The Elder Scrolls III: Morrowind

The Elder Scrolls III: Morrowind

Strelok 2033 Dec 27, 2013 @ 5:07pm
Waypoint for Morrowind?
I have played both Skyrim and Oblivion and i got used to a waypoint pointing in the direction to go when im in a quest but in Morrowind that is not the case and i would like to know if there is a way to change that or if there is a mod for it.
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Ninjabutter Dec 27, 2013 @ 5:55pm 
Not that I've seen, no. Morrowind is one of those games that tells you "The person you're looking for is in the desert east of Red Mountain" and that's all you get. You then spend the next 40 minutes actually exploring the entire desert east of Red Mountain until you find the idiot's yurt. 20 of those minutes will also be spent hiding from cliff racers.
Portwills Dec 28, 2013 @ 12:56am 
so just saying if i could finish this game 12 years ago when i was 13 years old, im sure you will manage to do it too.
Ninjabutter Dec 28, 2013 @ 1:14am 
It's also worth pointing out that Morrowind was designed without the hand-holding compass marker in mind, meaning the system gives you the tools you need to find your objectives. It's just not a compass marker. Barring a few particularly annoying extreme cases (like my "find that guy in the desert" example, which is totally a real part of the main quest and seriously irritated me the first time around), most of them are situations where you'll get enough information from NPCs and other sources (everything from books and notes to signposts) to complete your quests without the game literally pointing you to the objective. If you start the game and head to Caius's house in Balmora, no, there's no compass marker leading to his house. There are, however, signposts along every road pointing to Balmora and every house in the city is labeled as you walk past it. I think if you ask NPCs in town, they'll even tell you what area of the city he lives in.

In Oblivion and Skyrim, you essentially had to follow the compass markers because the games were built around them and you simply didn't have enough information to complete a lot of the quests without them, at least not without prior experience from other play-throughs or a hell of a lot of pure guesswork. The lack of a marker in this game isn't detrimental; it actually gives you the capacity to roleplay (in an RPG? How shocking!) a bit more, make actual decisions, and apply a tiny modicum of thought to the matter. Once you play for a few hours and get out of the Skyrim mindframe, you'll be fine. You'll also find yourself having a lot more satisfying experience when you do complete quests because you actually had to figure them out rather than blindly chasing a compass point.

Lastly, Morrowind is a much more open-ended game in a lot of respects. A compass marker system would be sort of pointless here because a lot of the quests have junctions where you have like four or five potential paths to follow, and the game actually lets you choose which you want to take. It doesn't railroad you into one path or even make you do them in a certain order. If you had quest markers in this game, you'd often have half a dozen (or more) of them active at the same time, which I personally really disliked the few times it happened in Oblivion or Skyrim.
Last edited by Ninjabutter; Dec 28, 2013 @ 1:17am
Strelok 2033 Dec 28, 2013 @ 8:50am 
It all makes sense now and thank you for the help.
Portwills Dec 28, 2013 @ 10:08am 
ninjabutter is a classy fellow, more of him , less of me :)
HotGirlPoopin Dec 28, 2013 @ 1:10pm 
Whenever I see that beautiful avatar I Ninja my own Butter all over the screen!
Zenith Dec 28, 2013 @ 1:49pm 
I'm imagining a quest marker while doing all the opening quests in and around Syda Neen and it would definitely ruin the experience.

If Morrowind quests were like skyrim...

***SPOILER ALERT***

Your first quest is to find Fargoth and return his ring. Arrow points to him as you step out of the Excise Office and you return the ring. Quest complete. No choice not to return it.

Second Quest, find Fargoths hiding spot. Arrow points to quest giver, arrow points to lighthouse, arrow points to Fargoth, arrow points to fargoth putting stuff in stump, arrow points to stump. Go down and collect loot from stump and follow arrow back to quest giver. Quest complete.

Third Quest, Death of a taxman. Arrow points to quest giver, arrow points to corpse outside of town, arrow points to person inside the Excise Office, arrow points to taxmans friend in the light house, arrow points to the suspects house, arrow points to suspect (just in case you can't see him in his 6x4 hut). Confront the suspect but only have one choice and that's to kill him. Follow arrow back to Excise Office and collect well deserved reward.

Fourth Quest, find the shardaxe hidden in a stump. Arrow points to axe and you collect it. Quest complete (you don't want any hidden items otherwise the player might actually want to explore the world).

Fifth Quest, discover the flying wizard. Arrow points you outside of town where you encounter the demise of the flying wizard. You are given a scroll but it won't allow you to leap 3 miles into the air and come crashing down to your death or into an ocean 5 miles away. Instead it will be some generic scroll geared to your level that can be easily used. Quest complete (as opposed to a fun, imaginative encounter while your out exploring the world).




Joshie Poo Mar 27, 2024 @ 10:21am 
Originally posted by Portwills:
so just saying if i could finish this game 12 years ago when i was 13 years old, im sure you will manage to do it too.
Most inspiring thing I've read all day. I'll be back when I'm done! ♥
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Date Posted: Dec 27, 2013 @ 5:07pm
Posts: 8