Morrowind

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Crankgorilla

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Crankgorilla

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13 comments

  1. Kirya
    Kirya
    • member
    • 6 kudos
    Any significant conflicts with Vos X?
  2. kvngreeley
    kvngreeley
    • supporter
    • 4 kudos
    First, this is a fantastic mod! I tried it out about a month ago and just figured out that I missed things the first time because I didn't look at everything closely enough. There are a lot of nice surprises in the house and, overall, it seems pretty balanced. I had to raise my enchant skill to test the soulgem crafter, but that is a very nice feature. The inside of the house looks terrific, there are 5 floors to explore, along with extra areas. The battle arena is cool and I love the mods that use the labeled storage containers. I tested every single thing in this mod, with the exception of successfully crafting a Grand Soulgem, and everything worked great!

    There are a lot of nice touches in this mod and you really need to try things out because you might be surprised by what you find. If you can click on it, you probably should. Remember to check out the well and the bathing areas. I use the replacers from the STEP wiki and this mod fits in beautifully.

    Some people might consider this to be a cheat mod because a first level PC could actually access the house with nothing more than a cheap levitate spell. You don't actually have to buy it. But just because you can do something, doesn't mean you should.

    I have actually tried out quite a few of the Crankgorilla mods and I greatly enjoy them. They often come with little surprises and can sometimes be generous. My first was Seyda Supplies, which is awesome. Most of this author's mods stay in my load list.

    I did notice a couple of odd things. First is with the download. This mod also appears on Morrowind Mod History and Great House Fliggerty. They look the same, but in looking at the contents of the mods, this download's texture folder has a few more files and a new sub folder (CAB I think). Not sure if those other versions would work correctly without errors, even though the ESP files have the same date and size. Also, this download has a Textures folder inside the Meshes folder. It is an almost, but not quite duplicate of the actual Textures folder. I assume that the Textures folder in the Meshes folder shouldn't be there and should probably be deleted, but I wasn't sure. I let it copy over when I installed it and I haven't seen any problems. It is just sitting in my Meshes folder.

    In the mod itself, I noticed that the hatches for the trap doors in the Greenhouse and the main floor don't always function properly. In the Greenhouse, the hatch will sometimes sit at an odd angle when open and it clips through the stack of pots beside it. But it will close properly and then open properly after that. On the main floor, my PC actually got stuck because the hatch was sitting sideways when I came up from the levels below. Again, I could shut the hatch and it closed properly (which set my PC free) and then it opened properly after that. Through quite a bit of testing, it happened a number of times sporadically, but I couldn't figure out a pattern. Sometimes it worked fine and sometimes the open hatch wasn't sitting right. I tried testing various things to see if I could consistently replicate it, but I couldn't. Regardless, it doesn't really impact game play other than you can get stuck for a moment.

    I'm not complaining about the issue above. Far from it. I just thought I would mention it. I absolutely love this mod and it was a lot of fun exploring it. I was particularly surprised and a little confused when I traveled by balloon to Sadrith Mora. I think that was an interesting touch! I look forward to all of the surprising features and sometimes gifts in these mods.

    A huge congratulations and thank you to Crankgorilla for this and all the other mods!
  3. darkelfguy
    darkelfguy
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    • 217 kudos
    This is a lovely and atmospheric abode, somewhat small and cozy but also very functional with lots of labeled storage containers and a surprising array of scripted services and features. The house fits in snugly with the small hamlet of Vos, and is gorgeously detailed in a sort of ramshackle manner on the exterior. Overall, I found this house mod to be very charming, but also quite useful, much like most of Crankgorilla's mods. Endorsed.

    I will say that I noticed one dirty reference "apparatus_a_calcinator_01" (though this may have been deliberate?) and a handful of dirty dialogue references. When it comes to dialogue, you can't really use Enchanted Editor to clean out the dirty references, and the best tool I know for getting rid of dirty dialogue references is through TESPCD. You can find a tutorial on using TESPCD here (just scroll down to the bottom for the correct part), and you should ultimately get a screen like this when checked for unclean entries.
    1. Crankgorilla
      Crankgorilla
      • member
      • 21 kudos
      Ah, yes. I just checked. I'll see that it's fixed in any follow up version.

      Enchanted Editor is my tool of choice, just open Vos Cottage, tick the box next to "apparatus_a_calcinator_01" and hit "delete marked". Save, and it's cleaned.

      Thanks for the spot.
  4. olja
    olja
    • member
    • 4 kudos
    Thanks for hints, Crankgorilla! <img class=">
    I like your mods a lot, another one to add to my mod list!
  5. Crankgorilla
    Crankgorilla
    • member
    • 21 kudos
    Can't find the ring?

    It's probably because another mod has altered the NPC at the tradehouse also. I don't normally alter any NPC already present in the game and that's why. For anyone having issue with the trader not selling the ring, you can either steal the ring, which is hidden on the bottom shelf in the tradehouse. or alternatively, you can break in to the top story greenhouse and tucked behind one of the seedling boxes is a spare return home ring for the cottage.

    In any further updates I'll have a dedicated NPC for the ring sale to avoid conflict.

    Thanks!
  6. Mommer
    Mommer
    • member
    • 0 kudos
    I am having the same problem Olja reported, no one in the Tradehouse has a ring for sale. Could you please be more specific in the instructions on how to buy the house? Or is there something missing in the download? Any ideas?
    Thank you.
    M
  7. Crankgorilla
    Crankgorilla
    • member
    • 21 kudos
    Thanks to Portocala for helping with the initial release. Added a +1 to his reputation score for the help.
  8. Crankgorilla
    Crankgorilla
    • member
    • 21 kudos
    Version 1.0

    All fixed and functional. Tested manually for all textures.

    Apologies for any inconvinience.
  9. portocala
    portocala
    • supporter
    • 1 kudos
    Hmm, I can load the save now, but I get another error (accompanied by a CTD) when approaching Vos:

    TES3Stream Warning: Model "Meshes\f\Furn_GlassWindow_01.NIF" tex not found "Tx_Furn_GlassEdge_01.dds"!

    And indeed that texture is nowhere to be found. I do have a "Tx_Furn_GlassEdge_02.dds" though. Now I do have a lot of mods which could cause a conflict, but I doubt any of them erased that texture. Could this be a problem with Redguard_Slayer's mod, Glass Wall?

    (Sorry to be such a pain. xD)
  10. olja
    olja
    • member
    • 4 kudos
    Can't buy a ring in Vos tradehouse. Maybe some mod conflict...