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Tarius Originally by Kiteflyer61

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Lord Tarius

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Ok, this is basically a revamp of the Alladin's Bottle released by Kiteflyer61 found here: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7563

What this mod does is essentially tweak and redo alot of things of the Alladin's Bottle v3 made by Kiteflyer61. Below is the description of the original that has been modified by me commenting/etc where needed(denoted by my name), with my main changes posted at the bottom.

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Mod Name: Alladin's Bottle Revamp
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By: Tarius 01/23/10
Bottle Originally by Kiteflyer61

1. Description
2. Requirements
3. Installing the plug-in
4. Playing the plug-in
5. Save games
6. Conflicts/Known Errors
7. Credits/Permissions received
8. Contact and Information
9. Legal Stuff/Disclaimer
10. Version History

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1. DESCRIPTION
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The ultimate portable house mod! Now you can carry everything you own with you to anywhere. Uses only "vanilla" textures and meshes but is compatible with a lot of other mods including Better Bodies, Better Heads, Nom, etc.
Any mods that change NPC looks will change the look of the mannequins in the display room as well. Now you will have a place to show off all the armor and clothing mods you have installed!

There are a total of 12 rooms to use:

1. A "Sitting Room" for kicking back next to the fire and reading a good book.
2. A bedroom for resting up after a long day's adventuring, with plenty of storage for your "Gotta-have" stuff.
3. A training room with working training dummies and auto-reset locks. The dummy can also be used to train the sneak ability by standing behind it. You can also test out your backstabs (sorry, no pick pocketing).You'll have to supply your own picks for the locks as well. (After level 5 who needs apprentice picks anyway!) Dummies can also be used for spell practice.
4. An Alchemy lab with separate containers for every ingredient from morrowind, tribunal, and bloodmoon as well as an ingredient sorter. Lots of labeled storage for potions, soul gems, jewelry, etc. You'll have to supply your own apparatus though.
5. A small bar ready to be stocked with your favorite drinks.
6. A kitchen to cook up your favorite dishes (NOM compatible).
7. A dining room to show off all the cups, plates, dishes, etc. that you have picked up on your journeys.
8. And my favorite room of all, the display room! This room will make the curator of any museum in Vardenfell drool! There are 24 mannequin pedestals in all, plus you can move mannequins around any where you want. The only limit to the number of mannequins is the 1024 object limit per cell (Tarius: Up from about 780, there are now just over 800 items in the cell according to CS). The mannequins come in all standard races (including beast) and both sexes. Each pedestal can call up any one. You can also pick up the mannequin from the pedestal and drop it anywhere you want. There are also numerous tables and shelves to display weapons and such (the mannequins don't show weapons, sorry. I couldn't find a way to make mannequins that didn't move or require additional meshes and still show weapons). This room is a pack-rat's dream!
9-11. A series of “apartments” for your companions to use. Each has a bed, closet, dresser, and a desk.
12. A swimming pool for you to relax and cool off in. Great for training your athletics skill in too.

There is a door at the top and bottom of the bottle that acts as an elevator for quick access and also can be used to turn the hallway into a sort of "track" for training athletics and acrobatics. You can train almost all of your skills inside the bottle in one way or another. Note however that there are no "cheats" in this mod. No Uber items. No NPCs with millions to give away. If you think you need a little more of a challenge then step into the Hall of Challenges. There you can find out just how good you really are! There are easy, medium, and hard challenges against 1-5 challengers! If you think you're tough try surviving against 15 challengers at once! Do yourself a favor and save before you try it! The challenge system will allow you to call as many challengers as you want but I've never tried more than 15 at once and that lagged the fight pretty good. There are two more halls to challenge yourself in. One is a cave full of leveled monsters and beasts. The other is a tomb full of the undead. They both should respawn every time you leave and re-enter the hall. All of the opponents now drop or give you “Prize Coins” that you can sell to the new merchant. And don't try to fight the challengemaster. He's almost invincible and has a bad temper!

To get the bottle head east out of Seyda Neen and follow the road that turns north through the hills. At the tree turn right and watch the hills to your right. Just before the next intersection you will see the forgotten cave. The guards in the cave will be quite unhappy to have their little diamond mine found so don't expect to be invited to dinner! Talk to the miners to find out where the bottle is. Any character under level 5 will probably not make it to the miners unless you cheat. Characters over level 10 shouldn't have any trouble getting through. Do not kill everything in sight or you won't get the bottle!

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2. Requirements
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1. Morrowind
2. Tribunal
3. Bloodmoon

This mod also supports NOM but it is not required. I highly recommend using one of the multi-mark mods as the entry and exit from the bottle use the mark and recall spells. I would also suggest using better bodies so that the mannequins look their best. If you have head, face, or hair packs installed it is very simple to choose which of these your mannequins display by opening them in the CS and choosing your favorites for each race and sex. The mannequins are simple NPCs.


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3. INSTALLING THE PLUGIN
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Unpack the files to your Data Files directory. There are no extra meshes or textures to worry about. There is however a new icon for the bottle to make it easier to pick out in inventory.

Icons for NOM bottles are included. So if you have NOM, then like always, just make a backup if you think you may not want replacement icons. They are just basic images of the item however, so unless your icons look competely different it probably wont matter.

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4. PLAYING THE PLUGIN
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From the Morrowind Launcher, select Data Files and check the box next to the Alladin's Bottle_revamp.esp


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5. SAVE GAMES
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This plug-in will not invalidate your old saved games. If you save your game while this plug-in is loaded, you may encounter error messages when you reload the saved game without the plug-in. But you will be able to continue on with the original game. Anything left inside the bottle when the mod is removed will be gone forever! :)


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6. CONFLICTS / KNOWN ERRORS
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This plug-in creates new objects and associates them with objects that are part of the standard game. There should be no interaction with any other plug-ins unless they place something exactly where the forgotten cave entrance is. (Cell 0,-9) I’ve tested this mod on a clean install (morrowind, bloodmoon, tribunal, and no other mods) and on my main machine with over 80 mods installed and had no trouble at all.


Tarius: After just checking, I amazingly use about the same number without trouble as well.
If you have previous versions of the bottle(ie, not this one) you probably wouldnt be able to upgrade to this version. While I haven’t tried this, I do not think it would work all that well, given that I have rearranged alot of the rooms.

Also, be warned!!!! The alchemy sorter has been known to break by changing mod load order. This may or may not be the case with this version as the script has been tweaked a little.

One thing to take note of, if you try to sort alot of items at once using the alchemy sorter, the game could freeze momentarily(or possibly crash but thats just a guess) I have tried mabe a couple dozen ingredients at once, each numbering around 4-5, and it was ok only taking about a second to work through them all. I however, do not know what the limit is here, but you have been warned.

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7. CREDITS
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First and foremost a huge thank you to Bethesda for making the best RPG ever!
Thanks to Sietse for the original bottle entry and exit scripts (modified by Toccatta).
Thanks to Toccatta for the huge amount of help with scripting that he posted on PES. You taught me everything I know about scripting!
Special thanks to Bell-Chan for the Simple mannequins modders resource. They're the best mannequins I've seen yet!

Tarius: I believe I have mentioned and are going to mention Kiteflyer61 for allowing me to be able to improve upon his mod some.

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8. CONTACT AND INFORMATION
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This mod was inspired by the work of Sietse.

Tarius: Since this is my version of the bottle, you can contact me. Just email me using this site or leave a comment. Keep in mind I am not an expert when it comes to scripting however, but I will do my best if a problem should occur. Should it be a clipping or floating item etc problem, I will get that fixed ASAP.

This is basically a revamp of the Alladin's Bottle released by Kiteflyer61.

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9. LEGAL STUFF/ DISCLAIMER
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Feel free to use this mod any way you see fit. I only ask that you give credit where credit is due :)
I accept no responsibility for crashed games, busted computers, or any other trouble this mod may cause!(Which I hope is none)

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10. VERSION HISTORY
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Version 1.0 Cleaned with TESAME
Should you want to see what happened before I modded Kiteflyer61's version 3, go check the link.

Version 1.1
A few tweaks with some lighting.
Made the hallway to the swimming area shorter.
Rearranged the master bedroom and added a second section to it.

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Tarius Updated Version
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I basically just consider this a 4th version of Kiteflyer61's Alladin's Bottle_v3, but went ahead and called it a revamp at Kiteflyer61's request.

1. Rearranged all bedrooms, the dining/bar/kitchen area, the alchemy area, the training area in the bottle cell. Helped with some clipping. Made the bottle much more compact looking although still with the same basic areas; the hallway ramps around the outside did not change.
2. Deleted/replaced a whole lot of lights in all cells.(about 30 in the alladin's bottle cell alone) The effect is just a little dimming in areas but it isnt too noticable(I made sure you could still see!). My FPS was taking a massive hit just because of the lights and I usually get an average of 60 regardless of the inside. Some torches were replaced with candles to help reduce cpu power needed but still produce light. Summary, killed overkill on the lights!
3. Edited merchants in challenge hall: Added a single topic of dialog and gave them names as well as more notice that coins are being replaced for gold.(boxes saying your getting gold and having prize tokens removed after leaving chat)
4. Enlarged Challenge Hall battle area some.
5. Moved challenge cave and tomb to two separate cells to help with FPS. I did not experience any slow loading between the Hall of Challenges and the new cells, it was practically instantaneous.(after the first load)
6. Rearranged display mannequin area(not the shelves, tables, or chests). I did not like the way it was set up, the two rows of mannequins were too close so I moved them apart some etc. So you could better see them all. Its best just to go take a look at the change. The room has also had the corners moved in some but the effect does nothing to ruin the overall look.(At least in my opinion) This also helped with some clipping.
7. Replaced lockpick practice doors with ones meant to actually open and close. Since the timer on them is set to 10 seconds there is a chance to open them, however the original ones were meant to be stationary and not opened. I also think its gratifying to be able to open a door you just unlocked the hard way.
8. Moved a mannequin from the alchemy area to the training area. This would be the one in white armor, not that it really matters.
9. Added icons for the NoM compatible bottles of alcohol since they are missing in the file with Kiteflyer61's v3.
10. Moved a couple floating objects so they would seem like they were supposed to: attached to the wall. The shields and weaponry attached to the walls in the display area now actually seem more like that.
11. Made sure all cells have path grids. I was escorting companions around and they were running into walls so terribly. This specifically refers to the bottle cell.
12. Redid the alchemy room but the layout is still basically the same. A garden was added along with a gardner who will sell you bits of the plants.
13. Alchemy sorter will now give you the option of taking everything out of the storage chests so you can more easily see what you have, rather then going to each individual chest. Dont worry you can then just activate the chest again to put everything back in.
14.There is an impressive ammount of storage here. Amazingly, there was no basic storage room to store stuff you might want out of the way, so a dimly lit room has been added with a couple boxes. A couple boxes and bags from the alchemy room have been moved here as well since its just off the garden behind a bush.
15. The kitchen has been rearranged a little and is a bit smaller but is otherwise the same.

Hopefully I have touched on everything needed here. Should I have forgotten something please tell me.