MORROWIND
Adventurer's Asylum by Ignis-of-Vinheim
Morrowind » Player homes
Added: 31/05/2017 - 09:21PM
Updated: 05/06/2017 - 04:59PM

7 Endorsements

1.03 Latest version

94 Unique D/Ls

154 Total D/Ls

1,982 Total Views

Uploaded by IgnisOfVinheim

Description

Last updated at 16:59, 5 Jun 2017 Uploaded at 21:21, 31 May 2017

-Part of the May Modathon Month-

Adventurer's Asylum
(or one more house in Balmora) 

My mod adds a middle-sized player house near South Wall Cornerclub. The door is locked, but you can find the key and teleport amulet in Arkngthand (seek a skeleton in Land's Blood Gallery). Or you may just unlock the door with lockpicks/spell.

This mod is rather out-of-balance, because I wanted to make something like typical Skyrim houses, you know, alchemic station, anvil, enchanter's table etc. So I made it!

Feature list:

- amulet, which teleports you into your home
- stationary alchemic laboratory (just activate it) 
- collector of all Morrowind ingredients (removes all ingredients from your inventory)
- "sorters" for a few popular potions (they move all ingredients for the potion from collector's storage to your inventory)
- enchanting&spellmaking station in the form of skull 
- anvil (free repair for your equipment)
- training chests for lockpicking
- working practice dummies (have some problems with collisions though)

Also, the capacity of all containers was increased, and the library contains pretty much skill books.

WARNING!

Mod doesn't add any meshes&textures, so it's appearance highly depends on your replacers.

CHEAT CODES
(if you don't want to travell to Arkngthand)


press "~" and then type in console
player-> AddItem SBH_teleport_amulet 1
player-> AddItem SBH_key 1

CHANGELOG

1.0 - release
1.01 - fixed flying scrolls
1.02 - fixed a few clipping issues, added pathgrid, fixed archive structure for NMM
1.03 - fixed two bugs exlusive for vanilla Morrowind engine (don't bother if you use OpenMW)