Morrowind

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WulfShaman

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WulfShaman

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24 comments

  1. Edeldios
    Edeldios
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    These Non-load door house mods are great, but, if you are using grass mods, there will be some vegetation inside the houses....
  2. User_1035317
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    First, for anyone considering using this mod in your game, I suggest you do it without hesitation. It is well-done, technically flawless, won't give you any problems nor cause conflicts, and - especially great - there are no loading screens between areas. Safe to use, and very enjoyable to play.

    To WulfShaman, I just wanted to offer my extremely late but well-intentioned note of appreciation for taking my aforementioned suggestions and incorporating so many of them into the updated version of this mod. I feel bad that it has taken me a year and a half to come back and thank you, but as I periodically stop playing TES games for various lengths of time that can extend to years, this is the best I can do.

    Anyway, the modifications to this outstanding alchemist's home have been wonderfully implemented, and I appreciate them very much. That an author would take so many of my suggestions and incorporate them is...unusual...for me, and I appreciate that too, very much. The addition of the balcony and attendant alchemical garden is perfect; it makes sense, fits in with the theme of the house, and is not over nor under done. Thank you very much for that.

    The other changes, from the tweaking of the locked items to the repositioning of the cooking pit, make the home much more enjoyable for me, and I hope others that use this home feel as good about what has been changed. Though I have a home I am dedicated to as my character's base of operations (the phenomenal "Ravenloft" by Bantari), I have a couple of others that I use as player-home "waypoints" to use as my character traverses Vvardenfell; The Alchemist's House is the main alternative base that I will use, and its location is perfect for this. Don't know if that makes sense, but this home is company to a very few I won't ever take out of my game.

    Thanks again, WulfShaman, for creating such a playable and interesting home. I have, in this current play through, decided to play an alchemically-inclined character (as all mine are, truth be told) who also incorporates many elements of the standard thief, i.e., stealth, security, etc. So the house is even more well-suited to my character now. I set her up this way specifically to take advantage of the many special features of the house.

    Okay, I am just babbling now. I just want to let you know, WulfShaman, how much I appreciate your attention to this mod, and also for implementing my suggestions. Though this could have been done in a line or two, I am apparently unable to write a brief note, for which I apologize. Anyway, thanks again for this outstanding mod.
    1. WulfShaman
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      Hey Centime, thank you for your kind words, and suggestions. I think they have really improved the mod a great deal. :-) 
  3. calemcc
    calemcc
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    There is an incompatibility with JMK's Tunnels and Bridges, as they both add structures to the same area.
    1. WulfShaman
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      That’s a shame. Thanks for letting me know. I did try to find the mod you mentioned to see what the incompatibility was but couldn’t find it unfortunately.
    2. darkelfguy
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      JMK only uploads to DeviantArt and his own personal website, making him a bit hard to find. Here's a link to his mod page: http://users.beagle.com.au/jmk222/more/mozza/PlugIns.html
    3. WulfShaman
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      Thanks for the link Darkelfguy! : -)
  4. abot
    abot
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    A small glitch you may want to fix in some future update:

    CELL "ascadian isles region (3, -5)" references "misc_de_pot_redware_04_uni" unique persistent MISC used by "Tribunal.esm" SCPT "detritusscript" and Tribunal.esm" CELL "mournhold, craftsmen's hall" 

    Basically, having more than one unique reference in game makes e.g. scripts trying to access the (no more unique) reference unreliable (they may or not may find the proper reference to the object)

     

    for anybody interested solution is to replace the reference to the object meant to be unique with a reference to a not-unique object using the same mesh (e.g. misc_de_pot_redware_04)... and for the future avoid adding reference to objects with identifier like uni unique etc and/or check how many times they are referenced in game, if they are used 1 time and have reference persists better check recgardless of their identifier...

     

    I have also a tool available for this
    1. WulfShaman
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      Hey abot. Updated the mod to replace the unique item. Thanks for the heads up. I would have probably not spotted the glitch without your help. : -)
  5. AquaticWasp
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    Does anyone know if this is compatible with OpenMW?
    1. WulfShaman
      WulfShaman
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      Hey. The mod doesn't use any scripts or modder's resources - the main causes of incompatibility with OpenMW - so it should be all good - although I've not tested it.
    2. WulfShaman
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      I've got around to testing it and it works great with in Open MW! :-)
  6. User_1035317
    User_1035317
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    This is a very enjoyable, well-done house mod with many unique features. That it doesn't have to load between areas is a great bonus. Although the house is economical in space, the space is well used. No mannequins nor display cases, but there is a dedicated storage room with plenty of chests, urns and sacks, and many others placed throughout the home. There is a dedicated alchemy room with master level equipment, and adequate (though not named) storage containers for ingredients. With two bedrooms and another four beds for followers/guards, etc., there is no shortage of sleeping space. As Rashiel pointed out, the clutter around the house is extremely well done, in a way that makes sense. Also, the reason for the house being empty/available is pointed to in a note.

    Although I don't want to sound as though I am criticizing this mod (it is in my game and I am using it, for a reason), there are a few things I would like to point out. Most are just fyi sorts of things:

    Custom items (blue glass bottles, tapestries, swirlwood and wall/floor textures, etc.) are not included with the mod, and although the author does say in the description that this is made with vanilla assets, someone might not realize that it means the aforementioned items don't come with the mod. It might be helpful to point out that the house looks different in the screens than it will in everyone else's game.

    Aesthetically, there are a couple of anomalies that might bug people who are particular about such things; the exterior of the house shows a small second-floor area, but there is no corresponding second floor in the home. There are no windows, which, while not fundamental to the house itself, would complete the look if added. Also, the...cooking pit?...in the "mess hall" area looks as though it is backwards, with the high side toward the player and the low side toward the wall. Again, these things are not detrimental to the use of the house.

    The chests (even those that are empty) throughout the house are all locked. The door to the alchemy room is not only locked, but trapped as well (!), and the door to one of the main bedrooms is locked. I couldn't come up with a feasible explanation - from a role-playing perspective - why all of the chests/some of the doors would be locked in a private home, and it is cumbersome to have to unlock them all. Perhaps a dedicated or secret area, or an area with some locked chests for lockpicking practice (although in an alchemist's house, I don't know...) would be more appropriate, if locked chests were desirable to the author.

    There are a couple of skill books in the house. Also, there is one item in one of the bedrooms (the one with the locked door) that might be an issue for someone, as it is pretty overpowered. However, if someone doesn't wish to use it, they can simply ignore it, or - if its existence is bothersome - it can be deleted (open console by pressing the ~ key, click on item, type "disable" without quotation marks, press Enter on keyboard, close console by again pressing the ~ key).

    Overall, regardless of the above, this is a wonderful house mod, especially for an alchemist type of character. It is unique, and doesn't interfere with other mods, nor the "world". If it is ever developed further, I would love to see a balcony extending out from the upper walkway, as I think it would really compliment the exterior of the house. As mentioned by KalonLHeborien, the addition of Dongle's meshes would turn this good looking house into a great looking house. A small garden area with a variety of sources for alchemical ingredients (perhaps on that balcony?) would be a valuable and appropriate addition, and help to round out the "alchemist's" theme of the house. Also, to really upgrade the appearance of the house, it would be wonderful if the resources for those custom items referenced above were included, if an update were ever to happen. That way, the house can look as incredible in everyone's game as it does in the screens. These elements are just from my perspective, of course, and are just suggestions.

    Many thanks for this mod. Although I have acquired quite a collection of house mods and rarely download new ones, I am always on the lookout for house mods that have unique elements. That, and I am heavily into alchemy, so the title jumped out at me. Also, a special "thank you" for making mods for Morrowind (my personal favorite of the series) even now, when so many have moved on to other games. It is very much appreciated.
    1. WulfShaman
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      Hey Centime

      Thanks for the feedback for this mod. It’s much appreciate and I’m glad you liked it. You made some good points and I’ve made some changes based on them, and were I haven’t I would like to explain why.

      I would have liked to have had a third floor and that was the original plan but the building model has a texture and collision border unfortunately blocking off the floor.

      There are so many locked chests and doors because I wanted there to be some thing for a thief characters to do, abandon home should be a thief’s paradise, :-) although ultimately it is a home for an magic character, especially an Alchemist. With this in mind I’ve group things up differently, putting the thief stuff to the side. Unlocked some chests and doors but increased the difficulty of locks elsewhere, added traps but almost upped the treasure. I also added a small jumping puzzle for acrobatic thieves. Any good Alchemist worth his/her salt can easy circumvent this with a levitate potion. :-) I have also added some open scolls to help those magic users without Ondusi’s Open Door spell.

      I tend to allow the player to use their own texture and mesh mods and avoid adding my own if possible, although you’re right I should state what mods were used in the screenshots. I’ve updated all my mods descriptions with this information.

      As with everything else: I’ve replaced the all the training books, although added one alchemy one which I think is more balanced and in keeping with the theme of the mod, expanded the terrace outside to include an alchemy garden, and rotated the cooking pot around.

      Once again thanks for you post.
  7. Rashiel
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    This house is amazing looking. Endorsed and recommended to anyone checking it out. Particularly the cluttering within the house is remarkably well done, and I can find no faults with this.Keep it up WulfShaman.
    1. WulfShaman
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      Thanks for the endorsement Rashiel! Glad you liked it. :-)
  8. deleted22930844
    deleted22930844
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    great work on making a seamless interior. You could have taken it even further by using Dongle's Glass doors meshes as windows.
    1. WulfShaman
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      Cheers. This mod was kind of an experiment to see if I could create a seamless interior from vanilla assets. I also tried to make it as compatible as possible. If I do anything like this again I will definitely be using modding resources. I've used Dongle's mods in the past. They're amazing. :-)
  9. MelchiorDahrk
    MelchiorDahrk
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    This made me nostalgic for my own "no load" house mod. This looks neat. Thanks for sharing!
    1. WulfShaman
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      Thanks Melchior. Is your mod still online as I would very much like to check it out to see how someone else tackled it? :-)
  10. Impulseman45
    Impulseman45
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    The name Non-instanced threw me as its not a term used in Bethesda games. We tend to use "No Loading Screen" and or the newer term "Open-World Home. But cool idea for the game.
    1. WulfShaman
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      Thanks. Picked the term up from playing too many MMOs. :-) I’ve added the other terms to the description.