It should be compatible with both Alice93's "Consequences" or "Main Quest Overhaul"(which contains "Consequences"). There are probably misplacements for added guards that should appear afterwards - haven't checks that thorough.
Just wanted to add: it's compatible from a technical standpoint. Nothing will break if you play the two mods together.
As they are now though, they are hardly compatible from a storyline perspective because Alice's plugin will literally make the game act as if you looted the tomb, no matter which course of action you've taken as part of the overhauled quest.
I can't find any way between Entrance and Main Chamber except falling down the long pit. Do I need to have Levitation or Intervention/Recall in order to clear the dungeon, or am I missing something?
Great mod, liked the overhaul of the dungeon. The part with the note on the door and retrieving the key adds an unwanted hurdle - it would be nice to have a version of this that doesn't make quest changes.
On my latest character, I tried a RP challenge that I recommend.
Spoiler:
Show
My character, despite being a worshiper of the Nine Divines, has some respect for the customs of other religions and didn't want to destroy all the undead that defended this tomb (especially given the evidence of grave robbers). Therefore, I ran through and used 'Turn Undead' to spare as many undead as possible.
Great mod if you like to completely break the main quest... If you side with the spirit at the end of the tomb, Caius won't accept the notes you get from the Andrano guy at the temple. If you go back to retrieve the skull, Sharn won't be in the mage's guild to accept that either. If you download this mod, make sure to make an extra save slot before you go into the tomb just in case. I didn't do that and now I have to start a new character.
I just played through this alternate path went to Caius directly after getting the notes and he accepted them, so maybe the mod has been updated or there might be a conflict another mod?
So, I just ran into this bug too. Which is weird, because I know I've completed this mod before and sided with Andrano's spirit. I imagine you've already given up on the save file but for anyone else that runs into this, you may be able to fix it by opening the console and enter the following command. SetJournalIndex "A1_4_MuzgobInformant" 20The mod set the quest stage to 17 (I'm assuming in order to display a custom journal entry saying you got the notes from Dralval instead of Sharn) but Caius won't recognize you have the notes unless the index is 20.
Note: The reason I say this "might" work is because I'm not actually using the version of the mod from here. Rather, I'm using a version that has the Andrano Retribution mod bundled with it (Mod DL Here)
Edit: Having examined both esp files in the Construction Set, I'm confident my workaround should work in both versions of the mod. However, with this workaround, Caius will respond as if you got the notes from Sharn instead of Dralval. Just role-play that he expected the notes from Sharn and that your character didn't feel the need to correct him.
So, I just rolled up a new character after not liking the direction of my old one and, this time, the mod worked fine. If I recall correctly, I think I installed the mod mid playthrough last time (a cardinal sin among Elder Scrolls games, I know), so that might have been the issue.
I don't know if this is an issue with the modlist or the fact that I picked the lock instead of completing the quest but the amount of resistance you face in the tomb is rather obscene.
I could have broken it somehow, but if it's normal to be facing more than half a dozen enemies at once in any given fight you may have overbalanced it in the wrong way. Morrowind combat tends to be at its best when you have to fine tune your approach to a single opponent and no opportunity was given for that in this case. I'd recommend vastly reducing the amount of enemies you face in favour of buffing them to provide what challenge was intended, and I have almost always prior to this preferred the inverse.
Except what happened here.
(Sorry if this comes across as harsh. I have never had this feeling of confusion after a mod before, I didn't quite know how to respond.)
If I decide to follow the Andrano spirit route, does Sharn Gra disappear or is she moved to another place? I searched all over Balmora but I can't find her. I look for her through the Necromates mission. Also, Anirne and Gorenea don't disappear?
- This is a brilliant 'story-in-a-quest' that turns a boring fetch quest into a difficult yet rewarding scenario. - It gives you another option that sits well with a character trying to move up through the Tribunal ranks. - It is not only lore friendly but it fills a spot left blank in the game, something the best of mods do.
I do caution players that it is tougher than the vanilla Andrano Tomb, you might want to wait a bit until you have good starter gear and skills @30%+ in combat.
From my play experience it appears this mod is a quest breaker - or defective enough you will have to teleport out. It seems to interfere with Sharn's Quest and also has some weirdness with the doors not connecting to the right cells...you will go in circles essentially when you attempt to leave.
It was a fun dungeon - all seemed well until I sided with the Tomb's Spirit against Sharn...then I just wanted to leave but, meh - who knows?
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As they are now though, they are hardly compatible from a storyline perspective because Alice's plugin will literally make the game act as if you looted the tomb, no matter which course of action you've taken as part of the overhauled quest.
SetJournalIndex "A1_4_MuzgobInformant" 20
The mod set the quest stage to 17 (I'm assuming in order to display a custom journal entry saying you got the notes from Dralval instead of Sharn) but Caius won't recognize you have the notes unless the index is 20.Note: The reason I say this "might" work is because I'm not actually using the version of the mod from here. Rather, I'm using a version that has the Andrano Retribution mod bundled with it (Mod DL Here)
Edit: Having examined both esp files in the Construction Set, I'm confident my workaround should work in both versions of the mod. However, with this workaround, Caius will respond as if you got the notes from Sharn instead of Dralval. Just role-play that he expected the notes from Sharn and that your character didn't feel the need to correct him.
I could have broken it somehow, but if it's normal to be facing more than half a dozen enemies at once in any given fight you may have overbalanced it in the wrong way. Morrowind combat tends to be at its best when you have to fine tune your approach to a single opponent and no opportunity was given for that in this case. I'd recommend vastly reducing the amount of enemies you face in favour of buffing them to provide what challenge was intended, and I have almost always prior to this preferred the inverse.
Except what happened here.
(Sorry if this comes across as harsh. I have never had this feeling of confusion after a mod before, I didn't quite know how to respond.)
Gran mod🫂
- It gives you another option that sits well with a character trying to move up through the Tribunal ranks.
- It is not only lore friendly but it fills a spot left blank in the game, something the best of mods do.
I do caution players that it is tougher than the vanilla Andrano Tomb, you might want to wait a bit until you have good starter gear and skills @30%+ in combat.
It was a fun dungeon - all seemed well until I sided with the Tomb's Spirit against Sharn...then I just wanted to leave but, meh - who knows?