Sometimes i wish the game had markers and i played this game many times over the years. But the thing about oldschool games and why they had been so great was looking for a quest and ending up somewhere unknown getting into things. Some of the best items in Morrowind you can find just at random doing so. Games now push you into a bot line and everything else is ignored. Is you get really stuck on a quest you can look it up on the wiki or Youtube.
So I'm going to say it, because the Morrowpologists won't: it is absolutely possible to add a basic quest icon to Morrowind. The object has a value in memory and a set location. The hurdle would be the UI, but mods already exist that radically alter the UI. The tools are all there.
Here's the problem: anyone with the technical know-how and patience to use the original Morrowind Engine likely frowns upon the mere idea of such "crutches." And, speaking as someone who has extensively played the game, I sort of get why: because the entire game is based around the idea that quest text must be read and retained, the placement of key objects and characters is much more precise to the directions given. It's not so much "you're not HARDCORE ENOUGH to play the game", it's "I mean I could make a GPS system OR you could listen to me when I say it's that building over there down the street."
In a bigger game, later on, I understand the necessity for quest markers. Think of every marked and unmarked location in say Fallout 4 for instance: there's a lot of them. Some of them have zero purpose besides being an encounter zone (a concept implemented in Oblivion) for a "radiant" adventure. You go into this apartment building and you shoot the bad guys and they drop loot. There's no quests revolving around it, but that's realistic; not every single place in a fantasy setting needs a purpose.
Morrowind is not like that. If a place is important, it'll be mentioned. If it isn't, then... well, it's not important. Assuming you're entering/exploring things as you find them, by the time you reach the quest you'll likely have a record of the name in your character's journal and a description of where to go. For lack of a better term, Morrowind has less "filler" than later Bethesda games.
TL;DR: Anyone who COULD implement it likely won't, and because of the size of the game it's not really necessary either way.
I get that but what about people like me who are verry dyslexic and simply don't retain text based information, for me "go to that building down there " sounds more like "run off in a direction mauby" if not a quest marker mod what about a text to speech mod, I don't care if it sounds good I just want to know what I am supposed to do
some of the directions the npcs give can be obtuse but you could just take a look at the uesp page for the quests or items youre having trouble with, theres also a big map with on there that you can zoom in on with locations and points of interest etc so thats the closest youll get to a map marker in this game tbh
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Here's the problem: anyone with the technical know-how and patience to use the original Morrowind Engine likely frowns upon the mere idea of such "crutches." And, speaking as someone who has extensively played the game, I sort of get why: because the entire game is based around the idea that quest text must be read and retained, the placement of key objects and characters is much more precise to the directions given. It's not so much "you're not HARDCORE ENOUGH to play the game", it's "I mean I could make a GPS system OR you could listen to me when I say it's that building over there down the street."
In a bigger game, later on, I understand the necessity for quest markers. Think of every marked and unmarked location in say Fallout 4 for instance: there's a lot of them. Some of them have zero purpose besides being an encounter zone (a concept implemented in Oblivion) for a "radiant" adventure. You go into this apartment building and you shoot the bad guys and they drop loot. There's no quests revolving around it, but that's realistic; not every single place in a fantasy setting needs a purpose.
Morrowind is not like that. If a place is important, it'll be mentioned. If it isn't, then... well, it's not important. Assuming you're entering/exploring things as you find them, by the time you reach the quest you'll likely have a record of the name in your character's journal and a description of where to go. For lack of a better term, Morrowind has less "filler" than later Bethesda games.
TL;DR: Anyone who COULD implement it likely won't, and because of the size of the game it's not really necessary either way.
if not a quest marker mod what about a text to speech mod, I don't care if it sounds good I just want to know what I am supposed to do