I just uploaded a version in which I moved the entrance to Caius' cellar inside the house, for maximum compatibility with mods that alter the exteriors of his house. You'll find a trapdoor to the cellar behind one of the tapestries (the one near the oven).
I didn't take out the chimney on the roof since it would mean changing too much of the mod (dialogues, taking out the oven and hideout's fireplace, etc.) but from what I gather it shouldn't be too much of a problem: in the balmora mods that I tested that transform caius' place in a 2 story building, usually the chimney ends up 1) inside the house 2) on a balcony where it shouldn't clip with anything.
picking up the bottle on the ground after getting caius' key? Either given by him (by joining the blades) or by stealing it under the upside down plate on the table.
I can't remember if the tapestry was supposed to get hidden by this action atm (I think it should but I'm not sure). In any case, the tapestry I used is a static asset from morrowind that you should be able to clip through, unless another mod you're using replaced it with something whose model actually blocks you. Worst case scenario: open the console, click on the tapestry and then use the "disable" command.
this is a great mod! im experiencing two issues though:
opening doors to the hideout seems to only work once, and when you revisit the cell the doors are closed and trigger mechanisms dont work. in particular i cant exit secret room in Caldera: metal handle doesnt do anything and i have to tcl my way through
description mentions that it may be necessary to split up the interior into smaller cells, and i agree with this - the hideout is pretty rough on my fps. granted, im playing on a laptop with gt 1030 with an amount of graphic mods that doesnt have any business being played on hardware this weak, but still, i reach 40fps in most of the game and the hideout is the only place alongside good ol' Ebonheart that tanks my fps to 30 and below
despite these issues, i still really like this mod, and i will probably use it as a player home in quite a few playthroughs to come
Thanks for taking your time to comment and sorry for my late reply. I can't recreate your issue at the moment, but I'd like to revisit the scripts of the moving statics in the mod in general: I gave priority to form ("pseudo-animations") over function, and this is probably what's causing problems. In hindsight, I should have just made a simple cycling disable\enable script. I hope I'll have some time in the near future to do so. In the meantime, if you don't want to ruin your immersion noclipping: you can open the console, click on the statics which cover your way and use the commands "disable", then "setdelete 1". You have to do so once per static.
The cellar entrance in front of Caius' house is a bit strange looking as a "canal grate entrance" would a trapdoor that is perhaps placed more discreetly to the right of the main house entrance not to be more suitable?
This is just from my personal load order and preference. I like this mod and giving the Blades some kind of low key HQ is an awesome touch!
Hi there, YolkOfTime! I love your headquarters and I'd really like to use it together with BCoM and Caius' Slightly Better Home -- are you still working on compatibility patches for these? (No pressure intended, I'm just trying to plan ahead!)
Sorry for the super-late reply but nexus decided to show me a notify just now! I wanted to release a bunch of compatibility patches but I'm abroad at the moment (until next year) and I don't have access to my copy of Morrowind. If anyone wants to make some in the meantime, let me know and I'll put them in the download section (with credits of course)
Oh man, talk about super-late replies... only a whole year late! I'm very sorry, but Nexus didn't notify me at all.
Anyway, I'm revising my mod list and I thought to check in and see if you'd had a chance to craft any patches, only to find your reply. I hope you've been having a great time abroad!
Thanks! I'm back for a while and I'm planning to do an aggressively compatible patch (reducing the changes to caius' home exteriors to the minimum and maybe moving the entrance to the interior cell)
I was wondering if you could make a patch for AliceL93's Main Quest Overhaul? With both of these mods active, the grate into Caius' cellar in front of his house is within the wall. I love the idea of this mod, but I'm using both on my current playthrough and I don't want to get rid of either of them.
I like this! I always like the idea of bigger like HQ guildhouse homes but want it to fit the game's narrative and this is a perfect way to do it! And it doesn't look to be insanely big which is perfect for a secret location! Installing it now to look around :)
22 comments
I didn't take out the chimney on the roof since it would mean changing too much of the mod (dialogues, taking out the oven and hideout's fireplace, etc.) but from what I gather it shouldn't be too much of a problem: in the balmora mods that I tested that transform caius' place in a 2 story building, usually the chimney ends up 1) inside the house 2) on a balcony where it shouldn't clip with anything.
I can't remember if the tapestry was supposed to get hidden by this action atm (I think it should but I'm not sure). In any case, the tapestry I used is a static asset from morrowind that you should be able to clip through, unless another mod you're using replaced it with something whose model actually blocks you. Worst case scenario: open the console, click on the tapestry and then use the "disable" command.
- opening doors to the hideout seems to only work once, and when you revisit the cell the doors are closed and trigger mechanisms dont work. in particular i cant exit secret room in Caldera: metal handle doesnt do anything and i have to tcl my way through
- description mentions that it may be necessary to split up the interior into smaller cells, and i agree with this - the hideout is pretty rough on my fps. granted, im playing on a laptop with gt 1030 with an amount of graphic mods that doesnt have any business being played on hardware this weak, but still, i reach 40fps in most of the game and the hideout is the only place alongside good ol' Ebonheart that tanks my fps to 30 and below
despite these issues, i still really like this mod, and i will probably use it as a player home in quite a few playthroughs to comeI hope I'll have some time in the near future to do so. In the meantime, if you don't want to ruin your immersion noclipping: you can open the console, click on the statics which cover your way and use the commands "disable", then "setdelete 1". You have to do so once per static.
This is just from my personal load order and preference. I like this mod and giving the Blades some kind of low key HQ is an awesome touch!
I love your headquarters and I'd really like to use it together with BCoM and Caius' Slightly Better Home -- are you still working on compatibility patches for these? (No pressure intended, I'm just trying to plan ahead!)
If anyone wants to make some in the meantime, let me know and I'll put them in the download section (with credits of course)
Anyway, I'm revising my mod list and I thought to check in and see if you'd had a chance to craft any patches, only to find your reply. I hope you've been having a great time abroad!
I was wondering if you could make a patch for AliceL93's Main Quest Overhaul? With both of these mods active, the grate into Caius' cellar in front of his house is within the wall. I love the idea of this mod, but I'm using both on my current playthrough and I don't want to get rid of either of them.
Cheers!