Morrowind

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Lazz

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skyrimlazz

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27 comments

  1. aml264
    aml264
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    Endorsed. Stunning house mod, my only complaint is that there is just 1 entrance. A roof hatch or something would be cool.
  2. lennonn
    lennonn
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    It's very pleasant to see on the screenshots by another person almost the same overal estetic as I create for myself combining mods, models and textures. The home itself also looks very nice.
  3. Argonrath
    Argonrath
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    Fantastic Mod...thanks.

    This is really useful for storing all my 'junk'.

    Question though...there is a basket in the main bedroom which contains clothing marked with names of deities. Like, Acolyte of Julianos, Adept of Stendar and Servant of Arkay.

    I try to equip these and they don't show up on my character. They also don't appear to have any magical qualities. Are these supposed to do something? I've never seen their like before.

    Thanks again for a great mod.

    Chris
  4. TopSecretSquirrel
    TopSecretSquirrel
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    This place is awesome! Thanks for this mod, no effect on framerates either. One question; is there anyway to hang different weapons on the wall behind the shields? I couldn't put anything back when I took the swords down.
  5. kvngreeley
    kvngreeley
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    I just tested this mod and it works great! There is a ton of storage and some nice items. Plenty of space for companions too. The interior is beautiful and the animated display cases are very nice.

    I noticed that two of the items from Illy's Oh My Goddess don't show up on the paper doll or on the PC in over the shoulder or 3rd person view. This is probably an alpha channel issue or something. And the one really big money cheat is that there is a book valued at 1,000 and another book valued at 50,000. Since the entire bookshelves are replicated, these books actually appear 3 times each for over 150,000 gold just from those few items. Of course to exploit that, you would have to use a mod that offers NPC merchants with a lot of gold.

    This is a terrific mod that will most likely stay in my load order.

    Thanks for this mod!
  6. darkelfguy
    darkelfguy
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    This is quite the lavish and finely detailed house mod, it seems to have just about everything a would-be adventurer would require, with numerous rooms for displaying and pursuing objects acquired on various ventures. The house itself is quite beautiful, and I'm surprised to see that this appears to be the author's first Morrowind mod. For a first mod, it's surprisingly creative, with some of the most ingenious uses of Velothi architecture that I've seen in a long time. That said, there do appear to be a number of construction bugs both in the exterior and the first interior, probably caused from not using Grid Snap. I noticed that the Armory didn't have these problems, so I assume the author must have learned about Grid Snap after construction (rather unfortunate, it is a bit hard to fix complicated interiors with Grid Snap after they're already built). Regardless of the construction bugs, this is a fantastic house mod, and certainly a great start for a first mod, I hope the author keeps on modding! Endorsed.

    There are two other things I should mention real quick, the first of which is that there does appear to be two floating roots over Balmora added by this mod. Here's a screenshot, these should probably be removed: https://moddinginmorrowind.files.wordpress.com/2014/06/cs-example-roots.jpg

    The second thing is that this mod does currently have around 30 dirty references, and these should be cleaned out. To explain a bit, dirty references are created whenever a vanilla game object is saved by the mod file. Whenever this happens, Morrowind records the save for every reference of that object in the entire game, hence a dirty reference is born. To explain further, here's a screenshot from the Construction Set:

    https://moddinginmorrowind.files.wordpress.com/2014/06/cs-example-doors.jpg

    See the save button in that screenshot? When making mods with Morrowind, never hit that! Use the cancel button instead, and any alterations you've made to that object will still be saved (i.e. like selecting a cell for teleport or placing a lock on a container). This is somewhat confusing for a lot of people, because Skyrim and the Fallout game's Creation Kit operate differently, they require you to use the save button to save changes to an object. In this, Morrowind's Construction Set is a bit archaic.

    Anyway, you can clean dirty references out of your mod using TESPCD (download link here: http://www.nexusmods.com/morrowind/mods/3874/? ). To use TESPCD, first load your mod by selecting it under File->Choose Plugins. Then go to Operations->Options and select "report dialogue text", this will be handy in the future for detecting dirty dialogue references which are handled a bit differently from standard fare dirty references. Now hit the red arrow to automatically detect all dirty references in your mod and then go to Operations->Auto Delete Unclean. After you save the file, all dirty references will have been removed and your mod will be cleaned. As a visual aid, I've included a screenshot below that should help.

    https://moddinginmorrowind.files.wordpress.com/2014/06/cs-example-tespcd-bs.jpg

    Hopefully that helps, and I look forward to trying out your other Morrowind mods!
    1. skyrimlazz
      skyrimlazz
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      Thanks for the feedback I did open this up in CS and for the life of me cannot locate those roots!
    2. darkelfguy
      darkelfguy
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      After taking a second look, I think I know what happened. I'm using a vanilla version of Morrowind with no tree replacers. If you have MGSO 3.0, there's a pretty good chance you're using Vurt's tree replacers which, if I recall, replace all of the original wg_root mesh files with trees. That's probably where the roots are coming from in my game, they would look to you to be just regular trees and not floating roots. So, not really a bug then in that case, I think most people use MGSO 3.0 these days (the only reason I'm not is because my install got corrupted and my new installation doesn't have any high level characters yet).
    3. YancyP
      YancyP
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      Will this clash with my current "A Good Place To Stay" mod? It looks like the same location. Please verify and notify.

      Thanks!
    4. darkelfguy
      darkelfguy
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      There might be a terrain conflict, but they shouldn't conflict otherwise, they're in different locations on different sides of the temple. But again, they might have some slight terrain tearing if they both edit the ground in the same cells. I'll have to check that here in a bit, don't have my records in front of me.
  7. KindiEquiNox
    KindiEquiNox
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    are you using openmw or mgso? your graphic looks cute.
    1. skyrimlazz
      skyrimlazz
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      I think it was mgso in the screenshots
  8. nyxalinth
    nyxalinth
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    I love modding morrowind, but have never released a damn thing. You've inspired me to get off my butt and get modding again.

    this is my new favorite home, alongside Cragonmoor.
  9. Thebes56
    Thebes56
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    Awesome and huge! You really put a lot of work and thought into this! A few minor riffs in the surrounding land but nothing too bad. Love the display cases!
  10. Hrotghar
    Hrotghar
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    Amazing, simply amazing <<33