Review: Not a bad quest mod; the house you get is too big for my taste. What I enjoy the most about this mod is that it is a gold sink. And that's great!!
Walkthrough: How to get the quest
Spoiler:
Show
talk to a dark elf guy in Gnaar Mook
How to progress in the manor quest
Spoiler:
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find the body of the uncle, it's near the daedroth
How to get the key that opens the basement trapdoor
Spoiler:
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check the library; there is a book that has a different name from the others and opens a hatch in the basement wall
How to hire the carpenter for the second dungeon
Spoiler:
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you need to kill all the undead there. Use TCL (I had to). Then you will get a journal note telling you that it's time to go to the carpenter
I'm playing with Harder Barter, BTBGI Necro Redux, and a bunch of difficulty mods. This combo absolutely tanks the amount of gold in the game as base item prices are dramatically lowered and you'll get maybe 10% of an item's value max from a merchant. Possibly 20-25% as a master Merchant with haggling. For non-Merchant characters we're talking like a whole 700 gold for a one-of-a-kind (via There Can Be Only One) Daedric Waraxe.
The asking price for the manor is 20,000. Totally fine in vanilla, totally fine in only Harder Barter or only BTB, but in a low gold playthrough like mine it's utterly absurd. I may have collected 20k in total across my playthrough, and I'm level 21.
Fortunately there actually is some canonical data on real estate prices on Vvardenfell! The Deed to Indrele's House (https://en.uesp.net/wiki/Morrowind:Deed_to_Indrele%27s_House) indicates a modest home in Seyda Neen cost 3000 gold. That, along with the facts about the location (essentially worthless, extremely expensive to bring workers and supplies to) let me settle on a price I found "fair" for my game. Also keep in mind the son is a Merchant by trade and will still want to make a profit after fixing the place up for you.
Just managed to get the amulet for teleporting back to the manor, but each time I use it I end up inside the wall of the manor interior. Would it be because I'm playing on OpenMW?
EDIT: It's this part of the script: Player->PositionCell 0, 23, 128, 0 "Bitter Coast, Velodil Manor"
Specifically, the 128 value. Changing it to -128 fixed the problem for me.
I can confirm that the issue described occurs in OpenMW (v0.46 nightly and below) and the proposed fix does indeed remedy the issue. This can be easily fixed with Enchanted Editor or even OpenMW-CS.
Steps to implement the fix in Enchanted Editor: Open the esp and expand the "Scripts" node; locate and select the node named "SCPT _DEG_ODAA030_TeleportAmulet"; the last subrecord should be a "SCTX" type and there will be a tiny icon that looks like a sheet of paper on the far right of the record, click that; a new window will open, scroll down to the bottom and you will see the part of the script SlothLikeSin pointed out (Player->PositionCell 0, 23, 128, 0 "Bitter Coast, Velodil Manor"), make the change SlothLikeSin noted, "128" becomes "-128", so the final result will look like this: Player->PositionCell 0, 23, -128, 0 "Bitter Coast, Velodil Manor" Click OK in the window and save the file.
Steps to implement the fix in OpenMW-CS (note that this will make a .omwaddon file to use instead of the original esp and these steps assume you have correctly set up your mod folders and the openmw.cfg file): Launch OpenMW-CS select "Edit A Content File", select the Morrowind.esm from the drop-down list, select/check the original esp and click open; hit Ctrl+F on your keyboard, change the type drop-down from text to ID, search for: _DEG_ODAA030_TeleportAmulet Double-click the first result, find the same line as noted previously, make the same change, and finally save the file.
All credit for finding the issue and the fix belongs to SlothLikeSin. Thank you!
"assume you have correctly set up your mod folders and the openmw.cfg file"
Been trying to install enchanted editor on my win 10 system, but no luck at all getting this ancient app working. I use the MOO2 script method to install my mods - will I still be able to use the OpenMW-CS as an alternative? Does not sound as straight forward as the enchanted editor method, even with knowing how to use .omwaddon files...
OK - answered my own question! For those using the MOO2 + script method: - finish creating mod loadout, including this one, export to OpenMW via script - run the CS as noted, make changes and save the new omwaddon file - move the file from the save location into the mod's directory in the MOO2 mod folder - open Mod Organizer, disable this mod, click "information", and disable the esp. (the filetree tab should show the omwaddon file you created) - re-enable mod, then export to OpenMW with script - open the OpenMW launcher, enable the omwaddon file you created, and drag to where the esp was in your load order - Profit?!
Thanks to havXeus and AnyOldName3 (for the enormous timesaver of the script). Will never go back - OpenMW rocks!
Quite well-done! Nicely written (good characterization, almost no typos), well scripted, fun dungeons with some memorable combatants, and rewarding progression with the manor's upgrades.
An easy recommendation that is certainly a cut-above your typical house+quest mod!
A word of warning for Magicka Expanded users: There are some daedra you'll need to clear out at a certain point, and not thinking perhaps as carefully as I should given the mod's quest-y nature, I used my custom Banish Daedra spell (target, big AoE, swingy magnitude) to dismiss the pesky outsiders rather than slay them conventionally. That mighta' borked me! I moved on, found the requisite plot coupons and hurried back to the quest giver after a Journal update, but alas, he didn't recognize my progress. I suspect this is because I banished those plot-daedra rather than slaying them, given an earlier advisory comment by the mod author to slay said daedra in regards to someone else's progress stopping at the same point. Easily rectified with a reload on my part along with some subsequent Bound Spear-ing said daedra into their constituent parts, at which point things progressed swimmingly.
Is this mod compatible with the new 'Beautiful Cities of Morrowind' overhaul? That mod draws on a whole bunch of city and town overhauls; the part affecting Gnaar Mok was inspired/influenced by More detailed Places - Gnaar Mok, but I don't think there were any landscape or expansion elements. I hope there won't be a conflict -- thanks ahead of time for letting me know!
It should be compatible, "Of Dungeons and Abodes" makes no changes to any cities, aside from adding NPCs to the docks of Ebonheart, Gnaar Mok, and the tradehouse in Suran. From what I've played, "Beautiful Cities of Morrowind" doesn't impact any of those NPC placements.
Hi everyone. I'm not sure if anyone still checks on this mod to answer questions, but in case they do, I'm wondering what to do next. I've gotten the house cleaned up, gotten Billel to be my boatmaster, and have gone into the huge tomb to get rid of the undead around there. I'm not sure what to do next, so I'd love some hints and help!
59 comments
Not a bad quest mod; the house you get is too big for my taste. What I enjoy the most about this mod is that it is a gold sink. And that's great!!
Walkthrough:
How to get the quest
How to progress in the manor quest
How to get the key that opens the basement trapdoor
How to hire the carpenter for the second dungeon
I'm playing with Harder Barter, BTBGI Necro Redux, and a bunch of difficulty mods. This combo absolutely tanks the amount of gold in the game as base item prices are dramatically lowered and you'll get maybe 10% of an item's value max from a merchant. Possibly 20-25% as a master Merchant with haggling. For non-Merchant characters we're talking like a whole 700 gold for a one-of-a-kind (via There Can Be Only One) Daedric Waraxe.
The asking price for the manor is 20,000. Totally fine in vanilla, totally fine in only Harder Barter or only BTB, but in a low gold playthrough like mine it's utterly absurd. I may have collected 20k in total across my playthrough, and I'm level 21.
Fortunately there actually is some canonical data on real estate prices on Vvardenfell! The Deed to Indrele's House (https://en.uesp.net/wiki/Morrowind:Deed_to_Indrele%27s_House) indicates a modest home in Seyda Neen cost 3000 gold. That, along with the facts about the location (essentially worthless, extremely expensive to bring workers and supplies to) let me settle on a price I found "fair" for my game. Also keep in mind the son is a Merchant by trade and will still want to make a profit after fixing the place up for you.
EDIT: It's this part of the script: Player->PositionCell 0, 23, 128, 0 "Bitter Coast, Velodil Manor"
Specifically, the 128 value. Changing it to -128 fixed the problem for me.
Steps to implement the fix in Enchanted Editor:
Open the esp and expand the "Scripts" node; locate and select the node named "SCPT _DEG_ODAA030_TeleportAmulet"; the last subrecord should be a "SCTX" type and there will be a tiny icon that looks like a sheet of paper on the far right of the record, click that; a new window will open, scroll down to the bottom and you will see the part of the script SlothLikeSin pointed out (Player->PositionCell 0, 23, 128, 0 "Bitter Coast, Velodil Manor"), make the change SlothLikeSin noted, "128" becomes "-128", so the final result will look like this: Player->PositionCell 0, 23, -128, 0 "Bitter Coast, Velodil Manor"
Click OK in the window and save the file.
Steps to implement the fix in OpenMW-CS (note that this will make a .omwaddon file to use instead of the original esp and these steps assume you have correctly set up your mod folders and the openmw.cfg file):
Launch OpenMW-CS select "Edit A Content File", select the Morrowind.esm from the drop-down list, select/check the original esp and click open; hit Ctrl+F on your keyboard, change the type drop-down from text to ID, search for: _DEG_ODAA030_TeleportAmulet
Double-click the first result, find the same line as noted previously, make the same change, and finally save the file.
All credit for finding the issue and the fix belongs to SlothLikeSin. Thank you!
Been trying to install enchanted editor on my win 10 system, but no luck at all getting this ancient app working. I use the MOO2 script method to install my mods - will I still be able to use the OpenMW-CS as an alternative? Does not sound as straight forward as the enchanted editor method, even with knowing how to use .omwaddon files...
- finish creating mod loadout, including this one, export to OpenMW via script
- run the CS as noted, make changes and save the new omwaddon file
- move the file from the save location into the mod's directory in the MOO2 mod folder
- open Mod Organizer, disable this mod, click "information", and disable the esp. (the filetree tab should show the omwaddon file you created)
- re-enable mod, then export to OpenMW with script
- open the OpenMW launcher, enable the omwaddon file you created, and drag to where the esp was in your load order
- Profit?!
Thanks to havXeus and AnyOldName3 (for the enormous timesaver of the script). Will never go back - OpenMW rocks!
An easy recommendation that is certainly a cut-above your typical house+quest mod!
A word of warning for Magicka Expanded users:
There are some daedra you'll need to clear out at a certain point, and not thinking perhaps as carefully as I should given the mod's quest-y nature, I used my custom Banish Daedra spell (target, big AoE, swingy magnitude) to dismiss the pesky outsiders rather than slay them conventionally. That mighta' borked me! I moved on, found the requisite plot coupons and hurried back to the quest giver after a Journal update, but alas, he didn't recognize my progress. I suspect this is because I banished those plot-daedra rather than slaying them, given an earlier advisory comment by the mod author to slay said daedra in regards to someone else's progress stopping at the same point. Easily rectified with a reload on my part along with some subsequent Bound Spear-ing said daedra into their constituent parts, at which point things progressed swimmingly.
10/10
Thanks so much!
Tracy