Finished Dragonborn. Some impressions:
- Firstly, the Morrowind-like landscape and architecture was nice to see and traverse. (I wouldn't mind Morrowind transported into this engine just for the visuals facelift.)
- I noticed that npcs are a bit more verbose than in the oc. E.g., asking Raven Rock npcs how they got to settle in Raven Rock nets relatively long stories from them.
- Another similarity to Morrowind are the instances when you have to find out something. E.g., at the start you can ask pretty much every npc about Miraak and they'll point you to either the Earth Shrine or his Temple. Similarly, when you try to recruit someone from Raven Rock as Neloth's steward, you can ask many npcs if they're interested. Some npcs turn out to be helpful and point you in the right direction.
- Speaking of Neloth, he's a proper Telvanni wizard. The best character in oc+dlc by a country mile; in fact, he's really the only npc worth talking about as a 'character'. Some of his dialogue is good; I especially liked the bit when I mentioned being the archmage of College of Winterhold and he replied "maybe someday I'll teach you a trick or two" (to paraphrase).
- Some of the quests were good. The quests to find Deathbrand armour set and the Kagrumez resonance gems didn't have any quest markers. I can't recall any search quests from oc that didn't have quest markers apart from the Stones of Barenziah quest. I also liked the quest where the moneylender in Raven Rock asks you to pay Neloth's new steward's (that you recruit) debt. It was good because it had a meaningful unresolved state (he sends thugs after you) to it if you choose not to pay him or deal with him any other way.
- The main quest itself was decent, especially Apocrypha, though it'd have been better if it was made a lot more difficult to navigate what with constantly altering pathways.
- On an unrelated note, I'm interested in what Bethesda does with Morrowind now after the Red Year. Points to note are, Neloth brings many of the Vvardenfell plant species to Solstheim, he's researching into the heartstones--rock from inside the Red Mountain, and there's an npc outside Tel Mithryn who saved a silt rider.
As for Requiem-Dragonborn mod (made by a different author from the original mod authors), he really overdid many things.
- Original Requiem added Invisible Entities, so this mod also adds them (to Apocrypha) but doesn't stop there and adds another invisible creature called Benthic Daggers and an Enchanted Benthic Daggers variant.
- Daedric shrines (of Azura, Mephala and Boethiah) don't work for criminals, though I guess original Requiem is at fault here because of the way divines shrines are designed.
- An 'easter egg' of a giant in the middle of an open landscape that can't be missed unless you're blind.
(Xarrian, by the way, is one of the authors of the original Requiem.)
- But the biggest stupidity is the scourge items (of Malacath).
Firstly, introducing new weapons in order to make certain enemies strong is a stupid design concept. Secondly, the process of crafting these scourge weapons is overly complicated:
- First, you have to read a book called 'the scourgestones', which is written in a most heavy-handed manner (modders, stay away from writing if you can help it), to start the related quest. The book describes a process to make the items, but if you follow that, you get nothing. You have to read a second book that mentions that there are atronach forge recipes.
- (These recipes are written in daedric font. I don't know if the author thinks he's being clever or whatever by making most of the players to go on the internet to translate the bloody thing.)
- Each weapon requires certain items, one of which comes in seven variants; one of each variant is required to craft any weapon.
- Once you craft a weapon at the atronach forge, it's not usable. You have to take it a normal forge, add some more material, and provided you have a specific hammer in your inventory, you can then craft the final usable version of the weapon.
Thirdly, you find this on Miraak's body, alongside Malacath's Scourge mace:
Overall, while I think the mod does a decent job transporting much of the Requiem feel, stupidity like the above makes me not recommend it but rather avoid it.