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Markond

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Damius

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46 comments

  1. Skylamp
    Skylamp
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    Hi Damius, thanks for the mod. I make a optional entrance version for BCOM Waterworks, this is the link.
    This is how it's looks
    1. Damius
      Damius
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      Sorry for the slow reply, do i have you blessing to package and publish this here?
    2. Skylamp
      Skylamp
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      Of course! Feel free to publish, thanks for your interest.
    3. Damius
      Damius
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      It is up very late because I am bad at remembering to do stuff on time.
  2. YolkOfTime
    YolkOfTime
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    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.
    1. Juidius
      Juidius
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      seconded. An access point from Waterwork's Sewers would be perfect 
    2. Shadowguardian91
      Shadowguardian91
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      I third this, An access point from Waterwork's Sewers would be perfect 
  3. Brujoloco
    Brujoloco
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    Man I love this Mod!

    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!
    1. Damius
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      Thank you.

      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.
    2. Brujoloco
      Brujoloco
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      Nice! Thank you much for your work! :D
  4. swifdler1
    swifdler1
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    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.
    1. Damius
      Damius
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      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.
    2. tahme612
      tahme612
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      I'm going to be honest, I'm denser than a box of rocks, could I get a more blatant hint for where the ring is? if not I get it, its your art.
    3. Damius
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      Spoiler:  
      Show
      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.
    4. tahme612
      tahme612
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      Thank you so much! Also thank you for the quick reply! Kudos
  5. HMCascade
    HMCascade
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    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. 
    1. Damius
      Damius
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      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.
  6. supersamec
    supersamec
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    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. 
  7. elder1gp
    elder1gp
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    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!
    1. Damius
      Damius
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      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.
    2. elder1gp
      elder1gp
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      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.
  8. capeion21
    capeion21
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    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.  
    1. Damius
      Damius
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      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.
  9. I'm very interested in this one; Does anybody know if it is compatible with Balmora Underworld ?
    1. Damius
      Damius
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      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.
    2. Thank you for the reply. Sounds good.
  10. Stiffkittin
    Stiffkittin
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    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.
    1. Damius
      Damius
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      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.
    2. Stiffkittin
      Stiffkittin
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      Makes sense, take your time. Once again, it's astonishing how much potential this location has for expansion.