Great house mod. Only concern is respawning of items that I remove. I would love to add an alchemy lab here after having my current one in another home added by a mod get trashed by respawning of the originally included master level apparatus that I removed after replacing it with grand master apparatus. Since I've seen the clothing items I originally moved into chests in the bedroom respawn, I'm leery of doing so. Respawning in some house mods I've used is definitely a negative issue. There is a very rare book in this mod that should NOT be able to respawn if I decide to carry the book in my inventory instead of leaving it in the home. I will be testing this to see if this occurs.
I am using the 'fixed doors' file but still having the issue of doors (and Kisten) being labeled in German. I can cope with German, as it happens, but you should know that the file does not seem to be fixed after all.
I am also getting this error : Object reference "ex_nord_door_01" missing in master file.
The object error goes away if I uncheck Morgenrot in the data files.
I really like the house - it fits nicely in the environment. Is there a way to fix the reference error?
if it is the interior that crashes the game i may have a solution
use the construction set, load the interior cell. (load morrowind.esm and this mod, set this mod as the active plugin) turn all door teleports off (double click doors, use checkbox) copy the cell's contents (drag over everything, Ctrl+C) make a new cell (on toolbar: world -> interior cell -> "new cell" button, name it whatever you want your house to be called) paste in new cell (Ctrl+V) reconnect exterior to new cell interior and interior to exterior (double-click door, use the teleport drop menu to select destination)
I like the house a lot, but have struck a problem getting into the secret cellar. The door opened part way and then stuck. I can't get it to open further, or close again, and I can't slip through the gap. Seems a shame. Any suggestions how to fix this?
hey man! just thought i would let you know that your mod is making the discriptions of the doors to dwemer ruins change from all english to german(?) / english text example--the entrance to sorkvild tower reads "steel and iron doors to sorkvild tower". now with this mod active it says "dwemerische stahl-und eisentur to sorkvild tower" this also happens at various other dwemer ruins aswell. its not game breaking that i can see just annoying if nothing else(. its not just at the entrance but at all doors through out the riun itself.
I know of this problem. The thing is that i own a german copy of the game with all german data files. If i create a mod and place objects, you install them, you'll see german text aswell. The only way i know of fixing it for now (instead of buying an english copy) is renaming every object to make it unique. I will see if i find time today to change the doors for this mod atleast but i'm afraid all my mods share this problem.
I'll release a fix soon
EDIT: I uploaded a new version as the main file. Could you download it and see if the problem is fixed?
Wow! Nice interiors again! How about some home in Balmora? In will be quite useful for low level characters. Besides, Seyda Neen is quite difficult to reach and travel
I really like this little house: so many interesting things packed into such a cosy abode; main room bedroom and even a cellar as well. It's also good the way you've got it fitting in next to the lighthouse, with all the extra detail as well.
Ooh, another sweet looking mod! I'll have to try this out when my laptop is back online. But once again, your interiors have such wonderful detail and clutter. I like it! You're a natural at this!
great job man! really like. the only issue i can see so far is that the small wooden walk way in front is un usable because tree roots are growing into it. i have vurts bitter coast trees 2 and tm-new seyda neen so one or both mods could be the reason for the walk way issue.
14 comments
I am also getting this error :
Object reference "ex_nord_door_01" missing in master file.
The object error goes away if I uncheck Morgenrot in the data files.
I really like the house - it fits nicely in the environment. Is there a way to fix the reference error?
use the construction set, load the interior cell. (load morrowind.esm and this mod, set this mod as the active plugin)
turn all door teleports off (double click doors, use checkbox)
copy the cell's contents (drag over everything, Ctrl+C)
make a new cell (on toolbar: world -> interior cell -> "new cell" button, name it whatever you want your house to be called)
paste in new cell (Ctrl+V)
reconnect exterior to new cell interior and interior to exterior (double-click door, use the teleport drop menu to select destination)
hope this helps, though im years late
all english to german(?) / english text example--the entrance to sorkvild tower reads "steel and iron doors to sorkvild tower".
now with this mod active it says "dwemerische stahl-und eisentur to sorkvild tower" this also happens at various other dwemer ruins aswell.
its not game breaking that i can see just annoying if nothing else(. its not just at the entrance but at all doors through out
the riun itself.
I know of this problem. The thing is that i own a german copy of the game with all german data files. If i create a mod and place objects, you install them, you'll see german text aswell. The only way i know of fixing it for now (instead of buying an english copy) is renaming every object to make it unique. I will see if i find time today to change the doors for this mod atleast but i'm afraid all my mods share this problem.
I'll release a fix soon
EDIT: I uploaded a new version as the main file. Could you download it and see if the problem is fixed?
Next one will be in balmora!
into it. i have vurts bitter coast trees 2 and tm-new seyda neen so one or both mods could be the reason for the walk way issue.