After completing the Cheydinhal Recommendation quest, talk to Deetsan again and the storage in Falcar's room becomes safe to use. Number 3 in the Home Away From Home series.
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Author notes
This mod is otherwise free to use, distribute, and adapt without permission. The only additional conditions I make are:
* Please do not distribute any part of this mod for commercial purposes. * Please give courtesy notification of any use of this mod in another project. * Please give credit to myself, as Myrystyr, and any others mentioned in the original ReadMe as appropriate. * Please include a link in your readme and description to this mod.
File credits
Modding by Myrystyr Inspired in part by The Imperial Real Estate by lametrie https://www.nexusmods.com/oblivion/mods/48292
Donation Points system
This mod is not opted-in to receive Donation Points
* * * * * Mod Name: Falcar's Room Becomes Safe Storage Series: Home Away From Home Number: 3 Author: Myrystyr Date: 30/07/2019 Categories: Player Home Requirements: None Recommended: Elys Universal Silent Voice or Dialogue Idles
Hello, and welcome to your new home away from home. This mod is fairly simple, and deals with a location we all know rather well.
After Falcar's attempt to drown you, there's nothing stopping you from moving into his room. Although it does bother me that the only safe storage in the Cheydinhal branch of the Mages Guild is a torn sack. This mod fixes that.
Once you have completed the Recommendation quest in Cheydinhal, speak again to Deetsan and she should have a new greeting. You will then see a new topic, asking about Falcar's room. If you want to move in and have safe storage, all you have to do is ask.
As with my Erthor Gives You Bleak Flats Cave mod, a quest will then update with the following script results: - Disable all containers in Falcar's room, including the one you found disturbing evidence in (so don't put anything in them) - Enable new non-respawning and physically identical containers in exactly the same places and positions
I've elected not to include a Complete or StopQuest command, as having an active log entry will help remind you that the room is yours. After all, there isn't a key to the room. Well, the Mages Guild key unlocked the basement . . . you know what I mean.
The quest only has two stages, 0 and 10, and could easily be expanded upon if so desired.
These mods are my way of sharing some of the fun I have playing Oblivion. If you like my mods, please give a thumbs up so others can know they are appreciated; and, feel free to recommend them to others. Thank you for reading, and enjoy your gaming.