morrowind mods (~) cw: fictional slavery 

Dangit.

There are 2 mods which expand the Twin Lamps faction in morrowind: the Twin Lamps & Slave Hunters mod, and Juniper's Twin Lamps mod.

I downloaded the first one, because it seemed to be the more highly recommended one, and gosh darn was that a huge mistake.

It doesn't feel lore friendly (which is a huge thing for me), the Slave Hunter faction feels too omnipresent (they have outposts everywhere, it's absurd), and... (continued)

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morrowind mods (~) cw: fictional slavery 

... from what I've heard, the quests in the mod I downloaded are not as good as the ones in Juniper's mod.

Normally I'd be able to just switch out the mods and be ok with things, but:

* Twin Lamps & Slave Hunters adds a bunch of dialogue to lots of different characters, as well as adding outposts all over the game world
* Juniper's Twin Lamps ties itself directly to the main quest, so you have to start a new character in order to use it.

(continued)

morrowind mods (~) cw: fictional slavery 

so now I'm left with a choice: continue my current playthrough with a worse experience with regards to slavery/twin lamps, or install the better mod and start my playthrough all over again.

clarification, morrowind mods (~) cw: fictional slavery 

I forgot to clarify this in the first post: The Twin Lamps faction is a group of abolitionists in vanilla morrowind, but they feel very half-finished.

I wanted to get a mod that expanded them and made them more interesting, and Twin Lamps & Slave Hunters was the mod I was recommended.

(unfortunately, in addition to all its other problems, Twin Lamps & Slave Hunters is also a badly made mod, with a lot of bad edits and glitches.)

morrowind mods (-) cw: fictional slavery 

dangit, I really will need to restart my game....

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