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 Post subject: [Beta] Large Quest Mod for Morrowind - Need Testers
PostPosted: Fri Jan 10, 2014 6:31 pm 

Joined: Sun Nov 10, 2013 6:19 pm
Posts: 121
[Note: This is a copy of the topic on the Official BGS Forums. If you have Morrowind and would like to give this mod a try, do let me know!]

The Ascadian Isles, the jewel of civilization upon the island of Vvardenfell. From the canals and cantons of Vivic, to the busy markets of Suran, to the farms of Pelagiad and the docks of Ebonheart, can it be said that there is any more prosperous a region on all of Vvardenfell? Yet not all is opulence and happiness in the Ascadian Isles, its citizens have many a problem of their own. From the victimized and helpless, to the tyrannical and bullying, all sorts of men and mer call the Ascadian Isles home, all searching for a hero, a savior, or just an easy mark. Friends separated, lovers forlorn, and thieves abound. Will you be their salvation? Or their destruction? Well now, that’s for you to decide isn’t it?


Greetings and salutations, I don’t know if this introduction is necessary, but I’m the author of such mods as “The Haunted Tavern of the West Gash”, “Redaynia Village” and quest mods such as “Of Justice and Innocence” and “A Hermit’s Request”. I’m also the server owner of the Morrowind-ish Minecraft server “Kingdoms of Resdayn”, but I doubt any of you care about that. Today I’m unveiling, to a degree, my first large quest mod, and I require between twelve and twenty beta-testers to go through and help me catch mistakes. I won’t give away the name of the mod just yet, I want that to be a surprise when it actually releases, but I can tell you that so far there are 20 working quests implemented, involving 65 NPCs, 14 dungeon interiors and a single house interior, over 107,000 words of dialogue and quest documents, and about 140 scripts. This is only the first beta, the finished mod will have over 35 quests, and already I’ve written 145,000 words total on the project, but I thought it best to limit the scope of the first beta to just 20 quests in order to catch as many bugs, grammatical mistakes, spelling errors, and potential mod conflicts as possible. If you liked any of my past mods, chances are pretty high you're going to like this one, even if it's only in beta at the moment.

As this is a beta, not everything has been implemented yet, some quest documents are still missing, and NPCs will often reference future quests that haven’t been added in. Regardless, the priority of this beta test is to 1) Find quest bugs. Most of these quests either have multiple-endings or multiple-paths to play them, so there’s quite a bit of potential for bugs to be lurking about on rarely used endings/paths. 2) Find grammatical mistakes and misspellings. With over 107,000 words of dialogue and quest documents, you can imagine that one set of eyes isn’t going to catch everything, not even close. I’d estimate there’s at least a couple of hundred grammatical errors around, though devil if I can find them all. 3) Mod Conflicts. I always try to make my mods as compatible with every other mod out there as possible, so if there’s a conflict, I want to know about it. 4) Lag. I want people to be able to play my mods on a wide variety of systems, including low-end ones, but I have a terrible habit of making overly-detailed interiors that can lag like crazy, so I need feedback on what, and where, lag is happening at. 5) General Quest Design Feedback. I need to know if people actually like this kind of thing, or if they think the design of the quests are overly simplistic and what I could do to fix that.

In any event, if you’re interested in trying out the beta of this large quest mod, please let me know! And be prepared for a heavy time investment, my last test run with trying to do every quest ran for seven hours, and I wasn’t reading very much and certainly not exploring or looking out for any of the myriad number of unique items I populate dungeons with. You don't need to submit feedback right away though, this mod is going to be in beta for a while. This project represents about 500 hours of pure development work, and I’ve already spent around an additional 70+ hours doing mod testing, so any help is greatly appreciated and I will, of course, give you credit in the final release!

Thanks for taking the time to read this!

 Post subject: Re: [Beta] Large Quest Mod for Morrowind - Need Testers
PostPosted: Mon Jan 20, 2014 7:04 pm 

Joined: Tue Nov 12, 2013 9:04 pm
Posts: 17
Hey Dark! I will start out with a grammatical error in your post. In between the 1st and 2nd paragraph, you misspelled "SUMMARY"

Glad I could help!


 Post subject: Beta Large Quest Mod for Morrowind Need Testers
PostPosted: Mon Sep 23, 2019 5:43 pm 
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Joined: Thu Aug 22, 2019 10:17 am
Posts: 2
Location: Syria
What?? There is more LOOT to grab?? I have to pay another visit

No doubt, Master Quest is - simply put - awesome What else could i say after 70 hours of beta?
Definately - and finally - replaying it with a new party AND ol Toorum, for more LOOT this time

cheetah bed in a bag

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