Mod Review: Havish

Archived from groups: alt.games.morrowind (More info?)

Havish is a keeper.

This is large mod in scope (but only ~3MB in diskspace). It introduces
a new city that is about twice the size of Balmora on an island about
the size of Sheogard.

The city is well crafted, as is the landscape. Both have the visual
feel more of Might and Magic than of Morrowind. The visuals are well
done...but they are not the best part of the mod.

The great strength of the mod is the quests. There are many quests.
There are mage guild quests, thieves guild quests and fighter guild
quests. There is a major quest line to save the city from the strange
and unusual happenings that threaten it. However. the best part about
the quests is not the number. It is the creativity with which quests
are crafted. Even the "fetch this stone and deliver this toothpick"
sort of quests that annoy Lilacor have an interesting twist or two.
More, the quests weave together with each other and with the rest of
Havish to form a very engrossing and intriguing place. The mod is more
like an expansion (that is like Bloodmoon or Tribunal) than like the
typical little add on.

I think this one will stay checked in my data files for almost every
character I play from now on.

If you'd like to experience Havish, you can find it at
http://home.tiscali.de/jo.ge/mw/havish.htm
12 answers Last reply
More about review havish
  1. Archived from groups: alt.games.morrowind (More info?)

    DeAnn wrote:
    > Havish is a keeper.
    >
    > This is large mod in scope (but only ~3MB in diskspace). It introduces
    > a new city that is about twice the size of Balmora on an island about
    > the size of Sheogard.
    >
    > The city is well crafted, as is the landscape. Both have the visual
    > feel more of Might and Magic than of Morrowind. The visuals are well
    > done...but they are not the best part of the mod.
    >
    > The great strength of the mod is the quests. There are many quests.
    > There are mage guild quests, thieves guild quests and fighter guild
    > quests. There is a major quest line to save the city from the strange
    > and unusual happenings that threaten it. However. the best part about
    > the quests is not the number. It is the creativity with which quests
    > are crafted. Even the "fetch this stone and deliver this toothpick"
    > sort of quests that annoy Lilacor have an interesting twist or two.
    > More, the quests weave together with each other and with the rest of
    > Havish to form a very engrossing and intriguing place. The mod is more
    > like an expansion (that is like Bloodmoon or Tribunal) than like the
    > typical little add on.
    >
    > I think this one will stay checked in my data files for almost every
    > character I play from now on.
    >
    > If you'd like to experience Havish, you can find it at
    > http://home.tiscali.de/jo.ge/mw/havish.htm
    >
    I have to agree with this review. I have just started playing the Havish
    quests, specifically the Mage's Guild. WHile wandering through the city,
    I was amazed. It is city done just like a Daggerfall city, even down to
    the 'Specific Place' options! I look forward to completeing this one...
  2. Archived from groups: alt.games.morrowind (More info?)

    Thanks for the pointer to the author's site.
    I have now downloaded most of his other
    mods. :-)
  3. Archived from groups: alt.games.morrowind (More info?)

    Peter Strempel wrote:
    > Jim Seay wrote:
    >
    >....>
    > The only gripe I have about Havish is that you need to do Fighter
    Guild
    > quests to finish the main quest. Using the popular Wakims Game
    > Improvements mod this means you actually have to join the Fighters
    > Guild, something I usually try to avoid when playing thieflike
    > characters. Not the fault of the Havish author, though, when I'm
    running
    > other wired mods.
    >.....

    Then you probably haven't arrived at Havish via the fighter guild
    quest. One of the (many) neat things about this mod is the variety.
    Having completed the main quest, I decided to try the fighter guild
    approach (rather than thieves guild--which seems at some point to have
    an incompatible quest). To my surprise, I found a different way to get
    to Havish (had gone via mage guild quest previously). Probably, there
    is a thieves guild way to Havish also.

    When I play fighters guild in the main game, I just don't do the Camona
    Tong derived fighter guild quests (whether or not I join the thieves
    guild). Just like playing Hlaalu House and not supporting the Camona
    Tong (indeed opposing the CT), you can play the fighters guild opposing
    the CT.
  4. Archived from groups: alt.games.morrowind (More info?)

    Jim Seay wrote:

    > It is city done just like a Daggerfall city, even down to
    > the 'Specific Place' options!

    Yes. :*) I thought exactly the same the first time I wandered through
    Havish. If you do the first fighter quest, you will have another
    Daggerfall-esque chuckle as well.

    The only gripe I have about Havish is that you need to do Fighter Guild
    quests to finish the main quest. Using the popular Wakims Game
    Improvements mod this means you actually have to join the Fighters
    Guild, something I usually try to avoid when playing thieflike
    characters. Not the fault of the Havish author, though, when I'm running
    other wired mods.
    The fact this irrelevant issue is the main problem I have with Havish
    should hint properly that I also consider Havish a masterpiece of a mod.

    As a sidenote, the newest mod by the same author was recently released:
    "Booty Island", found at http://home.tiscali.de/jo.ge/mw/
    I just started this one, looks good, but much too early to write
    anything meaningful about it.


    Peter
  5. Archived from groups: alt.games.morrowind (More info?)

    DeAnn wrote:

    > To my surprise, I found a different way to get
    > to Havish (had gone via mage guild quest previously). Probably, there
    > is a thieves guild way to Havish also.

    Yes, this is neat. I meanwhile played the Mages, Fighters and Thieves
    Guild ways to Havish with different characters (but only completed
    Havish main quest once). Each way has different rewards. Actually, if
    you know the Fighters Guild way, playing the Thief Guild way is quite
    funny, or vise versa.


    > you can play the fighters guild opposing the CT.

    No doubts here, but my point is, if I play a thief-like character he/she
    has no business in the Fighters Guild, not because of the CT but simply
    because it's no fighter. Yes, I know this is a somewhat pointless
    restriction, but I try to limit my characters to their role to make the
    game more challenging. So, my mage won't join thieves or fighters, my
    thief won't join mages, fighters, legion etc. I've done all the faction
    quests several times, I need some new challenges. :)

    As I tried to point out in my previous post, I know this is a pretty
    irrelevant complain, and if the only complain I have about Havish is
    such an inferior issue, it means I have no real complains. :)
    To sum it up, Havish is definately present in my top-ten mods and
    meanwhile always installed. The mages guild teleporter is already worth
    to install the thing.


    Peter
  6. Archived from groups: alt.games.morrowind (More info?)

    >
    > Whereas my latest thief-type has been trying to join every faction he
    > can, on the theory that maybe he can con them out of something. It
    > works, too - just look at the loot he can get from the Fighters and
    > Mages guilds training chests, then take around the corner and resell.

    While my characters are often limited in what they do, it is generally
    because something in their "character" or "background" takes over the
    game. In my first visit to Havish, Lilacor more or less determined
    everything my stealth Bosmer did. Determined to get full use out of
    this wondrous artifact, Eloewiah decided that shortwords and bows would
    have to be dropped by the wayside so that she could wield Lilacor.
    But, Lilacor was very heavy and took a long time to swing. Which meant
    she got hit by opponents and damaged badly. So she needed to move up
    to a heavier armor and build up her endurance to be able to take a few
    hits before Lilacor connected. Which meant buying adamantium armor and
    wearing it. Eloewiah never had time for any guilds...until she needed
    to join up to make progress in Havish. Between Lilacor and the armor,
    she really couldn't carry much else---and did not. Swords don't have
    to be smart to take over their owner's lives.

    Once I've tried the fighter's guild route through Havish, methinks
    Eloewiah will be recreated to try the thief route. I'm just not sure
    if Lilacor and Eloewiah will do much differently. Maybe if I add
    Haldenshore....? It's tough to be a whimpy little Bosmer charmer and
    be stuck carrying around a sword taller than you are. Really tough.
    Your best choices are just so incompatible with your natural talents.
    I mean, you are surely not going to use a spear to build up endurance
    when you have Lilacor. Heavy armor is even worse than medium for
    weight. Fast weapons work MUCH better for a skinny little Bosmer.
    Only, Lilacor is, well, magnificent. For a thief to find Lilacor is
    just....uhm, justice maybe. Like the chinese curse "may you live in
    interesting times."

    Stupid Sword. :-)
  7. Archived from groups: alt.games.morrowind (More info?)

    On Wed, 19 Jan 2005 13:20:22 +0100, Peter Strempel
    <peterstrempel@yahoo.com> wrote:

    >DeAnn wrote:

    >> you can play the fighters guild opposing the CT.
    >
    >No doubts here, but my point is, if I play a thief-like character he/she
    >has no business in the Fighters Guild, not because of the CT but simply
    >because it's no fighter. Yes, I know this is a somewhat pointless
    >restriction, but I try to limit my characters to their role to make the
    >game more challenging. So, my mage won't join thieves or fighters, my
    >thief won't join mages, fighters, legion etc. I've done all the faction
    >quests several times, I need some new challenges. :)

    Whereas my latest thief-type has been trying to join every faction he
    can, on the theory that maybe he can con them out of something. It
    works, too - just look at the loot he can get from the Fighters and
    Mages guilds training chests, then take around the corner and resell.
  8. Archived from groups: alt.games.morrowind (More info?)

    DeAnn wrote:

    > Stupid Sword. :-)

    Just trying to find a download for Lilacor, but without success. Summit
    doesn't seem to have it, tesmods seems offline, telesphorus list doesn't
    mention it. Mind giving a download pointer? I just looked through your
    previous thread about this a week ago here, but no URL there as well.


    Thanks,

    Peter
  9. Archived from groups: alt.games.morrowind (More info?)

    Urgh, ignore me. It is on Summit.

    Sorry for being dumb. :)
  10. Archived from groups: alt.games.morrowind (More info?)

    On Fri, 21 Jan 2005 00:10:18 +0100, Peter Strempel
    <peterstrempel@yahoo.com> wrote:

    > DeAnn wrote:
    >
    >> Stupid Sword. :-)
    >
    > Just trying to find a download for Lilacor, but without success.

    You'll find it at TheLys:
    http://www.thelys.org/mods.php?a=Tundro_Walker#Lilarcor_v._4

    Björn
  11. Archived from groups: alt.games.morrowind (More info?)

    >>> Stupid Sword. :-)

    Oh my...

    I made a Breton with the intention to join Telvanni and play a couple of
    questmods only otherwise.

    Now he found this sword. Went completely nuts. Joined Fighters Guild
    just to get some muscles and do something else with his Longsword other
    than hitting air. Doesn't care about magic anymore, enemies fall to the
    blade much faster.
    Joined Slavehunters to make some extra cash to pay for expensive spells.
    Found some slaves, which would have paid nicely for that Levitate spell.
    But then Lilacor mumbled something about "Kill". Slavehunters don't pay
    for dead slaves. Pity. Still cannot levitate, but does not care. But got
    longblade up one point during that session, so what.

    I hate this sword. Almost as annoying as Laura Craft. Of course he has
    her around, too, but she thinks he turned somewhat strange recently,
    since their last visit to Seyda Neen.

    Shouldn't write usenet posts. Should go and kill something instead...
  12. Archived from groups: alt.games.morrowind (More info?)

    On 16 Jan 2005 07:34:12 -0800, "DeAnn" <von.sagrillo@verizon.net>
    wrote:

    Wow. I never heard of Havish until this thread.
    Then I tried it. Very nice.
    What I like:

    1) Does not conflict with Ald Vendras V2 moved
    2) Does not conflict with Dungeon Island
    3) Does not conflict with Seige of Firemoth
    4) Does not conflict with White Wolf of Lokken
    5) It has very cool scripting effects
    6) absorbing quest, good story

    My only 2 complaints are:

    1) In some interiors the framerate gets too slow:
    he should have broken some interiors up into
    multiple cells.
    2) Lots of CTD during the mages guild teleport
    quest
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