There are several bugs I couldn't fix. Either because they are more or less not fixable or because I simple couldn't find a fix myself. Known issues and how to fix them:
Lights can be picked up: When you construct a room and it has lights inside you can pick them up, even if they are not marked as such. It's a bug with the "PlaceItemCell"-command and I don't think it can be fixed. But when you reload the game, they are back to normal. Just DON'T pick them up.
No hitboxes of meshes: When you construct a room and wait inside the cell while they are spawned in, none of the meshes have hitboxes. Again a bug with the "PlaceItemCell"-command and I don't think it can be fixed. But when you reenter the cell or are outside the cell when they spawn in, they will have the normal hitboxes.
Construction Table not disappearing: Sometimes when you reload the game after you have build a varriant of a room, like the "Prayer Room" and start with another varriant, the construction table sometimes don't disappear how they should be. No idea why that happens. But after the construction of the room is finished you can click on it with the console and type "disable" -> enter and it will be gone.
Robots don't have their spells active: Some robots have spells that should be perma active. But when you load into the game sometimes they aren't active at all. Just "pick the robot up" with its function and all active spells will be displayed again.
"Ground Floor south-east" does not give you a list of room options: FIXED Shouldn't be a problem for new characters with the new version. If you still have this bug then use the following: -open the console -type "set "Soul_H_M_Room01" to 0" and hit enter You should then be able to use the Ground South-East Room in the construction table, aswell as use the functions of other rooms which were bugged because of this bug. For example the Training room.
If you find other bugs, please let me know. So I can either fix them or let people know about them in advance.
Also, if you have suggestions about new rooms or features you would like to see. Tell me aswell. I am happy for more suggestions and ideas I haven't thought of.
-Town Update: This is what I am currently working on. It adds 110 different buildings you can buy and place freely on the entire island. Those 110 buildings are split into different plot types and give additional boni to the obvious ones. It will also introduce a kind of "Needs System" for the island. Your citizen need food, happiness and savety. Each building adds or subtracts the values behind this system. Decoration Plot: This kind of plots are usually used for decorational purposes, but some of them like the Aqueduct adds Food to your island. In general you can say that most decoration plots adds happiness or simply nothing. Recreation Plot: Those plots focus to bring mainly happiness to the island as they add places you and your citizen can relax, like an Arena or a Temple. Farm Plot: The name might be a bit missleading. Farm plots aren't just for farming in its literal sense, but for all kind of materials. Food is just one thing you can "farm" with it. Others like the Quarry, Lumbermill or Claypit will yield passive build materials you usually have to buy from traders or a Mine which will yield all kind of materials, depending on what kind of Mine you placed. Trader: The trader plot is self explanatory. It adds all kind of trader you can find all over Morrowind, aswell as several new kind of trader. But in general there isn't much new things to buy. All their inventory is either from this mod, OAAB or TR_Data. Craftsmen: Also many plots here could be either traders or craftsmen, but in general you can say, that craftsmen plots add goods they sell, that are added by the mod and can't be bought anywhere else in Morrowind. For example a Tailor/Clothier, could be marked as a craftsmen, but they just sell what is already in morrowind, where as Cobbler, Juweler, or Glover will also sell special kind of clothing. Thus they "crafted" them on their own. Many of those plots will sell decoration items you can place, like a Carpenter selling all kind of furniture made out of wood, same for a Stone Mason and Weaver. Service: Service plots focus on buildings and people that offer services to the player and his citizen. For example a smith, who you would call a trader or craftsmen here is under the service section, because he offers repair services. Other services those buildings have are Mages, Enchanter or Healer, which can be found in Morrowind aswell, but also new things, like a Barber where you can change your hair style, a Scholar that can teach you all kind of skills, or travel plots, like the Teleport Hub or Cliffracer Travelhub, which lets you travel from this island to all kind of towns and villages. Resident: Resident plots are usually those who simple live in the town or are offer simple services, like an Artist or Musician who also sell their art, or a Guardtower or Prison that add savety to the town.
While it says that there are 110 different buildings there are actualy quite a lot more. Many plots come in different sizes, from Small to Medium to Big. Not every plot has all three, but some have and many come either medium or big. There are also some plots that look different to one another, depending on which kind you have picked. Like the Animal Pen which looks different for the kind of animal you choose to hold in it. Or mines that look different wether or not you need to dig deep down or just shallow on the surface. You can also build many of those plots multiple times. For example Farms, Traders and Craftsmen can usually build up to 5 times which is when there aren't enough of those kind to recrute to your island. Some special buildings like a Bazaar can only build once. All those Decoration Plots can be build as many times as you want. There are several more hidden mechanics added to this update, but I don't want to go any further in detail, to keep this post a bit more compact.
-Water Plots: This upadate focuses on the surrounding of the island. It will add several big areas to the east, west and/or south of Bal Nammu, where you can then place new kind of buildings fitting for those areas. Harbor: The Harbor will add things like a Light House, Open Storage fitting to the ship theme, a Trading house and a Travel House where you can travel by ship to all kind of harbors around Morrowind. It is focused around comerce. Most buildings here are on a fixed place, but nothing hinders you to simple build plots from previouse updates. Fishery: The fishery will add several kind of water based farm plots. Like, pearls, mudcrabs, Slaughterfish/Stergeons or Dreugh. Additional to those farm plots in the water there are some parts where you can build "normal" plots aswell. Slumms: The slumms is the place for your lower citizen and adds buildings like those found in Seyda Neen. Those buildings are mostly a "slumm"-version of those in the "Town Update". The special thing about the slumms is that there are buildings added that focus around the illegal side of Morrowind, like smuggler for example. Canal District: This area will simple add more land. Some of you might want to build a large city and Bal Nammu, is just 1 Cell big, far too small for some. There are several kinds of those lands you can add, for what ever kind of "land" you need more.
More Architectual Styles: Currently there is only Hlaalu Style available. This update will change this. Additionally this update will be split into to parts. The first part will add those different styles to the Manor itself and its rooms. The second part is about adding buildings in those styles for the water plots and town update.
The first ones I am going to add are Redoran and Telvanni Style. Those will take priority. After that I'm going to add Imperial, Velothi and Mournhold style. TR_Data has also some very interesting styles I might add, like the Nord or Nekrom style.
Another thing this update will address is how "rooms" are placed inside your manor. Currently they will add just a room connected to main hall. To adress this "boring" kind of placement there are different kind of connections you can add to the room befor you decide what kind of room you will place inside. The option for now are: Simple room: Just the way it currently is. Connected rooms: Like the rooms are connected to main hall they can be connected to the room next to them. This can be a door, fully or partial open. You can also make it that they are only connected to the room next to it. For example you can place a kitchen next to a pantry and connect the pantry only to the kitchen. Or an open lounge like area. More Rooms: I'm not sure if I am going to add more room options, but some have asked for simply more rooms you can place. Every manor is going to have a cellar in which you will be able to add some addons with more rooms. Maybe 2-4 more rooms? I am not sure how many I will actually add if I will add some at all.
Anything from here on I am not 100% certain if they will be added at all. This all depends on my willingness to fruther upgrade the mod in favor of other mod ideas I have. And how much others would want it. So don't be too hyped about those. They might not make the cut.
Guilds and other Quests: This was actually planned for the Town update but I figured it would be big of a time consumption to add them here, mainly because I have very little experience with questing in Morrowind. Plus I would like to add some really good quests which would make it even more time costly. In this updates you will be able to place Guild, Stronghold, Great House, a Zoo, Museum and Botanicle plots. All with different quests, services and features for your island.
More Islands: Different island that can be bought in Ebonheart. Like an island near Solstheim with snow and ice. Or a flying island in the telvanni district which would be perfect for said telvannis.
Dwemer Revolution: This update will focus around adding dwemer tech to the town. Add those will also add more yields to those plots or completly replace them, like mines or farms. One of it's freature might be something like Factorio esque where you can combine certain plots to get higher yields or have improvements in itself like the robots you can build in the Dwemer Research Room. With new materials you have to gather and so on.
This is pretty much everything that is or is not planned for the mod. Not everything migh make the cut, but I will try to add all those things to Bal Nammu, befor I focus on other mod ideas.
Real crying shame that the mod doesn't seem to work for me when paired with other stuff. I get the same issue that others have spoken of in the past where it says every room is a "Vault Room" even though I've not even built anything.
Still though, regardless, I really hope this mod keeps getting worked on, I wanna see what else it can do.
But if I had to ask for one request, I'd love to see a full Sixth House conversion of at least the main manor-house for it. Even if your only options were the generic rooms or Sixth House-specific rooms allowed I'd be totally fine with that.
There's just very few options all in all to roleplay or act like a Sixth House cultist, and what mods that do exist are rather old and not really as much up to standards of modern modding anymore. Even if it was like a miniature looking Dunmer stronghold, that'd be enough for me.
But regardless, you have my support on wherever it goes if nothing else.
That's a bummer with the "Vault Room" bug. I can't really figure out why, but after the next big update I might revamp the room system a bit. Maybe this can help with this bug.
While there isn't specifically a 6th House variant planned. There will be a few 6th House options in next update together with clutter you can place yourself. Like chests, banner and statues. This way you can make it look like a 6th House cult has taken over this city.
Well fair there on a Sixth House version in general, but hey, I'll take some other style to make it work then, especially when Telvanni-style is implemented.
But yeah I'm genuinely not sure what could be causing the Vault Room bug. I might try at some point playing the game with only your mod installed and see if it happens again, cuz I have over a hundred mods on a 'casual' playthrough, let alone when I actually get serious, and even on that casual list it was giving me issues, so only way to debug would be to go through one at a time, or to see if it's caused by something like MCP or other things causing problems.
I downloaded the mod and though I've only played around with it a bit on a test save, it's incredibly impressive! Instantly endorsed and looking forward to everything you have in store for the mod.
Hey, I've encountered a weird bug with the mod. I have bought the Island and built the house, but I can't build new rooms with the table. For every possible room location, it only says "You already built a Vault room here." which I didn't. In fact I didn't build any rooms yet. Any Ideas how to fix this? I'm running 507 mods atm, so incompatibility issues are not out of the question, putting the mod at the bottom of the load order didn't fix the issue though. House still thinks I have 7 Vault rooms :D
There seems to be a problem with the globals for the rooms. To fix it, open the console and type:
set "Soul_H_M_Room01" to 0 set "Soul_H_M_Room02" to 0 set "Soul_H_M_Room03" to 0 set "Soul_H_M_Room04" to 0 set "Soul_H_M_Room05" to 0 set "Soul_H_M_Room06" to 0 set "Soul_H_M_Room07" to 0 set "Soul_H_M_Room08" to 0
If you havn't build anything in the rooms yet it should reset everything and you should be able to build the rooms the like. The other possibility is a problem with Journal entries. Tell me if there's still a problem after you used the above commands.
Ok, it seems not the variables are the probelm for you, but the journal entries. Maybe this should fix it for you: SetJournalIndex, "Soul_H_M_Workbench10", 10 (not a typo,I think I've typed the numbers as 10 instead of 01 as I was working on them) SetJournalIndex, "Soul_H_M_Workbench02", 10 SetJournalIndex, "Soul_H_M_Workbench03", 10 SetJournalIndex, "Soul_H_M_Workbench04", 10 SetJournalIndex, "Soul_H_M_Workbench05", 10 SetJournalIndex, "Soul_H_M_Workbench06", 10 SetJournalIndex, "Soul_H_M_Workbench07", 10 SetJournalIndex, "Soul_H_M_Workbench08", 10
This will set every Journal stage to 10 and the construction stages start at 11+. Now you should be able to build rooms. If this doesn't work, you might want to reinstall the mod and get a clean start or new character.
Hey Soul, do you have any release dates for your mod? I saw on Discord some very impressive developments, but I am wondering if there are any dates for the eventual release of these new features. Have a nice day!
Giving out an exact release date might be a bit vague. But I hope it won't be long since I can upload the update I am currently working on. But I can give you some numbers of the different parts of the mod, which are finished.
Construction: 85% (both exterior and interior take up most of the time) Meshes: 20% (with my methods this one won't take too long, so don't let it fool you) Placement Script: 10% (same as with meshes, the script is pretty much the same for every plot, so it might not take that long to complete) Trade/Plot Function: 70-80%
I'm rather close to finishing the update, despite what the numbers say. I can't say the exact date, but I hope to release the update in 1-2 month. The content of this update is also much bigger than what the mod currently has, ~5 times as big. This is why it took so long. I have figured out lots of scripts which will help me with future updates aswell.
I'll also post an updated roadmap of what I would like to see in future updates.
Just letting you know that Brings-you-places' position is not compatible with Beautiful Cities of Morrowind; when using BCoM, Brings-you-places ends up underwater due to the placement of the new BCoM docks, and quickly drowns as there is no space above them to surface.
EDIT: I used the construction set to move him to a BCoM-friendly position. If you're interested in making a BCoM patch or BCoM compatible optional download, let me know and I can give you my edited position data.
I don't think I will be working much on making compatible patches for other mods. BUT everyone is free to do so, if you want to play both mods bugfree. And if you like to share your patch feel free to upload it here for everyone to enjoy.
Very great mod, am looking forward to future releases! I have found things in dwemer ruins where the icon does not match with the mesh. And i cannot use the found rubber for things that refer to the oaab scribt.
Your problem with the icons sound like a replacer problem. Every icon used is either from OAAB or Vanilla Morrowind. If you have a replaced for either of those it would explain why icons won't match.
What ID does the rubber have that you found? It should be "Soul_Dwemer_Rubber_01", if it isn't then the found rubber isn't from my mod and can't be used for any of the crafting. Same with everything else, it should have "Soul_Dwemer"-something in its ID.
The method I used to add the Dwemer stuff isn't really mod friendly. I might change that in future updates, because it might cause problems with anything found in those dwemer barrel and other containers.
Is there any way to change a room after it's been built? Besides loading an old save, I guess. Nevermind, I see that's one of the first things explained in the description. Sorry
After having the mod installed for quite some time now and recently having started building my house, I got an error saying: Unable to locate reference for global script 'Soul_H_M_00B_MainHouse02' (Hearthfire - Morrowind.esp) I've never had this error, it only started happening after loading my most recent save. I have no idea why this randomly started happening.
Also, I would like to ask if the steward room is supposed to spawn an NPC? I have the steward room, but no one is in it. Maybe this is connected to the missing script. Edit: Nevermind, I see in the description that this isn't implemented yet :)
I have looked at said script and all its references. All of them seem to be there. I have no idea why this shows up. Does it crash your game? Is it a message you get when you start the script ingame or just one that shows up in the warning file. Also, do you have the latest version?
I couldn't replicate the error on my own. So I have no idea what it is, as I said the references in said script are all there.
I do have the latest version, yes. I redownloaded it both manually and via Wrye Mash to try and fix it, actually. The error shows up in the warning file whenever I load a save. It doesn't crash my game. In fact, my house is currently being built, so I decided to wait until the whole thing was finished and it seems to work fine. Every room in the house is neat and decorated and all that. It doesn't seem to break anything, although I don't know what the script does nor precisely what to look for. Regardless, I assume I could just play the game anyway? Considering it's still perfectly functional (to my knowledge). It's so weird the game is giving me this warning, as I said it was working just fine before and I haven't tampered with or deleted any files since my last play session yesterday. Also, thank you for responding so quickly. I appreciate how active you are as a mod author.
The Script in question here, is the one that builds the terrace outside of the house. So if there is nothing missing there, then I guess it's just a save game bug. The thing with some of the scripts is, that nothing but very things in the mod actually exist in the game world already. 90% of it is created with scripts, so nothing is moved or anything. Thus sometimes error messages can accure when something isn't save properly by the game and it searches for references that can't be there because they don't exist yet.
I see. Well, the terrace builds and decorates just fine and the error doesn't show up anymore after it's been built, so I guess it's just one of those instances of the game saving improperly. Thanks for helping clear it up.
Room suggestions: a few more prayer room options. Talos because there's Nine Divines (Talos lived before Morrowind and some did worship him at this point, so it makes sense, especially if you consider that some players are Imperials or Nords).
"Generic" should also be an option, with no particular deity in mind, some of us worship Nordic versions of the Divines, others follow Khajiit or Breton versions. Some people like a lot of my characters venerate Lorkhan or the All-maker. Having an option for everyone else would be nice.
If you don't want to make those, I can make files for them which you could merge in. Happy to help.
In my original plans for the prayer room I had several others in mind. Talos, Lorkhan, Sithis and some minor varriation as you mentioned them for the other races, which are basically the 8 divines but with different names. The first 3 didn't make the cut because at the time and maybe still lacked inspiration for them. I couldn't get a clear vision of what I wanted those prayer rooms to look like. As for the latter I thought about it, but never really gotten down to actually make them.
At the moment I am working on 2 other parts for this mod and have little time to "upgrade" those existing rooms for the moment. But if you want them in your game as soon as possible, I am not the kind of modder who will stop you. If you have a vision for those rooms I am willing to help you with the scripting background, as that can be a bit tricky. Or how ever you want me to merge your rooms with the mod, I am open for it.
52 comments
There are several bugs I couldn't fix. Either because they are more or less not fixable or because I simple couldn't find a fix myself.
Known issues and how to fix them:
Lights can be picked up:
When you construct a room and it has lights inside you can pick them up, even if they are not marked as such. It's a bug with the "PlaceItemCell"-command and I don't think it can be fixed. But when you reload the game, they are back to normal. Just DON'T pick them up.
No hitboxes of meshes:
When you construct a room and wait inside the cell while they are spawned in, none of the meshes have hitboxes. Again a bug with the "PlaceItemCell"-command and I don't think it can be fixed. But when you reenter the cell or are outside the cell when they spawn in, they will have the normal hitboxes.
Construction Table not disappearing:
Sometimes when you reload the game after you have build a varriant of a room, like the "Prayer Room" and start with another varriant, the construction table sometimes don't disappear how they should be. No idea why that happens. But after the construction of the room is finished you can click on it with the console and type "disable" -> enter and it will be gone.
Robots don't have their spells active:
Some robots have spells that should be perma active. But when you load into the game sometimes they aren't active at all. Just "pick the robot up" with its function and all active spells will be displayed again.
"Ground Floor south-east" does not give you a list of room options:
FIXED
Shouldn't be a problem for new characters with the new version.
If you still have this bug then use the following:
-open the console
-type "set "Soul_H_M_Room01" to 0" and hit enter
You should then be able to use the Ground South-East Room in the construction table, aswell as use the functions of other rooms which were bugged because of this bug. For example the Training room.
If you find other bugs, please let me know. So I can either fix them or let people know about them in advance.
Also, if you have suggestions about new rooms or features you would like to see. Tell me aswell. I am happy for more suggestions and ideas I haven't thought of.
-Town Update:
This is what I am currently working on. It adds 110 different buildings you can buy and place freely on the entire island. Those 110 buildings are split into different plot types and give additional boni to the obvious ones. It will also introduce a kind of "Needs System" for the island. Your citizen need food, happiness and savety. Each building adds or subtracts the values behind this system.
Decoration Plot:
This kind of plots are usually used for decorational purposes, but some of them like the Aqueduct adds Food to your island. In general you can say that most decoration plots adds happiness or simply nothing.
Recreation Plot:
Those plots focus to bring mainly happiness to the island as they add places you and your citizen can relax, like an Arena or a Temple.
Farm Plot:
The name might be a bit missleading. Farm plots aren't just for farming in its literal sense, but for all kind of materials. Food is just one thing you can "farm" with it. Others like the Quarry, Lumbermill or Claypit will yield passive build materials you usually have to buy from traders or a Mine which will yield all kind of materials, depending on what kind of Mine you placed.
Trader:
The trader plot is self explanatory. It adds all kind of trader you can find all over Morrowind, aswell as several new kind of trader. But in general there isn't much new things to buy. All their inventory is either from this mod, OAAB or TR_Data.
Craftsmen:
Also many plots here could be either traders or craftsmen, but in general you can say, that craftsmen plots add goods they sell, that are added by the mod and can't be bought anywhere else in Morrowind. For example a Tailor/Clothier, could be marked as a craftsmen, but they just sell what is already in morrowind, where as Cobbler, Juweler, or Glover will also sell special kind of clothing. Thus they "crafted" them on their own. Many of those plots will sell decoration items you can place, like a Carpenter selling all kind of furniture made out of wood, same for a Stone Mason and Weaver.
Service:
Service plots focus on buildings and people that offer services to the player and his citizen. For example a smith, who you would call a trader or craftsmen here is under the service section, because he offers repair services. Other services those buildings have are Mages, Enchanter or Healer, which can be found in Morrowind aswell, but also new things, like a Barber where you can change your hair style, a Scholar that can teach you all kind of skills, or travel plots, like the Teleport Hub or Cliffracer Travelhub, which lets you travel from this island to all kind of towns and villages.
Resident:
Resident plots are usually those who simple live in the town or are offer simple services, like an Artist or Musician who also sell their art, or a Guardtower or Prison that add savety to the town.
While it says that there are 110 different buildings there are actualy quite a lot more. Many plots come in different sizes, from Small to Medium to Big. Not every plot has all three, but some have and many come either medium or big. There are also some plots that look different to one another, depending on which kind you have picked. Like the Animal Pen which looks different for the kind of animal you choose to hold in it. Or mines that look different wether or not you need to dig deep down or just shallow on the surface.
You can also build many of those plots multiple times. For example Farms, Traders and Craftsmen can usually build up to 5 times which is when there aren't enough of those kind to recrute to your island. Some special buildings like a Bazaar can only build once. All those Decoration Plots can be build as many times as you want.
There are several more hidden mechanics added to this update, but I don't want to go any further in detail, to keep this post a bit more compact.
-Water Plots:
This upadate focuses on the surrounding of the island. It will add several big areas to the east, west and/or south of Bal Nammu, where you can then place new kind of buildings fitting for those areas.
Harbor:
The Harbor will add things like a Light House, Open Storage fitting to the ship theme, a Trading house and a Travel House where you can travel by ship to all kind of harbors around Morrowind. It is focused around comerce. Most buildings here are on a fixed place, but nothing hinders you to simple build plots from previouse updates.
Fishery:
The fishery will add several kind of water based farm plots. Like, pearls, mudcrabs, Slaughterfish/Stergeons or Dreugh. Additional to those farm plots in the water there are some parts where you can build "normal" plots aswell.
Slumms:
The slumms is the place for your lower citizen and adds buildings like those found in Seyda Neen. Those buildings are mostly a "slumm"-version of those in the "Town Update". The special thing about the slumms is that there are buildings added that focus around the illegal side of Morrowind, like smuggler for example.
Canal District:
This area will simple add more land. Some of you might want to build a large city and Bal Nammu, is just 1 Cell big, far too small for some. There are several kinds of those lands you can add, for what ever kind of "land" you need more.
More Architectual Styles:
Currently there is only Hlaalu Style available. This update will change this. Additionally this update will be split into to parts. The first part will add those different styles to the Manor itself and its rooms. The second part is about adding buildings in those styles for the water plots and town update.
The first ones I am going to add are Redoran and Telvanni Style. Those will take priority.
After that I'm going to add Imperial, Velothi and Mournhold style. TR_Data has also some very interesting styles I might add, like the Nord or Nekrom style.
Another thing this update will address is how "rooms" are placed inside your manor. Currently they will add just a room connected to main hall. To adress this "boring" kind of placement there are different kind of connections you can add to the room befor you decide what kind of room you will place inside.
The option for now are:
Simple room:
Just the way it currently is.
Connected rooms:
Like the rooms are connected to main hall they can be connected to the room next to them. This can be a door, fully or partial open. You can also make it that they are only connected to the room next to it.
For example you can place a kitchen next to a pantry and connect the pantry only to the kitchen. Or an open lounge like area.
More Rooms:
I'm not sure if I am going to add more room options, but some have asked for simply more rooms you can place. Every manor is going to have a cellar in which you will be able to add some addons with more rooms. Maybe 2-4 more rooms? I am not sure how many I will actually add if I will add some at all.
Anything from here on I am not 100% certain if they will be added at all. This all depends on my willingness to fruther upgrade the mod in favor of other mod ideas I have. And how much others would want it. So don't be too hyped about those. They might not make the cut.
Guilds and other Quests:
This was actually planned for the Town update but I figured it would be big of a time consumption to add them here, mainly because I have very little experience with questing in Morrowind. Plus I would like to add some really good quests which would make it even more time costly.
In this updates you will be able to place Guild, Stronghold, Great House, a Zoo, Museum and Botanicle plots. All with different quests, services and features for your island.
More Islands:
Different island that can be bought in Ebonheart. Like an island near Solstheim with snow and ice. Or a flying island in the telvanni district which would be perfect for said telvannis.
Dwemer Revolution:
This update will focus around adding dwemer tech to the town. Add those will also add more yields to those plots or completly replace them, like mines or farms. One of it's freature might be something like Factorio esque where you can combine certain plots to get higher yields or have improvements in itself like the robots you can build in the Dwemer Research Room. With new materials you have to gather and so on.
This is pretty much everything that is or is not planned for the mod. Not everything migh make the cut, but I will try to add all those things to Bal Nammu, befor I focus on other mod ideas.
Soul
Still though, regardless, I really hope this mod keeps getting worked on, I wanna see what else it can do.
But if I had to ask for one request, I'd love to see a full Sixth House conversion of at least the main manor-house for it. Even if your only options were the generic rooms or Sixth House-specific rooms allowed I'd be totally fine with that.
There's just very few options all in all to roleplay or act like a Sixth House cultist, and what mods that do exist are rather old and not really as much up to standards of modern modding anymore. Even if it was like a miniature looking Dunmer stronghold, that'd be enough for me.
But regardless, you have my support on wherever it goes if nothing else.
While there isn't specifically a 6th House variant planned. There will be a few 6th House options in next update together with clutter you can place yourself. Like chests, banner and statues. This way you can make it look like a 6th House cult has taken over this city.
Soul
But yeah I'm genuinely not sure what could be causing the Vault Room bug. I might try at some point playing the game with only your mod installed and see if it happens again, cuz I have over a hundred mods on a 'casual' playthrough, let alone when I actually get serious, and even on that casual list it was giving me issues, so only way to debug would be to go through one at a time, or to see if it's caused by something like MCP or other things causing problems.
I have bought the Island and built the house, but I can't build new rooms with the table. For every possible room location, it only says "You already built a Vault room here." which I didn't. In fact I didn't build any rooms yet. Any Ideas how to fix this?
I'm running 507 mods atm, so incompatibility issues are not out of the question, putting the mod at the bottom of the load order didn't fix the issue though. House still thinks I have 7 Vault rooms :D
To fix it, open the console and type:
set "Soul_H_M_Room01" to 0
set "Soul_H_M_Room02" to 0
set "Soul_H_M_Room03" to 0
set "Soul_H_M_Room04" to 0
set "Soul_H_M_Room05" to 0
set "Soul_H_M_Room06" to 0
set "Soul_H_M_Room07" to 0
set "Soul_H_M_Room08" to 0
If you havn't build anything in the rooms yet it should reset everything and you should be able to build the rooms the like. The other possibility is a problem with Journal entries. Tell me if there's still a problem after you used the above commands.
Soul
Maybe this should fix it for you:
SetJournalIndex, "Soul_H_M_Workbench10", 10 (not a typo,I think I've typed the numbers as 10 instead of 01 as I was working on them)
SetJournalIndex, "Soul_H_M_Workbench02", 10
SetJournalIndex, "Soul_H_M_Workbench03", 10
SetJournalIndex, "Soul_H_M_Workbench04", 10
SetJournalIndex, "Soul_H_M_Workbench05", 10
SetJournalIndex, "Soul_H_M_Workbench06", 10
SetJournalIndex, "Soul_H_M_Workbench07", 10
SetJournalIndex, "Soul_H_M_Workbench08", 10
This will set every Journal stage to 10 and the construction stages start at 11+. Now you should be able to build rooms. If this doesn't work, you might want to reinstall the mod and get a clean start or new character.
Soul
But I can give you some numbers of the different parts of the mod, which are finished.
Construction: 85% (both exterior and interior take up most of the time)
Meshes: 20% (with my methods this one won't take too long, so don't let it fool you)
Placement Script: 10% (same as with meshes, the script is pretty much the same for every plot, so it might not take that long to complete)
Trade/Plot Function: 70-80%
I'm rather close to finishing the update, despite what the numbers say. I can't say the exact date, but I hope to release the update in 1-2 month. The content of this update is also much bigger than what the mod currently has, ~5 times as big. This is why it took so long. I have figured out lots of scripts which will help me with future updates aswell.
I'll also post an updated roadmap of what I would like to see in future updates.
Soul
EDIT: I used the construction set to move him to a BCoM-friendly position. If you're interested in making a BCoM patch or BCoM compatible optional download, let me know and I can give you my edited position data.
Soul
Hearthfire - Morrowind OpenMW BCoM Compatibility Patch
PlaceAtPc "Soul_BoatHandler",1,20,1
to spawn him at the docks.I have found things in dwemer ruins where the icon does not match with the mesh. And i cannot use the found rubber for things that refer to the oaab scribt.
What ID does the rubber have that you found? It should be "Soul_Dwemer_Rubber_01", if it isn't then the found rubber isn't from my mod and can't be used for any of the crafting. Same with everything else, it should have "Soul_Dwemer"-something in its ID.
The method I used to add the Dwemer stuff isn't really mod friendly. I might change that in future updates, because it might cause problems with anything found in those dwemer barrel and other containers.
Soul
Is there any way to change a room after it's been built? Besides loading an old save, I guess.Nevermind, I see that's one of the first things explained in the description. Sorry
Unable to locate reference for global script 'Soul_H_M_00B_MainHouse02' (Hearthfire - Morrowind.esp)
I've never had this error, it only started happening after loading my most recent save. I have no idea why this randomly started happening.
Edit: Nevermind, I see in the description that this isn't implemented yet :)
Does it crash your game? Is it a message you get when you start the script ingame or just one that shows up in the warning file. Also, do you have the latest version?
I couldn't replicate the error on my own. So I have no idea what it is, as I said the references in said script are all there.
Soul
Also, thank you for responding so quickly. I appreciate how active you are as a mod author.
The thing with some of the scripts is, that nothing but very things in the mod actually exist in the game world already. 90% of it is created with scripts, so nothing is moved or anything. Thus sometimes error messages can accure when something isn't save properly by the game and it searches for references that can't be there because they don't exist yet.
Soul
"Generic" should also be an option, with no particular deity in mind, some of us worship Nordic versions of the Divines, others follow Khajiit or Breton versions. Some people like a lot of my characters venerate Lorkhan or the All-maker. Having an option for everyone else would be nice.
If you don't want to make those, I can make files for them which you could merge in. Happy to help.
As for the latter I thought about it, but never really gotten down to actually make them.
At the moment I am working on 2 other parts for this mod and have little time to "upgrade" those existing rooms for the moment. But if you want them in your game as soon as possible, I am not the kind of modder who will stop you. If you have a vision for those rooms I am willing to help you with the scripting background, as that can be a bit tricky. Or how ever you want me to merge your rooms with the mod, I am open for it.
Soul
Soul