| Haldenshore v1.2 (Created by JOG) - Reviewed by Zenogias - Updated 3/4/04 |
| And now it's time for Haldenshore. This review was written for Korana and for the benefit of Korana, with the hopes that others may find it useful too. Read on for an overview, details, discussion of balance, bugs/issues etc. |
| Synopsis
1) The rowboat for me only works for one or two trips, after which
it vanishes from Haldenshore (though can still be used from Seyda
Neen). This however only seems to effect some players, not all. This
has been commented on by JOG: “There is only one boat which is moved
between Seyda neen and Havish. If the boat doesn't move in your savegame,
you have TWO boats, both in seyda neen and the scripts conflicts prevent
the boat you're using from being teleported to Haldenshore. To get
two boats you just need to remove or change any other plugin. Or add
a plugin that does changes to Seyda Neen and load a savegame where
you're also in Seyda Neen.” - JOG also suggests this fix: “To
fix your problem with the Haldenshore-boat, open the console, click
on one of the boats, and use "disable" and "setdelete
1" to remove the double from your Savegame.”
2) The same as above except with the Nord who ferries you to Ebonheart. Like the rowboat, once he had taken me to Ebonheart, he would never reappear in Haldenshore, but would stay at the Ebonheart docks forever. This only seems to happen to me and no-one can figure out why it happens, but it seems fine for everyone else so it is not likely this will happen in your game. If by some chance it does, it luckily does not effect any quests or cause any other problems, all it means is that you’ll have to find another way to Ebonheart! 3) JOG also provided information on this problem: “You forgot to mention that the treasure-ship quest is buggy with Bloodmoon installed. The NPC Animation-AI was changed, and the way I made unconcsious NPCs no longer works. Well, I doubt that I'll fix it, Maybe in the 2nd Aniversary Edition.” Conflicts
This list of course is in no way exhaustive, just
an example of mods I have used with Haldenshore and detected zero
conflicts with. Many other users have reported zero conflicts with
a wide range of other mods. There are however two reports of landscape
conflicts with the following plugins:
FTG (Five Toes Guild): A hill from Haldenshore is
on top of Bert Sagbottom's house (thanks to MeghanAJH for this information).
This can only be fixed by moving the house in the editor, or worked
around by using the console to get inside the house.
Seyda Neen Docks 6.0: A large amount of terrain from
the two mods overlaps (thanks to Arathrax for this information). It
seems that this cannot be fixed.
Overall
The good: - Excellent quests - Excellent design and architecture - Unique scripted concepts: Bar room brawl, betting on fistfights, playing Blackjack, inhaling Moon Sugar - Unique Parrying Bracers - Balanced: No unbalanced items, merchants etc - Clean - Highly compatible - A real lot to do for thieving-oriented characters The bad: - Some dialogue errors (spelling, punctuation etc) - Boat bugs - Not much for non-thieves to do What I think An excellent new town. Fits in and feels like it was always supposed to be there. Doesn't conflict. The unique scripted concepts and events (especially in the thief quests) are very well-done. I never consider playing a thief character without this mod. Download link JOG's Morrowind Corner Have fun! |
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