This is just really scenic and blends in perfectly as a natural extension of Seyda Neen. Love the outhouse and the dock looks great, particularly from the Tradehouse as you exit. Pretty overpowered gear inside so a home to look at principally for late-game characters. Only trivial issues I noticed, a mudcrab gets consistently stuck in the exterior wall and one of the pavers on the main path is a bit high and occasionally blocks forward movement. Beautiful refresh, thanks.
Yeah, I've been trying to figure out how to get rid of the mudcrab but sadly I can't seem to find where the spawner for it is. And if you point out the paving stone in an image I'll do my best to fix it. And yeah, some of the loot is a bit overpowered. It's left over from the original mod and I really just kinda forgot to replace it with more balanced gear.
Hi, sorry for the delay, I was away from home and couldn't take another look at this. So the paving stone blocking movement appears to happen mainly in OpenMW - which makes sense thanks to its humongous, vanilla-style collision box although it does happen a little in vanilla too. If you move back and forth between the 3rd and 4th pavers from the bridge, you will see what I mean. In OpenMW the left edge of the fourth paver can stop you in your tracks, in vanilla you will experience some 'sliding', nothing drastic.
Also, while looking around, I noticed the wall heading in the direction of the arrow has a couple misaligned sections. Starting with the first section very slightly and a little further round (past the stuck mudcrab), where it's more noticeable. An excellent update to a beautiful house-mod, I hope you keep polishing this, it's great work. Because it already blends in so well, a bit of lore or a small side-quest to acquire it would also be cool to see if you're up for it!
This has, finally, become my morrowind home mod. I've looked at so many mods trying to find a good fit, and this is the one. A couple of suggestions. The dock is fantastic looking, but adding a longboat with fast travel to a few locations would be great for quality of life. The basement is super cramped. If you could take out that wall, and open up the space a bit. Maybe a good place for a forge, or servants quarters in a more open basement. great mod though really!
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Any chance of making this compatible at all ? Or a patch ? It probably means moving the location somewhere slightly different.
Unless someone else has been able to get it to work ?
thanks!
V
And yeah, some of the loot is a bit overpowered. It's left over from the original mod and I really just kinda forgot to replace it with more balanced gear.
Thanks for the feedback!
Also, while looking around, I noticed the wall heading in the direction of the arrow has a couple misaligned sections. Starting with the first section very slightly and a little further round (past the stuck mudcrab), where it's more noticeable. An excellent update to a beautiful house-mod, I hope you keep polishing this, it's great work. Because it already blends in so well, a bit of lore or a small side-quest to acquire it would also be cool to see if you're up for it!