Excelent mod!! but my chimney have smoke outside, but havent fire inside... Do you can do that "reward/ranked" items only be enabled when rank is level up? Great work!
Thanks for reply! Sorry, English isn't my native language XD. I mean, in my game, some items in shelfs are owned no by player, I said if you can make that this items not appears, until rank is achieved... I hope to be clear enough XD
oh right. Well TBH I don't really think that makes any sense. who would be placing these objects in the room where they wouldn't be there before? So I won't be adding that to the mod. If you want to make that for your version. I can show you how to use The construction set to make ANY changes you want by yourself. if you have a Steam copy of the game you'll need to start by downloading this fix: https://www.nexusmods.com/morrowind/mods/42196/ once you run the construction set click on File -> Data Files and select Morrowind, Tribunal, Bloodmoon and Not So Simple Balmora Home and set Not So Simple Balmora Home as the Active File. alternatively you could not set any active file and later save to make a new .esp that would only have your desired changes. in any case scroll though the cell view until you find "Balmora, Caius Cosades' Upstairs" here you can edit the interior of the mod all you like. Make sure to never click "save" when editing an object or you will change every single instance of that object in the game. always click "cancel" instead. Use TESAME to look for incorrect/accidental changes or bad GSMT edits. http://mw.modhistory.com/download-95-5289. General controls and how tos: https://en.uesp.net/wiki/Tes3Mod:Construction_Set message me if you have any questions.
I'm following your open microwave mod guide and encountered an issue. This player home is incompatible with Morrowind Rebirth, which turns Caius's house askew and raises it a little. Just a heads up. Looked nice inside though.
I'm using the Not So Simpler version and have found some minor issues that I'm trying to fix for myself. There are some flickering in the seams between some floors and walls because they are not perfectly aligned, so I've fixed that with the Construction Set. So far, so good. My problem comes when I replace the mod with my fixed version, then the front door becomes locked again and my current key doesn't work. If I enter the house, the journal is updated saying that I broke into the house and that I must speak with Caius to get the key. I'm using a save where the player is far away from Balmora to avoid issues when updating, then I travel to Balmora and to the house. Does anybody knows what could be happening? I'm new to modding, so maybe I missed something or did something wrong when updating the mod.
Thanks.
EDIT: It was just my fault. I've followed the instructions from abot about Editing and updating a mod and now it's working fine :)
oh, ok. You are talking about some other z fighting. yeah, i was going to be very surprised if somebody noticed the small z fighting in the top left roof.
Just tested the house (simpler without jumpscare). I noticed that chest was flagged as owned and that everything that was placed in it was considered stolen. The owner was "player" but this did not stop the guards from taking my items.
I had a similar issue: "Simpler Balmora Player Home - with window" works fine, but the "Not So Simple Balmora Player Home" version had several items flagged as stolen, despite talking to Caius.
You have to level up in the Blades to get some stuff. add the ownership and rank option to "show owned = " to see all faction's rank requirements for items and sometimes chests in game easily. I could upload a version where you get everything as soon as you get the door key maybe.
'owner was "player" but this did not stop the guards from taking my items.' Weird that owner as "player" usually works and works for me.
>>This is my first attempt at Construction Set if I break something in your game, the mod doesn't work (player home doesn't appear) or I resurrect the tribe unmourned message me.
I'm tempted to endorse this just because of the description. I haven't encountered any more problems from the Sixth House than normally (though it might actually be fun), however, I found DLC-breaking GMSTs and a bunch of edited vanilla cells. In other words, the mod should be cleaned. I recommend using TESAME to remove all dirty edits, and later using Wrye's GMST Vaccine to prevent GMST contamination when editing mods.
A suggestion: the walls look a bit bare on the inside, how about adding some tapestries?
Yeah, I realized something was wrong with it when i ran it under only morrowind.esm in the construction set and it said it required the dlcs. I'll fix that too. I thought the original mod just had a scripting error only to begin with. I bit off slightly more than I can chew for the moment. Will fix by monday probably.
This looks nice, looking forward to downloading tomorrow when I get back on my computer! Would it be possible for you to patch it for the Epic Balmora mod?
It does seem to work with Epic Balmora. The player home from this mod has some new rocks adorning its edges, but Epic Balmora itself does too on most its new buildings (in addition to them being strewn everywhere), frankly in what seems to be a practice to avoid the sight of ugly building collisions with the ground and other buildings.
Since this is an ESP-only mod, it would be best to just pack them all together in one download containing separate folders and ReadMe docs. It would be easier on you, easier for those who want to try out other versions, and so those of us tracking the mod page won't be inundated with as many update notifications.
Actually yeah I guess the .esp files are like 6-9 KB each. Sorry about all the changes. original mod turned out to be almost entirely made out of bad and dlc/game breaking edits.
27 comments
and could you clarify what you mean in the last sentence? there are some grammar issues.
https://www.nexusmods.com/morrowind/mods/52063
First, thanks for the mod, I like it :)
I'm using the Not So Simpler version and have found some minor issues that I'm trying to fix for myself. There are some flickering in the seams between some floors and walls because they are not perfectly aligned, so I've fixed that with the Construction Set. So far, so good. My problem comes when I replace the mod with my fixed version, then the front door becomes locked again and my current key doesn't work. If I enter the house, the journal is updated saying that I broke into the house and that I must speak with Caius to get the key. I'm using a save where the player is far away from Balmora to avoid issues when updating, then I travel to Balmora and to the house. Does anybody knows what could be happening? I'm new to modding, so maybe I missed something or did something wrong when updating the mod.
Thanks.
EDIT: It was just my fault. I've followed the instructions from abot about Editing and updating a mod and now it's working fine :)
'owner was "player" but this did not stop the guards from taking my items.'
Weird that owner as "player" usually works and works for me.
I'm tempted to endorse this just because of the description. I haven't encountered any more problems from the Sixth House than normally (though it might actually be fun), however, I found DLC-breaking GMSTs and a bunch of edited vanilla cells. In other words, the mod should be cleaned. I recommend using TESAME to remove all dirty edits, and later using Wrye's GMST Vaccine to prevent GMST contamination when editing mods.
A suggestion: the walls look a bit bare on the inside, how about adding some tapestries?