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Lythoc

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lythoc

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25 comments

  1. godsNostril
    godsNostril
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    First of all, excellent mod! I have two questions Im hoping you can help with.

    1) When the two npcs give me open and recall spells, they cast once, then , even after I have learned the spell, continue to cast indefinitely. .Do you know why that might be or how to get them to stop?

    2) is there a way to take npcs to the prison? Does it actually have mechanics associated with it?
    1. lythoc
      lythoc
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      Hey glad you like it.
      I'm sorry to say I haven't touched this mod or Morrowind in general in years now so I'm completely out of it. So I can't help you. Never heard of that casting issue though. Are you running it on OpenMW maybe? This mod wasn't intended or even tested on that.
      As for the jails, no extra mechanics. They're just fluff. I had some ideas for them and also wanted to do more with the NPCs but at some point you just have to limit features and get the mod actually done.
  2. kinankun
    kinankun
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    love the mod
  3. kvngreeley
    kvngreeley
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    I just finished testing this mod and it is truly amazing! Everything works perfectly and the interior is beautiful. The moving wall and elevator are nice touches. The librarian is cool, but the armory is something to behold! I like that the open and recall spells require magicka instead of a ring or amulet. This will definitely stay in my load order. The fact that it comes with mannequins in 2 spots is very nice. I can't say enough good things about this. I think I am going to test putting one of my companions in a jail cell too, just to see what happens.

    I did find it a bit odd that 2 of the trainers offer the exact same training and the 3rd trainer only offers 1 different skill to train. I also have a small conflict with the Dubious's Teleport Ring mod, but I am only using that for testing mods and it won't be in my normal load order. The readme says that the mod removes a small chest on a shelf, but with the testing mod I use, the entire shelf is gone so the ring floats in the air. But again, I'm not going to use that mod for normal play. I also had some difficulty getting the elevator to work when leaving. I found that I had to approach it from the wall side instead of the stair side. Or maybe I just didn't wait long enough for it to start moving.

    This fits in well with the vanilla story and a quest that you need to complete anyway for the Blades.

    This mod is too cool!

    Thank you so much! I am so disappointed that I can only find one other mod of yours! And I am still looking!

    Fantastic job!
    1. lythoc
      lythoc
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      Thanks, glad you enjoy it :)

      That issue you mentioned with the elevator doesn't sound familiar. I haven't looked at this mod in a while now but I will see if I can reproduce this hopefully soon(-ish)
      Maybe the readme wasn't clear but this mod does in fact remove the entire shelf. I did that because I wanted to make a little walking room to the 'secret' entrance. I just highlighted the chest because people could have had stuff in there.
      As for the trainer NPCs, that was honestly just random and not by design. I originally wanted to do more with the NPCs but at some point you have to limit features and just get it done and released. :)
      You can best regard the NPCs as some immersion set pieces and glorified mannequins.
  4. Zorinda
    Zorinda
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    Congrats on a pretty cool mod! I like the story about why the safe house exists. That elevator ride is kind of freaky.

    A few comments. (Note I'm playing this mod in OpenMW.)

    1) The sound that is played when each of the two spells are given to my character is a really really loud buzzing noise. Quite unpleasant.

    2) The library has candles all over the place which seem to be emitting light. The odd thing is that none of the candles are lit.

    3) I'm seeing a lot of problems with the librarian navigating around the area. The first time I gave him a book, he went upstairs, took a turn, and promptly got stuck walking in circles for a while. After some time I looked away, at which point he managed to place the book, then went downstairs and got stuck halfway down the aisle walking in circles. I eventually gave him another book and he took off in another direction. As I follow him around, I see him get stuck occasionally, walk in a few circles, then take off again. I don't know if this happens with the Bethesda engine. Maybe it's a pathing / collision problem or maybe it's something to do with OpenMW.

    4) Most of the NPCs just stand stiffly with their arms at their sides. Do they not have any animations at all? It looks pretty weird. I'd rather see them moving at least a little bit.
    1. lythoc
      lythoc
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      Well just don't use mods that aren't specifically for OpenMW.
  5. EndoranWest
    EndoranWest
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    This mod looks great! I can't download it at the momment, but when I can, could I add some minor edits to it? Full credits given of course.
    1. lythoc
      lythoc
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      yes you can
  6. Alkrodion1
    Alkrodion1
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    Great mod! Would love a bit more clutter / stuff though to make it more cosy. Really empty place appart from the people
    1. lythoc
      lythoc
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      Hey thanks You know my intention was for the player to fill up the place. The whole idea with the NPCs with companion share etc was for the player to gradually add stuff, including clutter, to make it feel more homely. And that would add a sense of progression. That's also partly why the lighting level is low (depending on your settings/mods), I wanted the player to at more lights where he/she wanted (the other part being that you have a sense of being underground).
      But I agree that idea might not be that obvious and it could maybe use a bit more 'atmosphere'.
  7. gr1911
    gr1911
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    Hey, this mod is one of the best house mods I've seen. I (like others) am especially impressed with the scripting.

    I made a couple of minor tweaks to the mod to suit my taste and thought I might as well share it, even though I don't particularly expect many other people to be interested.

    LINK

    What it does (copy-pasted from the 'notes' included with it):
    1. Moves the 3d map of Vvardenfell off of the wall and onto a table, and alters the lights near it. PIC
    2.*^ Gives the 3d map a simplified collision mesh to prevent framerate drops when standing close to it.
    3. Gives the crates in the warehouse a different texture from the standard 'dark elf' crate. PIC

    *You can just install the updated map mesh and ignore the rest if you want by installing the Meshes folder only.
    ^There is also an optional 2D version of the map included, but the only likely benefit to using it is that it's much harder to walk through it and fall into the 'void' (That is if you're NOT using my edit of the plugin. If you ARE, the 2D map will 'hang' off the table a bit because it's a longer mesh, so I recommend sticking with the 3D map).

    -

    If you aren't cool with me sharing this, I'll delete this post (or you can).
    1. lythoc
      lythoc
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      Nope it's cool! Thanks
  8. Serriya
    Serriya
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    This mod is unspeakably cool. I don't normally like huge player houses but this one is too cool not to like. I like that it isn't free -- it always feels weird just waltzing into a huge mansion all your own straight off the boat. I like that there's NPCs in it -- big houses with no NPCs just wind up feeling lonely and weird. I like that it's empty, so I can decorate it myself and not feel silly for being a kleptomaniac picking up every plate, not that I would ever do something like that. The armor sorter and librarian are a thing of beauty, though.
    1. lythoc
      lythoc
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      Thanks! Very glad you enjoy it!
  9. Seimour01
    Seimour01
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    I really enjoyed this mod but some areas, like the armory, were too dark even with torches.
  10. WeyardReturns
    WeyardReturns
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    This has to be one of the most interesting large house mods available now. The writing, scripting and interiors are top tier.
    The way you handled the armor/book sorters and the elevator might be the best of their kind.

    Framerate it good throughout, excluding the library and map mural. How is that map done? I get sub10fps if I stand right up next to it. Looks amazing though. Why didn't you put a screenshot of it on the page?

    I also found a few mesh issues.
    There's a bit of the cave mesh directly across from the top of the elevator shaft that clips through another piece of cave mesh. I didn't notice it until I had a torch out.
    There also appears to be a minor alignment issue under the doorway of 2 of the guest rooms. A 1 or 2 pixel gap.

    1. lythoc
      lythoc
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      Hah didn't realize I could reply to this. Thanks! I updated the file and fixed the alignment issue. I think the thing you mentioned in the cave is a glitch in the mesh. If I got your location right I didn't mess with rock meshes there.
    2. Valoel
      Valoel
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      is there any way rename the containers in the warehouse
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