How I miss Morrowind Towers, these are/where something. (as far as it is know by now (DB) House Telvanni still has cities and Towers, mainly over the Continent it would seem ? That is an "non develloped" part as to now, hm.
Sill, a basic giant Mushroom ?
http://www.uesp.net/wiki/File:MW-place-Tel_Uvirith.jpg Then, modded (full glory, Archimage and Master of the House : http://planetelderscrolls.gamespy.com/fms/Image.php?id=87274 (Building up Uvirith Grave, part of the 4 great mod also know as 4 pillar of the Great House Telvanni, add : Rise of House Telvanni (RoHT), Uvirith Legacy & Telvanni Lands from Tamriel Rebuilt. ++ : LGNPC "Telvanni" & quite some mods, by far the most developed House/faction of all time so far (to my knowledge), so it would be possible to add to this mid quite some content if you so will.
BuuG Features : In total, this mod contains 20 construction options to keep a player busy, including: -Throne room: Contains a teleport ring for a quick return to Tel Uvirith. -Jail Cells: Lockable cells in Tel Uvirith's Dungeon. -Alchemy Nest: A place to store ingredients. You can also buy ingredient pots/sorters. -Tinker's Lab: Repair your damaged/destroyed robots. -City Wall: Protect the town with a gated perimeter fence. -Silt Strider Port: for transport to and from the town. -Marketplace: Contains several service NPCs. -Manor district: Homes for wealthy NPCs. -Mining office: Establish a mining industry and reap the profits. -An inn, The Rusty Bucket: NPCs from your other factions will show up here to offer you faction-based buildings and services. This includes: A Cult Shrine, a Tribunal Temple, a Morag Tong Guild House, a Legion Keep, a thief's hideout, a mage who improves alchemy apparatus, a Twin Lamps base (through a quest) and a Fighters Guild training house complete with practice dummy.
Here are some other important features of this plug-in: -Promote Fast Eddie to Spellwright and have him build a manor for himself. -Complete Twin Lamps quests, including some repeatable slave-escort missions. -Explore a series of caves beneath your tower. -Command your tower's robots as companions. -Utilize extra storage space in your tower. -Watch most of your buildings develop in phases, rather than appear overnight. -Attain a set of portable camping gear from your foreman. -Buy an alchemy sorter and pots for Srikandi's ingredients and Expansion ingredients (extra esp files included for each set of pots/sorter).
Add the content of Uvirith Legacy : http://roadhunter.com/~stuporstar/index.html#sections
As to ROHT, ahem, I let the people interested seek, but, what is important = OpenMW, new engine adding feature and recent graphics support, version (basically playable by now) 0.25.
In any case, that is a start, nice work (no stairs, the base, levitate or do not even think to meet ) so far, if updated = must have.
As to more features, more rooms & NPC, at last one guard as to entry.. Then, Maid (cook/clean), caremaster (general service, depend of the others npc/service avalaible : repair, trade, etc), guard (4 : patrol (outside), night and day shift + 2 (inside) may be quite stationary. Or maybe use a dwemer animculy as to the guard part, as room are not needed and less can do the job alright
But, please, rooms (at last for 4 followers + spouse + kids room + maid = 5 at last :x).
Yes! It worked. You know, I already did this, first thing after installing the DLC; hence, why I was able to make Tel Gothryn in the first place. Now, for causes unknown, it seems that the skyrimEditor.ini had somehow been reset to how it was, before I started modding DLCs. Well, in any case, your suggestion worked, so thank you. I will start making the update straight away. I already have a whole new interior made, which is far superior than this one - with more storage, BOOKSHELVES!, and overall higher aesthetic value in my opinion; so it shouldn't take long, before its uploaded. Thanks again, and please, accept this kudos.
I'll keep an eye on this file and try it out when you roll out your update. Only thing I can say is that a nice library section never hurts.
@psrfreddyz06 and Ptruble: It's probably FNIS that's causing the issue. It's not compatible with a lot of Dragonborn's new anims. Get rid of it and you should be fine.
@ Thingy Person - Will do. I am making a whole new tower actually, with far better interiors. The tower itself will be located in a new world, so there wont be any deleted references there.
31 comments
As to more feature, expand !
How I miss Morrowind Towers, these are/where something.
(as far as it is know by now (DB) House Telvanni still has cities and Towers, mainly over the Continent it would seem ? That is an "non develloped" part as to now, hm.
Sill, a basic giant Mushroom ?
http://www.uesp.net/wiki/File:MW-place-Tel_Uvirith.jpg
Then, modded (full glory, Archimage and Master of the House :
http://planetelderscrolls.gamespy.com/fms/Image.php?id=87274 (Building up Uvirith Grave, part of the 4 great mod also know as 4 pillar of the Great House Telvanni, add : Rise of House Telvanni (RoHT), Uvirith Legacy & Telvanni Lands from Tamriel Rebuilt. ++ : LGNPC "Telvanni" & quite some mods, by far the most developed House/faction of all time so far (to my knowledge), so it would be possible to add to this mid quite some content if you so will.
BuuG Features :
In total, this mod contains 20 construction options to keep a player busy, including:
-Throne room: Contains a teleport ring for a quick return to Tel Uvirith.
-Jail Cells: Lockable cells in Tel Uvirith's Dungeon.
-Alchemy Nest: A place to store ingredients. You can also buy ingredient pots/sorters.
-Tinker's Lab: Repair your damaged/destroyed robots.
-City Wall: Protect the town with a gated perimeter fence.
-Silt Strider Port: for transport to and from the town.
-Marketplace: Contains several service NPCs.
-Manor district: Homes for wealthy NPCs.
-Mining office: Establish a mining industry and reap the profits.
-An inn, The Rusty Bucket: NPCs from your other factions will show up here to offer you faction-based buildings and services. This includes: A Cult Shrine, a Tribunal Temple, a Morag Tong Guild House, a Legion Keep, a thief's hideout, a mage who improves alchemy apparatus, a Twin Lamps base (through a quest) and a Fighters Guild training house complete with practice dummy.
Here are some other important features of this plug-in:
-Promote Fast Eddie to Spellwright and have him build a manor for himself.
-Complete Twin Lamps quests, including some repeatable slave-escort missions.
-Explore a series of caves beneath your tower.
-Command your tower's robots as companions.
-Utilize extra storage space in your tower.
-Watch most of your buildings develop in phases, rather than appear overnight.
-Attain a set of portable camping gear from your foreman.
-Buy an alchemy sorter and pots for Srikandi's ingredients and Expansion ingredients (extra esp files included for each set of pots/sorter).
Add the content of Uvirith Legacy :
http://roadhunter.com/~stuporstar/index.html#sections
As to ROHT, ahem, I let the people interested seek, but, what is important = OpenMW, new engine adding feature and recent graphics support, version (basically playable by now) 0.25.
In any case, that is a start, nice work (no stairs, the base, levitate or do not even think to meet ) so far, if updated = must have.
Then, Maid (cook/clean), caremaster (general service, depend of the others npc/service avalaible : repair, trade, etc), guard (4 : patrol (outside), night and day shift + 2 (inside) may be quite stationary. Or maybe use a dwemer animculy as to the guard part, as room are not needed and less can do the job alright
But, please, rooms (at last for 4 followers + spouse + kids room + maid = 5 at last :x).
Also, nice LOK2 pic. Used to be a fanboy myself.
Loading Dragonborn in CK: Add Dragonborn.bsa to SkyrimEditorPrefs.ini.:
1. Use your text editor to open SkyrimEditor.ini within C:\Program Files (x86)\Steam\steamapps\common\skyrim\
2. Under the heading [Archive], change the line
"SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa"
to
"SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dragonborn.bsa"
3. Save, exit and launch the Creation Kit, selecting Skyrim.esm and Dragonborn.esm as your master files in the Data menu.
You know, I already did this, first thing after installing the DLC; hence, why I was able to make Tel Gothryn in the first place.
Now, for causes unknown, it seems that the skyrimEditor.ini had somehow been reset to how it was, before I started modding DLCs.
Well, in any case, your suggestion worked, so thank you.
I will start making the update straight away. I already have a whole new interior made, which is far superior than this one - with more storage, BOOKSHELVES!, and overall higher aesthetic value in my opinion; so it shouldn't take long, before its uploaded.
Thanks again, and please, accept this kudos.
Only thing I can say is that a nice library section never hurts.
@psrfreddyz06 and Ptruble: It's probably FNIS that's causing the issue. It's not compatible with a lot of Dragonborn's new anims. Get rid of it and you should be fine.