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Randar's Smithy
by Denina

 
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Denina
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Queen of Not-so-Subtle Hints


Joined: 26 Jun 2007
Location: USA

PostPosted: Sat Feb 07, 2009 9:45 pm    Post subject: Randar's Smithy Reply with quote

This mod adds an armorer to Seyda Neen. But it does a little bit more as well. Randar offers a quest. It's a small quest, nothing that will revolutionize Morrowind modding, but I have never designed a quest before and this was very good practice. There is also some unique dialogue that is specific to Seyda Neen. You don't have to talk to all the NPCs in town but some of them will have something specific to say, and it hopefully adds a little local flavor.

The smithy is also Morrowind Crafting-friendly for those who use it and will work just fine for those who do not without a separate .esp file. Thanks to Toccatta for taking the time and effort to fix it that way. Smile

DOWNLOAD Randar's Smithy mod

Since this is my first attempt at making a real quest, I would appreciate reviews of this. Thanks!

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"The pen is mightier than the sword and considerably easier to write with." - Marty Feldman
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BoardGuest808888
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Joined: 11 Feb 2009

PostPosted: Mon Mar 02, 2009 8:28 am    Post subject: Reply with quote

Well, first I have to say that this is my first review of Morrowind mod and English is neither my first nor native language.

Thus if some flaw in the review was found or someone feels the urge to flame....I can understand.

OK, ahem....(clear throat)

A Brief Intro :
We used mods for every different cause. Some we used as sweet eye candies, some as kind of hobby, some for our gaming experience improvement, and yet there are some we used for those little help that make life in Vvanderfell more worth living.

Randar's Smithy falls in the last category.

It is a blacksmith set up in Seyda Neen, owned and operated by a friendly-to-outsider Randar the Nord. And if I might add, this is the only friendly smithy you'd find arround Bitter Coast.

Bitter Coast is one of my favored region for adventure. Not only for its mild climate and exotic nature, but also for its abundance of smugglers' cave, tombs and other hidden treasure. Especially on lower level when my PC's strength is far less than a baby kagouti, repair skill is near nill and mud crabs are in every corners, a smithy of some kind is always welcome. There weapons can be repaired (without having to go to Pelagiad or Balmora), some excess ones can be sold and a good one can be purchased. All in a good manner without having to deal with slithing someone's throat.

To add some atmosphere, Randar's Smithy offered not just ordinary service (barter, repair) but also quest (suitable for any levels of adventurer with low to mid level difficulty) and new gossip in Seyda Neen. Having this around, one can get a more than generic feeling of the town.



Edited to take out my description that you repeated here. With a mod that's already been posted, you don't have to repeat author's description. FYI - Denina
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BoardGuest808888
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PostPosted: Mon Mar 02, 2009 8:35 am    Post subject: Reply with quote

Randar's Smithy

I've used this mod for 20 levels now (that would be around 3 Morrowind months I guess).

In order to gain the full advantage of a smithy in Bitter Coast, I made a new PC to play with (surely, if your PC already has dozens of level around his/her belt, bazillion of money and top of the era gear, a smithy in anywhere wouldn't be an issue anymore).

Concept : Excellent

A smithy near to any player's starting place is just what everyone needs. Especially with Morrowind combat system, skill system and repairing tools are never around whenever you need them most. It provide not only services to a starter, but also some oversight about the smithing in-game. And giving the game a lifelier atmosphere over the generic dialog is always a nice addition.

Lore Accuracy : Good

In a town busy with coast guards cracking down smuggling operations, self-declared adventurers, tomb raiders, hunters and messianic outlanders, arms and armor would crack faster than you can say "cliff racer". A right person with the right skill could have fat purse in to time just by providing a service everyone needs.

Design : Very Good

The mod succeeded in doing what it is supposed to do. In a good way. No over-complicated things. Especially in designing the interior of Randar's smithy, the place is spacious yet representative enough. Everything I'd want to see and feel in a smithy are there, neatly placed and positioned.

Dividing the quest into several smaller ones (like collecting items one type each time) can be done. This would make completing the quest not so troublesome (remember Ajira).

Attention to Detail : Good

One highlight here is the smithy itself, as this mod made it s a new building in Seyda Neen. So far as interior, it is flawless and blend well with the Imperial design. In exterior, I see a weed growing in the smithy's porch. Um...it seems Randar need someone to prune it more often. Without this mod, there are like three weeds growing in the area where the smithy is. One of them apparently refuses to stop growing.

Conflict :

This mod adds a building in Seyda Neen. If you have something else around this part, have a careful look first.

Overall :

This is a good mod that give some additional point of view as well as little help for starter players. In its release, it is generally flawless and has potential to be expanded further (though it won't really necessary given the original intention of the mod). For its small size and simplicity, it is something worth playing.


Last edited by BoardGuest808888 on Mon Apr 13, 2009 9:10 am; edited 1 time in total
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Denina
Queen of Not-so-Subtle Hints
Queen of Not-so-Subtle Hints


Joined: 26 Jun 2007
Location: USA

PostPosted: Wed Mar 04, 2009 11:05 am    Post subject: Reply with quote

BoardGuest808888 wrote:


Quest-wise, I found it rather strange that someone used flowers for construction parts, but given the Morrowind limitation regarding construction material, it is understandable. In further thought, I might suggest that more suitable materials are used (maybe those you must get from someone else).



First of all, thank you for your review, BoardGuest. I am pleased that you like the mod enough to use it. After careful consideration of this, I think there has been a bit of a misunderstanding and would like to clarify a couple of things, especially since you've said that English isn't your native language.

For those not familiar with alchemy in the game, the ingredients you collect (also the sload soap which you don't have to collect) all have fire resistance and fire shield properties to them. In the dialogue I explained that using less water will make what would normally be a potion into a paste substance which would coat the wood and thus make that wood resistant to fire. Many herbs and plants in the real world are used for more than food, medicine and alchemy and I saw no difference in this case as well. But for someone who may not have been familiar with alchemy, this could be subtle and thus, lead to the misunderstanding, 'Why would you use flowers for building?' I hope this clarifies my reasoning behind it a little better.

Quote:
Dividing the quest into several smaller ones (like collecting items one type each time) can also be done. This would make completing the quest not so troublesome (remember Ajira)...


Ah, this is where you and I do not see eye to eye on the whole quest issue. I actually think it would be more tedious to be told, "I need fire petals from fire ferns in the Ashlands." You go get them, bring them back only to be told, "I need comberries and black anther too." That just makes me want to backhand someone and say, 'Why didn't you tell me that before and I would've just grabbed them on the way back!' That is precisely why I did not make them separate quests. Obviously, this is just a personal preference but I can see your point too. This also leads me to the next point...

Quote:
...and the player would spend more time involved in the mod (the PC will have to interact with Randar some more time) thus the mod itself would be more memorable for the player.


This is another point that may not be completely understood. You can interact with Randar as many times as you want. The quest is repeatable. Since I don't think I've ever come across a mod with repeatable quests, I thought that might make it more memorable. It never leaves your journal list because you can do the quest ad infinitum.

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Denina

"The pen is mightier than the sword and considerably easier to write with." - Marty Feldman
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PostPosted: Thu Mar 12, 2009 9:28 am    Post subject: Reply with quote

Thanks for the added explanation on the things, Denina. Indeed they can also be that way.
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