Single Markįor now, imagine we have already settled on a route and can only place a Mark once in the game, in fact only at one node in the quest graph (and not anywhere on the route between nodes). Firstly, given a route, what's the most efficient arrangement of Mark and Recall casts for it? Secondly, can we change the optimiser to take into account the Mark/Recall spells? The most optimal route through the quest graph might not be the most optimal when Mark/Recall spells are used. This could shave a considerable amount of time from the route. Imagine casting Mark at the beginning of a dungeon (unlike Skyrim, Morrowind dungeons don't have a quick shortcut back to the start of the dungeon from its end) and teleporting there, or placing a Mark next to an NPC providing transport services. Only one Mark can be active at a given time: casting it again removes the previous Mark. Casting Mark remembers a given place and Recall teleports the player to the last position the Mark was cast. Mark/Recall are a pair of spells in Morrowind that allow the player to teleport around the game world. White is walking or flying, red is Mages Guild teleports, blue is Almsivi/Divine Intervention spells, yellow is travel by boat/silt strider and green is Recalls. The points of interest here are joined with colour-coded lines. Here's a map of the route for those of you who like migraines:
#MORROWIND PATCH PROJECT REMOVING DRAIN AND TRAIN CODE#
Today, I'll analyse Mark/Recall and other miscellaneous transport modes, deal with an interesting Temple quest, showcase the final route and finally publish the code for the route planner.
Last time, I showed a way to generate a decent route through the quest graph as well as came up with a rough character progression that can be used to quickly complete all faction questlines in Morrowind. Travelling murderer problem: planning a Morrowind all-faction speedrun with simulated annealing, part 3 3 years, 7 months ago