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Posted: Thu Mar 10, 2005 8:49 pm
by fable
You can't do it successfully for a long time in the game, and unsuccessfully doing it has a hefty price tag to a young player. And you can't make a constant effect anything for quite some time, too--so as I was saying, it's not an early game option. It's not worth having a useless skill early on. You can spend the money later, when you have plenty of it, to raise Enchant as a miscellaneous skill to a high point, if you want to enchant anything.

By contrast, the only outlay for alchemy is the initial equipment cost--and there are ways around that, if you're into stealing. Once you have the equipment, you can literally find all the herbs you want, quite a few near Seyda Neen, and work at making cheap potions. If you fail, you lose nothing, because you spent nothing on the herbs. If you succeed, your alchemy skill rises, and you get a potion you can either use or (more likely) sell.

Posted: Thu Mar 10, 2005 10:38 pm
by Faust
I took Fable's advice and made Alchemy a primary skill. I ended up keeping Enchant as a minor skill, as it seems it might be useful later on in the game. Now to find out how to actually use the Alchemy skill...

Anyway, thanks again.

One further thing, out of curiosity, does the story and NPCs become more interesting as the game progresses? While I appreciate the expansive nature of the game, the NPCs seem fairly redundant (probably the redundant dialogues don't help in leaving me with that impression), and not particularly interesting up to this point (at least compared to other RPG's I've enjoyed). Again, I realize I'm hunting rats and crabs, so I can't expect too much....

Posted: Thu Mar 10, 2005 11:31 pm
by oozae
[QUOTE=Faust]One further thing, out of curiosity, does the story and NPCs become more interesting as the game progresses? While I appreciate the expansive nature of the game, the NPCs seem fairly redundant (probably the redundant dialogues don't help in leaving me with that impression), and not particularly interesting up to this point (at least compared to other RPG's I've enjoyed).[/QUOTE]No, that's one of Morrowinds major failures, although you can look forward to interesting dialogue in Oblivion (at least I hope so!) ;)

Posted: Fri Mar 11, 2005 12:18 am
by Faust
[QUOTE=oozae]No, that's one of Morrowinds major failures, although you can look forward to interesting dialogue in Oblivion (at least I hope so!) ;) [/QUOTE]

er...not what I as hoping to hear.

Posted: Fri Mar 11, 2005 12:54 am
by fable
The next game in the series is to supposed to include NPC-specific dialog only, but I'm not holding my breath (such as it is) for that to show up. ;) In the meantime, there is a mod on the PC side that cuts back on the redundancies, and it's in the early stages. The designer has said he hopes to eliminate all useless dialog from the game.

Posted: Fri Mar 11, 2005 3:13 am
by oozae
[QUOTE=fable]The next game in the series is to supposed to include NPC-specific dialog only, but I'm not holding my breath (such as it is) for that to show up. ;) In the meantime, there is a mod on the PC side that cuts back on the redundancies, and it's in the early stages. The designer has said he hopes to eliminate all useless dialog from the game.[/QUOTE]Actually I think I have heard of that, although I didn't know it was in it's early stages. They have done Seyda Neen, Ald-Ruhn, Gnisis and maybe some other ones, can't exactly remember.

Posted: Fri Mar 11, 2005 8:28 am
by fable
[QUOTE=oozae]Actually I think I have heard of that, although I didn't know it was in it's early stages. They have done Seyda Neen, Ald-Ruhn, Gnisis and maybe some other ones, can't exactly remember.[/QUOTE]

I think you mean the LGNPC series of mods, an attempt to enrich specific cities with new, NPC dialog. That actually began as a project here in these forums, and was abandoned after about 6 or 7 cities by the project leader. It's now restarting under somebody else.

But what I mean is Less Lore. It's a poor name for the mod, which actually strips away generic responses across the entire game. The mod is playable, but in its early stages.

To make matters more confusing, the guy who's picked up the LGNPC series is also the one who's making Less Lore. ;) Here's the link to his webpage.

Posted: Fri Mar 11, 2005 8:39 am
by Darth Potato
Another way to get money is to buy the soul trap spell and cast it on a creature before you deliver the last slash (chop,whack,or poke).
if you are carrying a soul gem with you the soul of the defeated enemy will be trapped in the gem, but only if it dies before the spell runs out.
After this has happened the gem will be worth more money.
The better the soul trapped inside the more money you get
e.g.

soul gem - 10 gold soul gem (crab) - 20 gold
soul gem (nix hound) - 30 gold


this is not the real price but it gives you an idea of what happens (i hope).

Posted: Fri Mar 11, 2005 7:09 pm
by oozae
[QUOTE=fable]I think you mean the LGNPC series of mods, an attempt to enrich specific cities with new, NPC dialog. That actually began as a project here in these forums, and was abandoned after about 6 or 7 cities by the project leader. It's now restarting under somebody else.

But what I mean is Less Lore. It's a poor name for the mod, which actually strips away generic responses across the entire game. The mod is playable, but in its early stages.

To make matters more confusing, the guy who's picked up the LGNPC series is also the one who's making Less Lore. ;) Here's the link to his webpage.[/QUOTE]Thanks Fable, my old son :)

Posted: Fri Mar 11, 2005 8:56 pm
by Faust
Yeah, that mod would be useful. The redundant dialogue is really horrible. It robs NPCs of personality. My major problem with the game now, is I'm having trouble getting involved in it. I'm just not captivated by any portion of it. The NPCs, even the Spymaster, just seem so boring and uninteresting to me. Perhaps the major storyline become more riveting in time. Freedom is all well in good, but its not really enough to keep me motivated playing. Normally with games, I enjoy exploring the cities the most and interacting with the citizens, etc. I've not had that impression much in Morrowind. Hopefully that will improve as a delve a bit further into it.

Posted: Fri Mar 11, 2005 9:01 pm
by fable
It's actually less generic in many respects than its predecessors, Arena and Daggerfall. Those used a small handful of repeating generic quests in guilds, and roughly 10 generic dungeons that were randomized each game.

Some quest mods are very good about cutting out generic dialog. Booty Island, the one I'm currently playing, is like that. If someone has only three specific areas for discussion, those three are all you'll find listed in on their possible dialog tree--nothing else.