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Me

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KrimsonKhaos

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About this mod

Portable House with Armor/Weapon Mannequins, Auto sorters, Armor/Weapon Forges, Alchemy Lab, Artifact Displays, Library, Massive Storage, and much more. See main description for full details.

Requirements
Permissions and credits
Uses a few scripts with MWSE functions


*******REMEMBER TO CLEAR OUT ALL CONTAINERS IF UPDATING OR CONTENTS WILL BE LOST*******


To install just move the Data Files folder into your Morrowind Directory
All meshes and textures I used not from the original game are included, if you already have some of these you can skip them when asked to skip or overwrite.

The secret master has been arrested and shipped off to Cyrodil. Before leaving he left behind the only way to his house, a Magic Lamp, somewhere in Seyda Neen. When equipped the lamp will mark your position and teleport you just inside the door of the house. Leaving through the door will take right where you was before teleporting. The house is a total of 8 rooms (plus 1 extra small secret spot) , Main Entry, Library, Alchemy Lab, Bedroom, Treasure Room, Artifact Room, Forge/Crafting Room, and a large Basement.

Auto Sorters included
Books/Notes - sorts over 400 books and notes
Keys - sorts over 300 keys
Scrolls - all scrolls
Ingredients - all ingredients
Potions/Alcohol - all alcohol and potions standard and higher quality
Clothing - all extravagant and exquisite clothes
Jewelry - all extravagant and exquisite jewelry
Artifacts - sorts 71 items, everything the wiki considers an artifact (except the scripted items, which need to manually be put in the chest to display)

****Over 1000 items are auto-sorted with the Crystal Ball just inside the entrance, I have tested it with well over 300 at once in my inventory and had no
problem. if you have a whole lot I suggest using the individual sorters after getting there just so you won't have any trouble. Depending on your PC it might
cause heavy lag or possibly freeze the game if you try too many at once.

Sorters will not sort artifacts, clothing, or jewelry that you currently have equipped.

All items auto-sorted are non-scripted vanilla items

Room Features:

Main Entry
1. Crystal Ball - An all in 1 sorter that runs the other 8 sorters (Ingredients, Alcohol and Potions[standard and above], Scrolls, Books and Notes, Keys, Clothing [extravagant and better], Jewelry [extravagant and better], and Artifacts) which moves items into 11 containers t/o the house, with just 1 click.
2. Security Training chests - 2 chests which activate normally and have high storage cap, unless you are sneaking. Then 1 will auto trap and the other will auto lock depending on your security skill.
3. Wine Rack - Set up behind the bar, it's 1 of the sorting containers that holds alcohol. Bottles automatically show in it if you have some of the same kind in the wine rack.
4. Restoration Shrine - 1 click to fully restore health, magicka, fatigue, and cure poison, common/blight disease.
5. NPC Merchant - Standing behind the bar, will buy any type of item and has 250,000 gold
6. NPC Trainer - Talk to her with your weapon drawn and she will automatically equip the same type of weapon off the wall next to her (or none if you don't have 1 equipped) and start fighting you. When you've had enough just kneel to her (start sneaking) and she will stop attacking and unequip the weapon.
7. Chest - high storage cap chest just inside the door so you can drop some weight if encumbered when getting there.

Library
1. Spell Book - just inside the door the book on the lectern is the scroll sorter container.
2. Book sorter - only closed book that's sitting on 1 of the tables.
3. Scroll case - the scroll sorter, sitting on the same table as the book sorter.
4. Book container - 1 book shelf is the auto sorting container.
5. Multiple other tables, lecterns, and book shelves with every skill book in the game, plus a few extra you may need for quests. Including a copy of caius' package in case it gets "lost".

Treasure Room (door is locked and cannot be opened without the key)
1. Holds 10 high storage cap chests to keep anything you want in.

Alchemy Lab
1. Potion containers - 3 containers for the auto sorter the keeps standard, quality, and exclusive potions separate
2. Purple flask - the potion sorter sitting on a small table next to the containers
3. Alchemy Station - Stationary mortar, alembic, calcinator, and retort. When activated opens potion making menu so no need to haul around alchemy equipment with you or have to pick them up to use them.
4. Bug Bowl - Ingredient sorter on the table with the alchemy station
5. Scales - activate to pick an effect and pull out ingredients with that effect that you can use. Only pulls them out if your Alchemy skill is high enough to view the effect normally.
6. Ingredient Cases - 2 green glass cases with 96 ingredient pots in them they are the sorter cases. So no need to pull ingredients out of individual pots.
7. Potion Chest - An extra high cap chest to store any other potions and things separately.

Bedroom
1. A Bed - of course
2. Exquisite Robe - the clothes/jewelry sorter, sitting on top of 1 of the dressers.
3. Clothes Dresser - the clothes sorter container, the sorter is sitting on top of it.
4. Jewelry Box - the jewelry sorter container, sitting on top of the clothes container.
5. Storage - 2 other dressers, 3 closets, and a small table all with high caps.
6. Key Jar - the key sorter container, sitting on the small table next to the bed
7. Key sorter - sits next to the key jar, looks like a large key
8. Spell Books - 3 books that teach you spells, sitting on the table in the middle of the room.
A. 1 book teaches you a spell to teleport a variety of places including all guild halls (fighter, mage, thieves, and morag tong), ashlander camps, Great house leaders/councilors and a couple other places.
B. 1 book teaches you a spell to clear your bounty (great for an aspiring thief).
C. The last book teaches you the disenchant spell from Unappexdixed Disenchant Mod(with his permission), in order to use this you have to download his original MWSE File from here "https://www.nexusmods.com/morrowind/mods/48111" and put it in the appropriate place, without this file the spell will do nothing. And don't forget to endorse his mod if you use this spell.

Basement (you need to find the entrance)
1. Large single room with 24 Armor and Weapon mannequins, they will stand straight up until you make them draw a weapon, then they will be in attack stance from then on. The heads to not follow you like some of the other mods I've seen, they are completely stationary unless you make them pull a weapon. After which they freeze again a second later.
2. Reset Lever - A lever set on the floor opposite the entrance when pulled it will reset mannequins and npcs to the original place, in case they move a little too much when drawing weapons. Will NOT make them change stance after they draw a weapon.

Artifact Room (upstairs from the treasure room, so need to unlock the door for here too)
1. Display Cases - 6 cases that will automatically display 80 artifacts as long as they are in the Artifact Chest nearby, and they will still display after you have sold them to the museum in Mournhold so you don't have to steal them back to have them on display...unless you really want to.
2. Artifact Chest - The auto sorter container. Where the items go if you want them on display.
3. Keening - The auto sorter, stuck in the table in front of the artifact chest.
****The artifacts on display are not actual copies of the artifacts themselves and cannot be picked up or used at all****

Forge/Crafting Room (inside the door for the treasure room, so need to unlock the door for here too)
1. Armor Forge - Small forge that lets you craft your own Glass, Adamantium, and Ebony Armor. Each uses the same number of ingredients as the Armorer in Mournhold, but without the cost of gold. Plus Glass and Ebony Shields can be crafted with this unlike in Mournhold. The popup menus show the number of appropriate ingredients you currently have and how many it takes to make each piece of armor.
2. Weapon Anvil - Work the same as the Armor Forge but for weapons.
3. Upgrade Forge - A large forge capable of upgrading Ebony armor and weapons into Daedric. Only usable under certain circumstances. 
4, Daedric Forge Instruction Book - A book sitting on a table near the forge that explains how the forge can be used.
5. Storage - A chest and table with high caps, near each forge.
6. Soulgem Crafter - Activate to upgrade soulgems, takes 3 of 1 quality to make 1 of the next up to grand. 
****Soulgem crafter WILL use filled soulgems to give you 1 empty, so if you don't want to lose them put them in the table the crafter is sitting on****

Secret Hidden Room (Have fun finding it without cheating ?)
1. Very small basically a short 1 way hallway, only thing in it is 1 chest with a few special items in it.


Lamp, lever, and key locations for those having trouble finding them.
Spoiler:  
Show

Lamp location: Seyda Neen Census Office, in the room with the 2 large kegs at the end of the hall. Behind the bags laying on the floor.

Lever location: Upstairs in the bedroom mounted on the wall between 2 of the tall dressers (looks like a torch).

Key location: Going down the stairs into the basement laying on the right side of the bottom step, it blends in very well but it is there (detect key doesn't work because it actually isn't a key, it only uses the key model and requires you to have it to open the door via a script, that's why the lock can't be picked).



2.0 Update Changes*******REMEMBER TO CLEAR OUT ALL CONTAINERS IF UPDATING OR CONTENTS WILL BE LOST*******
1.Removed Daedric Upgrade Forge, added the daedric items to the armor and weapon crafters. Removed extra ingredients for daedric items, but increased required ebony needed and set a armorer requirement to even it out. Added 2 more chests to the forge area since I had extra room.

2.Rewrote Daedric Forge Instruction Book as needed.

3.Mannequin interactions now all through dialog, removing pop up menu, added ability to reset standing position to mannequins and another to resheathe weapons.

****For unknown reason on some games saved with original mod the mannequins will not draw weapons properly (but hand to hand works fine), even if the original mod is removed. Not sure why...





*Special Thanks goes out to Indigo Rage, Dongle, Despair, The Wanderer, Korana, Grail, and KWShipman for the extra meshes and textures I used*
*And to Unappendixed for the use of the Disenchant Spell made by him*