(This is a quest I made for this cause I have nothing else to do and I want to support this project the poor person way, but I hope my idea is at least taken into consideration. If I make any format mistakes, it's because I am basically clueless on how this works.)
- since "Helnim, Helnim Hall: East Empire Company Headquarters" name too long should be the only cell name change in release 1709, it's easier to add this little fix for save compatibility than put a disclaimer. Will redirect saves taken in the old cell to the new and prevent crash
- edits and recompiles script "tr_m2_q_9_flingaloreglobal" which still had the old cell name
--A green recruit in Old Ebonheart is confused because he's not sure if he's supposed to be in this Ebonheart, or the one across the channel. Added to OE quest claim
A miscellaneous quest (no guild affiliation required) that takes place near the Mages Guild in Old Ebonheart. The player hears a sound coming from a well, and after investigating, they find a stranded Bosmer. They have the choice to teach him a Water Breathing spell so he can escape. If they do, he gives them their Ring of Feather. If not, he begs them to tell an associate about him so that they can help him. If they do, the quest ends. If they refuse, he attacks them and inadvertently drowns.
Eulix Festius in Old Ebonheart is looking for a new recipe for his mortar. Could you be the one to hold this scheme together?
When you talk to Eulix Festius he greets you with.
“The name’s Eulix Festius. Hey, I got a favor to ask: mind helping me with an idea I’ve been brewing up for a New Mortar? I’ll make it worth ya’ while.”
This will give you the topic “new mortar” when you click on it it’ll say:
Wanted: Temple faction quests to go into Almas Thirr, to accompany these (http://tamriel-rebuilt.org/claims/speaker-dead-questline-parent-claim) as low level quests. These should have a thematic focus on the Thirr River conflict, and should be kept relatively simple, easy, and restricted to the Aanthirin and the surrounding regions. Also included should be information on the purpose of Almas Thirr in our canon, plus what the bloodstone shrine is.
A farmer in the Thirr River Valley area has a prize guar able to dance, do tricks, and even the limited ability to speak. This guar is the talk of the region and has even won the attention of dunmer nobility. Naturally the farmer's first thought was to breed the guar and sell its offspring for a massive profit. Unfortunately the day after mentioning this, the guar disappeared. "Bandits!" he thought, "They've stolen my prize guar! I see it's footprints going to the southwest!" At this point the player arrives and the farmer explains the predicament.
Similar to the Pilgrimage of the Seven Graces, TR has currently six pilgrimages, with plenty of room to expand from there. Pilgrimages are primarily used both in vanilla MW and in TR to give players an excuse to wander through beautifully crafted exteriors they otherwise wouldn't have a reason to. While this is an admirable goal in itself, it also helps if the trials are a bit more involved than "bring x to shrine get buff quest complete".