About this mod
Adds a player home outside Vivec. Features training dummies, alchemy storage, the works. And maybe a few broken quests.
- Permissions and credits
Original Readme
4/4/2005
Go to the bottom for special notes!
Abandoned Flat version 2.1f
Author and creator: GhostWhoWalks
www.ghostwhowalks.net
mailto: [email protected]
What is it?
Well, basically, what I have gone and done is a George Lucas. That is to say that I was never perfectly pleased with the Flat. It wasn’t as good as it could have been. I was just starting to do plug-ins when I decided I would try building my wife a house for her character. The Flat was the result. What this version does is bring everything together into once place and puts it to rest, possibly for good. For those that are first time downloaders let me preface this by saying that you will NOT need the Harvesters mod or any other Abandoned Flat related files, other than this one. It is all inclusive. For everyone else, Welcome back, your stuff is right where you left it. And to everyone thank you for giving me a try.
How do I unzip it?
I've tested this, you should unzip this to the Root of wherever the morrowind filder is.
If, for example your directory structure is:
C:\Morrowind\
Extract to C:\
/* Edit by MaXiMiUS: Extract it directly to your Data Files folder now! /*
If, for example it's:
C:\Bethesda\Morrowind
Extract to C:\Bethesda
I hope that makes it nice and simple.
This mod has the following additions to the main game:
Inside this mod you will find a house near the inlet that the city of Vivec sits upon. Just north of the silt strider near the Foreign Quarter there is a bridge, take that bridge. The house is just a little to the south east of it. About 2 minutes from either the boat or the silt strider
Or, if you prefer:
Ascadian Isles Region (4, -9) 36180, -69550, 942, that's about as specific as I can get for people who want to rush off to the new plug in.
It's an "Abandoned Flat" and it is locked up tight, so I hope you have a way to get in. Otherwise, tough luck folks, go and buy a scroll of Lock Splitter.
Once inside, however, you will find a nicely furnished home. If you look carefully, or if you're clever, you can find the other areas. Which include an archery bulls-eye range, a training area complete with a working practice dummy, sixteen mannequins (eight male and eight female) on which you can display your rare armors and clothing. An alchemy area that stores your ingredients all clearly labeled and displayed. It also has an enchanters lab, a conjurors circle and tons more. Of course there is also a ton of storage space for potions, scrolls, weapons, and whatever else you want.
Also there is a dormant volcanic cavern with a heated pool, more storage, and a small herb garden (which my wife insists should be less orderly but I was too tired of messing with the plants so they are in rows, I guess I just don't have a green thumb).
Last but not least a series of quests: which I won't give away. Just look around, if you look they unfold before your eyes. This quest consists of plenty of dialogue, numerous new NPC's, some new items, a new working faction that is small but I felt worth while anyway.
It is a clean mod and compatible with version 1.2 of Morrowind. I’m running it on there now. There are no powerful items laying about for the role players or purists. The mod has been TESAME tested and cleaned.
What is different between version 1.1 and version 2.0?
I have systematically removed any spelling/grammar issues that were existent. If you find one now, blame it on Microsoft Word 97, because I exported every line of dialogue and every journal entry out into it and checked it there.
I have added the .mp3 that has been missing since the very first version of the Flat.
I have corrected three clipping issues.
I have updated/changed scripts to work better and more logically.
Added a series of new areas, including but not limited to: a swimming pool, track, combat simulation pit, stealth/security training area.
Added all Abandoned Flat related extras and fixes including the Extra Storage and the Harvesters expansion.
I have added a scribing desk, courtesy of Lap’s Inscription mod.
I have added and retouched lighting and decor.
I have doubled the number of mannequins.
I have added location bonuses for Alchemy, enchanting and conjuration if you are in the Alchemy lab, enchanters lab, or summoning room respectively.
Fixed multiple issues with the practice dummies. Added more hit points. Changed their hit splatters from red to white. Removed instances of dialogue. Made them revert back to non-hostile after each hit to ensure that after a work out you can rest and brew potions. Made them capable of respawning.
I have also pushed the Flat back a bit to make way for the inn in the Twin Lamps mod by Brother Juniper, I wasn’t aware of the conflict until recently. Sorry Brother Juniper.
There are other small/aesthetic things that have been done, but that kind of sums it up.
Outstanding Issues, PLEASE READ:
1) The planter in the upper level occasionally doubles. I have never had this happen, but a couple of people have reported this to me, so it gets a mention. It is usually caused by saving the game with the planter in the open position and then reinstalling or reactivating the mod, the game gets confused and two appear. I recommend moving it back to its starting position and as it closes enter the door. It will save you some grief later. If it does happen to double, please enter the console, click the planter, and then just type “disable”. It will go.
2) In the combat simulation room there is an elevator, if you randomly press the buttons the game messes up the global variable cycle and you may lose the elevator all together, again, the only fix for this is to reload a previous game. The scripts work fine, they took me ages to iron out, if you press down when you want to go down and up when you want to go up. It is only when you press them all out of order and repeatedly that things can go screwy.
/* Edit by MaXiMiUS: This is one of the things I have currently fixed! /*
3) If you have opened the flat before then there may be a second door which is in its old location. New games will not have that. Only existing ones. It is due to the way the game saves info. Again, approach, console, click, disable.
/* Edit by MaXiMiUS: Did I fix this? Never happened to me. /*
Totals:
296 files consisting of:
149 textures
126 .nif files
16 icons
3 audio files
1 .esp
1 text file
3.58 MB (3,758,795 bytes)
Ghost would like to thank the following people:
My wife, Tree: Because not only did she design my web site she also proofread things for me, did some beta testing and most importantly, lets me sneak out of bed after she’s asleep to make these plug-ins. She’s the best.
Lap: For use of his Inscriptions Mod scripts and items. I think they filled a nice niche in the mod that was much needed.
IncognitoMedia: This guy is one of the BEST scripters I know. He helped me out on a couple of my scripts, the biggest being the elevator/platform issues. Without him I would have pulled my hair out long ago.
GhanBuriGhan: Another amazing script writer. He too has helped me when all else has failed. Those two get the golden star award for helping people with kick ass scripts.
Volc0: For the quick fix to my other 'elevator' problem.
Celmila: For the incredibly useful information on faction advancement dialogue, because it saved me a lot of time learning it myself.
HannahG and her husband: She is one of my beta testers, and he is the one that explained how to transparency the .tga icons. That and she runs a great Morrowind site devoted to helping people.
Lord Magus: Because it was his .sig that made me think of the Reapers which made me dream up the Harvesters one night at about 5 AM, not to mention he is play testing for me.
McMornan: He took the time to model me something you will get if you finish this adventure, which I think looks cool as hell, not to mention the fact that he is also just a cool guy.
Tenacious D: For nonstop rocking the fuck out on my headphones every night that I climb out of bed and do this so you guys can have some fun.
Me: For being me baby… me.
MaXiMiUS' Notes and Readme
Other than the version number, I haven't edited any of GhostWhoWalks readme, only added on to it.
How do I fix the platform if it's stuck?
If you need the platform to go down, use this.
Open the console menu with the ' ~ ' key.
Type ' set platformstatus to 1 '.
If you need the platform to go up, use this.
Type ' set platformstatus to 3 '.
Close the console with the ' ~ ' key.
How should I open the outside door, it's a level 100 lock!
Open the console menu with the ' ~ ' key.
Type ' player-> additem sc_ekashslocksplitter '.
Close the console with the ' ~ ' key.
If you're really sneaky, use the ' unlock ' command on the door!
I see doubles of things like the planter and the mannequins, help!
Approach the item in question, be it a door/mannequin/planter/whatever.
Open the console menu with the ' ~ ' key.
Click the item in question, you should see the ' Console ' name change to whatever you clicked.
Type ' disable '.
Close the console with the ' ~ ' key.
Repeat as necessary.
Where the heck is the Abandoned Flat anyways?
Open the console menu with the ' ~ ' key.
Type ' COC “Abandoned Flat” '.
You are now inside the Abandoned Flat.
Close the console menu with the ' ~ ' key.
OK, I'm in, but all I see is a house. Where is all the neat stuff people are talking about?
Next to the bed is a table, on that table is a blue candle,
under that candle is a key. Once you have the key,
you can activate the door to the lab, by moving the
flowerpot with the fire ferns in it.
What did you really change in the Abandoned Flat, MaXiMiUS?
I won't go too far into detail, I'll just make a list of the main stuff I changed.
' Training Facility to Abandoned Flat, Training Facility ', renamed to ' Wooden Door '.
Oddly named ' Hall Door ', with two names fixed, and renamed to ' Wooden Door '.
Elevator fixed, so it doesn't go off-screen anymore, even if you mash the buttons.
' Door will lock momentarily ' fixed, changed to ' Chest will lock momentarily '.
Made two hidden items check if you already have them, to prevent doubles.
Multiple, but minor object x, y, z location fixes, to fix some clipping issues.
Revised, updated, and edited some of GhostWhoWalks' scripts.
Updated and improved the readme with this information.
If there is anything you'd like me to fix, let me know!
GhostWhoWalks did not give me permission to do this, I did this purely of, and to my own accord.