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TheDarkMaster

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I could see some sort of reformation being pretty good for things like the Deadric cults. Specifically to establish a hierarchy and formalized set of faiths beyond just worshipping a given Deadra. Each one could have a specific nature that you must always pick, but otherwise would probably be fairly open. All you need is some basic incompatibilities for doctrines to avoid silliness, but that's no different from vanilla blocking things like pacifist + prepared invasions.
 

Johan11

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Now... Been fiddling a bit about with this for a few days now after finally getting around to trying it out... I do have one suggestion and a minor quibble (Like, cartographer pedantry minor).

Quibble first: I am fairly certain that most maps and sources from the main series of TES games refer to the High Rock city as being named "Evermor", not "Evermore", that is, without the final e. I am aware of how colossally insignificant a note that is. Just had to get it out.

Now, for the suggestion: I was wondering on how this mod selected race of children of 'mixed marriages' so to say, but few were around. I did however spot a Redguard woman who had one Redguard kid and one Breton kid. Now, I am sure You good people working on the mod are aware of https://en.uesp.net/wiki/Lore:Notes_on_Racial_Phylogeny <- that book. I've always been a bit fascinated by it, despite how short it is. I am not sure how the game treats it; if all the Aldmeri, Chimeri and Human peeps can reproduce together, which they apparently should according to the book, but I am assuming yes.

The actual suggestion relates to the mother with kids of different 'races'. According to the book up there, that is apparently not something that readily occurs. I am no modder, I do not know if it is possible to code so that children always get the graphical culture of their mother (I assume the special mod trait for race follows that somehow), but if it is, I think that would be some nice flavour.

(Now, I realise that Bretons and Reachmen are to some extent of mixed ancestry, but that is implied to have taken place over quite a long time, so for a single generation I do not see that be a problem.)

I am rambling on a bit, so I'll stop here and hope I've not annoyed You sterling folks too much.
 

Empoleon Blownaparte

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I could see some sort of reformation being pretty good for things like the Deadric cults. Specifically to establish a hierarchy and formalized set of faiths beyond just worshipping a given Deadra. Each one could have a specific nature that you must always pick, but otherwise would probably be fairly open. All you need is some basic incompatibilities for doctrines to avoid silliness, but that's no different from vanilla blocking things like pacifist + prepared invasions.
In the same logic, the Kthulut would be another nice addition, since they, like the Old Gods, are a decentralized faith based around the Daedra. Speaking of which, shouldn't the Kthulut also have a Patron system? Or at least access to Hermaeus Mora's offmap power.
 

Yuiiut

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Now, for the suggestion: I was wondering on how this mod selected race of children of 'mixed marriages' so to say, but few were around. I did however spot a Redguard woman who had one Redguard kid and one Breton kid. Now, I am sure You good people working on the mod are aware of https://en.uesp.net/wiki/Lore:Notes_on_Racial_Phylogeny <- that book. I've always been a bit fascinated by it, despite how short it is. I am not sure how the game treats it; if all the Aldmeri, Chimeri and Human peeps can reproduce together, which they apparently should according to the book, but I am assuming yes.

The actual suggestion relates to the mother with kids of different 'races'. According to the book up there, that is apparently not something that readily occurs. I am no modder, I do not know if it is possible to code so that children always get the graphical culture of their mother (I assume the special mod trait for race follows that somehow), but if it is, I think that would be some nice flavour.

IIRC, the mod used to work like that but shifted to following the nature of the marriage, so the children inherit after whoever the primary parent is, in order to prevent things like black-briars becoming majority dunmer and the like
 

EmperorG

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IIRC, the mod used to work like that but shifted to following the nature of the marriage, so the children inherit after whoever the primary parent is, in order to prevent things like black-briars becoming majority dunmer and the like

Gods I still remember what is was like back then, almost every region of Tamriel had like half of its nobility turn into that of a neighboring province every generation. Redguards were the most notable, since they married constantly with folks in High Rock, Skyrim, and Cyrodiil since they bordered all three.
 

Mr. Habba

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Another suggestion regarding Mannimarco: Wouldn't it make more sense for the Order of the Black Worm to be a Secret Society like the Mages' Guild, rather than a full religion?

That's definitely a possibility, especially if we consider the lore... but I doubt it would function really well within the mechanics of the game. Keep in mind the "Order of the Black Worm" religion is technically the game's "stand-in Undead religion". For example, it is used for the leader of Undead uprisings. What would those characters have as religion if that would be demoted to a secret society? The Ideal Masters Worship might be a possibility, but that always struck me as less of a faith and more of a way for greedy necromancers to become more powerful.

I'm not saying I don't like your suggestion - quite the contrary - but I would want to see it as part of a general Undead overhaul and not as a singular change.

Still, the idea is a good one!
 

Orinsul

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order of black worm doesnt really make sense for undead either. so ideal masters would work just as well, order of the black worm religion just comes from back before there were ideal masters or society mechanics.
Or you can have a religion and a society with the same name, and maybe a come out into the light decision aka secret religion for if it becomes powerful enough for the necromancers to announce their cult and take over the world?
 

Grubleafeater

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It would be very nice if unlanded Merchant Republic sons did something with the thousands upon thousands of gold they obtain. Obtained artifacts, built themselves lordships(both annoying and pleasing at the same time!) within your demesne(so you can block it by not having open demesne slots), donated to a existing lordship, ETC.

In this, I've determined that one possible event set would be as such; Patronage Tutoring.

The son in question pays out a (heh) princely sum--ranging from 100 to 500 wealth, scaling between that based on wealth earned per month. It should be about a year's worth until that would exceed 500. Depending on their traits(Those listed are non-exhaustive), this is to either;

A Lord or Chief within your demesne(+2 Martial, +25% wealth Prestige)(Wroth, zealous and warrior education increase the odds)
A Prior within your demesne(+2 Learning/Diplomacy OR +1 both, +10% Prestige, +10% Favour)(Mage/Diplomat education, patient, charitable, temperate and zealous increase the odds)
A Mayor within your demesne(+2 Stewardship/Intrigue OR +1 both, +10% Prestige)(Agent/Magistrate education, just, and greedy increase the odds)
Any outside your demesne in the same Realm, but only if you have none of a type they desire whom have a stat greater than they already possess.

25% of the wealth they spend vanishes as supplies for their training or other such expenses; the rest goes to the person who trained them.

The MTTH is decreased by;

Being Heir;
Being Designated Heir;
Being Dilligent;
Being 16-25;
Being Ambitious;
Or being Gregarious.

The MTTH is increased by;

Being over 40;
Being Content;
Being Slothful.

Other possible events include funding archaeological expeditions(gives a chance of artifacts depending on Learning and Stewardship) and funding trade expeditions(gives Trade Routes in random demense cities and increases their personal wealth when successful).

(Edited in 9/28)

Also--GOD the stacks upon stacks of artifact duplicates I get are annoying. Might I suggest adding a decision for people who worship Daedra to auto-sacrifice duplicates(Triplicates for rings, Quadruplicates for Books and Puzzle Cubes) that are below rank 5, with each artifact contributing either slightly or significantly less Ardor and only a flat 25 piety gain for the lot?I can see a 25-50% penalty for mass offering being reasonable, and it prevents you from bloating your artifact screen to the extent that you can no longer locate anything.

Molag Bal knows I've managed to have at least 10 copper rings at the same time before. Because I gave them all to him when I became a vampire to help me become a pureblood.
 
Last edited:

_Arzakon_

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The event to become Necromancer has too high of a MTTH, and I don't think it should even be chance-based. I suggest making it one of the specialization choices instead that you can learn upon deciding to do so. It's also weird how it's much easier to become a Lich than become a Necromancer in the first place.
Although I agree with you, there's already a way to try to become a necromancer on purpose. With necromancy being legal within the Mages Guild, there's a guild action to study further into necromancy, eventually giving you the trait.
 

ITZ_DARE

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It'd be pretty cool if, as a Dunmer Velothi and Nerevarine faith ruler controls Morrowind and Vvardenfell, they could investigate Red Mountain and possibly bugger around with Lorkhan's Heart
 

owenage

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I've been playing the mod for years and have always enjoyed it. I particularly like in the recent updates how the Daedric Princes have been implemented with the off-map Jade Dragon feature. I have noticed that you gain additional ardour with Princes through possessing traits that Prince approves of, such as Wroth for Molag Bal or Lycanthropy with Hircine. But I cannot find a way to easily find what each Daedric Prince likes without actually having the trait already. Under the "This Daedric Prince likes" section of the off-map feature (which actually currently says "The Emperor likes") it only ever says "Dragonborn Heroes" (I have only ever saw Azura, Molag Bal, Hircine, and Peryite off-map menu). It may well be listed somewhere and I am unaware of it but so far it has been trial and error finding out what each Prince likes and doesn't like.

Additionally I have noticed that AI members of the Companions will never be promoted beyond the first rank, except when a new head of the society is chosen. I have inherited characters who sometimes have several thousand points of reputation with the Companions, but who never clicked the button to be promoted. This doesn't seem to be a problem for the other guilds, from what I can see. See the screenshot for an example.
 

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HandicapdHippo

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Additionally I have noticed that AI members of the Companions will never be promoted beyond the first rank, except when a new head of the society is chosen. I have inherited characters who sometimes have several thousand points of reputation with the Companions, but who never clicked the button to be promoted.
Might not be a bug, this is how all societies work if the higher rank has reached the max allowed in the society file, the player is except from this limit hence why you can immediately rank up when taking control.