Needs a bit of cleaning and attention... are you still working on this? id love to try it but i have a lot of mods and dont need any more issues! Look awesome though
Alright I feel incredibly stupid right now, but considering I'm new to Morrowind modding that is honestly no surprise, but how do you get MWedit to recompile those two scripts? I keep getting errors every time I try, as OnActivation has begin in it twice and MWedit is throwing a fit.
I am still here, if you're interested. Currently keep working on Skyrim mods. Now, when my attention is on this mod again, I would try to fix some issues. Anything that differs from the post below?
openMW is on the works,and some one is making a coop mod(a working one) so i have a request.can you make a castle town(on the least modded place on morrowind) to include: a wizard tower(for a necromancer player),throne room(with armor standings,display cases ect),a large plaza with shops,a harbor for fast traveling or similar depending on location,a barracks to recruit generic unlimited soldiers(pay them per day),a tavern with some generic heroes to recruit(not unlimited,be able to die permanently),a commanders keep for the warrior player,some generic houses that equals the number of npc's villagers(shop keepers,service personnel like healers enchanters ect ),and houses for 2 more players(4 players in total) and if you can to add some stuff from other mods like crafting stations or leave some space for it that will be great! and finally make a quest like take the castle and then own it(dont make it easy,add a legion of men)
well i hope that you will do that,i know its hard but think about the glory you earn as a mod maker.
This has quite a lot of issues (version 2). There are two uncompiled scripts, the keep is not aligned with the road, floor textures are bugged/tiling (could this be from Slartibartfast's mesh fix?), there are some water level issues apparently as TLM complains about taking lights underwater in the keep, it could be more roomy, with fast character i get stuck to walls constantly, and the book you get from the falling guy needs it grammar and capitalization checked. And of course, the mod must cleaned properly (i use tes3cmd). Also, not sure the gate's being closed, hell the keep having them in the first place isn't a good idea. I'd recommend moving the keep somewhere else, somewhere remote/secret, would make lore-wise sense too since the dark elves don't like necromancy.
If these were fixed this would be a great house mod. As it is, medicore at most.
EDIT also, the masters issue people alluded earlier, using tes3cmd's header function to synchronize masters will fix it.
EDIT 2 actually, one more issue, though it is an opinion really: the textures are... messy, there are way too many details in the walls. Making the keep more spacious would help. Could be just that i don't like high-rez textures in Morrowind, i play with default ones always...
I'm having problems with your mod D: I have the DLC required (Bloodmoon, Tribunal and the game itself) I have installed the files (esp, meshes, textures, icons) in the correct location yet every time I start up the game it says it's missing the master file D: is this a bug or am I doing something wrong? - I've just read the comments and realised I'm not the only one suffering from this :O
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I need this house....
however, before you play the mod a couple of things need to get fixed or it wont even load
first the mod is dirty, it needs cleaning, you can use TES3CMD for that
second mod also has uncompiled scripts, best way to fix that is just open the esp in MWedit (or enchanted editor) and recompile scripts, takes 1 sec
Currently keep working on Skyrim mods. Now, when my attention is on this mod again, I would try to fix some issues. Anything that differs from the post below?
and finally make a quest like take the castle and then own it(dont make it easy,add a legion of men)
well i hope that you will do that,i know its hard but think about the glory you earn as a mod maker.
Also, not sure the gate's being closed, hell the keep having them in the first place isn't a good idea. I'd recommend moving the keep somewhere else, somewhere remote/secret, would make lore-wise sense too since the dark elves don't like necromancy.
If these were fixed this would be a great house mod. As it is, medicore at most.
EDIT also, the masters issue people alluded earlier, using tes3cmd's header function to synchronize masters will fix it.
EDIT 2 actually, one more issue, though it is an opinion really: the textures are... messy, there are way too many details in the walls. Making the keep more spacious would help.
Could be just that i don't like high-rez textures in Morrowind, i play with default ones always...