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Archived from groups: alt.games.morrowind (More info?)
Children of the Night (CON1) is the first of the two John Barbosa mods about
Ariela. There was to be a third one but the second one wore him out. A
third one is being built by others and we may see it some day.
You can play CON2 without playing CON1 and there is an adequate summary of
CON1 bundled with it as well as Ariela's diary. But for roleplaying
purposes I think it desirable to start with CON1. You will be introduced to
npc's that appear again in CON2. The mod is suitable for a beginning PC and
assumes he just came off the boat. I use 'he' deliberately because of the
romantic nature of the mods. But a female PC can be used.
There are few rewards in the mod beyond the amulet Ariela gives at the
beginning which restores health -- handy for a new character. The mod is
linear though you can leave Ariela and do other things. Barbosa places some
of his npc's at the beginning of the mod so if you travel as far as Balmora
it is best to ignore them until you arrive as part of the mod. Disposition
is important and you will need to raise some of these to get all the
relevant comments. You should also not leave Seyda Neen area until Ariela
suggests it. Talk to her frequently and at different times to get all of
her comments.
There is little fighting and the one hard battle has an alternate solution.
Other battles can either be avoided entirely or need limited participation
as there are NPC's to do most of the fighting.
Barbosa's story is good and he inserts ambiguity at certain points. English
is not his first language -- he is Portugese -- and some of his word choices
are not the best though the meaning is clear.
If you include CON1, it may conflict with another MOD -- I think it was
Morrowind Comes Alive (the one that adds many critter sounds). The
conflicting mod uses one of the cells that CON1 does and overwrites it,
removing a needed npc. The npc is the man with two woman companions
standing in the road south from Seyda Neen a bit after the Silt Strider. He
triggers action. Until I removed the conflicting mod, he would be there
until the first time I saved and left the game. I also note that the ending
is not obvious. It seems to end in Balmora but only does so if you follow
Ariels to Hla Oda and then take the route to Seyda Neen.
While CON1 is geared to a beginning character, CON2 needs a developed
character -- my Imperial was level 35. If you plan to play CON2 don't
include it until your character is ready for a messenger with a note comes
immediately and then follows you until you go to Pelaquid.
Children of the Night (CON1) is the first of the two John Barbosa mods about
Ariela. There was to be a third one but the second one wore him out. A
third one is being built by others and we may see it some day.
You can play CON2 without playing CON1 and there is an adequate summary of
CON1 bundled with it as well as Ariela's diary. But for roleplaying
purposes I think it desirable to start with CON1. You will be introduced to
npc's that appear again in CON2. The mod is suitable for a beginning PC and
assumes he just came off the boat. I use 'he' deliberately because of the
romantic nature of the mods. But a female PC can be used.
There are few rewards in the mod beyond the amulet Ariela gives at the
beginning which restores health -- handy for a new character. The mod is
linear though you can leave Ariela and do other things. Barbosa places some
of his npc's at the beginning of the mod so if you travel as far as Balmora
it is best to ignore them until you arrive as part of the mod. Disposition
is important and you will need to raise some of these to get all the
relevant comments. You should also not leave Seyda Neen area until Ariela
suggests it. Talk to her frequently and at different times to get all of
her comments.
There is little fighting and the one hard battle has an alternate solution.
Other battles can either be avoided entirely or need limited participation
as there are NPC's to do most of the fighting.
Barbosa's story is good and he inserts ambiguity at certain points. English
is not his first language -- he is Portugese -- and some of his word choices
are not the best though the meaning is clear.
If you include CON1, it may conflict with another MOD -- I think it was
Morrowind Comes Alive (the one that adds many critter sounds). The
conflicting mod uses one of the cells that CON1 does and overwrites it,
removing a needed npc. The npc is the man with two woman companions
standing in the road south from Seyda Neen a bit after the Silt Strider. He
triggers action. Until I removed the conflicting mod, he would be there
until the first time I saved and left the game. I also note that the ending
is not obvious. It seems to end in Balmora but only does so if you follow
Ariels to Hla Oda and then take the route to Seyda Neen.
While CON1 is geared to a beginning character, CON2 needs a developed
character -- my Imperial was level 35. If you plan to play CON2 don't
include it until your character is ready for a messenger with a note comes
immediately and then follows you until you go to Pelaquid.