Morrowind

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Quatloos

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Slartibartfast1

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About this mod

This mod is an attempt to make the Bazaar area more functional, useful and a bit nicer. All the vendors are now together in one central spot. Formerly spread-out wares across two areas and multiple vendors have been collected, re-distributed, improved and added to.

Requirements
Permissions and credits
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      The Elder Scrolls III
        MORROWIND:
 
 Mournhold, The Great Bazaar
          by Quatloos
      ([email protected])
                V1.2
       completed 07/22/05
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DESCRIPTION

This mod is an attempt to make the Bazaar area  more functional, useful and a bit nicer. All the vendors are now together in one central
spot. Formerly spread-out wares across two areas and multiple vendors 
have been collected, re-distributed, improved and added to.


REQUIREMENTS:
Morrowind and Tribunal
 (runs perfectly with latest Bloodmoon installed but does NOT require it).

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INSTALLATION:
There are no added or needed files.
 Install the esp as usual in your Morrowind Data files directory.

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PLAYING THE PLUGIN
From the Morrowind Launcher, select Data Files and check the box
next to the Mournhold, Great Bazaar.esp file
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WHERE
Great Bazaar in Tribunal, Mournhold
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                      ***NOTES***
         PLEASE READ FOR ALL THE CHANGES HERE***:

This mod is an attempt to make the Bazaar area  more functional, useful and a bit nicer. All the vendors are now together in one central spot. Formerly spread-out wares across two areas and multiple vendors  have been collected, re-distributed, improved and added to.
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ARMORY

The armory now sells higher end armor, weapons and a complete stock of marksman's weapons, all of varied effectiveness.   I have attempted to create "reasonable" weapons with no ultra uber additions.  Some of what you will find however, is deceidedly pricey as it is game rare or "new" in many instances.

A smith is there to repair your equipment,  and can sell you repair equipment, picks and probes as well.

Some of the original Bethesda enchantments were NOT used as simply being far too uber, the rest should be well within reason for an adventurer of appropriate level reaching Mournhold. This is NOT intended to be an "easy-get-it uber cheat" mod.

Note:      the items on display are script controlled to prevent" removal" -  those that are not have -0- value and/or health.  Any "acquisition"  of these WILL of course,  bring those nasty Ordinator guards running.

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BOOKSELLER

has many books of interest now, including the books from Daggerfall.  The MW game books have had their bookskill adds removed and now book collectors can acquire the stories for their collections without  unwanted skill boosts.

Some multi-volumes have been combined into anthologies, priced appropriately.  The  original single volumes are there as well to complete parts already acquired. There may be errors in these *original* Beth books as I did not have time to sufficiently proof-read them all.  Not tested with Book Rotate but has been told works fine.

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MAGIC SHOP

has many items to sell  including potions, spells, scrolls,  ingredients and apparatus... You can obtain training in the appropriate skills with either of these 2 sellers.  One is a spellmaker and enchanter as well.

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CLOTHIER

carries nicer game clothing only.

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TRADER (Sunel Hlas and PAWNBROKER (Ten-Tongues Weerhat)

are now together in one larger shop (Mournhold Pawn and Trade) but their quests will function as expected

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TRADER (Sunel Hlas)

carries low-end items only (armor and clothing)

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PAWNBROKER  (Ten-Tongues Weerhat)

carries everything else -  including some very interesting - (albeit a bit off the wall)  lights - something more than just an ordinary torch, for those seeking something "different" to light their way in dark places.

These lights are very long lasting - but are NOT infinite - they do NOT work under water but will safely remain in your inventory while you swim.  These are off by default to extend their useful life.  You might also be interested in the exclusive items on display Ten-Tongues has for sale.

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RERLAS MON

Still can sell you a pack-rat to carry your stuff - not a perfect fella,  but  'Packy" is a lot more durable,  not such a wimp, and can be worthy of purchase (to carry up to 500 lbs) He will now indeed fight for you and did very well in testing (4 Dark Brotherhood at once, all by himself) - however I would NOT push it. Scripting here (not being my forte) is very minimal but does work.
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***WARNING***:
Sometimes Packy's  ai goes totally wacky for no reason I can find and he suddenly takes off at top speed and you WILL lose him.  Normally he follows just fine but if he starts acting "weird" STOP!!,  don't push it - suggest take him( if you still have him);  park him somewhere and go get another .(they are quite cheap ( buy up to 6)   They DO seem to vary in how well they follow. I have lost and managed to find him again, but this hunting for him IS a total drag.

He does have trouble negotiating "tricky areas" sometimes.  I have found it better to park him and not try to get him to do what he seemingly can't - no matter how patient you are (lol).
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He is fairly speedy  and can keep up with you so no need to constantly wonder 'if'.or stand and wait for him.  His health has been boosted and (seemingly) he can heal himself and has many immunities to keep him alive as long as possible while carrying your valuable treasures.

Further, while a bit smarter than formerly, he does get 'confused' at times. Be especially careful as concerns water eg Vivec Underworks.  Sometimes he needs a bit of 'coaxing' to find and follow you out and up the ramp. Any very sharp turns "off that-a-way" or if he loses sight of you over a mountain crest (or down) for instance) and he will go ballistic searching for you - and will quite probably get lost in his frantic searching.

Better scripting would minimize the tendancy to get lost occasionally - however, a bit of common sense will reduce this happening immensely. Keep him out of very rough country! Remember reasonable line-of-sight is how he works best.

I did test him extensively (in Bloodmoon as well) and he can be quite a help indeed as a fighting companion as well as small beast-of-burden.

You cannot heal him; but he's quite durable.  If you accidentally kill him or he dies, you can still get your treasures from his body. It is recommended you do NOT have him carry anything too valuable in case he does get lost. He's good for an unarmored (or hand-to-hand)  player helper as he will wade right in and take care of business.

Soon it becomes quite easy to forget he is only a nothing rat and is a loyal little 'dog' maybe?...but with VERY sharp teeth and a scaly tail (lol)

Final note re Packy:
he can indeed die and after having him a while, and seeing what a help he can be - hoofing all the way back to Mournhold to get another is -  well it's better to just be a bit cautious how he is used and keep your 3rd eye on him, now and then.   

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MOURNHOLD GUEST HOUSE

Most of us have our favorite house somewhere in the game,  but may not wish to run back to it every time while in Mournhold.  There is now a "Guest House" for the player,  not designed to be super luxurious, but comfortable with lots of storage to use - or not,  for as long as is desired.

Using your imagination,  it is intended to appear to be "outside" the nearby Mournhold main wall. Part of this is (of necessity) an 'outside' type cell and it will rain "inside" - although infrequently.

You can stash any companions downstairs and your pack animals (if any) in the underground stable as well. (The roof leaks)

No teleporting return is provided here as you can easily get back (while in Mournhold or Ebonheart) via one of the doors below.
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TELEPORTING

As we know, there is no levitation or other fast way to get around in Mournhold, so here inside the entry door in the guest house you will find teleport doors to the main parts of Mournhold (to cut down on the long walk/search for).  These doors will take you to the main entry points for each of the Mournhold sections  (one way only) - but not the sewers.

There is also a door to Ebonheart which takes you to a 'new' door in the plaza dock wall in Ebonheart itself...  This is the ONLY door wherein you can return directly to Mournhold Great Bazaar... Steps only.

If you have him, Packy or other companions can (of course) accompany you just fine through any of these doors and from the destination, you can use any in-game transpo to get elsewhere.

For those of lower levels thinking to acquire easy hi-end equipment by going through the Ebonheart access door -  the prices on this merchandise should place it well above most low-levels (without cheating of course).

In the garden outside the Royal Palace Reception Room (normal game destination from Ebonheart NPC)  you will find a small obelisk which will transport you and companions directly to the Great Bazaar steps - or  to Ebonheart (this is one-way outbound only) use the Ebonheart door to return.
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MERCHANT
    
Also in this same entry area in the guest house is a Mournhold addition/replacement for Creeper or the Scamp.  Mandro, (an uber merchant)  has 500,000 gold  to buy (only) your stuff to avoid a long run back to the mainland.

 Purists can simply ignore him as he is only there for those who might find him useful,  and is in his own special room (which also leaks when it rains). behind 2 closed doors
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CONFLICTS
Any mod that modifies any or all of entire Great Bazaar section including the shops will conflict to some extent; also the specific wall in Ebonheart which contains the MH entrance doorway.

KNOWN CONFLICTS
Korana's older mod: Magus Realm Tower
has a transporter NPC in the Magic shop.  Running this mod of hers together with this one, causes an extra one of the game NPCs in the Magic shop.   I have tried in vain to remove this doubling, but unsuccessfully. The new NPC (Zanna) is not required for Korana's mod,  the NPC who is however,  will be found exactly where expected IN the shop.
Please ignore the 'extra game' NPC as I am unable to remedy this.and Korana's Tower (located elsewhere) is not effected (my humble apologies to Korana)

This doubling ONLY occurs if running the Tower mod with this one.
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v 1.2
A  fix of  a few minor missed static errors and some other small misc fixes
As always please delete any prior versions to avoid problems.
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v 1.1
In this version, I have also added a small change to the projectile
recovery chance - now there is a 50-50 chance.  This shows as a GMST -
do NOT delete this unless wish to restore to the original "rotsa ruck"
recovery status.  This should be just  a small (reasonably fair) change
and not too uber an add.

Note much of the equipment found here is VERY pricey indeed and is not intended for lower levels not ready for Mournhold.

Please delete V 1.0 and do not run it with this as weirdness can occur.  Do a
clean-save if necessary in another cell away from Mournhold preferably.

PLEASE... read all below for an explanation of what was done as there are some new additions covered here.
Reading WILL avoid any "I didn't know" problems.
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v 1.0
For all you adventurers needing a proper place to acquire supplies, in
Mournhold,  this is an upscale of the Mournhold Great Bazaar, the
vendors, what they sell and what you can now buy there -  all in one
central logical location.

A  player's house is included for you to use while in Mournhold,  in the Bazaar itself and hopefully very
conveniently located as well.

I have tried to provide supplies for all classes in an easy-to-find location as well as some added 'perks' you may find useful.

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CREDITS:
Zoopster for his great alchemy book
The Imperial Library,  Michael Damon, (aka Launcelot) for basic Daggerfall books, edited somewhat by Q
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I hope you find this mod useful and that the entire Bazaar now seems a bit more interesting.

This mod was extensively time-consuming, has been tested many times, but I hope I have not overlooked anything vital - if so, please contact me ASAP so I can remedy any problems.

Thank you and enjoy

Quatloos
[email protected]