Synopsis
Sorefoot Enteprises adds new travel options in the form of new Silt
Striders to various locations, and some boat travel including passage
to the Skaal Village. The new Silt Striders are in the middle of
areas which were previously lengthy to walk to (Grazelands, Azura's
Coast), and make getting about a little easier. It also adds some
new buildings, a new town, and quests. It requires Tribunal and
Bloodmoon.
Design
The new travel options aren't just thrown there with no explanation.
There is story and purpose behind why they are there. Also, each
leads to an 'outpost' within each of those regions. These outposts
each contain a new building or two, new NPCs, and new quests.
Also, a new semi-town is added over the Sea of Ghosts, the Sorefoot
Base Camp. The buildings in this area are all over the water, and
no actual ‘landmass’ is added. The buildings, ships etc are creatively
and well designed, and a few houses are available to the player.
Quests
I won't give away much here, but I will say that some of the NPCs
and quests have an almost whimsical nature that makes them incredibly
fun to play. Also, they are not your run-of-the-mill quests. These
are the imaginative, different kind of quests akin to those found
in mods such as the Hunter Mod, The Illuminated Order and Miles'
other mod Beyond YsGramor. Most of them can be completed in more
than one way, to suit your (or your character's) tastes.
Other interesting features (which I won’t consider spoilers as
they are mentioned in the readme file)
You character can gain a Dwemer Centurion companion. It is based
on Grumpy's ever-versatile companion scripts, and thus works to
the same extent as all mods which make use of them (such as the
companions in Emma’s Prophecy of the Lost Heir).
Dialogue
The dialogue in Sorefoot Enterprises is well and carefully written,
and fits very well with Morrowind. Few mods have achieved dialogue
which is as pleasurable to read as in this and Beyond YsGramor.
I wasn’t able to find any spelling/grammar or other dialogue errors.
Bugs/Errors/Oversights
1) A couple of the silt striders’ legs are not touching the ground.
However this is also true of some of the silt striders in the original
game, which appears to have something to do with the heights of
the travel platforms. Thus I don’t know whether the Sorefoot striders
are meant to be like that or not, but luckily it is barely noticeable.
Conflicts
I tested Sorefoot Enterprises with many quest and landscape altering
mods, and was unable to find any conflicts. The mod had apparently
been well-tested before release, and it had been ensured the new
areas did not conflict with anything else.
You might like this mod if you like:
Vivec Expansion 2.0 by Hoghead. The atmosphere and overall air of
Sorefoot Enterprises reminds me of the way Vivec Expansion improves
on Vivec. Not setting out to change the world, but just to enrich
it, with architecture, dialogue, NPCs and overall colour.
Overall
The Good:
- Convenient travel
- Excellent building design
- Excellent quest design
- Balanced: No unbalanced items, merchants etc
- Clean
- Highly compatible
The Bad:
- Possible oversight with some of the striders’ legs floating
What I think:
Nothing unbalancing, and the characters, dialogue and architecture
fits right into the world of Morrowind. It also manages to be incredibly
imaginative, so be prepared for something new and different and
fun. Few mods manage to address all purist issues yet still come
out imaginative and fun to play.
I especially recommend it to purists and cleanliness freaks (like
me) who might not normally download mods like this, in fear they
will be unbalancing, be out of place with the atmosphere of Morrowind,
conflict with other mods, or break their game entirely. This mod
to me is one of those rare gems that somehow does none of those
things.
Download link:
Morrowind Summit (search 'Sorefoot')
Have fun!