Map 2 NPC Claim #9 [Bloodthirsty Crustacean]

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Terrifying Daedric Foe
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Post by Terrifying Daedric Foe »

Necrom, Arnesian War Collection
TR_m2-410_bk6_HistArmor
TR_m2-410_bk5_IndorilArmor
TR_m2-410_bk2_DresArmor
TR_m2-410_bk4_argonianskulls

All of these scrolls should have the scroll box ticked in the CS. At the moment they open like books in-game.
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Post by Aeven »

A small amount of Beta Comments:


TR_Map_2_Section_9.ESP 4/1/2012 (14:01) TR_furn_bannertemple_03 Necrom (43,-11) 354778 -84256 1529 "not properly centered. Minor issue though"


TR_Map_2_Section_9.ESP 4/1/2012 (14:01) TR_m2_Mithne Talen00000000 Necrom, House of the Waking-Guides 4332 3932 15682 "topic of 'necromantic' has the 'Necrom' part linked"


TR_Map_2_Section_9.ESP 4/1/2012 (14:01) TR_m2_Nethan Farys00000000 Necrom, Docks Administration 6842 982 14339 "needs to be NoLored?"


TR_Map_2_Section_9.ESP 4/1/2012 (14:01 TR_m2_Varis Andarys00000000 Narcolepsy, Upper Level 532 -112 -123 "Needs NoLore. Also, has topic challenges? Seems to be about the Molagreahd"


4/1/2012 (14:59) TR_Map_2_Section_9.ESP 4/1/2012 (14:01) Windows TR_m2_necguard00000000 Necrom, Waterfront (42,-10) 349174 -78899 97 "Temple guard? Why? There are only Prdinators except for the fellow"
[/quote]


Also, I could rest in public, and is it normal for the Ordinators to have nothing to mention, besides Imperial Law?
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Post by Haplo »

Ordinators should at least have someone specific, and some place in particular, and I would think a "Necrom" topic describing where they are would be nice too.
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Post by Bloodthirsty Crustacean »

Some good catches there guys, thanks. All reported bugs dealt with. Additionally, all my three quests are finished up. When I get back to proper internet on wednesday, I'll post up the file.

All that's left are Mort and 6 plus's quests! That, A8 quests, merge, testing, and then you're talking about release...
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Post by Haplo »

People have been talking about a release for a while now :-P But I get what you mean. It'll be damn nice to have this claim in a finished state.
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Post by arvisrend »

TR_Map_2_Section_9.ESP 3/30/2012 (13:24) skraeling ex_dwrv_ruin10 TR9_Sacred Land Region (46,-14) 380304 -112831 3857 "caspers if you bother to jump/levitate up here"

TR_Map_2_Section_9.ESP 3/30/2012 (13:24) skraeling sc_almsiviintervention Necrom, Waiting Gate 4163 3969 11312 "bleeds with redware bowl"

TR_Map_2_Section_9.ESP 3/30/2012 (13:24) skraeling TR_cont_basket_01_ingr Necrom, Temple Hostel 1541 -68 -118 "when the door is open, it bleeds straight into this basket"

TR_Map_2_Section_9.ESP 3/30/2012 (13:24) skraeling flora_root_wg_01 TR9_2-16 (43,-9) 356988 -65699 692 "wtf"

TR_Map_2_Section_9.ESP 3/30/2012 (13:24) skraeling Terrain_rocks_WG_02 TR9_2-16 (43,-9) 356948 -66206 656 "caspering"


BC: are you definitely going to use the Bronze Admiral, or is it possible that it will get axed? If it will be used, I can make a list of errors in that ship (there are several, as it is a good 2005 int but still a 2005 int).
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Post by Mortimer »

Let's keep this train of awesome progress going!

I'll contribute! Quest has most of it written, just a matter of more writing, testing, and cleaning. I should have a finished file up by Saturday at the very latest, but I'm shooting for Wednesday.

Question though: When it says the Daedroth is placed by merger to Mainland what does that mean I do for it? I've got the creature made, do I put it in a Mainland dungeon (thereby making the file dependent on Mainland), or just indicate the position the Daedroth should be placed in when it gets merged?
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Post by Yeti »

I'd assume he means it will be placed in the interior latter, after everything is merged together. There definitely shouldn't be any dependence on TR_Mainland at this stage.
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Post by Bloodthirsty Crustacean »

Yep, fully create and prepare the creature, and choose the location in mainland, but leave the actual drag and drop to the merger - you provide detailed instructions on what should be done. For testing purposes use placeatpc in the console.
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Post by Mwgek »

Just a message for thumbs up. Great progress here guys, can't wait! Quest set ups look cool.
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Post by Bloodthirsty Crustacean »

Here's my latest file.
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Post by 6plus »

The Forgotten House quest is basically finished, all that's left is some cluttering of the int.

However... it seems that lights are annoyingly unreliable: for some reason the fire of turned-off lights sometimes DOES burn and sometimes it DOES NOT burn!
That's not game- or questbreaking at all, but it could look a little bit weird.
So if anyone is wiser than me and knows a solution for that, please... enlighten me! :mrgreen:
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Post by Aeven »

I'm getting this error:

Expression Error Unable to find referenced object "TR_m2_NEC_Shrine_Lovers" in script TR_m2_q_A9_2_NedimScript.
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Post by Bloodthirsty Crustacean »

Upload your file, 6p, and I'll take a look. :)

Ave, thanks: to fix temporarily if you'd like to test, check the References Persist box for that activator.
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Post by 6plus »

There's the finished quest, know you need to...
-Check the dialogue
-(Maybe) change the name of TR_m2_ghost_Dhal
-Connect "Salvarys Ancestral Tomb, Shrine" to "Salvarys Ancestral Tomb"

btw vanilla turned-off lights seem to suffer from the same problem with their fire...
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Salvarys_Ancestral_Tomb_Makeover.jpg
Recommended changes to "Salvarys Ancestral Tomb"
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Post by Bloodthirsty Crustacean »

Excellent - will get on this asap.

Anything else I should know about merging - no other tweaks or changes you need to be made or would like to request?
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Post by Haplo »

This makes me giddy.
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Post by Yeti »

Haplo wrote:This makes me giddy.
Me too :D


Though I'd be even more giddy if we could finish the quest planning in the other NPC claim. I'm unfortunately fresh out of ideas.
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Post by Bloodthirsty Crustacean »

Great work, 6plus. I tweaked some of your dialogue, where it was incorrect, and took out some of the many many exclamation marks (which felt out of place for a ghost), but otherwise, brilliant work. One good tip is to include directions in a separate topic, and to hotlink it from the journal entry for the quest. Allows the player to instantly find their way.

I've placed your extension in a way that makes maximal use of the existing tomb interior and its own scripts.

But once again, good work, and thanks for the contribution.

Here's the merged file. Last (finished) update will come once I get that last quest from Mort. :)
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TR_Map_2_Section_9m.ESP
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Post by Mortimer »

Hey everyone! It's finished - the last Necrom quest!

And here it is - Honor the Ancestors. Should be clean and very easy to understand (it's a simple fetch quest)

Merger Instructions:
- Place TR_m2_q_A9_6_daedroth (change name if necessary - not used in scripts) in Odimasadra.

That should be the only thing needed to make this compatible. I used few journal entries and no topics to make this as lightweight and error-free as possible while still providing substance to the quest.

Let me know if there is anything that needs changing or added to. In the future I want to expand this to make him actually become a bonewalker companion :O
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Post by Bloodthirsty Crustacean »

Thanks Mort, and thanks Leon for the fixes. Finished file will be up later today/tomorrow. :)

And yep, all quester/planner types, if you have time and inspiration, get yourselves over to the A8 thread so that we can bring this one home.
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Post by Bloodthirsty Crustacean »

Here's my final file.

I have made all the fixes Leon reported except the ones involving the words 'barnacle' or 'kollop' because ffs it's 5am and I got shit to do tomorrow.

Mort, I tweaked your dialogue in places to improve the general feel of it - overall, probably worth putting in a little bit more work given how very simple this quest was in a functional sense. But it's done, it does its thing, it's cool. Thanks for helping me out! Also, in future please stick to the naming scheme (your shield reward), and always put mod dialogue at the top of the list. Having it down at the bottom is just irksome.

The file may not be 100% clean, because I don't have TESAME on my new laptop. Merger will have to deal with checking that. Dialogue is fine, just those standard hidden cells that might cause problems.

Otherwise for merger:

Place Daedroth per Mort's instructions above.
Place TR_m3_Emeni Udani in place of Emeni Rethri in Seitur in M3_A5, rename "Seitur, Emeni Rethri's House" appropriately, delete Emeni Rethri's Background dialogue entry.
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TR_Map_2_Section_9.ESP
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a man builds a city
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Post by arvisrend »

I just wanted to report a quest bug for Rilam's quest, but BC eated it...

But here are two landscape bugs which are still in the file:

4/7/2012 (00:15) TR_Map_2_Section_9m.ESP 4/6/2012 (12:32) skraeling Terrain_rocks_WG_03 TR9_Sea of Ghosts Region (41,-11) 338853 -85481 1420 "Caspering if you look from east"

4/7/2012 (00:26) TR_Map_2_Section_9m.ESP 4/6/2012 (12:32) skraeling terrain_rock_wg_14 TR9_Mephalain Mountains Region (38,-11) 317971 -86904 551 "epic caspering"

Will definitely look through the other quests tomorrow. Great work, guys!
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Post by Yeti »

Yeti wrote:
Chin Music wrote:Also minor error: Player gets stuck on the door of the basement in the First Council War Shrine.
That reminds me; Why, can you remove the obituary book in the basement of that shrine? I wrote it and it wasn't very good. Also can you replace the named skeletons there with generic ones?

I just noticed Why never got around to doing this.
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Post by Bloodthirsty Crustacean »

The shield and the logpiles bleed for artistic purposes, so just maintain suspension of disbelief on those ones.

And please keep the reports coming Leon, you have an astoundingly good eye for finding this stuff.

But, it'll probably be the merger who fixes them, not me. My questy work here is done. :P
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Post by Mwgek »

Got pretty annoyed by the bad uv-map on the necrom loaddoors. So tried to update them, switched some triangles and move the uv-map a bit, result:

[img]http://i2.photobucket.com/albums/y12/morrowindgek/TamrielRebuilt/doortexture.png[/img]

Can someone test these if this is better? thnx
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Post by Haplo »

The load door had already been fixed but just not added to TR_Data yet, but thanks Mwgek!

BC: in the future if you fix some but not all things in a large error reporting post, could you quote/paste the things still left to be fixed in your own post, pretty please?
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Post by Mwgek »

Well that sucks, but I'm happy it doesn't go in the release like that :).
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Post by arvisrend »

quest TR_m2_Nm_House stage 5: In the catacombs of Necrom I spoke to the spirit of Aryn Salvarys, founder of the House Salvarys. She told me of the decline of House Salvarys. That's 3 "Salvarys"es is one journal entry. "decline of her house" is probably better.

Creatures TR_m2_ghost_Dhal and TR_m2_ghost_Mort should be renamed lest they look like generic enemy spirits.

Creature TR_m2_ghost_Dhal should NOT have a Goodbye in her "decline of House Salvarys" topic, because it prevents the player from asking the "Salvarys tomb" topic.

4/8/2012 (14:30) TR_Map_2_Section_9.ESP 4/7/2012 (00:37) skraeling Flora_kelp_02 Sea of Ghosts (41,-3) 342490 -24342 -1562 "this floats, and so do the plants and barnacles nearby"


4/8/2012 (14:30) TR_Map_2_Section_9.ESP 4/7/2012 (00:37) skraeling Terrain_rocks_WG_01 Sea of Ghosts (42,-3) 345232 -22634 -1319 "caspering"

4/8/2012 (14:30) TR_Map_2_Section_9.ESP 4/7/2012 (00:37) skraeling ex_dae_wall_512_02 Sea of Ghosts (42,-3) 345216 -24038 -1697 "floating"

4/8/2012 (14:31) TR_Map_2_Section_9.ESP 4/7/2012 (00:37) skraeling terrain_rock_wg_17 Sea of Ghosts (43,-3) 353633 -21883 -1660 "floating"

4/8/2012 (14:32) TR_Map_2_Section_9.ESP 4/7/2012 (00:37) skraeling terrain_rock_wg_17 Sea of Ghosts (43,-3) 353577 -19255 -1751 "floating"

4/8/2012 (14:32) TR_Map_2_Section_9.ESP 4/7/2012 (00:37) skraeling in_cave_plant10 Sea of Ghosts (43,-3) 353877 -19688 -1744 "floating"

4/8/2012 (14:33) TR_Map_2_Section_9.ESP 4/7/2012 (00:37) skraeling terrain_rock_wg_15 Sea of Ghosts (42,-3) 351558 -18654 -1917 "floating"

4/8/2012 (14:33) TR_Map_2_Section_9.ESP 4/7/2012 (00:37) skraeling terrain_rock_wg_18 Sea of Ghosts (42,-3) 350547 -17982 -1258 "floating"
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Post by arvisrend »

NPC "TR_m2_Terlesi Othralas" has name Terlesi Othralas, but the journal entries of quest TR_m2_Nm_Scout consistently speak of a "Terlethi Othralas".

As for the quest itself, one can reject it, then change one's mind and take it. But then the topic "Haddadalmalu" does not appear (due to the local variable "control" having the wrong value). Either the player should not be able to change his mind, in which case Terlesi should Goodbye directly in her greeting; or the player should be able to change his mind, in which case there is no need to set "control" to 1 when he declines the quest.

Topic "Haddadalmalu" should at least mention that entering the ruin requires some levitation or jumping (maybe even give the player a crappy scroll/amulet/ring/whatever to do that, although if he is not able to do so on his own he is probably not up to this quest).

NPC TR_m2_q_A9_3_Doril should be marked "Corpses Persist" or the quest can become unsolvable.

4/8/2012 (15:21) TR_Map_2_Section_9.ESP 4/7/2012 (00:37) skraeling ex_velothi_loaddoor_01 Sacred Lands Region (40,-13) 335417 -98488 2120 "This tomb is close to the main road Sailen-Necrom. I don't think it makes sense for it to be guarded by a skeleton who attacks travelers"

TR_m2_q_A9_4_VorithSword is somewhat overpowered for something you get for nothing in the middle of a town. Given the scaled nature of the world, a level-3 player could certainly make it to Necrom. "Sanctuary 5 to 25" is pretty much the same as "Sanctuary 20" since you can cast it over and over until it hits high. Better make it a "Sanctuary 5 to 7" or something like that. (I don't know about Fortify Attack, but notice that you don't have to actually fight with this weapon in order to use its benefits, so it is a bonus.)

Maybe give Vorith a full helmet and some gauntlets to make his being a ghost more plausible?

With these, I am finished betatesting M2A9 quests. Happy merging!
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Post by Bloodthirsty Crustacean »

More good catches, Arvis.

On the ghosts, those guys are left intentionally unnamed: they're called Ancestral Spirits rather than Ancestor Ghosts (so the observant player will notice the difference), and it was an intentional choice, to make it seem more like the player is interfacing with nebulous 'ancestors' rather than just chatting up a loitering character.

On 'Terlethi' Othralas, clearly my thinking voice has a lisp. :P

Control needs still to be set to 1, for her 'so you came back' type dialogue, but the filter on Haddadalmu should be changed to Nm_Scout < (whatever quest finished entry is: 30?) rather than control.

Leave Vorith as he is. The sword is cast on use, and I was feeling generous. The limit could go down to 10/15 perhaps on Sanctuary. Helm would perhaps depersonalise him, and the logistical point about spotting ghosts isn't really an issue. (though I made sure to remove his idle animations and Hello score, so there are subtle visual cues) If balance is an issue we want to take into account, he could be disabled until the player reaches a certain level.


Reminds me, an error report of my own is that the Bonewalker ghost's shield has no enchantment, which is a bit unusual for a quest reward. Perhaps the merger should add one.
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Post by gro-Dhal »

arvisrend wrote:quest TR_m2_Nm_House stage 5: In the catacombs of Necrom I spoke to the spirit of Aryn Salvarys, founder of the House Salvarys. She told me of the decline of House Salvarys. That's 3 "Salvarys"es is one journal entry. "decline of her house" is probably better.
House founder's surname should come first, in the classical Velothi style.
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Post by Mortimer »

Bloodthirsty Crustacean wrote: Reminds me, an error report of my own is that the Bonewalker ghost's shield has no enchantment, which is a bit unusual for a quest reward. Perhaps the merger should add one.
I gave it more armor than an Indoril Shield with a higher enchant-ability score to compensate for the lack of enchantment. My reasons are twofold - one, certain ancient Dunmer tribes may not have mastered the use of helpful enchantments, so it's plausible he came from a tribe that did not use magic (hence his death to the Daedroth). Two, depending on the age of the Dunmer it could be the enchantment was completely drained out of the shield in the thousand(s) of years since being buried. Personally I like it not being enchanted, you rarely see quest rewards that aren't. Players don't often find good medium armor, let alone medium armor shields (of which there are very few).

But that's just me, I can see it BC's way too.
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Another quest idea

Post by Tyrant »

Another quest idea (and it's even specific for this map!)

I designed this quest with this map in mind, although it still may not be applicable to per-existing NPC's in the region.

The quest involves the player helping a Telvanni Mage Lord, and his obsession with destroying the moon Masser.

Through the dialogue the player will have the opportunity to learn a lot of lore regarding the Moons, Nirn, Oblivion, Mundus etc... which I feel is not really touched on much in the series (not much that I've stumbled across anyways.)

Anyways, take a look. Let me know what you think. Thanks!
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Mourn for us oppressed in fear
Chained and shackled, we are bound
Freedom choked in dread we live
Since Tyrant was enthroned
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Post by gro-Dhal »

I don't hate it, but it's not quite there for me. I don't think we need any more mad Telvanni lords, for one thing. I'd probably not even make him a dunmer, but a rich eccentric with foreign wealth. An Altmer maybe.

There's a lot of lunar lore out there for TES, so if you could work some of that in cleverly it might be an interesting route to go down. When I want some good wholesome lore for a quest I tend to run a search at [url]http://www.imperial-library.info/[/url]
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.

Post by Tyrant »

Thanks for the input. I was unaware of any abundance of Mad Telv. Mage lords in TR... as for the link, thanks as well, I had already read up on all the moon stuff there this morning, however, which is where I came up with his 'motivation' for wanted it destroyed :D

But thanks again for taking the time to read through it
Mourn for us oppressed in fear
Chained and shackled, we are bound
Freedom choked in dread we live
Since Tyrant was enthroned
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Haplo
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Post by Haplo »

Moved to reviewing so we know we're making progress.

Edit: All listed errors fixed. I'm now checking dialogue for errors, and then approving this.
Edit2: Journals and Greetings checked, now for Topics. I've made it through "Expand his library" so far.
Edit3: Up to "Services" now. Almost finished!
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
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Haplo
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Post by Haplo »

It is finished.

Edit: Version 2 April 19th at 3:40PM EST
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
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gro-Dhal
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Post by gro-Dhal »

Huzzah.
.
.
.
There's a typo in Emeni Udani's dialogue- her husband's name was Udani like hers, not Uvani.

And I still think the Salvarys ghost should introduce herself as Salvarys Aryn.
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Bloodthirsty Crustacean
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Post by Bloodthirsty Crustacean »

Remember to swap the names round on the creature TR_m2_q_A9_5_ghost_Dhal too (but not the lich guy).
a man builds a city
with
Banks and Cathedrals
a man melts the sand so he
can see the world outside


"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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