Morrowind
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John M - Final Fantasy Kingdom

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bahamutskingdom

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4 comments

  1. bahamutskingdom
    bahamutskingdom
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    I d-loaded the TES3CMD. Apparently I had the EE already lol. I did the drag/drop on TES3, since nothing else in the actual work window worked as far as commands go.
    In the EE, I removed the "Game Settings" I believe it was, as per the tutorial. I also did this for Western Isles. Western Isles (Being the bigger one) was definitely noticeable in how the game ran. It was amazing to me. I will be doing this from now on.
    Thanks again to darkelfguy and Morrowind Modding Showcase for the assistance and cleaning tools.
     
    For Wayne, I did alter the bridge, adding a set of steps, rather than burying the bridge into the land. That did bother me a small bit as well.
  2. darkelfguy
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    This is a lovely little starter home in Seyda Neen that adds a much needed place for the player to store their stuff in the beginning, while also offering a little background story in the form of the original owner giving the house over to the player. As far as design goes, I really like what's been done with the exterior, this home feels like it fits in with the Bitter Coast surroundings, and the sort of rustic railings and makeshift porch and fence really add to a sense of atmosphere. The interior is quite cozy, and offers just enough storage and display space to suit a new character without going overboard. That said, I do feel like there's a bit too much loot in the residence, particularly in the form of the Bonemold armor on the wall. Generally speaking, Bonemold armor is about mid-level armor, and given that this residence is meant for new players, might be a little too overpowering to start out with (though I know new characters could just steal this armor from any of a number of guard towers as well). In any event, this is a really nice home with some good design choices in use, and I recommend checking it out for players looking for someplace to stay in the Seyda Neen area. Endorsed.

    That said, there are a few issues with the mod file right now, namely the existence of several dirty references, junk cells and 72 GMSTs, and these will all need to be cleaned out before playing the mod as they could lead to save game corruption or mod conflicts. There's two easy ways to do this, using Enchanted Editor and TES3CMD. You can find a tutorial on EE here and another one on TES3CMD here for mod cleaning. Personally, I would recommend going through the mod with TES3CMD first given that it automates the cleaning process, and then maybe checking with EE next to manually look for anything that TES3CMD missed.

    It should also be noted that this mod does alter the terrain in cells Seyda Neen (-2, -9) and Bitter Coast Region (-2, -8 ) and as a result will conflict with any other mods that also alter the terrain in those cells.

    Other than that, there's no real physical bugs to speak of, though the Nord door on the exterior is a little too close to the house, causing a flickering effect at a distance, and should probably be moved out one or two in-game units to fix the issue.

    Anyway, I know that all sounds like a lot, but most of these issues can be fixed fairly easily and this is still a good house mod and first public release!
  3. Whane
    Whane
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    I like it. I especially like the fence you made out of shack components and took note for future use. One pet peeve though is how the docks you use as a bridge get buried under the ground, I would use the terrain editor to fix that or take off the offending part and replace it with a step or 2. Hope you don't mind that last bit, I'm a new modder myself and still learning.
    1. bahamutskingdom
      bahamutskingdom
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      I totally do not mind any constructive criticism! It is actually the point of this mod...to get a feel of what direction to go in my (much LARGER) mod in development.
      I also picked that up after the fact you know. But I do not want to alter anything in the Vanilla content. To do so could potentially upset other mods as well. I will remove the ending dock, and see where that goes. Thank you for the critique.