Morrowind

File information

Last updated

Original upload

Created by

Joi Ror

Uploaded by

JoiRor

Virus scan

Safe to use

Tags for this mod

About this mod

This mod adds a port west of Balmora on the Bitter Coast with a player house. No quests.

Requirements
Permissions and credits
Translations
  • Polish
March 24. 2021

Balmirak 3.0
This mod adds a port west of Balmora on the Bitter Coast with a player house. No quests.
Added to hill west of Balmora.
29 interiors.
29 NPCs.

Balmirak 2.0
This mod adds a port west of Balmora on the Bitter Coast with a player house. No quests.
Added to hill east of port.

Balmirak 1.0
This mod adds a port west of Balmora on the Bitter Coast with a player house. No quests.

The story...A new ebony vain was found in the Caldera mines and trade in the area increased so much that something had to be done about it. After much debate and speculation it was decided to dig through the mountain and build a port on the Bitter Coast with better access to other ports and the mainland. A fellow Blade who lives in the port heard of the new arrival at Seyda Neen and offered assistance.

Requirements:
Morrowind, Tribunal and Bloodmoon. 
Run MGEXE Distant Land if you have it installed.

New game. (see notes)

Installation:
Download, extract and drag “MO Balmirak.esp” to Morrowind/Data folder.
If you use Vurt's Groundcover. Copy "Vurt Balmirak - BC, AI, WG, GL" to Morrowind/Data folder and use it with MGEX instead of "Vurt's Groundcover - BC, AI, WG, GL".

Notes:
If you start a new game, no problems.
If you start a saved game that has not entered the edited cells, no problem.

If you start a saved game that has entered the edited cells, some problems that can be fixed. You will encounter creatures at odd places in town and the guards might get stuck. To fix this "Remove spawned creatures" from the saved game in Wrye Mash. Or, load your saved game without this mod and kill every creature in the edited cells.Then save outside the edited cells. Load the mod and saved game. Run MGEXE Distant Land if you have it installed.

Balsilvar, player home. Key behind log pile at front door.
First floor, storage and alchemy lab.
Second floor, library, kitchen, desk.
Third floor, bed, balcony.

Port Balmirak:
29 interiors.
29 npcs.
2  merchants.
2  travel service.
5  trainers.

Edited Cells:
-7,-3
-6,-4
-6,-3
-6,-2
-5,-4
-5,-3
-5,-2
-4,-3
-4,-2 Balmora
-3,-2 Balmora

Edited NPCs for travel:
Molag Mar - Rindral Dralor
Vos - Sedyni Veran
Gnaar Mok -  Valveli Arelas
Fort Frostmoth - Basks in the sun

You can row a boat into the port if you have Fishing Academy mod installed which is fun. It is possible to sail a ship into the port if you remove the bridge but it is tricky.I started this mod when I made Balmora Lightouse but felt it was too much work at the time. Now I am starting a new game and wanted a new player home so I finally finished it.

Rememer to back up your saves before using a new mod.

Comments and suggestions welcome.

Thanks.

Thanks Vurt for the great groundcover.

Version 1.0 Port.
Version 2.0 Added houses above port.
Version 3.0 Added houses above Upper Balmora.
Cleaned with Wrye Mash and Tes3cmd.

I uploaded a edited version of Aesthesia Groundcover to use with this mod.

I uploaded a edited version of Remiros Groundcover to use with this mod.