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Go Back   GameBanshee Forums > Forum Categories > RPGs > The Elder Scrolls III: Morrowind

View Poll Results: I mayhave to make this Tribunal dependant. Do you have it?
Yes 26 83.87%
No 4 12.90%
No, but I'd get it to run your mod and others 1 3.23%
Voters: 31. You may not vote on this poll

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  #16 (permalink)  
Old 04-17-2007, 05:37 PM
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I'm really annoyed that you get a dungon that has no creaturews in it....

maybe one of each artonach and a dadroth?

and possibly respawning? (or non hostile?)
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  #17 (permalink)  
Old 04-18-2007, 10:31 AM
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Quote:
Originally Posted by BlueSky View Post
Wow, good idea....going to do that on some paths my character takes...
why thank u.

also im tired of getting to open up an egg mine, and the person says that u should get an income from it or something, and u dont. Unless u do and i just havent figured out how to get this cash yet.

And maybe they should give u a real choice about wat ur stronghold does for money. it would be nice to be a farming stronghold for once, instead of an egg mine.

and also, bluesky, remember to put a different coloured lantern on a rockspire or rock about halfway to wherever ur going. i didnt do that at first and for a while the journey seemed never ending . then i put a blue paper lantern on a rockspire so i know when im halfway, and that seemed to make me think "yayyyy im almost there!!!!"
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  #18 (permalink)  
Old 04-18-2007, 11:32 AM
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Will do King:
Had just been collecting lanterns and candles and lighting up my stronghold
and various dark caves/example/Ebony mine...
Had used them to mark outside of various places I visited,
but never had thought of marking the route....DUH!
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  #19 (permalink)  
Old 04-18-2007, 02:01 PM
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Quote:
Originally Posted by AmpaSand View Post
I'm really annoyed that you get a dungon that has no creaturews in it....

maybe one of each artonach and a dadroth?

and possibly respawning? (or non hostile?)
The daedric parts will have creatures but I'm trying to keep it lore correct so I can't really mix daedra in with the people in the dungeon.
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  #20 (permalink)  
Old 04-19-2007, 04:31 PM
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That will be cool. I meant that if you go to the tel vos dungon you see atronachs walking around but none in tel uvrith
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  #21 (permalink)  
Old 04-20-2007, 01:30 PM
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How about a business would get you income? You know, like the Erengard mines mod, or Wayfarers Rest, but different. Maybe a guild where you sent people to do stuff instead of the other way around? And which makes you money?
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  #22 (permalink)  
Old 04-20-2007, 02:22 PM
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I have plans for a mine and underground Guar/Netch farm. Both will; require pretty large cash injections to get started though and you'll only be able to start them and make money after you buy a silt strider or a boat.
Plus Fast Eddie will have more quests.
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  #23 (permalink)  
Old 04-20-2007, 02:34 PM
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This looks like a really good idea

Just one query really,
Now I am one of those individuals who rolls their eyes while at File Planet when scores of people repeatedly whine about compatibility with other mods. IMO, it's a question of making a choice about what to install, I mean you can't have everything.

That being said, it's likely an issue that will come up, and as you know there are a number of Tel Uvirith mods out there, so it may be an idea to give some thought to this. At the very least, people will want to know if your mod is compatible with others, or whether it is not, so some testing will likely be in order.
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  #24 (permalink)  
Old 04-20-2007, 02:45 PM
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My original plan was to make this the only mod you'll need to do with your stronghold. I see it being released in around September so I'm going to make it so it's filled to the rim with content similar to what you find in other mods. It'll be as compatible as possible though.
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  #25 (permalink)  
Old 04-21-2007, 03:49 PM
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These are some plans that'll be found in a few places in the stronghold for those who like to collect Dwemer artefacts.
Centurian Plans.
(They're actually just copies which is stated in the game.)
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Last edited by Magelord648; 04-21-2007 at 03:54 PM.
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  #26 (permalink)  
Old 04-29-2007, 12:33 PM
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Having just completed the building of my Tel Uvirith stronghold, I wanted to make a few suggestions.

I am using Dave Humphries Furniture Stores and the Weapons Rotate mods. I am also using Emma's Travel Agency mod, which transports you and any companions to various areas of Vvardenfell, including the strongholds. Between these three I have found that Tel Uvirith, given all the underground space, can be made extremely functional and habitable (without a huge amount of effort), probably more so than the other two strongholds.

I have essentially made the foyer into a display area (using bookshelves and weapon racks), added bookshelves to the Lower Tower area with the two beds (it will become a library/lounge), and added a bookshelf, along with a some chests/small storage boxes, to the study/alchemy room (the first room you enter when going into the Upper Tower). I have also added chests and shelving to the Dungeon.

I don't know if you are looking for layout ideas, but if so I can post some screenshots once I have it all set up, it works quite well.

btw, you might want to lighten up your screenies
I have found that the easiest way to achieve this is to take the screenshots while wearing an item that provides Night Eye or Light.

Another suggestion I have would be to do something about the Dwemer-made "servant" that rolls around in the entranceway. It frequently either gets stuck or completely blocks the narrow passages.
I am tempted to "evict" the damn thing, but for now I'm just opening up the console and using the "RA" command.
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Last edited by dragon wench; 04-29-2007 at 12:53 PM.
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  #27 (permalink)  
Old 04-29-2007, 01:03 PM
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Originally Posted by dragon wench View Post
Another suggestion I have would be to do something about the Dwemer-made "servant" that rolls around in the entranceway. It frequently either gets stuck or completely blocks the narrow passages.
I am tempted to "evict" the damn thing, but for now I'm just opening up the console and using the "RA" command.
Which entrance way?

It would seem I have an extra room in the upper tower. Any suggestions on how to use it?
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Last edited by Magelord648; 04-29-2007 at 01:14 PM.
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  #28 (permalink)  
Old 04-29-2007, 01:46 PM
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Originally Posted by Magelord648 View Post
Which entrance way?

It would seem I have an extra room in the upper tower. Any suggestions on how to use it?
The entrance/foyer area in the lower tower where you first come in.




Hmmm... That is so subjective. A few suggestions though:
* a NOM compatible kitchen
* an additional display area
* a library

I would also recommend that you not make your mod *too* big. I tend to dislike huge, sprawling house mods myself. Rather, I'd suggest a mod that is comfortable and well planned that maximises space without becoming overly cluttered.
Tel Magus is a good example and worth looking at for ideas.

If you do end up making it bigger, you might want to consider an in-house transportation system, maybe a ring that allows you to travel to the various sections.
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Last edited by dragon wench; 04-29-2007 at 01:49 PM.
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  #29 (permalink)  
Old 04-29-2007, 01:56 PM
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By default there are no Dwemer things in the lower tower. They're added by mods though. I'm gonna do a teleportation Item but not a ring. I hate rings.
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  #30 (permalink)  
Old 04-29-2007, 02:22 PM
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Quote:
Originally Posted by Magelord648 View Post
By default there are no Dwemer things in the lower tower. They're added by mods though. I'm gonna do a teleportation Item but not a ring. I hate rings.
I am not running any Tel Uvirith mods. When you complete the final stage of your stronghold there is a Centurion Sphere in the lower tower.
I have always experienced this when I've played Telvanni, regardless of whether or not I'm running any Tel Uvirith mods.

Somebody else please tell me I'm not hallucinating here
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