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It's actually possible to join two Great Houses, through this glitch. Since it's obviously a glitch, nobody would hold it against you if you just did one Great House.
Hi,

are you really gonna do *that*?  Roll Eyes
So let me drop my two cents for generell behaviour here:
1. For Speed I'd consider taking Pemine's Boots - UESP will tell you where to buy the MR-Spell to wear them.
2. Jumping seems to be highly underestimated - with Pemine's Boots and ~16 Jump I usually pass Balmora in just 2-3 jumps.
3. Make 'Enchanting' a major-skill - since you'll not make too many levels, you'll probably never get a Soul for constant effects, so you'll have to reload the items you use, which will be getting cheaper by the time..
4. Become a thief asap and mark at one of the bounty-removers - makes killing for items/quests way more easy.

How I would start this: (sorry, I'm german, dunno most english names)
Babarian with light armor skill
From Seyda Neen go west until you find the ship-wreck, there's a tree, collect all plants you see, which completes Ajira's 1st mage-guild-quest. Find "Vassir-Didanat-Mine", get in and out - as soon as you get to Vivec, go to Hlaalu-Plaza, find Dram Bero in the haunted house and tell him - you'll get a daedric weapon of your choice.
But before go to Balmora mage guild, Ajira, 1st quest done, second quest is to cheat on Galbedir - take all her soulgems before putting the faked one where you're told to. You're rich now, and there are at least two gems to make nice items of ("'open' at 80-100 on touch for 2 seconds" for the next hint, jump).

Go to Ald'ruhn/warriors-guild, percy's room is locked at 80, there's one unlocked chest with a full orcish armor, and another one locked at 80 with an almost full glass-armor - just watch for the smith and it's yours (maybe locks are opposite..).

Since you've cheated on Galbi, you can forget her for enchanting until you got Azura's star - in a normal game there's no better Enchanter than Miun-Gui in Vivec cause there is unlimited supply of money (some call them 'ordinators..).. downside is of course that you'll have to finish his quest peacefully.. but on such a project..

As a weapon I'd suggest a spear - it's very long, and if you rely on light armor, your only way to raise constitution.

And:
I'd reconsider the whole task - why Morag Tong, all Daedric Quests etc.
100% Main-Quest without glitching should be enough and could possibly done inside the 7h-limit..

Good Luck however..  Smiley
Yeah, I'm gonna be using a custom class. I will be using a spear but only because of the switch glitch. I don't need any stat upgrades or the boost, as the switch glitch increases speed far beyond 300. With that speed, jumping is not neccesary. I'm doing a 100% run, which is why I need morag tong.
Like A Fox
It's been a long time since I played this game. Long enough that I have forgotten many things. I intend to familiarize myself with this game by playing through/around/with etc it again. While/after that I intend to work on a route for a max quests run in which you get the most amount of quests possible in one save file. That means joining Houses Hlaalu and Redoran and having both Wraithguards, for example.

One pretty big question to you guys, which I will use an example to explain. The quest Redoran Hortator can be completed by being Archmaster of House Redoran and talking to only one person. As far as I know, this would only complete one quest checkbox (and someone else can correct me here). The other way is to not be Archmaster, and go talk to all the many councilors. If you look near the bottom of the linked page there is a table marked with a column "Finishes Quest". Does being Archmaster check all of those finishes quest boxes in your journal log, or does it check some alternate box? Would it be considered "max quest/100%" if the Archmaster route is used? In general the question is what do I use to distinguish what is a quest from what is a required quest from what is not a quest? Can we reasonably distinguish between max quests and max journal? Especially relevant to this (besides the above example) is the sleepers awake quest. Perhaps I should join the irc and ask there...

The max quest run, as a project, is something I think should be taken on by several people rather than just one. Especially since even if I do follow through and make a plan/route for the run, I will not be doing the run myself since I don't have a legal copy of the game and don't have any plans to acquire one.

The first and most important objective of such a run is to get very high speed as soon as possible. After that, you basically spend the rest of the run as a courier, because that's what the quests are. In order to plan the order of quests, a list of Quests in proper order and their waypoints will be needed. Here is an example. Hopefully format is ok, but I won't be fixing it if not. I'll try to attach the .txt and .xls.
Code:
	All Quest Objects In Order By Quest Line		
Main Quest		
	Object			Wat do?	Where?
1a	Sellus Gravius		Talk	Seyda Neen\Census and Excise Office
2a	Caius Cosades		Talk	Balmora\Caius House
2b	*Hasphat Antabolis	Talk	Balmora\Fighters Guild
2c	Dwemer Puzzle Box	Grab	Arkngthand
2d	Hasphat Antabolis	Talk	Balmora\Fighters Guild
3a	Caius Cosades		Talk	Balmora\Caius House
3b	*Sharn gra-Muzgob	Talk	Balmora\Mages Guild
3c	Skull of Llevule AndranoGrab	Andrano Ancestral Tomb
3d	Sharn gra-Muzgob	Talk	Balmora\Mages Guild
4a	Caius Cosades		Talk	Balmora\Caius House
4b	Huleeya			Guide	Vivec\Foreign Quarter\Black Shalk->Jobasha's
4c	Addhiranirr		Talk	Vivec\St Olms\Underworks
4d	Duvianus Platorius	Talk	Vivec\St Olms\Waistworks
4e	Addhiranirr		Talk	Vivec\St Olms\Underworks
4f	Mehra Milo		Talk	Vivec\Temple\Library
4g	Progress of Truth	Grab	Vivec\Temple\Library
5a	Caius Cosades		Talk	Balmora\Caius House
5b	Hassour Zainsubani	Talk	Ald'ruhn\Ald Skar Inn
5c	Codus Callonus		Talk	Ald'ruhn\Codus Calus: Bookseller
5d	Hassour Zainsubani	Talk	Ald'ruhn\Ald Skar Inn
6a	Caius Cosades		Talk	Balmora\Caius House
6b	*Zabamund		Talk	Urshilaku Camp\Zabamund's Yurt
6c	*Sul-Matuul		Talk	Urshilaku Camp\Ashkhan's Yurt
6d	Bonebiter Bow		Grab	Urshilaku Burial Cavern
6e	*Sul-Matuul		Talk	Urshilaku Camp\Ashkhan's Yurt
6f	Nibani Maesa		Talk	Urshilaku Camp\Wise Woman's Yurt
7a	Caius Cosades		Talk	Balmora\Caius House
7b	*Raesa Pullia		Talk	Buckmoth Legion Fort
7c	Dagoth Gares		Slay	Ilunibi
8a	Caius Cosades		Talk	Balmora\Caius House
8b	*Divayth Fyr		Talk	Tel Fyr
8c	Dwemer Boots of Flying	Grab	Tel Fyr\Corprusarium
8d	Divayth Fyr		Talk	Tel Fyr
9a	Caius Cosades		Talk	Balmora\Caius House
9b	*Mehra Milo		Talk	Vivec\Library and her quarters
9c	Alvela			Talk	Ministry of Truth
9d	Mehra Milo NEED INTERVENTION SCROLL	Talk	Ministry of Truth Jail Cell
9e	*Blatta Hateria		Talk	Ebonheart Docks
9f	Gilvas Barelo		Talk	Holamayan
9g	Nibani Maesa		Talk	Urshilaku Camp\Wise Woman's Yurt
9h	Sul-Matuul		Talk	Urshilaku Camp\Ashkhan's Yurt
9i	*House Dagoth Cup, Corprus Weepings, Shadow Shield	Grab	Kogoruhn
9j	Azura			Talk	Cavern of the Incarnate
10.1a	Crassius Curio		Talk	Vivec\Hlaalu\Plaza\Curio Manor
10.1b	Yngling Half-Troll	Talk	Vivec\St Olms\Plaza\Yngling manor
10.1c	Dram Bero		Talk	Vivec\St Olms\XXX\Haunted Manor
10.1d	Orvas Dren		Slay	Dren Plantation
10.1e	Velanda Omani		Talk	Omani Manor
10.1f	Nevena Ules		Talk	Ules Manor
10.1g	Crassius Curio		Talk	Vivec\Hlaalu\Plaza\Curio Manor
10.2a	Athyn Sarethi		Talk	Ald'ruhn\Manor District\Sarethi Manor
10.2b	Sarethi's Son		Rescue	Ald'ruhn\Manor District\Venim Manor
10.2c	Miner Arobar		Talk	Ald'ruhn\Manor District\Arobar Manor
10.2d	Garisa Llethri		Talk	Ald'ruhn\Manor District\Llethri Manor
10.2e	Hlaren Ramoran		Talk	Ald'ruhn\Manor District\Ramoran Manor
10.2f	Brara Morvayn		Talk	Ald'ruhn\Manor District\Morvayn Manor
10.2g	Bolvyn Venim		Talk	Ald'ruhn\Manor District\Venim Manor
10.2h	Bolvyn Venim		Slay	Vivec\Arena
10.2i	Athyn Sarethi		Talk	Ald'ruhn\Manor District\Sarethi Manor
10.3a	Master Aryon		Talk	Tel Vos\Upper Chamber
10.3b	Mistress Dratha		Talk	Tel Mora\Upper Tower
10.3c	Mistress Therana	Talk	Tel Branora\Upper Tower
10.3d	Master Neloth		Talk	Sadrith Mora
10.3e	Gothren			Slay	Tel Aruhn\Upper Tower
10.3f	Master Aryon		Talk	Tel Vos\Upper Chamber
10.3g	Sul-Matuul		Talk	Urshilaku Camp\Ashkhan's Yurt
10.4a	Sinnammu Mirpal		Talk	Ahemmusa Camp
10.4b	Ald Daedroth Shrine	Slay	Ald Daedroth Shrine
10.4c	Sinnammu Mirpal		Guide	Ahemmusa Camp
10.4d	Ald Daedroth Shrine	Guide	Ald Daedroth Shrine
10.5a	Manirai			Talk	Erabenimsun Camp\Wise Woman's Yurt
10.5b	Ulath-Pal, Ahaz, Ranabi, Ashu-ahhe	Slay	Erabenimsun Camp\Ashkhan's Yurt, Ranabi's Hut, Ashu-Ahhe's Yurt
10.5c	Manirai			Talk	Erabenimsun Camp\Wise Woman's Yurt
10.5d	Han-Ammu		Talk, Gieb	Erabenimsun Camp\Han-Ammu's Yurt
10.6a	Sonummu Zabamat		Talk	Zainab Camp\Wise Womans Yurt
10.6b	Kaushad			Talk	Zainab Camp\Ashkhan's Yurt
10.6c	Calvario		Slay	Nerano Ancestral Tomb
10.6d	Kaushad			Talk	Zainab Camp\Ashkhan's Yurt
10.6e	Sonummu Zabamat		Talk	Zainab Camp\Wise Womans Yurt
10.6f	Savile Imayn		Buy	Tel Aruhn\Slave Market
10.6g	Exquisite Shirt, skirt, shoes, Telvanni Bug Musk	Grab	Anywhere
10.6h	Slave Girl		Guide	Zainab Camp\Ashkhan's Yurt
10.6i	Kaushad			Talk	Zainab Camp\Ashkhan's Yurt
11a	Danso Indules		Talk	Vivec\Temple
11b	Tholer Saryoni		Talk	Vivec Temple\High Fane
11c	Vivec			Talk	Palace of Vivec
12a	Dagoth Odros		Slay	Citadel of Odrosal
12b	Dagoth Vemyn		Slay	Citadel of Vemynal
12c	Heart of Lorkhan	Slay	Facility Cavern
12d	Dagoth Ur		Slay	Facility Cavern
12e	Azura			Talk	Facility Cavern
13a	Vivec			Slay	Palace of Vivec
13b	Unique Dwemer Artifact	Grab	Palace of Vivec
13c	*Yagrum Bagarn		Talk	Tel Fyr\Corprusarium
13d	Kagrenacs Journal	Grab	Endusal
13e	Planbook		Grab	Tureynulal
13f	Yagrum Bagarn		Talk	Tel Fyr\Corprusarium
14[sleepers awake, needs clarification]			


Once that is done for all quests the next (or concurrent) step is to plot them on a map of morrowind so we can know which quests are close to each other. Additionally, it will need to be known which of the grab/slay quests can be completed out of order without messing up whatever our goal for "quest completion" ends up being. I was able to find a high resolution map of morrowind online called Morrowind Travel Routes.jpg, but now can't find it again. 6000x6000 pixels+. To reduce clutter on the map, we need a name system for quests that won't take up much space, so I figured to use column one of the table (1a, 10.2b etc) and either include a questline tag, like MQ for main quest, or indicate quest line by color (say for example, 1a in red). Additionally on the map there should be an indication if the quest can be done out of order. For instance, 6d is a grab quest which can (probably) be done out of order, so rather than coloring it red like the rest of the MQ line, we can color it grey to indicate order is unimportant. If further demarcation is necessary we can talk about it more.

A highly detailed and organized map will be very important because ideally we should be doing as many quests as concurrently possible (several quest lines simultaneously) without going out of the way/whatever. Hopefully you get what I mean.
Attachments:
Like A Fox
Additionally to having max quests, 100% would include achieving highest possible rank in each guild/etc.

Quote from UESPwiki:
Command spells can become permanent on your target. If you want to attempt this, try creating several different Command spells with different magnitudes. If you're powerful enough, make one for 100 to 100, 2 or 3 seconds. Hit your intended target with these spell variations. When the target is effectively Commanded, enter or exit a seperate cell, making sure the target is with you. Repeat the entering/exiting several times, then stop and wait with your target, until you think the spell should have worn off. If you move and the target follows, it's permanent. This method can painlessly relocate your targets from far away locations, and they can use transportation with you. You should keep in mind that Commanding quest related targets is not recommended, should they perish and you neglect reloading a previous save.

This may be useful for getting guild guides or other travelling method people to follow you around so you can travel from anywhere, or put then in a better location. This will have to be tested for whether it works and if it's useful.
Quote from UESPwiki:
There are also some problems with multiple enchantments. For example, if you make an amulet that casts a 100 Open spell at a distance and Telekinesis, you may end up with a permanent unlimited range telekinesis ability. This may have been fixed with later patches, however.

Another interesting bit of info that could be potentially useful.

If we complete "Threads of the Webspinner" the reward is Mephala's skill. This gives us a spell in the Fortify Skill class (fortify shorblade 10 points) which should then let us buy spells and enchantments that fortify other skills. Needs testing.

Things need determining:
- Can Fortify Skill or Fortify Attribute shrine stack with itself by getting blessing multiple times
- Does Fortify Skill "cast when used" item effect stack with itself if you use all charges in a row?
- Do fortified skills and attributes count towards requirements for rank advancements in guilds etc.

Code:
Notes: House Hlaalu is not included because rank of ArchMaster can be gotten for free at the end of MQ. Blades is not included because rank progresses regardless of whether you meat the requirements. House Telvanni is not included because you will not join House Telvanni.									
                  HR	FG	MG	TG    TT	MT	IC	IL	sum
Acrobatics				1		1			2
Alchemy	        		1		1				2
Alteration 			1						1
Armorer    	1	1							2
Athletics   	1							1	2
Axe           		1							1
Block        		1						1	2
Blunt Weapon		1			1		1	1	4
Conjuration					1		1		2
Destruction			1						1
Enchant	        		1				1		2
Hand-to-hand									0
Heavy Armor	1	1						1	3
Illusion			1			1			2
Light Armor				1		1			2
Long Blade	1	1						1	3
Marksman				1		1			2
Medium Armor	1								1
Mercantile									0
Mysticism			1		1		1		3
Restoration					1		1		2
Security				1					1
Short Blade				1		1			2
Sneak       				1		1			2
Spear       	1							1	2
Speechcraft							1		1
Unarmored					1		1		2

Next step for this chart is to find all Fortify Skill items and list how much they can fortify at a time, for how long, and how many casts, or whether it is constant effect. It may be possible to get enough items to boost skills that we don't need to advance them manually or with a trainer, and it would be good if we didn't have to complete mephala's quest. With that said, it could use some clarification whether mephala's quest would be required. The UESPwiki does not indicate any journal entries for this quest.

It will be necessary when planning to determine if we have high enough skills to get assigned a quest, and include our skills and attributes as well as our ability to boost them as part of the map route.
Attachment:
Like A Fox
It needs to be tested if it is possible to make a spell with Fortify Speed that can be casted on target. If this can be done, then it can be casted on NPC that need to be escorted to hurry them along. Alternately, if they travel with you on casting recall (which I don't think they do, but needs confirmation) then they can be commanded and then recalled to their destination.

It will be beneficial I think if our main killing attack is a spell, because when moving incredibly quickly (1000+ speed) it may be difficult to stop near enough to your opponent to attack them. With a castable spell at a distance, we can stop anywhere and aim.

A single segment of this run might simply prove to be impossible do to this bug in game code.

Quote from The Attached .xls about House Hlaalu Quests:
These quests will begin after killing Orvas Dren or blackmailing him. This is part of MQ. Probably blackmail will be required to be able to complete the Dukes last quest, but needs confirmation.

<new thought>We will need to already be in House Redoran. This will need to be done after becoming Hlaalu Hortator. Then the highest rank can be achieved by repeatedly talking to Vedam Dren so House rank will not be an issue when trying to get new quests. Stronghold will be put in its own quest tab and later decided which stronghold to build.


I have attached a very basic quest outline for House Hlaalu to be used for plotting map coordinates (waypoints). It also includes the already shown MQ waypoints.

This was linked to on the UESPwiki. (Link is a downloadable .exe file). It has a ~3000 pixel map and a dropdown menu to select locations on the map which it will then zoom to. You can add or remove locations by altering the mwmain.gdb file in Wordpad. The contents look like this:
Code:
loc
	nm = Abanabi
	pc = 18
	lt = point
	dl = 3
	np = 1
	ps = 4
	pd = 136924,21313
	pt = square
end

I have determined a few (but not many) values:
Code:
nm -> name
pc -> ???
lt -> ???
dl -> how far to zoom to find it. 0 = no zoom. also controls font size sort of.
np -> ???
pd -> x,y coordinate grid. origin near center of map

I have determined that TES_Map_Hi.exe was written with Borland C++ 1999 by using a program called PEiD.exe. It would be helpful if someone could decompile this and alter the code so 1) the size of the window can be changed and 2) I can put in a different map file with different dimensions. I'll attach the ~6000px hi res map I found on the internet. It's a 5.85mb .jpg file.