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  #76 (permalink)  
Old 09-04-2006, 01:40 AM
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I just installed "Buyable Ghorak Manor V.2"

Get a completely redecorated Ghorak Manor in a prime real estate location, downtown Caldera!



The owners of Ghorak Manor have a For Sale sign in the yard. Read the sign on the front door, and speak with Daran Atard in Shenk's Shovel to purchase the manor. The interior has been completely redecorated, and a previously "hidden" basement with a trapdoor in the dining area is now accessible.

The manor comes with an alchemy lab, 10 armor mannequins, and plenty of storage space, and of course, Creeper, who has been relocated to the basement. Check the small chest in the bedroom for a ring that will teleport you back to the manor and right in front of Creeper.

If you haven't completed the Boethiah shrine quest, Duma gro-Lag is still Caldera. Just ask Verick Gemain and he'll point you in the right direction.

If you have a Mark set in the manor, Recalling will not put you back inside. You won't be able to get inside the manor by any means except through purchasing it.


Really nice work, and for a shot of realism, it's not cheap, you need to fork over 50 K.
IMO, having the scamp nearby is neither here nor there. It's just a nicely designed house in a convenient location (Right next to the Wailing Wench if you have Clothiers of Vvardenfell ) and you need to work to get it.

Screenshots and download
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testingtest12.......All those moments ... will be lost ... in time ... like tears in rain.

Last edited by dragon wench; 09-04-2006 at 01:44 AM.
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  #77 (permalink)  
Old 10-04-2006, 09:07 PM
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One of my favourite mods is 'Acherons Camping Gear'

It adds a NPC that sells a Camping Box and when you open the Box there is a portable campfire, portable tent and portable guarskin walls. You can place them *ANYWHERE* ingame and it *ACTUALLY* gives the feeling that *YOU*, are creating the village.

Unlike Raven Rock where you had to choose between places where you got your Estate built and had *NO* controll on where any of the other building were being constructed. In this mod you just get your Portable wares and set up a camp *ANYWHERE* even in Dagoth Ur's crater just, *ANYWHERE (for the third time)*.

You hand place *EVERY SINGLE BIT (ingame), YES IN - GAME*, none of it is forced to have a place. you could surround a 100x100Metre area by putting up Guarskin Walls, then have maybe 10 tents and fires scattered throughout the enclosure and After that go buy some slaves from 'Emperors Slave Companions' ,and get them to follow you to the village and make them dance by the fire naked! OR EVEN PLAY THE LUTE FOR YOU!.

It just looks awesome when you're just walking along, pitch black, through the wilderness,then you see all this light trapped behind a fence made of guarskin, So you walk around the wall looking for the entrance, And as you come closer to the opening you start hearing music, then you take a peek inside the enclosed area and theres a crowd of ladies/men dancing around the campires and playing the lute NAKED!!!!!!.

So basicly it does the following...
-add a npc to molag mar selling the camping box.
-allows the player to set up camps anywhere in the world of morrowind!.

Simple yet i rate it best SIMPLE'IST mod ever created.
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Last edited by Icaris; 10-04-2006 at 09:32 PM. Reason: Fixed *ALOT* of spelling errors and typos.
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  #78 (permalink)  
Old 03-28-2007, 08:40 PM
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One i just found recently, and i think it's an extremely good idea, is the Morrowind Radio.

Ever gotten tired of the "explore" music, particularly on a long journey? I did, so this adds a "radio" for the trip. 8 of your own songs go in the music folder, and just activate the radio and select one, presto you've got less boring music, that you chose. Requires 8 mp3 type music files of your own. Could use some help with the icons and NIF's, I'm not an artist.

Requires user to rename and copy 8 mp3 files into the game directory.


Morrowind Radio - Planet Elder Scrolls
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  #79 (permalink)  
Old 04-12-2007, 11:12 AM
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I thought that the project, "Cyrodiil: Dawn of Oblivion" deserved mention here. It is, effectively, a community made expansion still under development.

Some description from their FAQ page:
Quote:
What does this mod do?
Cyrodiil: Dawn of Oblivion is an unofficial mod/expansion for 'The Elder Scrolls III: Morrowind', and intends on filling the gaps in the timeline between the ending of Morrowind, and the events in Oblivion. There was quite a lot of activity occurring in the province of Cyrodiil in the lead up to the Oblivion Crisis - this mod brings that to life.
Cyrodiil: Dawn of Oblivion - official site

And Princess Stomper has just released the first city, Leyawiin. Note that it is still in Beta.


I doubt my computer has a hope of playing this (given what happens in "Mournhold Expanded" ), but I'll certainly be checking this out once I'm able.
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  #80 (permalink)  
Old 05-19-2007, 08:24 PM
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A couple of mods I've recently tried and really like:

Dremora Race and Companion mod by Westly and Princess Stomper.
I've just used the companion so far, who seems to have a reasonably well-developed personality and also comes with a quest. Definitely recommended!

Teleportation Spells
This is probably the best transportation mod I have used. It builds on what is already in the game (Intervention, Mark and Recall), and it does so realistically, without feeling like a cheat. The spells to each town/city are fairly expensive, you expend 100 points of magicka upon casting, and you need at least 60 levels in Willpower to do so with any reliability.

And honestly, it's humiliating for a high level mage, especially one who is Arch Mage and/or Arch Magister to have to rely on some lowly guild guide, boats or silt striders in order to move from one end of the island to the other.

EDIT

Okay... I think I may have found my new favourite house mod. This does not appear to be at Planet Elderscrolls, I stumbled onto it via KW Shipman's site; the download is from the author's own page.

Suran Hillside Manor

Here is a description from the page linked to above:

Quote:
What's special about this house is that the rooms are actually built in the exterior world. That is, you can look out of the (many) windows and see the real landscape outside. The manor consists of two parts, the house above the ground which has a certain modern, "holiday residence" feel, and a magnificent underground hall in the basement (this is an actual interior cell). It contains many of dongle's glass panes, windows and doors, as well as some other objects made by him, so it's also sort of a tribute to his work.

Although the house itself is finished and can be used as it is, it's only partly furnished, and meant to be customized by you for your own taste and needs, either in the CS or using one of the buyable furniture mods.

The plugin requires both expansions. It changes the landscape of cell (6, -6).
My impression is basically summed up by "Wow!"
The house is truly beautiful, and the entire upper (exterior) area is reminiscent of the greenhouse in Abu's Retreat. Except that the windows are *real* panes of glass that look out onto onto Suran and the surrounding landscape. Despite, how special it is, Hillside Manor still fits into the general feel of Morrowind (IMO anyway), which is a major plus in my books. There are all kinds of fantastic and unique house mods out there, but they don't quite blend with the game (again, this is all subjective ).

Be sure to click on the link to check out the screen shots.

The "basement" portion is an interior cell, and is entirely unfurnished, ideal to satisfy your inner interior decorator if you have a furniture mod. It contains a series of interconnecting rooms which are also partially constructed with glass panals and doors. Again, you can see out of them and into the central area of the basement. Although my Telvanni is very fond of her lonely tower, she is currently planning a secondary residence and is thinking how she will build her library, magic lab, display area and kitchen..

There are no alchemy sorters, or teleportation devices, but personally I don't see this as a problem. Hillside Manor is very close to the siltstrider, or you can use one of the many teleportation mods out there. Plus, if you must: coc "Suran, Hillside Manor," lands you in the entryway.
I can live easily enough without alchemy sorters because the large trunks you can buy from Dave Humphrey's furniture stores are great for ingredient storage.
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Last edited by dragon wench; 06-14-2007 at 12:15 PM. Reason: content update
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  #81 (permalink)  
Old 07-05-2007, 09:39 AM
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I released this a couple of weeks ago and got an excellent response so I thought I'd post it here.

This is a simple mod that converts that useless dining room in the Vivec guild of mages into some quarters for the Arch-Mage. Once you are Arch-Mage the door will open and you will have access to some unmoveable alchemy equipment of secret master quality, Despair's ingredient sorters and my very own enchant tome that I made for a project I am working on. I also did a quick retexture of the exquisite robe and stashed one in the closet. (It's enchanted) There are a few chests for storage and a bed. I'd say it's balanced so it should work for everyone.


Arch-Mage's Quarters - Planet Elder Scrolls

And the forum thread.
Magelord648s Mods -> [RELEASE] Arch-Mages Quarters
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  #82 (permalink)  
Old 09-17-2007, 11:50 AM
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Health Fix - Planet Elder Scrolls

No more levelling only endurance in your early days to have high health for your future challenges. Konstantine has tweaked the formula to work out health. Fortify endurance now has a use. It's great for people who don't want to plan ahead for their character and just take things as they come. It requires Tribunal for start scripts but most people have it nowadays.
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  #83 (permalink)  
Old 07-02-2008, 08:04 AM
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Just wanted to make note of this, it's the best Tel Uvirith mod I have tried to date. Very polished, and it fits into the game as though it had always been there:

Building Up Uvirith's Grave - Planet Elder Scrolls

From the Description:

This mod allows Telvanni players to expand Tel Uvirith into a town which reflects the player's tastes and faction affiliations.
A couple months ago, I decided to replay Morrowind as a Telvanni character. I always felt that the faction strongholds were a bit too remote and lacking in services. This was especially the case with Tel Uvirith, located in the dead center of nowhere. I wanted a stronghold that would be custom-tailored to my character, with optional buildings and services and easy transportation to the outside world. Starting from Astion's concept of a modular Tel Uvirith, I went to the TESCS and added buildings onto the stronghold, making them available for purchase from an NPC. I also added one extra building per game-faction, allowing players to customize the appearance of their tower/town according to which factions they belonged to (e.g. a player with a medium rank in the Imperial Legion would be able to build a Legion Keep).

In total, this mod contains 20 construction options to keep a player busy, including:
-Throne room: Contains a teleport ring for a quick return to Tel Uvirith.
-Jail Cells: Lockable cells in Tel Uvirith's Dungeon.
-Alchemy Nest: A place to store ingredients. You can also buy ingredient pots/sorters.
-Tinker's Lab: Repair your damaged/destroyed robots.
-City Wall: Protect the town with a gated perimeter fence.
-Silt Strider Port: for transport to and from the town.
-Marketplace: Contains several service NPCs.
-Manor district: Homes for wealthy NPCs.
-Mining office: Establish a mining industry and reap the profits.
-An inn, The Rusty Bucket: NPCs from your other factions will show up here to offer you faction-based buildings and services. This includes: A Cult Shrine, a Tribunal Temple, a Morag Tong Guild House, a Legion Keep, a thief's hideout, a mage who improves alchemy apparatus, a Twin Lamps base (through a quest) and a Fighters Guild training house complete with practice dummy.

Here are some other important features of this plug-in:
-Promote Fast Eddie to Spellwright and have him build a manor for himself.
-Complete Twin Lamps quests, including some repeatable slave-escort missions.
-Explore a series of caves beneath your tower.
-Command your tower's robots as companions.
-Utilize extra storage space in your tower.
-Watch most of your buildings develop in phases, rather than appear overnight.
-Attain a set of portable camping gear from your foreman.
-Buy an alchemy sorter and pots for Srikandi's ingredients and Expansion ingredients (extra esp files included for each set of pots/sorter).

[This plug-in may not be compatible with other Uvirith mods since all the stronghold's cells were modified]

My goal in releasing this plug-in is to increase your level of immersion when playing Morrowind, to give you the feeling of truly owning your tower and the surrounding town which emerges. The mod was made to fit in with the game world, the buildings and NPCs (hopefully) not seeming out of place.
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testingtest12.......All those moments ... will be lost ... in time ... like tears in rain.
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  #84 (permalink)  
Old 09-30-2008, 09:17 PM
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I haven't tried this yet, will do on my next MW run, but this companion mod looks to be pretty good:
Jasmine, a Morrowind Companion - Planet Elder Scrolls

Quote:
This mods adds a female Redguard named Jasmine who will join you in your adventures provided you do her a favor first. I wrote most of her dialogue to revolve around the Main Quest (MQ), so those not doing it will miss out on quite a bit of the mod. She does have her own backstory and a quest that you'll be able to partcipate in should you keep her around.

FEATURES:
This mod uses Grumpy's companion template and scripting system that includes companion leveling, levitation ability, warping and water breathing. Jasmine can be played by any level character at any stage of the Main Quest, but it is perferable to find her before you start the MQ.
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testingtest12.......All those moments ... will be lost ... in time ... like tears in rain.
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  #85 (permalink)  
Old 06-28-2009, 11:02 AM
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A very useful new mod:

Useful Summoned Creatures. The name doesn't quite convey what it does. Simply put, a newly summoned creature doesn't wait around twiddling its claws until you get attacked. It immediately scans for the nearest enemy within a short distance, and attacks. This is sensible behavior, and identical to the behavior employed by summons made by foes. Good to see matters finally balanced out.
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  #86 (permalink)  
Old 10-22-2009, 04:35 PM
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Unfortunately, the ES series was nerfed from the start when it came to interguild and/or house fighting, though that was one of the major goals in both Morrowind and Oblivion. While it couldn't be done now through mods, given the way either game is built, one great mod that lets you change things for house is Pozzo's Rise of House Telvanni. Per the description:

Rise of House Telvanni is a mod for the Telvanni Archmagister. By a series of quests and political decisions the player can either lead House Telvanni to political predominance or expand it moderately. Depending on the player's decisions, House Telvanni will gain one to four new strongholds, topple or leave alone the Mages Guild, crush or support the Twin Lamps, take over or lose all influence in the East Empire Company and shake Vvardenfell's Grand Council to the core.

There are some minor and major conflicts with a handful of other mods, all of which are thoroughly considered both in the thread and readme file accompanying the mod. It works very well, and really does create an illusion of a game whose participants evolve over time. Strong recommendation on this one.
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