL MD! :banana:

 

I remember the same thread you posted at the official and I too notice the same thing as you have, so I agree with Enclavekiller it is a good idea. :)

Thank you! If you know of any inconsistencies or things I may have missed, feel free to chime in with your thoughts!

Edited by Melchior Dahrk

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Item C-022

"The sweet pulp of marshmerrow reeds is a delectable foodstuff, and when eaten fresh or prepared, it has modest healing properties. Marshmerrow is an important cash crop of the farms and plantations of the Ascadian Isles, but it also grows wild in the Grazelands and on Azura's Coast."

 

Issue(s): Marshmerrow locations are not consistent with this description.

Solution(s): MR Ingredients Dialogue (direct download link) changes ingredient descriptions to fix location inconsistencies.

The Marshmerrow locations are correct, because Marshmerrow does exist according to the description and can often be found near the water or close to a cave entrance in the coastal region e.g the Nammu cave.  Marshmerrow can sometimes be difficult to discover since it often grows together with Saltrice.

 

Also, Marshmerrow can be found anywhere on the eastern coast where Saltrice is plentiful, near the dock in Vos, near the entrance of the Yakin cave, just North of the Ahemmusa Camp near the water to mention a few places.

 

However, if the loactions are not consistent that only applies for the farms and plantations in the Ascadian Isles since the locations for Marshmerrow match the description for the Grazelands and Azura's Coast.

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The Marshmerrow locations are correct, because Marshmerrow does exist according to the description and can often be found near the water or close to a cave entrance in the coastal region e.g the Nammu cave.  Marshmerrow can sometimes be difficult to discover since it often grows together with Saltrice.

 

Also, Marshmerrow can be found anywhere on the eastern coast where Saltrice is plentiful, near the dock in Vos, near the entrance of the Yakin cave, just North of the Ahemmusa Camp near the water to mention a few places.

 

However, if the loactions are not consistent that only applies for the farms and plantations in the Ascadian Isles since the locations for Marshmerrow match the description for the Grazelands and Azura's Coast.

It's not inconsistent because of what is INCLUDED in the dialogue topic, but because of what is OMITTED. Marshmerrow also shows up in the Sheogorad, West Gash, and Bitter Coast regions. It isn't exclusive to the AI, GL, and AC regions.

Edited by Melchior Dahrk

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Ah, that make sense.

 

I agree with all regions you mention except for the Bitter Coast region.  Does Marshmerrow exist in the Bitter Coast region?  I haven't notice any Marshmerrow in that region in-game, perhaps on the small islands a bit far from the land to the west.

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Ah, that make sense.

 

I agree with all regions you mention except for the Bitter Coast region.  Does Marshmerrow exist in the Bitter Coast region?  I haven't notice any Marshmerrow in that region in-game, perhaps on the small islands a bit far from the land to the west.

Yeah, I don't remember where they show up in the BC exactly, but the CS confirms that they're there. I just didn't follow through to check what area.

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Ah, that make sense.

 

I agree with all regions you mention except for the Bitter Coast region.  Does Marshmerrow exist in the Bitter Coast region?  I haven't notice any Marshmerrow in that region in-game, perhaps on the small islands a bit far from the land to the west.

Yeah, I don't remember where they show up in the BC exactly, but the CS confirms that they're there. I just didn't follow through to check what area.

Did you check if the Marshmerrow, in the Bitter Coast region, had the count 0 or not in the CS?

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