Morrowind

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Created by

Jan Heuser

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skil8

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7 comments

  1. Malastier
    Malastier
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    • 0 kudos
    My bartender doesn't talk:(
  2. akmatov
    akmatov
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    • 3 kudos
    Was quite interested, but I see no indication that the 'dirty' references were fixed, so not downloading it, sadly.
  3. SaberFang1
    SaberFang1
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    • 2 kudos
    Now I want one in Balamora!
  4. darkelfguy
    darkelfguy
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    I'm a bit late with getting a review done for this, so I do apologize for the delay in feedback (and I see you have three more mods up, I'm going to try and get to those eventually as well). First, let me say that this is an absolutely beautiful mod. I love the amount of detail you've managed to cram into both the exterior and interior, and the additional background documents add an extra flavor of life to the setting. The houseboat itself manages to fit in rather nicely with the Seyda Neen waterfront, and given all of the furnishings, makes a lovely home. There were no major bugs that I could find, and overall this houseboat is absolutely charming and very atmospheric, I'm surprised you managed to make something this good for your second mod, it certainly indicates you have a talent for this! In any event, this definitely gets an endorsement from me!

    That said, there are some issues I feel should be pointed out.

    The first of which is that the mod file is not clean, and there's about seven dirty references that I counted. Most of these are related to doors, but there's also two dirty container references. Generally speaking, dirty references are created when you hit the save button when placing or changing the information on a particular object. As an example, take a look at this screenshot. When you alter the data on a particular object (like ownership information, adding locks, or adding a teleport to a cell) you should always, ALWAYS, hit the cancel button (NOT the save button) as you can see in this screenshot. The Construction Set will save your changes to that object if you hit cancel, but if you hit "save" you'll actually be changing every instance of that object in the entire game, hence creating a dirty reference. This is actually why so many doors in the game get renamed to German in this mod, it's because of those dirty references. Luckily it's pretty easy to clean mods of dirty references, and there's two main tools I'd recommend: Enchanted Editor and tes3cmd. For the first one, all you need to do is open up your mod with it, checkmark the dirty references (as seen in this screenshot) and hit delete marked. Once you save, your file is clean. For tes3cmd, you can use this tutorial here for help.

    The second issue I've noticed with this mod is the unnecessary land alterations that have been made to the area of Seyda Neen. This is a problem, because as you've already noticed, this mod will conflict with your other Seyda Neen house mod, not to mention hundreds of others in the Seyda Neen area. Land Alteration (i.e. terrain formation, landscape texturing and vertex shading) are the most common form of conflict present in Morrowind mods, and generally speaking, you should avoid making land alteration changes unless absolutely necessary. The main issue is that people who want to play your mod won't be able to because of conflicts, I was actually talking with a Morrowind player about this the other day and she was expressing frustration at how every time she added new mods to her game, she had to go through and delete dozens of unneeded land alterations to make things compatible. I would strongly suggest that instead of making land alterations that you simply work with the terrain at hand. Which is to say, if there's a slope, build somewhere else or rotate objects to match the angle of the slope instead of flattening it with the landscape editor. Also, I'd advise against using vertex shading, since this will also cause conflicts. I know Melchior suggested it, and it makes sense in the context of a mod like Caldera Expansion, but for a house mod you don't really need it.

    Also, I don't know if anyone's recommended this yet, but if you're interested in quest design, I'd highly recommend checking out the Morrowind Scripting Guide for Dummies on MMH. It's the best guide available for understanding the scripting and dialogue systems in Morrowind.

    Now having said all of that, this is a great house mod and I thoroughly enjoyed playing it. I certainly hope to see more mods from you in the future!
    1. skil8
      skil8
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      • 16 kudos
      Hey Darkelfguy!

      Thanks again for featuring me in your video. And thanks for this feedback. So many helpful tips in there. I downloaded the cleaning tool and will use it in my next releases. I never even knew i wasn't supposed to click "save" after changing doors. Kinda made sense to me
      The land alterations are a pain, i know. Thing is most structures look awkward on slopes. For example the awnings. And rotating them or angling them sometimes ruins the whole thing. So flattening land sometimes is a must. I try to work around it as best as i can. I will definetely use less of the shading though!

      This is so awesome by the way. Interacting with other people who tried my houses. I never intended to make them public!
    2. skil8
      skil8
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      Oh i forgot to add i'm already using the tutorial for scripting and dialogue. This kind of stuff is really hard for me though. Lots of learning and writing and stuff. I try m best though and already wrote a couple of scripts and use them in my latest mod. But you'll see once you check them out
  5. astrob0y
    astrob0y
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    Great mod. Hope to see more from you