My permissions are as broad as they can be, do as you like with it so long as credit is given to myself and anyone I credited. VitruvianGuar has already integrated it into City of Contrasts too, albeit very grunged up.
I will say I do have a small update i'm working on with some better pit meshes, just very slowly. Having to update several versions hurts. EDIT: decided to push and get it finished and released.
It looks like the conjuration merchant Chases-His-Tail is listed in the in-game merchant list, but I cannot find him. I used a cheat menu mod to see if I could teleport to him, but he doesn't even show up on the list. Is this going to be addressed in another update? I don't know if this is the first report on this issue.
Not a bug, its entirely deliberate. The theme for the modjam was 'wild goose chase' and those are all clues that can be vaguely pieced together to find a hidden item. Chases-Own-Tail was a play on the phrasing 'like chasing your own tail' to mean a pointless task.
The merchants are listed roughly in the order they appear counter clockwise, so his name matches the covered stall between the ashlanders. The other notes on the board are clues too and are all relevant in some way or other to what happened to him.
The accusation of Necromancy and the scrolls of Telekinesis are the big hints. The ring fell into the grave pit, he tried to use telekinesis to get it and accidentally made it look like he was raising the dead. The ring is in the middle of the gravepit, on a raised bone, and grants constant effect jump.
Fantastic mod. I'd like to point out that the striderport version is not compatible with Strider's Nest, since both mods use basically the same location for the door. "Enhanced" compatibility with Balmora waterworks (with access to the gravemarket from the sewers introduced by that mod) would be awesome.
Nice mod suitable for Namira themed character. Still not found the ring even with detect enchantments out the ass. Please note in the vanilla version the bed in the room you can buy is marked as owned.
Detect enchantment definitely should have caught it. A hint, the items left abandoned on Chases Own Tails stall and the reason for their disappearance is connected.
Lovely lore friendly addition to Balmora, I really enjoy the ossuary style of the market. Wish there were more quest to have reason to revisit the place more often.
I installed the BCOM version and its great and fits into everything very well, but I have a problem with the bed in the buyable room being flagged as not mine after buying it and everything. I can just turn bedbuddies off so it doesnt disallow me from sleeping in someone else's bed and that works fine but i was wondering if you were able to replicate this or if it had something to do with my game. thanks for making this nice little addition to balmora btw!
Works for me. I'm guessing bed buddies is being weird with it being set to player owned rather than unowned. I have changed the flag and reuploaded, see if that fixes it for you.
Thanks for the reply i didn't expect it so quickly - i just tested the new upload and it fixed the problem perfectly thanks, and I just checked your other mods because there was something about the aesthetic that i really liked but seemed familiar, and apparently I have to thank you also for the 90% of your other mods i had installed without connecting the username - they really help add a lot of detail to the world in what feels like a very lore-conscious way.
Damius: The archived, "old," main files for this mod are all about 23KB in size. That includes the 13 Sep 2022 main version 1.2.1. However the location-compatibillity file, "BalmoraGravemarketHatchAccess," v1.1, is sized 37KB, and downloads as "BalmoraGravemarket-51696-1-1..." The Description states you are re-using an old file for compatibility purposes, but the divergence of filenames and size makes me uneasy. Could you clarify?
The aesthetics of "Balmora Gravemarket" matches those of the "Balmora Waterworks" mod, making my PC think that the Great House Hlaalu city fathers were of like mind as regards the implementation of both projects; pushing their civic rivalry with Great House Redoran and Great House Telvanni.
Hit 'preview file' and you'll see they're actually very similar in size inside. For some reason when I was compressing it the later ones fit a small zip. The hatch version is the very first release for the modathon, every other one after is built on it. The different filename for the BCOM version was a deliberate choice to not give the people maintaining mlox a headache if it ever needs different sorting rules writing.
The edits to the balmora worldspace are as light as I could possibly make them so in theory there should be no conflict unless Underworld happens to somehow use all of the entrance spaces. From having a quick look at the mod the trapdoor to Underworlds market is in labour town, where mine is either in guild town, the foundations of hightown, or under the silt strider depending what version you pick. Both my mod and theirs fill a similar niche as slightly seedy under market, but theirs is quite extensive in design and has ruins and dungeons attached where mine is kept to a small footprint and has a starter player house. It falls to preference which suits the style of morrowind you want to build.
Just a heads-up, when the player enters the interior in the striderport version they are facing north instead of south - the door to Balmora should probably be moved to the north side. Also, would it be possible to have the revisions in 1.2 brought forward in the hatch version? Thanks for making such a compelling mod.
Thank you. I'm maintaining just the vanilla version for a few days until any lingering issues are pointed out and fixed, then i'm folding the changes into the other two. Its just the typo and the surnames that are missing in the other two versions so nothing dire and vital. The door is fine, it was the northmarker that was off. The market folds back on you so its under the street rather than facing into the wilderness.
I took a quick look at the mod - the visuals are atmospheric and nicely detailed.
The only visual aspect that bothers me, is the use of a rather awkwardly placed entry hatch, that is in the pathway of getting to a house door.
It would be nice to have a doorway or "stairs to the basement" like entrance - perhaps a ancestral tomb door, a cave entrance door or old Velothi style architecture (from Tribunal).
It would probably be good to have the option to put the entrance in a few different spots, so that it works with most Balmora overhauls.
The original hatch version could still be kept as it probably works with pretty much any Balmora overhaul mod.
The honest truth is I'm pretty solidly a BCOM user so that version gets the nice fancy doorway and the vanilla one gets the hatch. BCOM's noble quarter foundations are rich real estate for me to use that vanilla is sadly lacking. The Balmora underground tileset also lacks stairs so that dampens a lot of ways to make a believable entrance without using ladders and hatches. If I had stairs I probably would have gone a lot wilder with the interior layout.
Modding Balmora is a bit of an uphill fight so I chose what I hoped was the least conflicting space. If you have a suggestion for somewhere else I'm listening, and I am considering swapping the current hatch with the sewer grate style one from the same tileset since its a bit more subtle compared to the current one.
I'm not using BCOM, but from your screenshots, it looks like the BCOM style door could be put in two locations, that I think will rarely change in Balmora overhauls:
* The east side of the temple. There are a few rocks somewhat in the way, but the area should otherwise be clear. * Under the siltstrider port - put the door between the stairs to cover the alcove. See the 4th screenshot in the Suran - The Pearl of the Ascadian Isles mod for what I mean. I think BCOM includes this mod so it should look the same there.
Looking at screenshots of Balmora mods on the Nexus (the top endorsed ones) - it looks like basically none of them do any radical changes at the temple or siltstrider port location. There could obviously be smaller changes in placement or elevation, but it should be easy to adjust the door slightly, via console commands if need be.
I took a look at the following mods:
* Epic Balmora * Balmora - Seat of Power of House Hlaalu * Kilcunda's Balmora * Concept Art Balmora * Dallara Balmora * Balmora - The City of Contrasts * Balmora The Awakening * Balmora * Epic Balmora Redux * Gentrified Balmora * Amazing Balmora Expansion (possibly siltstrider port only)
ps: I haven't check if any of the above mods add doors of their own to the siltstrider port.
East side of the temple would fight with any walled Balmora mods and I know for certain Dallara Balmora puts a tiered farm there, assuming i'm looking at the spot I think you're suggesting. Its also a bit outside of town and away from the other shops which i'm not as keen on as i'd like to be.
The silt strider port would be great if I had stairs. The BCOM Suran striderport works because there's a bit of hill against it for the strider storage cellar to realistically fit in, Balmora strider port doesn't have that and has maybe enough space for a narrow stairway down which I lack. The lack of stairs seem to be my main issue in general with making this mod.
This is why I usually build things away from civilisation, there's way too many variables outside of my control. Right now all I can do is try to pick unobtrusive hatch locations. I'm currently thinking the guild town main square right at the city entrance, or maybe in an alleyway if i cant find anywhere else.
The hillside in front of the temple stairs, near the rock in the vanilla location screenshot, would make sense for a catacomb. Also positions it between upper and lower town shops. A space often left empty where a slightly resized velothi entrance might fit.
Edit: Probably a bit moddy but arguably no worse than vanilla tombs
Spoiler:
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Then you could replace the ladder with a door, I guess.
I was thinking more in terms of a door, a small interior with a ladder / hatch down to the market. One could then hang a banner (or similar) on the outside to mark the establishment. This would at least look vaguely more proper than a random hatch on the ground.
With Kilcunda's Balmora that I'm using it would probably be better to place the entrance parallel to (and on the western side) of the temple stairs. This is because I have stairs going through the location shown in the screenshots. Putting the entrance closer to the temple will likely also keep it more out of the way for changes from other Balmora overhauls.
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Two other possible locations for an entrance would be:
* next to Astius Hanotepelus' House - i.e. at the opposite end of the street off where Caius Cosad is located. This might possibly be a fairly safe spot as it is at the edge of town. * The north eastern side of town, between the wall and the tower. This will conflict with some mods like "Balmora - The City of Contrasts" as it moves the tower closer to the wall.
I recommend multiple .esp files with different entrance locations, so that people can pick the one that fits their Balmora overhauls.
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Do you mind if I add it to a working Balmora City Mod I am creating that collates a ton of old and new mods into a new one?
Though I like the other balmora city mods out there, I have been slowly creating one for me that is fine tuned to my tastes.
Your mod fits there!
My permissions are as broad as they can be, do as you like with it so long as credit is given to myself and anyone I credited. VitruvianGuar has already integrated it into City of Contrasts too, albeit very grunged up.
I will say I do have a small update i'm working on with some better pit meshes, just very slowly. Having to update several versions hurts.
EDIT: decided to push and get it finished and released.
The merchants are listed roughly in the order they appear counter clockwise, so his name matches the covered stall between the ashlanders. The other notes on the board are clues too and are all relevant in some way or other to what happened to him.
"Enhanced" compatibility with Balmora waterworks (with access to the gravemarket from the sewers introduced by that mod) would be awesome.
Please note in the vanilla version the bed in the room you can buy is marked as owned.
The aesthetics of "Balmora Gravemarket" matches those of the "Balmora Waterworks" mod, making my PC think that the Great House Hlaalu city fathers were of like mind as regards the implementation of both projects; pushing their civic rivalry with Great House Redoran and Great House Telvanni.
Both my mod and theirs fill a similar niche as slightly seedy under market, but theirs is quite extensive in design and has ruins and dungeons attached where mine is kept to a small footprint and has a starter player house. It falls to preference which suits the style of morrowind you want to build.
I'm maintaining just the vanilla version for a few days until any lingering issues are pointed out and fixed, then i'm folding the changes into the other two. Its just the typo and the surnames that are missing in the other two versions so nothing dire and vital.
The door is fine, it was the northmarker that was off. The market folds back on you so its under the street rather than facing into the wilderness.
The only visual aspect that bothers me, is the use of a rather awkwardly placed entry hatch, that is in the pathway of getting to a house door.
It would be nice to have a doorway or "stairs to the basement" like entrance - perhaps a ancestral tomb door, a cave entrance door or old Velothi style architecture (from Tribunal).
It would probably be good to have the option to put the entrance in a few different spots, so that it works with most Balmora overhauls.
The original hatch version could still be kept as it probably works with pretty much any Balmora overhaul mod.
Modding Balmora is a bit of an uphill fight so I chose what I hoped was the least conflicting space. If you have a suggestion for somewhere else I'm listening, and I am considering swapping the current hatch with the sewer grate style one from the same tileset since its a bit more subtle compared to the current one.
* The east side of the temple. There are a few rocks somewhat in the way, but the area should otherwise be clear.
* Under the siltstrider port - put the door between the stairs to cover the alcove. See the 4th screenshot in the Suran - The Pearl of the Ascadian Isles mod for what I mean. I think BCOM includes this mod so it should look the same there.
Looking at screenshots of Balmora mods on the Nexus (the top endorsed ones) - it looks like basically none of them do any radical changes at the temple or siltstrider port location. There could obviously be smaller changes in placement or elevation, but it should be easy to adjust the door slightly, via console commands if need be.
I took a look at the following mods:
* Epic Balmora
* Balmora - Seat of Power of House Hlaalu
* Kilcunda's Balmora
* Concept Art Balmora
* Dallara Balmora
* Balmora - The City of Contrasts
* Balmora The Awakening
* Balmora
* Epic Balmora Redux
* Gentrified Balmora
* Amazing Balmora Expansion (possibly siltstrider port only)
ps: I haven't check if any of the above mods add doors of their own to the siltstrider port.
The silt strider port would be great if I had stairs. The BCOM Suran striderport works because there's a bit of hill against it for the strider storage cellar to realistically fit in, Balmora strider port doesn't have that and has maybe enough space for a narrow stairway down which I lack. The lack of stairs seem to be my main issue in general with making this mod.
This is why I usually build things away from civilisation, there's way too many variables outside of my control. Right now all I can do is try to pick unobtrusive hatch locations. I'm currently thinking the guild town main square right at the city entrance, or maybe in an alleyway if i cant find anywhere else.
Edit: Probably a bit moddy but arguably no worse than vanilla tombs
Then you could replace the ladder with a door, I guess.
One could then hang a banner (or similar) on the outside to mark the establishment.
This would at least look vaguely more proper than a random hatch on the ground.
---------------------
Two other possible locations for an entrance would be:
* next to Astius Hanotepelus' House - i.e. at the opposite end of the street off where Caius Cosad is located. This might possibly be a fairly safe spot as it is at the edge of town.
* The north eastern side of town, between the wall and the tower. This will conflict with some mods like "Balmora - The City of Contrasts" as it moves the tower closer to the wall.
I recommend multiple .esp files with different entrance locations, so that people can pick the one that fits their Balmora overhauls.
That never actually occurred to me, thank you. I'm going to prod at the striderport in the CS and see if its viable.