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> [WIP] Thirty Homes

Iudas
post Sep 14 2004, 03:16 AM
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Passed the musing idea stage, passed the technical questions stage, passed the "ask for input" stage; 30Homes for the PC is now a WIP.
What it will do:
Allow the PC to legally obtain some existing homes and apartments in MW+Trib+BM that become uninhabited either through the extinction of their owners or the departure of their owners to other places in Tamriel, or by just going walkabout and finding places to hang your helm and sleep.
Most of these homes are connected to various of the miscellaneous quests and faction quests in the game so there will some additions to dialogue.
Allow the PC to store items in the containers of these homes without the items getting the stolen flag, and to sleep in the beds in these homes without breaking the law.
Lock down some homes that could become uninhabited if the PC makes certain decisions regarding the occupant.
Add two new NPC's to the game, they handle the housing allocations in St. Delyns and St Olms in Vivec.
Add some new rumours, little advices and little secrets to the game dealing with available living quarters.
In some of these domiciles, the individually owned miscellaneous items will become shared items by Imperial or Executive fiat, in others the ownership will remain with the original owner.

Unfortunately, your saved game already has the state of any container you have opened, any NPC you have interacted with, any items you have anywhere that have the stolen flag already set, and any cell you have visited; so this mod will only be fully effective if you start a new game, it will be partially effective in existing games depending on how much of the Island you have visited and how many of these places you have been in or interacted with.

No new weapons, textures, armour, items, ingredients, potions, creatures, levelled lists, nifs, icons, music or sounds.

I will post later my current list of available domiciles and of course if anyone has any suggestions, additions, emendations, curses or other input they will be taken under advisement.
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Cenobite
post Sep 14 2004, 03:32 AM
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Sounds like fun!

One small suggestion: wouldn't it be easier to create a merchant office in some marketplace to sell these? Instead of relying on hunt and peck, or waiting for people to kick the bucket, you could make a real estate agency with real estate agents in them to showcase the houses and sell them to the pc (maybe after a tour or two). That would eliminate the problem of "individually owned miscellaneous items [that] become shared items by Imperial or Executive fiat."



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Iudas
post Sep 14 2004, 07:25 AM
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QUOTE(Cenobite @ Sep 13 2004, 01:32 PM)
Sounds like fun!

One small suggestion: wouldn't it be easier to create a merchant office in some marketplace to sell these?  Instead of relying on hunt and peck, or waiting for people to kick the bucket, you could make a real estate agency with real estate agents in them to showcase the houses and sell them to the pc (maybe after a tour or two).  That would eliminate the problem of "individually owned miscellaneous items [that] become shared items by Imperial or Executive fiat."
*


The houses are usually involved in some misc quest. I wanted to leave it that way. And since I am using already created by Bethesda houses and shacks and apts, the items in the houses already have ownerships attached ( for the most part ).
In other words if the player does the TwinLamps quest about the escaped khajiiti slave hiding near Ald Velothi, the player just might get a key to the Fair Helas which gives the player a place to stay and store stuff. If that quest is not one the player does, then there is no change.

In Vivec, according to the lore, the Temple sets the rent for the apts in the cantons. So I will have to introduce a Temple NPC who handles that duty or just add some dialog to one of the existing Temple higherups. Now if the PC doing a walkabout of Vivec finds that completely empty apt he will get a message telling him the apt is for let and to see that NPC for the key and the terms.
THe Beth devs left about 33 places in the game like that, places that the PC could ( with a really minor mod ) make into temporary domiciles on his trek through the game.
Vodunius owns that house in Seyda Neen, so for a few setpims more maybe he give the PC the Key to the house when the PC buys that cursed ring. Or maybe the PC never buys the ring and thus has no idea that he could also get a small place to call his own.
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Cenobite
post Sep 14 2004, 08:48 AM
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QUOTE(Iudas @ Sep 13 2004, 05:25 PM)
The houses are usually involved in some misc quest.  I wanted to leave it that way.  And since I am using already created by Bethesda houses and shacks and apts, the items in the houses already have ownerships attached ( for the most part ).

Ah, that makes more sense. I had assumed that all of the houses would be custom-builds, not game-supplied packages.
QUOTE(Iudas @ Sep 13 2004, 05:25 PM)
In Vivec, according to the lore, the Temple sets the rent for the apts in the cantons.  So I will have to introduce a Temple NPC who handles that duty or just add some dialog to one of the existing Temple higherups.  Now if the PC doing a walkabout of Vivec finds that completely empty apt he will get a message telling him the apt is for let and to see that NPC for the key and the terms.

ARE there empty apartments in Vivec? I remember tearing around that whole city from door to door, the first time I played MW, looking for those...well, this isn't the spoiler thread. I guess I missed one.
QUOTE(Iudas @ Sep 13 2004, 05:25 PM)
THe Beth devs left about 33 places in the game like that, places that the PC could ( with a really minor mod ) make into temporary domiciles on his trek through the game.

That could work...I think that you might have to put in some really strong hints about where to find these places, however. I've gone through the game about a dozen times, and I don't remember any uninhabited places. (A Temple agent with a house listing?)
QUOTE(Iudas @ Sep 13 2004, 05:25 PM)
Vodunius owns that house in Seyda Neen, so for a few setpims more maybe he give the PC the Key to the house when the PC buys that cursed ring.  Or maybe the PC never buys the ring and thus has no idea that he could also get a small place to call his own.

That's brilliant!


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Iudas
post Sep 14 2004, 09:42 AM
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QUOTE
ARE there empty apartments in Vivec? I remember tearing around that whole city from door to door, the first time I played MW, looking for those...well, this isn't the spoiler thread. I guess I missed one.

1 completely empty, 1 with a ghost in it, 1 sixth house base, 1 with a dead body ( associated with a TG quest ) 1 with a soon to be dead cat ( associated with one of the threads of the webspinner ).

QUOTE
That could work...I think that you might have to put in some really strong hints about where to find these places, however. I've gone through the game about a dozen times, and I don't remember any uninhabited places. (A Temple agent with a house listing?)

Only two places outside Vivec aren't either involved in either a Misc quest or home to a victim of some faction quest. The Abandoned Shack and one house in Sadrith Mora that appears to be a cammona tong base.
According to the Topics St. Delyn Canton and St. Olms Canton:
QUOTE
St. Delyn Canton and St. Olms Canton are residence cantons for commoners and paupers. The Temple charges very reasonable rents for comfortable workshops, shops, and apartments, and most of Vvardenfell's crafts and light industry is housed in these cantons. The Abbey of St. Delyn the Wise is on the top tier of St. Delyn, and Hlaalu Councilor Yngling Half-Troll has a top-tier manor on St. Olms.
so I figure to either create the Temple NPC who does the rentals or just add the apartment rent topic to one of the existing Vivec Temple NPCs.
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Cenobite
post Sep 14 2004, 03:22 PM
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QUOTE(Iudas @ Sep 13 2004, 07:42 PM)
so I figure to either create the Temple NPC who does the rentals or just add the apartment rent topic to one of the existing Vivec Temple NPCs.

That's cool. I usually never bother with the canton topics, interesting to see what I've been missing.

I don't bother much with house mods, either. I just wait for Caius to leave, which is only natural since I've already got most of my stuff stashed there, and whatever doesn't fit into the room...goes up on the roof.


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Iudas
post Sep 14 2004, 06:51 PM
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QUOTE(Cenobite @ Sep 14 2004, 01:22 AM)
That's cool.  I usually never bother with the canton topics, interesting to see what I've been missing.

I don't bother much with house mods, either.  I just wait for Caius to leave, which is only natural since I've already got most of my stuff stashed there, and whatever doesn't fit into the room...goes up on the roof.
*


Neither do I, ( althought I did have Abandoned Flat loaded for a long time ) Mostly I stash in these various houses along the way. The only reason for this mod was an ingame experience I had recently.
I had stashed a lot of stuff in Nuccicus' house and Gilnith's shack and was moving it to a new location. I got accosted by one of the Imperial nosyparkers and didn't realize I had a 5 septim bounty on me. So being an idiot I paid the bounty and all that stuff in my inventory ( all legitimately purchased or won ) was taken. In trying to figure out why it had been taken as stolen is what led to this mod.

Containers have ownership, if the PC stashes legit goods in a container with an ownership setting, when he removes his legit goods from that container, the goods pick up the stolen flag even though they were legitimately acquired. So I was looking for a workaround that stayed within the lore of the game. Thanks to the brilliant boffins in the TESCS forum I have found the workaround.
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Iudas
post Sep 14 2004, 10:18 PM
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The List of InGame Homes, shacks, and suchlike that the PC will be able to use without breaking the law or having the stolen tag added to items stored in the containers in the domiciles:
Ald Velothi: The ship The Fair Helas
Ald-Ruhn: Ienas Sarandas house, Drinar Varyon's House, Hanarai Assutlanipal's House
An Abandoned Shack
Balmora: Balyn Omarel's House, Caius Cossades House, Dura Gra-Bol's House, Hlaalo Manor, Vorar Helas house
Caldera: Elmussa Danori's House
Dagon Fel: Sorkvild's Tower
Dren Plantation: Dren Villa
Gnaar Mok: Nadene Rotheran's shack
Gro-Bargrat Plantation
Maar Gan: Huleen's hut, Tasphi Ashibael's hut
Sadrith Mora: Nevila Areloth's house
Seyda Neen: Foryn Gilnith's shack, Vodunius Nuccius House
Vivec: St. Delyn's; Canal North2, Canal South2, Waist North1, Waist North2
Vivec: St. Olms; Canal South2, Waist North2, Yingling Manor
Vivec: The Morag Tong leader's office/bedroom, The Thieves Guild leader's office and Bedroom, Fighter's Guild and Mage's Guild will have the container and bed ownership changed to Faction leader instead of the current individuals.
Mournhold: Vacant Manor, Velas Manor
Solstheim: Uncle Sweetshare's shop
Hla Oad: The ship Grytewake
Some cities and towns in game had no logcial houses for the player to acquire the use of,
Gnisis, Most of the Telvanni towns ( I know Telvanni like to kill each other but giving the PC Dratha's tower and Tel Naga and Aryon's tower just didn't seem like it fit), Tel Fyr, GhostGate, Molag Maar, Khuul, Vos and Tel Vos.
There are no Bethesda created misc. quests associated with An abanodoned shack, Nevila Areloth's house, and 4 of the apts in the Vivec Cantons, these the PC finds by going walkabout. All the rest of the locations are part of either a Miscellaneous Quest, a Faction Quest, or the Main Quest. They may be tangential to the quest ( Gro-Bagrat's Plantation ) but the PC is led to each of them by different quests in the game.

These were all I could find in the cheat books and the Construction Set. There is one other house, Nine-Toes, in Balmora where if the PC follows an incorrect lead in a side quest Nine-Toes ends up dead. This is also covered in the mod. Basically the Morrowind equivalent of the yellow police tape can happen to some of these locations.
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Cenobite
post Sep 15 2004, 12:28 PM
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Hot dang, Iudas, that list sounds like a modder's resource that should be pinned or filed away somewhere. And I mean "modder's resource" in the sense of writing quests, not adding new meshes.
QUOTE(Iudas @ Sep 14 2004, 08:18 AM)
Basically the Morrowind equivalent of the yellow police tape can happen to some of these locations.

Ah, that would be funny to actually see in-game...

Of course, the vanilla MW version would be a note on the door, stuck there with a cheap knife, reading:

"TO THE CITIZENRY OF (insert town name here):

This Residence has been Closed Due to Unlawful Interlopers having Entered these Grounds, and having Committed upon this Property various Heathen and Criminal Improprieties, amongst which is feared the Quarantine of the Dreaded Corprus Disease, House (pick one) hereby Declares this Building ANATHEMA, and Instructs all Citizens to Avoid this Structure forthwith."


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Iudas
post Sep 15 2004, 12:42 PM
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QUOTE(Cenobite @ Sep 14 2004, 10:28 PM)
Hot dang, Iudas, that list sounds like a modder's resource that should be pinned or filed away somewhere.  And I mean "modder's resource" in the sense of writing quests, not adding new meshes.

Ah, that would be funny to actually see in-game...

Of course, the vanilla MW version would be a note on the door, stuck there with a cheap knife, reading:

"TO THE CITIZENRY OF (insert town name here):

This Residence has been Closed Due to Unlawful Interlopers having Entered these Grounds, and having Committed upon this Property various Heathen and Criminal Improprieties, amongst which is feared the Quarantine of the Dreaded Corprus Disease, House (pick one) hereby Declares this Building ANATHEMA, and Instructs all Citizens to Avoid this Structure forthwith."
*



I don't mesh around when I mod lightbulb.gif

As for the police tape, will you settle for a message box telling the PC that the Imperial lackwits have locked down the property while they investigate the murder of its occupant. ( one of those short scripts attached to the door that makes it unopenable under certain conditions) Unless, that is, you know someone who could whip up an appropriate yellow tape object that would fit across all the types of house doors in MW? That could not be removed.
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Cenobite
post Sep 15 2004, 12:48 PM
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QUOTE(Iudas @ Sep 14 2004, 10:42 PM)
I don't mesh around when I mod lightbulb.gif

LOL! Good pun.
QUOTE(Iudas @ Sep 14 2004, 10:42 PM)
As for the police tape, will you settle for a message box telling the PC that the Imperial lackwits have locked down the property while they investigate the murder of its occupant.  ( one of those short scripts attached to the door that makes it unopenable under certain conditions)  Unless, that is, you know someone who could whip up an appropriate yellow tape object that would fit across all the types of house doors in MW?  That could not be removed.

Erm, cannot be removed...yes, that would be problematic. I will settle for the message box on the door. I still think it would be cooler if the message was put on a piece of paper fixed to the door with a knife, then you could simply set the door as unopenable until the PC completes the quest for that house, without having to explain it via message box. Of course, once quest is finished and the PC takes ownership of the house, the lock now opens to some key, and both the note and the knife vanish. (Or you could leave them there, just to give the PC a souvenir of the quest.)


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Iudas
post Sep 15 2004, 12:57 PM
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QUOTE(Cenobite @ Sep 14 2004, 10:48 PM)
LOL!  Good pun.

Erm, cannot be removed...yes, that would be problematic.  I will settle for the message box on the door.  I still think it would be cooler if the message was put on a piece of paper fixed to the door with a knife, then you could simply set the door as unopenable until the PC completes the quest for that house, without having to explain it via message box.  Of course, once quest is finished and the PC takes ownership of the house, the lock now opens to some key, and both the note and the knife vanish.  (Or you could leave them there, just to give the PC a souvenir of the quest.)
*


That could be done. enable knife and note in dialog if appropriate. Leave them as souvenir if the PC does get the house. Good use for that 1 septim iron dagger you get in the C&EO office. And there are only a few houses where the outcome is such that an investigation would make ingame sense.
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Cenobite
post Sep 15 2004, 01:36 PM
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Now I have another crazy idea, and since my knowledge of dialogue and scripting is limited to changing an NPC's first greeting, I'll just throw the idea out there:

By completing every quest in this mod, the PC stands to gain 30+ houses in the process. I am guessing that, even for the worst pack rats among us, this is way more storage than anyone needs.

Suppose if it were possible for the PC to then turn around and sell those houses right back to other NPCs?

Consider: Upon completion of a quest, the PC gains the "deed" for that house. (Deeds already exist in-game, so this isn't much of a stretch.) Each deed would spell out the market value of that house in septims. The PC then has the option of undertaking yet another quest -- to find a buyer for that house, if the PC wants to get rid of it and transform it into gold pieces.

Some of the "second buyer" quests will be more obvious than the others. For example, a certain duke might be looking for a summer residence. Based on his description of what he wants, only 5 out of the total 30+ houses would be one that he will actually purchase. The quest gets difficult when the owners of those 5 houses realize what they have on their hands, and refuse to give them up to the PC...

I know, this is getting stupidly close to having a real estate agency again, and also talking about more than doubling the file size of the mod, but it's food for discussion.


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BungaDunga
post Sep 15 2004, 02:06 PM
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Nice ideas Cenobite... I want to run a real estate agency happy.gif

This mod sounds like a soon-to-be "cannot live without" mods... a small but very much needed fix to the game.


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[REL] Better Portable Containers
QUOTE(qarl)
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Cenobite
post Sep 15 2004, 03:27 PM
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QUOTE(BungaDunga @ Sep 15 2004, 12:06 AM)
Nice ideas Cenobite... I want to run a real estate agency  happy.gif

This mod sounds like a soon-to-be "cannot live without" mods... a small but very much needed fix to the game.
*


Thanks BD! Yeah, I want a "Make-Your-Own MW Business" mod too. Personally I blame Baratheon79 and his Wayfarer's Inn mod (thread is here) for infecting me with the bug, but it's an idea that's long overdue, IMHO. Having an invested stake in a business is a great way to rebuild interest in playing the game itself...and also to play in a manner that isn't chaotic or lawful evil, because the success or failure of your business is tied directly to the welfare of the Vvardenfell community.

p.s. love the sig, that is teh bomb! user.gif

This post has been edited by Cenobite: Sep 15 2004, 03:27 PM


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BungaDunga
post Sep 15 2004, 03:39 PM
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QUOTE(Cenobite @ Sep 15 2004, 01:27 AM)
Thanks BD!  Yeah, I want a "Make-Your-Own MW Business" mod too.  Personally I blame Baratheon79 and his Wayfarer's Inn mod (thread is here) for infecting me with the bug, but it's an idea that's long overdue, IMHO.  Having an invested stake in a business is a great way to rebuild interest in playing the game itself...and also to play in a manner that isn't chaotic or lawful evil, because the success or failure of your business is tied directly to the welfare of the Vvardenfell community.

p.s. love the sig, that is teh bomb!  user.gif
*



happy.gif My siggy is brand new, I had one heck of a time getting it so (I think) it would actually work in-game, and also be under the character limit. I think I downloaded Wayfarer's Inn, but I haven't actually run it because (apparently) I have way too little money to actually buy the thing.

This post has been edited by BungaDunga: Sep 15 2004, 03:39 PM


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Cenobite
post Sep 15 2004, 03:46 PM
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Aha, now see...if we had a real estate agency mod, you could just offload a couple of these available 1bdr 1/2-bth w/d studios, and you'd be flush with cash (or at least letters of credit).


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Iudas
post Sep 15 2004, 07:17 PM
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QUOTE
By completing every quest in this mod, the PC stands to gain 30+ houses in the process. I am guessing that, even for the worst pack rats among us, this is way more storage than anyone needs.

Suppose if it were possible for the PC to then turn around and sell those houses right back to other NPCs?

Some of them this would be reasonable, for some of the others not.
For ex, the ship the Fair Helas in Ald Velothi, I have it set so that if the PC does the TwinLamps quest, the reward is that he can sleep on the ship and store stuff there because he did a good deed for the TL.
A squat if you will but no ownership attached.
The Vivec apts, is going to be a rental thing from the temple...so when the PC doesn't need them he just lets the rent lapse.
The Dren Plantation, Duke Dren is going to offer it to the PC as a caretaker until the Duke's relative arrives to take the place of Orvis Dren ( but only if the PC convinces Orvis to leave ) if the PC kills Orvis, I just don't see his brother the Duke giving the PC the plantation.
But the Ienas Sarandus house, there is one outcome to that quest where Ienas gives the house to the temple ( changed to PC ) now that would be a saleable house. ( I had given this some thought and was either going to use the housekey or a Deed and let the PC sell the house to a rich NPC merchant ... save the effort of doing a FedEx type of find the buyer quest )

Likewise the Gro-Bargrat plantation ( actually I was thinking that the PC would have the option to donate that to the IC ) would likewise be a nicely valuable addition to one of the existing plantations in that area.
QUOTE
Personally I blame Baratheon79 and his Wayfarer's Inn mod (thread is here) for infecting me with the bug, but it's an idea that's long overdue, IMHO. Having an invested stake in a business is a great way to rebuild interest in playing the game itself...and also to play in a manner that isn't chaotic or lawful evil, because the success or failure of your business is tied directly to the welfare of the Vvardenfell community.

Two existing mods you might want to take a look at are Erengard Mines ( on Euro and the Summit ) which allows the PC to develop a working mine and profit from it or lose money on it. And the Busted Drum ( on Euro ) which allows the PC to own a rather bawdy but fun Bar on the outskirts of Ebonheart and is just one fun mod to play.

I saw a mod added to the summit list the other day before their database went all fubar again that added a gentleman's club to Ebonheart also....haven't been able to download that one yet.

And there is always the Indy Bank mod but that introduces new houses into the game, not something I am interested in doing.
heheheh actually my mod will make all other housing mods unnecessary .... eventually the PC will own all the housing on Vvardenfell and be able to evict the Imperial scum legally. Economics will thus accomplish what DagUr could not. thumbsup.gif
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Cenobite
post Sep 16 2004, 06:16 AM
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QUOTE(Iudas @ Sep 15 2004, 05:17 AM)
Some of them this would be reasonable, for some of the others not.
For ex, the ship the Fair Helas in Ald Velothi,  I have it set so that if the PC does the TwinLamps quest, the reward is that he can sleep on the ship and store stuff there because he did a good deed for the TL.
A squat if you will but no ownership attached.


That makes sense. Ship owning is a complicated business, anyhow. Charters and salvage rights and longshoremen's comp...yuck. I agree, leave that one as a squatter's abode.

QUOTE(Iudas @ Sep 15 2004, 05:17 AM)
The Vivec apts, is going to be a rental thing from the temple...so when the PC doesn't need them he just lets the rent lapse.


No option to buy? Is a bit unfair if you've paid more in total rent than the place is worth. thumbsdown.gif But since the Temple owns all of the cantons, this also makes sense. Unfair or not, you can't get them to give up the deeds if they don't want to sell.

Maybe if the player did something really really nice for the Temple (like say another quest) they might reward the player with a deed or two...but this is highly improbable after it becomes widely known that the player is claiming to be the Ne-- you know who.

QUOTE(Iudas @ Sep 15 2004, 05:17 AM)
The Dren Plantation, Duke Dren is going to offer it to the PC as a caretaker until the Duke's relative arrives to take the place of Orvis Dren ( but only if the PC convinces Orvis to leave ) if the PC kills Orvis, I just don't see his brother the Duke giving the PC the plantation.


Actually, even if the killing happens, this could still work logically...if the player is smart enough to find a certain incriminating parchment in the plantation, and present it to the Duke.

However, I'm pretty sure this same parchment is also used in one of the in-game quests, and for much the same purpose, so I don't know if it would cause conflicts with basic MW. I have no idea which quest though...if it even exists. (That parchment *must* exist for some in-game reason, the game designers wouldn't add it for nothing.)

QUOTE(Iudas @ Sep 15 2004, 05:17 AM)
But the Ienas Sarandus house, there is one outcome to that quest where Ienas gives the house to the temple ( changed to PC ) now that would be a saleable house.  ( I had given this some thought and was either going to use the housekey or a Deed and let the PC sell the house to a rich NPC merchant ... save the effort of doing a FedEx type of find the buyer quest )


Or better yet, sell the house to one of Ienas' creditors. Even if the in-game quest has been solved to the satisfaction of all the creditors, it shouldn't be that much code to script one of them to express an interest in buying the house because he changed his mind and now doesn't like the settlement. (Doesn't want to forgive Ienas after all because that don't feed his kids.)

I agree that searching for a buyer is rather FedEx. Unless we make the distinction between (a) scouring the whole island of Vvardenfell to find somebody who wants to buy a house, and (cool.gif knowing who the potential buyer is, but having to travel to see that person / rescue that person from kidnappers / do some favor for the buyer first, as a gesture of goodwill / etc. Most home sales aren't as simple as "you like it? you got the septims? here's the key" in our real world, why should these transactions be any easier in MW.

QUOTE(Iudas @ Sep 15 2004, 05:17 AM)
Likewise the Gro-Bargrat plantation ( actually I was thinking that the PC would have the option to donate that to the IC ) would likewise be a nicely valuable addition to one of the existing plantations in that area.


Yes...except now I'm thinking than a plantation could be turned into a money-making business...but that's code for another mod.

QUOTE(Iudas @ Sep 15 2004, 05:17 AM)
Two existing mods you might want to take a look at are Erengard Mines ( on Euro and the Summit ) which allows the PC to develop a working mine and profit from it or lose money on it.  And the Busted Drum ( on Euro ) which allows the PC to own a rather bawdy but fun Bar on the outskirts of Ebonheart and is just one fun mod to play.

I saw a mod added to the summit list the other day before their database went all fubar again that added a gentleman's club to Ebonheart also....haven't been able to download that one yet.

And there is always the Indy Bank mod but that introduces new houses into the game, not something I am interested in doing.


Thanks! I'll check those out.

QUOTE(Iudas @ Sep 15 2004, 05:17 AM)
heheheh actually my mod will make all other housing mods unnecessary ....


ohmy.gif ooo.gif

Go for it!!!!!!!

QUOTE(Iudas @ Sep 15 2004, 05:17 AM)
eventually the PC will own all the housing on Vvardenfell and be able to evict the Imperial scum legally. 


...and return Vvardenfell to Dunmer rule, and become rich and famous as a slave trader baron-king. 676.gif

QUOTE(Iudas @ Sep 15 2004, 05:17 AM)
Economics will thus accomplish what DagUr could not. thumbsup.gif


LOL!!!!!!

"In that world, he was known as the Nerevarine, for his coming hailed the destruction of Imperial rule...but in this world, we call him Lenin."

24.gif


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post Sep 16 2004, 07:49 AM
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QUOTE
"In that world, he was known as the Nerevarine, for his coming hailed the destruction of Imperial rule...but in this world, we call him Lenin."

I am a strong proponent of Marxist Lennonism....of the Groucho and John variety
QUOTE
However, I'm pretty sure this same parchment is also used in one of the in-game quests, and for much the same purpose, so I don't know if it would cause conflicts with basic MW. I have no idea which quest though...if it even exists. (That parchment *must* exist for some in-game reason, the game designers wouldn't add it for nothing.)
Yup it is that parchment that the PC can use to get Orvis to vacate the island. Nothing says it can't be shown to the Duke afterwards too.
QUOTE
Most home sales aren't as simple as "you like it? you got the septims? here's the key" in our real world, why should these transactions be any easier in MW.

Because MW has a noticeable lack of Lawyers, Tax Accountants, Actuaries, Money Lenders, and Insurance agents, and Title Search Firms? Because the Tribunal determines over much of the Island who can own what or who does own what?
QUOTE
Or better yet, sell the house to one of Ienas' creditors.

Brilliant, consider it stolen, he only had 5 creditors and one of them is a Hlaalu spy. I can see Uncle Crassius using the proceeds from the Lusty Argonian Maid to pay for the house for that spy. Brilliant.
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post Sep 16 2004, 08:10 AM
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QUOTE(Iudas @ Sep 15 2004, 05:49 PM)
I am a strong proponent of Marxist Lennonism....of the Groucho and John variety

Ah, I set myself up for that one! fing04.gif

QUOTE(Iudas @ Sep 15 2004, 05:49 PM)
  Yup it is that parchment that the PC can use to get Orvis to vacate the island.  Nothing says it can't be shown to the Duke afterwards too.

Good point! Edit: I have erased the rest of the paragraph because I realized that I was confusing the island with the plantation.

QUOTE(Iudas @ Sep 15 2004, 05:49 PM)
Because MW has a noticeable lack of Lawyers, Tax Accountants, Actuaries, Money Lenders, and Insurance agents, and Title Search Firms?  Because the Tribunal determines over much of the Island who can own what or who does own what?

Hmmm...actually, your second reason answers the question just beautifully...and in fact, eliminates the first reason.

If the Temple owns that much land, and controls that much of the business interests in Vvardenfell, sooner or later they're going to get into conflicts (both overt and covert) with the 3 Houses, and possibly even the Empire. I don't know anything of Morrowind's back story, so maybe this is already figured into the basic game.

My point is that: if there is a piece of property that the Temple owns, and it makes no sense for them to give up ownership at any price that isn't astronomically ridiculous...then perhaps doing a quest for one of their competitors in power (or some other form of nigh blackmail) would do wonders in loosening their clutches. The converse (serve the Temple to thwart any House) would doubtless be true as well.

Example --

Player Character: I would like to buy this apartment.
Temple Flunkie: You are already renting it. We cannot sell it to you.
PC: Not even if I gave you twice the market value for it?
TF: No. You are also a foreigner and an unbeliever.
PC: Well, see, that's a shame...
TF: Why?
PC: Because all these unspent septims are burning a hole in my pocket, and I don't want to put them into the bank...
TF: And?

Here, a number of choices are possible --

PC: So I think I'll just take the money and invest them in this new ebony mine that I heard the Empire struck last week, up in the Grazelands. Should be quite a profitable concern.

PC: I've heard that Ordinators don't make as much as High Ordinators. So maybe I'd like to take a few of them out for drinks...particularly the ones that work in the Ministry of Truth.

PC: Well, except for this apartment, I've already got pretty much everything I need. As I'm not the greedy type, maybe I'll just give all this money to a charitable cause -- like the Dissident Priests. Since it's obvious that YOU guys have no need for this money...

The only proper response --

TF: Perhaps I can talk my superiors into accepting a rent-to-own arrangment on this property after all.

QUOTE(Iudas @ Sep 15 2004, 05:49 PM)
Brilliant, consider it stolen, he only had 5 creditors and one of them is a Hlaalu spy.  I can see Uncle Crassius using the proceeds from the Lusty Argonian Maid to pay for the house for that spy.  Brilliant.

Ah, perfect! Thanks! We always suspected Uncle was more clever than he let on (the perv), now here's the proof...

That gives me another loony idea. Another potential plot device could be to (unwittingly wink_smile.gif) uncover proof of a spy's identity. The game already lets the player get away with not one but TWO Council nominations for Hortator, thanks to this sort of influence. Surely, if cooperation can be purchased using this kind of favor, then a House could just as easily buy the same cooperation with a free house? The real estate might even cost less...and yeah, this idea could possibly be used in House-Temple struggles, too.

Example --

(The player character has discovered the identity of Crassius Curio's spy in Ald-Ruhn.)

CC: Okay, you got me. What do you want? I've already voted for you for Hortator, there's not much else I can do...
PC: Well, naturally, I couldn't just let the spy go, scot free, without getting some information first. The spy told me that you own a really nice apartment in St. Delyn canton.
CC: Not anymore. (opens a chest) Here's the deed. And you never encountered my Ald-Ruhn agent.
PC: (pocketing the deed) What agent?

This post has been edited by Cenobite: Sep 16 2004, 03:31 PM


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post Sep 16 2004, 03:32 PM
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Bumped, because I changed the last post.


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post Sep 16 2004, 10:40 PM
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QUOTE(Cenobite @ Sep 16 2004, 01:32 AM)
Bumped, because I changed the last post.
*


Are you sure that in some other life you were not a real estate agent?
Maybe an apartment complex developer?
Have you ever been seen in the same universe as Donald Trump?

If the PC joins Hlaalu one of his first jobs is to deliver a sealed message to that spy.
If the PC doesn't join Hlaalu, there is no ready hook ingame to discover her spying sideline. ( One could make an additional Redoran quest but that is beyond the scope of my plans at this time )
The Hlaalu spy is also one of Sarandas creditors, but the quest lines don't cross.

It's funny, but the lore suggests that the Temple controls the disposition of much of the land and property on Vvardenfell, but when the PC goes to build his ingame Estate, he has to go to Duke Dren, the imperial Plenipotentiary, for the deed. I write that off to Great House politics and the Treaty signed many years ago by Vivec and Septim. I could see the Temple putting restrictive covenants into Vivce apt leases. No Beggars, skooma dealers or Imperials allowed to rent in Vivec, or Membership in the IC making one ineligible to rent an apt in Vivec. ( I would love to see the mod that made it impossible for the PC to join both the Temple and the IC, or to join both the Mage's Guild and Telvanni, or the Thief's Guild and Redoran ). Guild's historically were very restrictive about multiple memberships and religions have always enjoyed converts but that is always a one or the other proposition.
Work continues, this morning I will attempt to make the apt situation in Vivec reasonable.


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post Sep 17 2004, 05:09 AM
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QUOTE(Iudas @ Sep 16 2004, 08:40 AM)
Are you sure that in some other life you were not a real estate agent?
Maybe an apartment complex developer?
Have you ever been seen in the same universe as Donald Trump?

Hahahahaha...I've been told many times that I should try out for "The Apprentice" but I have my heart set on "The Bachelorette." The second program looks much easier. 676.gif Thanks, I'd have to say you're no slouch in the management division, either.

QUOTE(Iudas @ Sep 16 2004, 08:40 AM)
If the PC joins Hlaalu one of his first jobs is to deliver a sealed message to that spy.
If the PC doesn't join Hlaalu, there is no ready hook ingame to discover her spying sideline.  ( One could make an additional Redoran quest but that is beyond the scope of my plans at this time )
The Hlaalu spy is also one of Sarandas creditors, but the quest lines don't cross.

The fact that the quest lines don't cross, that is actually good news. That means you can bring other things to bear on this quest, without having to worry about conflicts.

Since the spy is working for the Hlaalu, that House will be the only one with an interest in keeping the existence and the identity of that spy a secret. That means if the PC is working for, or openly associated with, anyone else, a mini-quest can be created to (1) assign the PC the task of uncovering the spy and (2) earn the relevant house as a reward.

It's probably not even very script intensive. The job is assigned by a faction elder (dialogue) to the PC. The evidence needed is a highly incriminating letter that leaves no room for doubt. (Good "toss the room" job for a thief.) The reward is another document: the deed. That would be the simplest way to set it up, IMHO.

QUOTE(Iudas @ Sep 16 2004, 08:40 AM)
It's funny, but the lore suggests that the Temple controls the disposition of much of the land and property on Vvardenfell, but when the PC goes to build his ingame Estate, he has to go to Duke Dren, the imperial Plenipotentiary, for the deed.  I write that off to Great House politics and the Treaty signed many years ago by Vivec and Septim.  I could see the Temple putting restrictive covenants into Vivce apt leases.  No Beggars, skooma dealers or Imperials allowed to rent in Vivec, or Membership in the IC making one ineligible to rent an apt in Vivec.  ( I would love to see the mod that made it impossible for the PC to join both the Temple and the IC, or to join both the Mage's Guild and Telvanni, or the Thief's Guild and Redoran ).  Guild's historically were very restrictive about multiple memberships and religions have always enjoyed converts but that is always a one or the other proposition.

Who was it that said the only 2 rules you need to know about tracing corruption are (1) follow the money and (2) follow the women?

Re the last statement: How very true. Religions, as a rule, do not tolerate each other's existence lightly. There is probably a yawning chasm of unexplored potential for conflict between the Temple and the IC, a chasm wide enough to drop in a double-agent mod...

Guilds and business cartels (such as Houses in MW) have generally tolerated the competition better, but they are also not above giving the other side(s) a push when they're teetering on the edge of ruin or when their foundations are weak. Real estate makes a great lever.

When you combine the two (a religion in control of vast tracts of real estate) that's a cannon of problems waiting to go off, especially in a land-cramped prefecture like Vvardenfell. If the East Empire Trading Company (or a House, or a Guild, or the IC) really DID hit a strike of ebony on Temple-owned land, what would happen? I don't think any of these players would simply roll over for the Temple flunkies, even if they *were* accompanied by Ordinators...

Perhaps the mod of which you speak should not be limited to simply checking for membership in faction A, and upon finding that the PC is trying to join faction B, prevents it because A and B are enemies. It should be possible to overtly join one and covertly join the other...especially if the covertly-joined faction is using the PC as a spy inside the overtly-joined faction. (And more houses are bought and exchanged, with nary a blip on the market.)

Just throwing that out there, for more food for discussion.

QUOTE(Iudas @ Sep 16 2004, 08:40 AM)
Work continues, this morning I will attempt to make the apt situation in Vivec reasonable.

Excellent! Reply by PM.


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post Sep 17 2004, 09:09 AM
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At my advanced age, the Bachelorette is about as exciting as watching mallrats mate. Which come to think of it can have a moment of two of excitement...rarely more than two moments.
I much prefer to watch the Donald go bankrupt again...that man is a master of the long-con.

Got the Ald-Ruhn and Balmora houses and Vivec apts worked out today, nowhere near as exciting as your ideas. I toyed with doing some double agent stuff but that is a sure path to feature bloat. ( not to mention doing scripting and dialog and a whole lot of other actual work ).

True corruption is about control and ego, money is like cow manure; useful to fertilize the ground and with it one can rent the loyalty of women or men which in turn greases the way to exercising control. Systems based on "shalt nots" are the most corruptible.

There is HUGE scope for an inter religious confrontation on MW especially after Dagoth Ur falls ( and how I wish the Devs had left a way for the PC to join with DU as one of the alternatives ) and then with Almalexia's insanity and Sotha Sills death and Viveç's abandonment of his "false" godhood. Just HUGE scope. I mean how can the IC just not do ANYTHING to step into the gap or at least assist the gap in growing larger?

Three words for you: Vassir Didanant Mine. One of those side quests that has potential to rip the lid off Morrowind. EEC would certainly be interested, House Redoran has those Caldera Mine Issues and would be interested, House Hlaalu of course, The mine is on land the temple controls. All the usual villains and thieves would want a piece of the action. And you don't have to be a member of anything to find it..... go walkabout and there it is. Now if we only had an unhappy mining engineer ....maybe somebody who had been waiting for Vassir Didanant to Find the Mine and send him word....somebody in SN who has given up and is ready to go home but who could build you a working mine if you should find a lost mine? Somebody with a REALLY GOOD FRIEND in the transportation business?
"Tell her Vodunius Nuccius sent you."
Tonite is Survivor ( another show I have no desire to be on ) so the Telvanni side of the Island can wait till tomorrow.
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post Sep 17 2004, 10:07 AM
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QUOTE(Iudas @ Sep 16 2004, 07:09 PM)
I much prefer to watch the Donald go bankrupt again...that man is a master of the long-con.

Yes, it's like reading the Business section of any newspaper. A parallel world of grit, grift, and groveling, that rarely touches our own.

QUOTE(Iudas @ Sep 16 2004, 07:09 PM)
Got the Ald-Ruhn and Balmora houses and Vivec apts worked out today, nowhere near as exciting as your ideas.  I toyed with doing some double agent stuff but that is a sure path to feature bloat.  ( not to mention doing scripting and dialog and a whole lot of other actual work ).

Leave it for the sequel. Or for another modder to tinker with. I'll be happy just being able to go through the game collecting and buying and trading in DEEDS.

QUOTE(Iudas @ Sep 16 2004, 07:09 PM)
True corruption is about control and ego, money is like cow manure; useful to fertilize the ground and with it one can rent the loyalty of women or men which in turn greases the way to exercising control.  Systems based on "shalt nots" are the most corruptible.

Hmm...I always thought true corruption was based on unleashing the vices. Is it corruption of the system if the Dems frustrate Nader at every turn because they're doing it for Kerry? Or can "the end justifies the means" ever be considered "the greater good"? On second thought, I'd better kill this line of talk before [LOCKDOWN]

QUOTE(Iudas @ Sep 16 2004, 07:09 PM)
There is HUGE scope for an inter religious confrontation on MW especially after Dagoth Ur falls ( and how I wish the Devs had left a way for the PC to join with DU as one of the alternatives )

Endrek has beaten us to this conclusion. His 6th House mods allow the PC to do just that.

QUOTE(Iudas @ Sep 16 2004, 07:09 PM)
and then with Almalexia's insanity and Sotha Sills death and Viveç's abandonment of his "false" godhood.  Just HUGE scope.  I mean how can the IC just not do ANYTHING to step into the gap or at least assist the gap in growing larger?

The only rational explanation that I can see (based on my pathetic knowledge of the game world's lore) is that the IC is scared owl-less of the Temple. Essentially, the Temple is the Vatican, and the IC is some Quaker movement by comparison. As Protestantism to Roman Orthodox Catholicism, so too the Dissident Priests to the Temple.

Have you seen "Elizabeth" with Cate Blanchett and Geoffrey Rush? I was most thrilled to see the assassin-priest (now is that an oxymoron for you or what) that the Vatican dispatched against QE1 after she founded the Anglican church. His personality was very close to that of an Ordinator. The IC must live in perpetual fear of being paid a close visit by their ranks, and treads lightly.

QUOTE(Iudas @ Sep 16 2004, 07:09 PM)
Three words for you:  Vassir Didanant Mine.  One of those side quests that has potential to rip the lid off Morrowind.  EEC would certainly be interested, House Redoran has those Caldera Mine Issues and would be interested, House Hlaalu of course, The mine is on land the temple controls. All the usual villains and thieves would want a piece of the action.  And you don't have to be a member of anything to find it..... go walkabout and there it is.  Now if we only had an unhappy mining engineer ....maybe somebody who had been waiting for Vassir Didanant to Find the Mine and send him word....somebody in SN who has given up and is ready to go home but who could build you a working mine if you should find a lost mine?  Somebody with a REALLY GOOD FRIEND in the transportation business? 
"Tell her Vodunius Nuccius sent you."

A beautiful plot. I had not realized that such a mine already existed in Morrowind, when I talked about the Empire making an ebony strike that could stir up trouble, I was speculating. (No pun intended.) I only question whether one engineer would be sufficient to transform a staked claim into a functioning mine. He would have to be the CHIEF engineer of the mine...the one with all of the knowledge necessary to either disable operations for a few days, or shut the mine forever with one fell blow. The lone fugitive from "justice"...hiding because the Ministry of Truth has been asking questions about his family. The PC would probably meet him en route to Solstheim if he hasn't moved -- escaped -- there already.

You're right, it is a whole 'nother quest mod. Too much bloat.

QUOTE(Iudas @ Sep 16 2004, 07:09 PM)
Tonite is Survivor ( another show I have no desire to be on ) so the Telvanni side of the Island can wait till tomorrow.

Now I'm thinking of a quip from "Swordfish" but I'll save it.


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post Sep 17 2004, 02:23 PM
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So between commercials I did some more flowcharting for Gro-Bargrat and the house in Sadrith Mora .... that one is a bit of a stretch.
The good ship Grytwake with the sixth house smugglers is next on the flowchart list.
Except for house Telvanni quests, there is a potential PC abode creating quest for all the other factions and a lot of misc quests.

Now I've an obscure one for you. In a locked room in the Balmora Morag Tong headquarters is a dead noble from the Hlaalu family...and he has a special family amulet. And he is nowhere else mentioned in the whole MW world. Oh and he is a member of the Morag Tong. Not diseased, no blight, just a dead man in a locked room in a Hlaalu town and he is Hlaalu nobility. Has absolutely nothing to do with 30 houses, but I ran across him in the editor and he piqued my interest. I smell a story here.

I figure about a dozen deeds max. Not planning on turning this into another economics money pump.

True corruption can only occur after someone has enough control to define something you do as a vice. Where there is no vice definition there is no money to me squoze out of folks. If there really are ends and not just transition points, what else could justify the means? What justifies the PC in all his theft and mayhem and rapine? The desire for Deeds or the desire for deads.

I have Endrek's mod on a short list of mods I want to play from the beginning.
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post Sep 17 2004, 03:39 PM
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QUOTE(Iudas @ Sep 17 2004, 12:23 AM)
So between commercials I did some more flowcharting for Gro-Bargrat and the house in Sadrith Mora .... that one is a bit of a stretch.
The good ship Grytwake with the sixth house smugglers is next on the flowchart list.

The TL quest reward, yes? Intriguing.

QUOTE(Iudas @ Sep 17 2004, 12:23 AM)
Except for house Telvanni quests, there is a potential PC abode creating quest for all the other factions and a lot of misc quests.

Ah, nice. Misc quests are good. You can never have too many of those.

QUOTE(Iudas @ Sep 17 2004, 12:23 AM)
Now I've an obscure one for you.  In a locked room in the Balmora Morag Tong headquarters is a dead noble from the Hlaalu family...and he has a special family amulet.  And he is nowhere else mentioned in the whole MW world.  Oh and he is a member of the Morag Tong. Not diseased, no blight, just a dead man in a locked room in a Hlaalu town and he is Hlaalu nobility.  Has absolutely nothing to do with 30 houses, but I ran across him in the editor and he piqued my interest.  I smell a story here.

I know the corpse you mean. I first encountered that door with a fighter character...later I came back with a high-level thief character to attack it. But even though I succeeded in getting in and out (and taking the amulet) without incident, I was not able to figure out what to do next. The story is probably a faction quest -- the amulet seems clearly meant for someone to receive as proof of the death, since we can't carry corpses in MW.

Someone has to know what quest that is for. I'll poke around the cheat forum and cheat sites and get back to you. It is possible, of course, to work the scenario into your mod...first we have to find out what that scenario is.

Morag Tong versus House Hlaalu...an interesting tension. Could Hlaalu survive such a war? Hlaalu is a huge target, everyone knows where their Councilmen live...except for one who's gone to lengths to put himself into hiding. Could this be related?!?

QUOTE(Iudas @ Sep 17 2004, 12:23 AM)
I figure about a dozen deeds max.  Not planning on turning this into another economics money pump.

Well, there's no fear of that. You could theoretically dump a few hundred deeds into the game -- one for every single hut and hootch and cave and castle and niche under a rock. Whether or not the PC stands to gain any money from them at all is a different issue entirely. Obviously the player can only sell or trade those deeds that have been scripted to be sold or traded in some NPC's dialogue.

Like in real life, some deeds are valuable, some are worthless. I could take deeds for a couple plots of East Florida marshland, right about now, and try to sell them door to door. There won't be any takers...they won't even look at the asking price or compare it to the actual market value. Other deeds may have so many covenants of control on them ("this property may only be sold to Dunmer") that they are forever inaccessible to the PC. After all, we are not talking about a land that has anything approaching a Bill of Rights.

QUOTE(Iudas @ Sep 17 2004, 12:23 AM)
True corruption can only occur after someone has enough control to define something you do as a vice.  Where there is no vice definition there is no money to me squoze out of folks.  If there really are ends and not just transition points, what else could justify the means?  What justifies the PC in all his theft and mayhem and rapine?  The desire for Deeds or the desire for deads.

Ah, but that's the sticking place. Who defines vice? Society. Each thing that is outlawed by the government is an instant source of profit for outlaws -- because the ban has created a black market. Was it a crime to peddle Big Macs in Moscow before Gorbachev got glasnost? Today that city is home to the largest Micky D restaurant in the world. Pre-glasnost, if you were able to find a Commie bureaucrat who was willing to look the other way in his job duty for some large fries, then he was by definition corrupted.

QUOTE(Iudas @ Sep 17 2004, 12:23 AM)
I have Endrek's mod on a short list of mods I want to play from the beginning.

It's a lot of fun. Mind that you don't start that one with a very high level character, as it can't be used if you have passed a certain point in the main quest. And there's no going back to the Nerevarine life, either.


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post Sep 17 2004, 07:15 PM
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QUOTE(Iudas @ Sep 14 2004, 03:16 AM)
Passed the musing idea stage,  passed the technical questions stage, passed the "ask for input" stage; 30Homes for the PC is now a WIP.

Is it just you two here, or can anyone comment wink.gif

I like the idea, should add a little extra atmosphere, though I doubt I'll need the whole 30! I particularly like getting Hlaalu Manor, it's always rather bugged me that I've got all my stuff there with the maid upstairs & a corpse in the middle of the room for months - you'd think it'd smell by now. Actually, would you be able to remove the corpse once the player takes ownership of the manor as part of your mod?

How are you handling Tel Aruhn, I've not played Telvanni but I understand it's necessary to dispose of Gothren to become head of that faction?

What are the likely implications of conflicts with other mods, if any? For example, I seem to recall that BrotherJuniper's TwinLamps mod moves Fair Helas around during the course of events. This sort of behaviour is likely to conflict heavily with your changes presumably?

Not that I'm suggesting you change anything, just curious. I'm well aware with some mods it's an either-or thing (or fix it your darn self smile.gif).

My quick take on some of the other points;
* Can't buy canton apartments thumbsup.gif
* Can't get Dren Plantation violently thumbsup.gif


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post Sep 17 2004, 10:32 PM
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QUOTE(OldeCow69 @ Sep 17 2004, 05:15 AM)
Is it just you two here, or can anyone comment wink.gif

I like the idea, should add a little extra atmosphere, though I doubt I'll need the whole 30! I particularly like getting Hlaalu Manor, it's always rather bugged me that I've got all my stuff there with the maid upstairs & a corpse in the middle of the room for months - you'd think it'd smell by now. Actually, would you be able to remove the corpse once the player takes ownership of the manor as part of your mod?

How are you handling Tel Aruhn, I've not played Telvanni but I understand it's necessary to dispose of Gothren to become head of that faction?

What are the likely implications of conflicts with other mods, if any? For example, I seem to recall that BrotherJuniper's TwinLamps mod moves Fair Helas around during the course of events. This sort of behaviour is likely to conflict heavily with your changes presumably?

Not that I'm suggesting you change anything, just curious. I'm well aware with some mods it's an either-or thing (or fix it your darn self smile.gif).

My quick take on some of the other points;
* Can't buy canton apartments thumbsup.gif
* Can't get Dren Plantation violently thumbsup.gif
*


The more the merrier. More input should mean a better mod.
I have to look again at how corpses are handled ingame. I think they made Ralen a persistent corpse because they could not logically guarantee that the PC would find him within the 72 hour corpse disposal period. I will check that out again today.
Telvanni are different. I arbitrarily decided that taking out Gothren or Dratha or Therana or Aryon would not get the PC anything in the way of living space.

Mod should not have any problems with the Fair Helas, all it does is give Galyn on the shore a key to open the door and hatch and some dialogue telling the NPC he is welcome to sleep there and store stuff there when he is in the area. Modifies the ownership of the bed and the owned containers onboard to include a global that in effect takes away the stolen tag on the PC's stuff if he stores it in those containers.

Unlike most mods, I am using almost wholly ( a few deeds and a few keys and three really short scripts being the only modder added stuff ) Bethesda chars and dialogue and interiors and quests. I don't forsee any great issues with any other mods.
The apts in Vivec are renter only, of course if you find a corpse in one of the apts then you could rent that apt also after a few days ( 72) hours for the Temple Cleaning Squad to clean the place and repaint.
After a lot of study and assistance from Cenobite, I am going with the PC as caretaker of the Dren Plantation if the PC can manage to arrive at the solution that forces Orvis to retire.
I don't know of any mods that make any use of the Gro-Bargrat plantation, if there are any I will take them into consideration. Also don't know of any mods that effect that one house in Sadrith Mora with the small underground cave and the 4 guys in it.

Basically what I wanted to do was, while using strictly Bethesda assets, to make it legal to sleep in some of the beds the PC finds himself near, and to make it so that the STOLEN tag is not tripped if the PC stores legit goods in the containers of some of these abodes he has had to remove the owners from.
It bugged me that on New Games, if the PC completes the Missing Taxman quest and the Cursed Ring of Vodunius Nuccius quest ... he can't legitimately use the storage or the beds in those two homes. So I set about making that possible without adding anything new to the game. So it has grown from two to 30 and also encompasses getting the highest rank in the Guilds allowing the PC to sleep and store in the GuildMaster's Office/Room.
Some other points. The Thieve's Guild has nothing that the PC can use when he gets the GM rank everything in the room Gentleman Jim is in is owned by the Bookseller. Likewise reaching the TopRank in the Temple. Sayroni doesn't have a bed, a room, or any storage of his own.
Mostly this mod is an exercise in the tedium of adding a global to the special data of beds and chests and sacks and crates in the various abodes, and then creating the very specific conditions where that global is different from 0 by dialog result. ( Really it is the same as making a bed rentable in one of the cornerclubs, hostlerys, inns ).
And while we are at it, why is it that Arielle is not able to rent that upstairs room?
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post Sep 18 2004, 12:40 AM
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QUOTE(Iudas @ Sep 17 2004, 10:32 PM)
The more the merrier.  More input should mean a better mod.
I have to look again at how corpses are handled ingame.  I think they made Ralen a persistent corpse because they could not logically guarantee that the PC would find him within the 72 hour corpse disposal period.  I will check that out again today.

Yes, that's what I assumed to. Since your mod only allows ownership of the place once Ralen's murder has been resolved, it would seem to make sense to disable the corpse at that point.

QUOTE
Telvanni are different.  I arbitrarily decided that taking out Gothren or Dratha or Therana or Aryon would not get the PC anything in the way of living space.

Fair enough.

QUOTE
Mod should not have any problems with the Fair Helas, all it does is give Galyn on the shore a key to open the door and hatch and some dialogue telling the NPC he is welcome to sleep there and store stuff there when he is in the area.  Modifies the ownership of the bed and the owned containers onboard to include a global that in effect takes away the stolen tag on the PC's stuff if he stores it in those containers.

Oh I understood that, when I say TwinLamps moves the boat around I mean simulated sailing. They disable the original, teleport to a copy, and eventually put you back at the original. I wasn't sure how your modifications would stand up to the disabling the original part.

QUOTE
It bugged me that on New Games, if the PC completes the Missing Taxman quest and the Cursed Ring of Vodunius Nuccius quest ... he can't legitimately use the storage or the beds in those two homes.  So I set about making that possible without adding anything new to the game.  So it has grown from two to 30 and also encompasses getting the highest rank in the Guilds allowing the PC to sleep and store in the GuildMaster's Office/Room.

I agree completely, not only is your approach lore friendly, it's logically consistent, which helps with player immersion. In some ways I think I prefer this approach to having a massive 'house' that dwarfs the Palace in Ebonheart. Not to mention the convenience of having quarters around the land.

QUOTE
Some other points.  The Thieve's Guild has nothing that the PC can use when he gets the GM rank  everything in the room Gentleman Jim is in is owned by the Bookseller.

You're considering changing the ownership on the items in Jim's section? That would seem reasonable to me.

QUOTE
Likewise reaching the TopRank in the Temple.  Sayroni doesn't have a bed, a room, or any storage of his own.

Are there any private quarters in the Temple quarters or they all dorms? Probably don't want to be bunking with that bunch, they're as mad as cut snakes. wink.gif

QUOTE
Mostly this mod is an exercise in the tedium of adding a global to the special data of beds and chests and sacks and crates in the various abodes, and then creating the very specific conditions where that global is different from 0 by dialog result.  ( Really it is the same as making a bed rentable in one of the cornerclubs, hostlerys, inns ).

Worthwhile despite the tedium I say. I guess the research is the most time consuming component though?

QUOTE
And while we are at it, why is it that Arielle is not able to rent that upstairs room?

I don't know, bed bugs maybe? The bugs in Morrowind are pretty big shrug.gif


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post Sep 18 2004, 02:41 AM
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Welcome aboard, OC69! By no means is this a private thread. I suppose that everyone else who reads this is more interested in having a private residence bigger than Ebonheart, as you eloquently put it. shrug.gif

QUOTE(OldeCow69 @ Sep 17 2004, 10:40 AM)
Are there any private quarters in the Temple quarters or they all dorms? Probably don't want to be bunking with that bunch, they're as mad as cut snakes. wink.gif

Now that you mention it...the dorm cell that once belonged to Mehra Milo gets abandoned after a point, doesn't it?


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post Sep 18 2004, 02:59 AM
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QUOTE(Cenobite @ Sep 17 2004, 12:41 PM)
Now that you mention it...the dorm cell that once belonged to Mehra Milo gets abandoned after a point, doesn't it?
*



You're right. Mehra could give it to you as an additional reward for freeing her. She's staying at Holamayan Monastery anyway, so she won't be needing it for a while. Or you could rent it from someone at the temple, because they took it from Mehra because she's with the Dissident.

This post has been edited by Karpik777: Sep 18 2004, 03:03 AM
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post Sep 18 2004, 03:45 AM
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QUOTE(Karpik777 @ Sep 17 2004, 12:59 PM)
You're right. Mehra could give it to you as an additional reward for freeing her. She's staying at Holamayan Monastery anyway, so she won't be needing it for a while. Or you could rent it from someone at the temple, because they took it from Mehra because she's with the Dissident.
*


I looked at Mehra's room, my thinking is that she has the room because she is employed at the Library. When the temple jails her, her employment is terminated and so is her use of that room. Not hers to give away. A perq of being employed at the Library for her ( although the other librarians don't have any rooms at all .... insomniacs I guess they spend all their hours reading and getting in the way of library patrons.) So I roleplayed it that the room will be given to the next employee or one of the current roomless drones.
I didn't find any other beds or anything actually that Sayroni has ownership of. The Ordinator Barracks I didn't look into.

On disabling Ralen's corpse, The workaround would be to create a new ralen-dead who only appears in the game once the PC opens either of the manor doors ( attached script to doors). ( along the lines of the way Balyn is handled in the Morag Tong quest in Balmora ). That way he would not be a permanent corpse but the script on him should still operate.

Good question on the disabling of the ship if the PC has stuff in the chests. I don't have a good answer but I suspect that any stuff the PC adds would be forgotten/lost. I will add a wee bit of dialog to warn the PC that this risk exists.

On the stuff in the Thieve's Guild hiding place. I decided to leave it all as the possession of Simone Fralinie the bookseller. His store, his bed. Jim and his associate are only hanging out there ....where they really live is an unknown.

The massive houses and castles and estates of Morrowind ... places to rattle around in mostly, with all services provided and a few dancing parmours to warm the bed and shake the bootie ... instant teleport to 32 or 64 or 128 different sites ... the armour of protectall and the uberweapony of killall hanging on the walls ... and somewhere downstairs is SuperScamp the trader with 1 zillion septims ... you mean those abodes? I hear that in a deep cavern has been found a mysteriously locked Dwemer Door but that Baladas has translated the inscription over the door and it says Kargenac's Dwemer Hummer Sales Dealership. Cannot have a grand manor without a Dwemer SUV.
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post Sep 18 2004, 07:47 AM
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QUOTE(Iudas @ Sep 17 2004, 01:45 PM)
I looked at Mehra's room, my thinking is that she has the room because she is employed at the Library.  When the temple jails her, her employment is terminated and so is her use of that room.  Not hers to give away.  A perq of being employed at the Library for her ( although the other librarians don't have any rooms at all .... insomniacs I guess they spend all their hours reading and getting in the way of library patrons.)  So I roleplayed it that the room will be given to the next employee or one of the current roomless drones.
I didn't find any other beds or anything actually that Sayroni has ownership of.  The Ordinator Barracks I didn't look into.

That makes sense. Even if Mehra had purchased her dorm -- a high possibility, as this would explain why none of the other Librarians have one -- the Temple would definitely confiscate it upon arresting her. Evidence of heretical activity, you know.

However, I wouldn't completely write off the possibility that the PC could still do something, later on, by way of service to the Temple, that wouldn't justify getting that room as reward. (And now I'm thinking of a quest to go smash an IC place of worship. "Saryoni sends his love and regards!" 676.gif )

QUOTE(Iudas @ Sep 17 2004, 01:45 PM)
On disabling Ralen's corpse, The workaround would be to create a new ralen-dead who only appears in the game once the PC opens either of the manor doors ( attached script to doors).  ( along the lines of the way Balyn is handled in the Morag Tong quest in Balmora ).  That way he would not be a permanent corpse but the script on him should still operate.

Beautiful. If the PC doesn't search the corpse upon first entering the room, too bad.

QUOTE(Iudas @ Sep 17 2004, 01:45 PM)
Good question on the disabling of the ship if the PC has stuff in the chests.  I don't have a good answer but I suspect that any stuff the PC adds would be forgotten/lost.  I will add a wee bit of dialog to warn the PC that this risk exists.

Another solution would be to add a few empty crates on the shore (or floating barrels), right next to the ship. After all, you caught them smack in the middle of taking on or offloading cargo, right?

QUOTE(Iudas @ Sep 17 2004, 01:45 PM)
On the stuff in the Thieve's Guild hiding place.  I decided to leave it all as the possession of Simone Fralinie the bookseller.  His store, his bed.  Jim and his associate are only hanging out there ....where they really live is an unknown.

Also sensible. Still, there's no reason why the PC should not be able to filch the items...honor among thieves, you know.

QUOTE(Iudas @ Sep 17 2004, 01:45 PM)
Cannot have a grand manor without a Dwemer SUV.

Hahahaha! And now we know what killed the Dwemer culture.


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post Sep 18 2004, 08:19 AM
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QUOTE
However, I wouldn't completely write off the possibility that the PC could still do something, later on,...

Next expansion.
QUOTE
Beautiful. If the PC doesn't search the corpse upon first entering the room, too bad.

Exactly.

QUOTE
...After all, you caught them smack in the middle of taking on or offloading cargo, right?

No. The PC gets the right to squat here from doing a House Hlaalu Twin Lamps quest in a certain way. Screw the quest nothing happens, quest objective dies...nothing happens.

QUOTE
Also sensible. Still, there's no reason why the PC should not be able to filch the items...honor among thieves, you know.


Filch from a brother thief? sleep or store and incriminate an brother thief? Fralinie's bookstore is the Morrowind equivalent of some of the restaurants and barber shops in Little Italy in Manhattan.

QUOTE
Hahahaha! And now we know what killed the Dwemer culture.

So like muffy and I took the kidlets and went shopping in expanded Balmora today; really put some smoke on our ImperialCard... filled the DweemSuv with really gnarly stuff at all the new shops and went to the underground too but it was closed....so we filled the tank at the local ARgonianGasandGo and just sped past all those diseased locals on our way back to Our Gated Estate. Of course a few diseased CliffRacers tried to bother us but the Impervious SUV just stopped them cold and then the Gate Guards did what they are paid to do and wiped them out. Was a fun day for the familial units. And next week we are going to DumneyLand© and see Mickey gro-Mouse and Minnie gra-Mouse and J'Goofwa the khajiiti that thinks he's an Orc. And the famous Imperial bardette Brittlely Spear is attempting to preform there too.
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post Sep 18 2004, 09:16 AM
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QUOTE(Iudas @ Sep 17 2004, 06:19 PM)
Filch from a brother thief? sleep or store and incriminate an brother thief?  Fralinie's bookstore is the Morrowind equivalent of some of the restaurants and barber shops in Little Italy in Manhattan.

Yeah, and how many of those businesses are sporting metal grilles on the windows? I could believe that such protection isn't necessary if the Thieves' Guild was the MW equivalent of the Mafia...but that role, it seems to me, is taken by the Cammona Tong.

"Anything not nailed down is mine. Anything that I can pry loose...is not nailed down." We all filch the bodies of adventurers that have died before us, right? Anybody out there writing a mod to give the player the ability to bury them after a nice cremation ceremony, throw in some readings from the Sermons of Vivec maybe? {cut to: sound of crickets chirping} The average MW thief is a character gutsy enough to try for the very Vaults of the Houses.

Ah, it's just been a long time since I've been moved by quaintness.

QUOTE(Iudas @ Sep 17 2004, 06:19 PM)
So like ...

24.gif

And let's not forget going to McSkyrim's for lunch...and dinner...and breakfast...and lunch. Fried Nix Hound and fried Ash Yam sticks and heavily sugared Comberry juice with trace amounts of Moon Sugar thrown in. Then back home for a nice quiet evening of drafting up a Fantasy Foosball@ All-Star Steam Team@. Not exactly mandatory but you don't want to be the only Dwemer in the office not dumping a ton of Coins into the betting pool. Still, the money is kind of tight since Muffy just *had* to go and splurge on one of those new Centurion Spider@ Automatic Steam Carpet Cleaner Automatons.@ Did she forget that payments on the Steam Centurion Nanny@ and the Steam Centurion Chef@ were falling behind? Alas, the Dwindows '35 XMe has crashed again, so there's no way to check the household budget...


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post Sep 18 2004, 09:52 AM
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QUOTE
And let's not forget going to McSkyrim's for lunch...and dinner...and breakfast...and lunch. Fried Nix Hound and fried Ash Yam sticks and heavily sugared Comberry juice with trace amounts of Moon Sugar thrown in. Then back home for a nice quiet evening of drafting up a Fantasy Foosball@ All-Star Steam Team@. Not exactly mandatory but you don't want to be the only Dwemer in the office not dumping a ton of Coins into the betting pool. Still, the money is kind of tight since Muffy just *had* to go and splurge on one of those new Centurion Spider@ Automatic Steam Carpet Cleaner Automatons.@ Did she forget that payments on the Steam Centurion Nanny@ and the Steam Centurion Chef@ were falling behind? Alas, the Dwindows '35 XMe has crashed again, so there's no way to check the household budget...

I see that you have been involved in the marital situation relationship.
Have you ever noticed how closely marital and martial are to each other? Both are supposed to be arts too.

I hope you can forgive my omitting McSkyrim's from this mod.

http://us.imdb.com/title/tt0067216/ perfect MW movie and sport. Guar Buskhazi

I can see an expansion/new mod that makes the CT a viable group to play .... so then taking out Fralinie's Bookshop would be a sensible quest. As it is in game, If you are a thief, stealing/sleeping there would be expulsion time and if you aren't a thief it doesn't much matter. I would have structured the flowchart differently if the CT were an actual ingame threat; as it is, calling them the comatose tong is doing an injustice to comas.

No issues with an unaffiliated thief, it is the affiliated ones that would have an issue ( and the game mechanics are unforgiving in that aspect.... sleep in the wrong bed and even the GM of the guild gets expelled.... dumb but that is the way it shipped.... why do I feel a circularity here <G> oh yeah because that is why I started this simple easy two house mod for Seyda Neen.
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post Sep 18 2004, 10:25 AM
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QUOTE(Iudas @ Sep 17 2004, 07:52 PM)
I see that you have been involved in the marital situation relationship.
Have you ever noticed how closely marital and martial are to each other?  Both are supposed to be arts too.

"The war of the sexes is the only one in which both sides regularly sleep with each other." If anybody wants to know the definition of OPPOSITE SEX, just separate the term back into its 2 original words.

24.gif
QUOTE(Iudas @ Sep 17 2004, 07:52 PM)
I hope you can forgive my omitting McSkyrim's from this mod.

I'm the one who shouldn't have mentioned it. Some crazy modder is going to create one. It's the natural next step that MW businesses will evolve (devolve?) into, after Make-Your-Own-Inns and bars and strip clubs and real estate agencies become the norm. In other words, we are simply anticipating the inevitable.

QUOTE(Iudas @ Sep 17 2004, 07:52 PM)
http://us.imdb.com/title/tt0067216/ perfect MW movie and sport.  Guar Buskhazi 

"Isolated from civilization." That almost sounds like an invitation for the Empire (the East Empire Trading Co. actually) to invade the island and civilize the Dunmer abos. By lucre when possible, by force when offer declined. I'll have to rent this.

QUOTE(Iudas @ Sep 17 2004, 07:52 PM)
I can see an expansion/new mod that makes the CT a viable group to play .... so then taking out Fralinie's Bookshop would be a sensible quest.  As it is in game,  If you are a thief, stealing/sleeping there would be expulsion time and if you aren't a thief it doesn't much matter.  I would have structured the flowchart differently if the CT were an actual ingame threat; as it is, calling them the comatose tong is doing an injustice to comas.

I agree, there is plenty of meat for mod-writing there, too.

The first tier of conflict would be against the Empire. We already have one mini-quest where the commander of a fort politely requests that the PC "take care of" the local CT bunch. (Ayyyyy Tony. Howya doin? Dese guys givin youse trouble? Ayyyyy, don worry bout it, I'll take care of it. Bennissimo.) Another avenue for trouble will be with the show of force: who can display and maintain the most troops on the island? The Empire has its guards, but thanks to the alliance with the Fighters' Guild, the CT can now swing the same muscle. That HAS to rankle the fort commanders -- they aren't meeting their recruiting quotas because the CT pays sellswords better. (Who knows, the CT could even order its men to join the Empire's army...as spies and 5th columnists.) Add to this the Empire's strict bans against smuggling (which has to be making the CT as much money as the Thieves' Guild or even the Houses) and all it takes is one ill-timed crackdown too many for turf wars to break out...

Yeah, this is just as complicated as the contested ebony mine scenario.
QUOTE(Iudas @ Sep 17 2004, 07:52 PM)
No issues with an unaffiliated thief, it is the affiliated ones that would have an issue ( and the game mechanics are unforgiving in that aspect.... sleep in the wrong bed and even the GM of the guild gets expelled.... dumb but that is the way it shipped.... why do I feel a circularity here <G> oh yeah because that is why I started this simple easy two house mod for Seyda Neen.

Well, you know...fix one problem with a society, you might as well go ahead and fix them all...


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OldeCow69
post Sep 18 2004, 10:28 AM
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QUOTE(Cenobite)
Welcome aboard, OC69! By no means is this a private thread.
Just my warped sense of humour folks, it seemed a little odd to stumble over a thread with >20 posts & only two participants (sorry BungaDunga, didn't notice you there) biggrin.gif
QUOTE(Iudas)
I didn't find any other beds or anything actually that Sayroni has ownership of. The Ordinator Barracks I didn't look into.
Well, it seems there are far more Temple personnel than beds, so we'll just have to pretend they have secret invisible quarters elsewhere? shrug.gif
QUOTE(Iudas)
On disabling Ralen's corpse, The workaround would be to create a new ralen-dead who only appears in the game once the PC opens either of the manor doors
Great, that will finally get rid of the smell, and prevent me from storing 10,000 kg of assorted daedric & ebony weaponry in his decaying corpse. wink.gif
QUOTE(Iudas)
Good question on the disabling of the ship if the PC has stuff in the chests. I don't have a good answer but I suspect that any stuff the PC adds would be forgotten/lost. I will add a wee bit of dialog to warn the PC that this risk exists.
Good idea, aside from documenting the risk in the readme I don't see much else you could do anyway.
QUOTE(Iudas)
On the stuff in the Thieve's Guild hiding place. I decided to leave it all as the possession of Simone Fralinie the bookseller. His store, his bed. Jim and his associate are only hanging out there ....where they really live is an unknown.
Yes, when you put it that way it makes sense. Besides, it's rather understated for the lands premier thief, he must have one of those palaces in the wilderness. wink.gif
QUOTE(Iudas)
The massive houses and castles and estates of Morrowind ... you mean those abodes?
Yes, though don't get me wrong, a well done house mod can be a thing of beauty, like Spencer Homes for example. Even I dabbled with an extension to my Hlaalu stronghold, but I guess I prefer minimalism - it only had 3 rooms, and one of those was the library. The main thing for me is how can I roleplay getting the place, is there some quest or story linked to it that justifies taking ownership? To win some of these palaces you'd need to conquer the whole Empire for it to seem appropriate! My tastes tend to run more to Abandoned Shack, Morrowind Abodes, or Grumpy's The Apartment.
QUOTE(Iudas)
Cannot have a grand manor without a Dwemer SUV.
...
Of course a few diseased CliffRacers tried to bother us but the Impervious SUV just stopped them cold and then the Gate Guards did what they are paid to do and wiped them out.
They were armed with those Dwemer AK47's no doubt? biggrin.gif



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post Sep 18 2004, 10:53 AM
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QUOTE(OldeCow69 @ Sep 17 2004, 08:28 PM)
Just my warped sense of humor

Oh we're all equally warped in here. "You must be mad," said the Cheshire Cat, "or you wouldn't have come here." In fact, that may be the problem -- we've scared everyone else away.

bonk.gif
QUOTE(OldeCow69 @ Sep 17 2004, 08:28 PM)
Well, it seems there are far more Temple personnel than beds, so we'll just have to pretend they have secret invisible quarters elsewhere? shrug.gif

Nah, they probably just live in Vivec. It's a bit much to presume that all of these nice posh apartments really are being rented and lived in by just the lone person you find in them. They are the stay-at-home spouses of the workers in the Ministry of Truth, the Halls of Wisdom and Justice, and Vivec's Library. (Well that's how I'd set it up.)

QUOTE(OldeCow69 @ Sep 17 2004, 08:28 PM)
The main thing for me is how can I roleplay getting the place, is there some quest or story linked to it that justifies taking ownership? To win some of these palaces you'd need to conquer the whole Empire for it to seem appropriate!

Hence this mod! A much-needed infusion of common sense. Not to mention, real estate as a rule doesn't sit around unused for very long. Especially in a prefecture as land-cramped as Vvardenfell.

QUOTE(OldeCow69 @ Sep 17 2004, 08:28 PM)
They were armed with those Dwemer AK47's no doubt? biggrin.gif

No, they were using those explosive-tipped arrows featured in The Dukes of Hazzard. rolleyes.gif


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post Sep 18 2004, 10:53 AM
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QUOTE
it seemed a little odd to stumble over a thread with >20 posts & only two participants

The old quantity/quality thing refer to our short digression on the marital arts. ( no spelling error ).

QUOTE
Yes, though don't get me wrong, a well done house mod can be a thing of beauty, ...


I remember several years back when someone tried to start a zoning board mod for Balmora because it was becoming rather overlapped.
The only thing time has done is make the potential for zoning encompass the whole Island. Which would lead to the Vvardenfell Turnpike authority.... a six guar wide road from Ebonheart to Tel Vos with extensions to the west and southeast. RedMountain Amusement Park. Horsejams, OrdinatorTrafficWardens, Illegally parked Guars, then the comatose tong could go into the guarjacking business. The Imperial RIAT ( Recording industry association of Tamriel ) could become involved with anyone doing a Bard mod....Illegal memorizing of bardic tunes. Immoral luting of the precious cultural heritage of the aboriginal tribes of Vvardenfell. Ashlander reservations to be quickly followed by FoxWoods the Ahmenusa Casino and Padomaic City with the Telvanni boardwalk and the one armed mannequins.

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Well, you know...fix one problem with a society, you might as well go ahead and fix them all...
Yup!! see above.
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post Sep 18 2004, 11:28 AM
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QUOTE(Iudas @ Sep 17 2004, 08:53 PM)
I remember several years back when someone tried to start a zoning board mod for Balmora because it was becoming rather overlapped.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

SOMEONE must have been a glutton for punishment. The self-inflicted kind.

Never mind all the scripting nightmares that this mod would have generated. I don't know anything about lore or the previous Elder Scroll games, but even I can tell this kind of regulatory body cannot exist! You've got Imperial feudalism on one side, and Tribunal fiat on the other -- they don't kill each other because they go to some pretty good lengths to stay out of each other's way.

Examples --

Do we see the Temple or the Imperial Cult denouncing each other's deities and beliefs as false? No. Instead, the Temple is involved in persecuting the Dissident Priests (who are really their own people), and the IC is running classes for immigrants on how to adjust to life in Vvardenfell.

You can't zone an area unless you can tax it. And you can't tax an area without a census. Anybody see any census takers out there, trying to count all them Indians--I mean, Ashlanders? It doesn't matter if they came from the Empire or the Temple, the Ashlanders would send them back in separate cloth sacks.

If it's truly a zoning BOARD, then that means its members are elected by the community. They serve for a term, they run for re-election, but in the end they get rotated off. Last time I checked, I didn't see any boards, only Dukes and Lords and Mouths. The Councilmen of the 3 Houses don't count. They only have the power to tax and trade within their own House, it's not power that's tied to any specific land. Besides, they would all want to sit on any zoning boards. Do you see a board comprised of Councilmen from all 3 Houses making any wise or sensible decisions? or agreeing on anything?

Plus, there are no elections in Morrowind. Therefore, even the offices of the civil servants (such as Census and Excise) are life terms, and probably appointed by fealty. Since a zoning board would only be taking away their powers and duties, they would fight against zoning rules from becoming ratified.

And last but not least, the purpose of a zoning board is to declare which parcels of land may be used for what purpose. Here shall be the residential sector, over there shall be the business sector. Uh, not. For starters, people in Morrowind build whatever they want, and wherever they want it. (Those of you who have homes built for you by a grateful House -- did the House ask anyone for permission to build the home?) Then you have all these Telvanni upstarts who like to GROW shroom houses where none previously existed. (YOU ask an angry wizard to tear down his freshly-built home and apply for the proper permits!) Did I mention the wandering Ashlanders? No chance they might leave your office a forwarding address, is there? Didn't think so...

Anybody need any more examples?


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post Sep 18 2004, 11:36 AM
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I should have put more emphasis on the TRIED part of that sentence.
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post Sep 18 2004, 11:54 AM
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EDIT: Silence is golden.

This post has been edited by Cenobite: Sep 18 2004, 04:16 PM


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post Sep 19 2004, 03:09 AM
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QUOTE(Cenobite @ Sep 17 2004, 09:54 PM)
EDIT: Silence is golden.
*


I think I have now found all the logical places to include in this mod.
Added the Rogue Telvanni towers to the list, and several velothi domes the PC is led to in various faction quests.
Odirniran ( Hlaalu vs Telvanni, PC gets to play one side or the other ) tempted to have them both gang up on the PC if he is not in either house.
Shishi ( Redoran vs Telvanni, " " )
Mababi, Shishara, Sanni nothing in game specifically leads the PC to these.
Hanud another telvanni rogue tower and with the only member of the DRES family/house on the island in residence. ( this could be the hook for a really big mod later on )
Shara ( Morag Tong quest )
Vas ( FG quest )
Ald Redaynia ... added a bed to the tower
Mawia and Sulipund ( Mages guild quests )
40+ different places in game for the PC to sleep and store stuff all without adding any buildings to the game and all nicely nestled within the ingame logic and lore and quests.

Are there any other places you think would fit the mold and that might have been overlooked? I didn't touch any of the caves, shrines or tombs, there are a couple of mods out recently that make sleeping in tombs a less than pleasant experience, most shrines have the levelled creature thing happening, and sleeping in caves is what any PC can do anyhow. And I have a small plan for that for another mod...basically if you sleep often in caves you run the risk of losing health and getting diseased.

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post Sep 19 2004, 12:14 PM
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Adding the rogue wizard towers is an interesting idea, how are you handling this lore wise? I was under the impression these settlements were illegal land grabs, but I could be wrong. If they were illegal, we'll need some reason for the authorities to legitimize your claim?

No, I can't think of any additional places off the top of my head - you've done a bang up job!

I agree setting up shop in a shrine would be inappropriate, and I'd personally never live in a tomb either, but I suppose some smugglers do?

I like your cave disease idea, identifying and tagging all those caves sounds like a lot of work though? Lucky you're a glutton for punishment. wink.gif

This post has been edited by OldeCow69: Sep 19 2004, 12:15 PM


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post Sep 19 2004, 05:21 PM
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QUOTE(OldeCow69 @ Sep 18 2004, 10:14 PM)
Adding the rogue wizard towers is an interesting idea, how are you handling this lore wise? I was under the impression these settlements were illegal land grabs, but I could be wrong. If they were illegal, we'll need some reason for the authorities to legitimize your claim?

Ah, that would depend on WHICH particular authority is doing the land grabbing, methinks. The Empire? The East Empire Trading Co.? The Temple? One of the Guilds? One of the 3 Houses? (It's not as if House Telvanni doesn't have internal strife.)

QUOTE(OldeCow69 @ Sep 18 2004, 10:14 PM)
No, I can't think of any additional places off the top of my head - you've done a bang up job!

Agreed, and agreed! Besides which, even if something is missed, well...you're the one talking about sequels, Iudas...

QUOTE(OldeCow69 @ Sep 18 2004, 10:14 PM)
I agree setting up shop in a shrine would be inappropriate, and I'd personally never live in a tomb either, but I suppose some smugglers do?

Yeah, I don't see why not. We know from one of the Ashlander Nerevarine quests that they have been known to use tombs as hideouts and emergency regroup points (to disastrous results in the quest)...it probably doesn't happen a lot because they too are scared silly of the ancestral ghosts and skeleton guardians and bonewalkers and whatnot, and many will not have the means to deal with such.

QUOTE(OldeCow69 @ Sep 18 2004, 10:14 PM)
I like your cave disease idea, identifying and tagging all those caves sounds like a lot of work though? Lucky you're a glutton for punishment. wink.gif

Maybe give tombs the same treatment...while they may not be as cold and damp, they are filled with rats and decaying things and rotting offerings. (Well the game designers SHOULD have included rats.) But if the scripts won't fly, no big loss. The mod is consistent to its original theme, this is really icing on the cake. fing34.gif


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post Sep 19 2004, 10:33 PM
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QUOTE(OldeCow69 @ Sep 18 2004, 10:14 PM)
Adding the rogue wizard towers is an interesting idea, how are you handling this lore wise? I was under the impression these settlements were illegal land grabs, but I could be wrong. If they were illegal, we'll need some reason for the authorities to legitimize your claim?

No, I can't think of any additional places off the top of my head - you've done a bang up job!

I agree setting up shop in a shrine would be inappropriate, and I'd personally never live in a tomb either, but I suppose some smugglers do?

I like your cave disease idea, identifying and tagging all those caves sounds like a lot of work though? Lucky you're a glutton for punishment. wink.gif
*


I don't have an exquisite answer for the lore implications. The velothi towers themselves are old things and many independents have/are squatting in them without ramification. Only the first two on the list have engendered ongoing great house skirmishes. I haven't decided how to handle an outsider stumbling into these situations. Four others have Telvanni squatting in them and if the PC is house Telvanni and he kills these folks he is most likely to get expelled from the House. I could add into the results dialog two conditions that would lower a PC's factiondispostion re Telvanni if the PC takes over those domes. For the other domes they are basically up for grabs.

My own char has slept more than a few times right inside the door to a Daedric temple, usually safe as houses except when the resident critter respawns. Used to sleep in the tombs too, until I added the mod that makes tombs give the PC nightmares.

The caves thing is just an idea, I received some advice in the TESCS forum yesterday and all of it spells HUGE AMOUNT OF WORK. My doctor has decided that my intense allergy to work might be an issue here shocking.gif but suggested I give it a try and see how it feels.
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post Sep 19 2004, 10:52 PM
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QUOTE
Ah, that would depend on WHICH particular authority is doing the land grabbing, methinks. The Empire? The East Empire Trading Co.? The Temple? One of the Guilds? One of the 3 Houses? (It's not as if House Telvanni doesn't have internal strife.)

I think I have this covered if the PC is a member of the other two houses. If he is EEC or one of the Guilds I will handle it the same way. If he is Temple then it is irrelevant since the Temple already has control of these lands in theory. And for the other situation a Telvanni PC taking control of a not already Telvanni velothi tower, mod faction reaction from the other two houses down.

QUOTE
well...you're the one talking about sequels, Iudas...

Yeah, there are a million stories in the naked city, and I keep seeing new ones with each of these places. MW is such a cool canvas ... so many loose ends and unexplained things and contradictions.

Sleeping in the tombs and daedric shrines is not much of a worry, although those tombs do have a lot of storage. The game encourages the PC to sleep in smugglers caves and bandit caves...unowned beds and storage for the most part, close enough to most towns and cities to not be a travel impediment. No respawning NPC's and very few cases of respawning critters. So I am looking into giving cave dwellers a wee negative as an incentive to upgrade their residential preferences.
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post Sep 19 2004, 11:36 PM
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QUOTE(Cenobite @ Sep 19 2004, 05:21 PM)
QUOTE(OldeCow69)
Adding the rogue wizard towers is an interesting idea, how are you handling this lore wise? I was under the impression these settlements were illegal land grabs, but I could be wrong. If they were illegal, we'll need some reason for the authorities to legitimize your claim?
Ah, that would depend on WHICH particular authority is doing the land grabbing, methinks. The Empire? The East Empire Trading Co.? The Temple? One of the Guilds? One of the 3 Houses? (It's not as if House Telvanni doesn't have internal strife.)
It's my understanding that the only authority that can legally grant these lands is Duke Dren. All the stronghold building quests, including the one for the Telvanni, require the player to seek authorisation from the Duke. Furthermore the in game dialog & literature seems to suggest the Duke and Imperial authorities rather frown on the Telvanni hedge wizards setting up shop everywhere. Of course we all know unsavory characters squat in these spots, but we're fine, law abiding heroes aren't we? tongue.gif
QUOTE(Cenobite @ Sep 19 2004, 05:21 PM)
Maybe give tombs the same treatment...while they may not be as cold and damp, they are filled with rats and decaying things and rotting offerings.  (Well the game designers SHOULD have included rats.)
Err, my tombs often have rats? Maybe you're running a rat exterminator mod? wink.gif
QUOTE(Iudas @ Sep 19 2004, 10:33 PM)
I don't have an exquisite answer for the lore implications.  The velothi towers themselves are old things and many independents have/are squatting in them without ramification.  Only the first two on the list have engendered ongoing great house skirmishes.  I haven't decided how to handle an outsider stumbling into these situations.  Four others have Telvanni squatting in them and if the PC is house Telvanni and he kills these folks he is most likely to get expelled from the House.  I could add into the results dialog two conditions that would lower a PC's factiondispostion re Telvanni if the PC takes over those domes.  For the other domes they are basically up for grabs.
As I say, I think only Duke Dren can legally allocate these lands, but it's a minor quibble at best.
QUOTE(Iudas @ Sep 19 2004, 10:33 PM)
My own char has slept more than a few times right inside the door to a Daedric temple,  usually safe as houses except when the resident critter respawns.  Used to sleep in the tombs too, until I added the mod that makes tombs give the PC nightmares.
It's just a roleplay thing for me, I always teleport out of shrines & tombs to rest, because in such situations my character can't be sure more daedra/undead won't come along. Same reason I wouldn't take up residence in one. An evil necromancer type might feel quite at home in such quarters though. shrug.gif
QUOTE(Iudas @ Sep 19 2004, 10:33 PM)
The caves thing is just an idea, I received some advice in the TESCS forum yesterday and all of it spells HUGE AMOUNT OF WORK.  My doctor has decided that my intense allergy to work might be an issue here  shocking.gif but suggested I give it a try and see how it feels.
You should listen to your doctor, we don't want you to implode before releasing your 2...10...30...50 house mod! biggrin.gif


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post Sep 20 2004, 08:33 AM
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Er...maybe I've just been killing tomb rats without mentally registering the act. Speaking of which, I wonder what happened to my pet hamster...

QUOTE(OldeCow69 @ Sep 19 2004, 09:36 AM)
It's my understanding that the only authority that can legally grant these lands is Duke Dren. All the stronghold building quests, including the one for the Telvanni, require the player to seek authorisation from the Duke.

Is certainly true if MW is operating along the lines of straight-out feudalism. (Are there titled persons in Vvardenfell higher than the Duke? I'll just assume no, for this discussion.) The king grants land tracts to his top lords, the top lords parcel it out to the little lords, the little lords hire serfs and train knights and collect taxes. Except I am not sure that Vvardenfell is an Imperial fiefdom (as I know nothing of the lore) so much as it appears to be a huge mining colony. Tax collectors are killed, tribes of nomads wander the plains, and nobody really wants to do anything about that big fenced mess in the middle of it all. Meanwhile the trade of ebony and glass and moon sugar and Dwemer toys continues to flow back to the mainland at such a high volume that everybody's dipping into smuggling, while the Empire keeps a blind eye turned towards slavery. It may well be an Imperial fiefdom on paper, but the Empire doesn't want to cross a line and aggravate the Temple or set off a Dunmer uprising against all them furriners...which is partially what the main quest is about.

My take on the situation? If any faction of power wants to confiscate a relatively worthless house, the other factions will most likely let them have it. If one particular piece of real estate is hotly contested, the Empire will wait to see if a winner emerges (if it's not involved) and rubber-stamp the new deed, or muster the troops to "take back Imperial sovereignty" if the battle is taking too long or threatening the trading. (Like a certain ebony mine, for example.) This mod is about houses, so the former situation would be all that happens.

I agree this is a minor quibble...however, the sequel to this mod could very well be about something in the latter situation.

QUOTE(OldeCow69 @ Sep 19 2004, 09:36 AM)
You should listen to your doctor, we don't want you to implode before releasing your 2...10...30...50 house mod! biggrin.gif

I had another thought about sleeping in caves. Some of the bandits have done a fairly decent job of decorating their hideouts. We have campfires, torches, candles (that means no big drafts of wind), cots, beds, dressers, and paper wallscreens. Perhaps sleeping close to a source of warmth counters the cold and damp of caves enough to prevent sickness. (The bandits don't seem to be sick.) Add in a new set of variables to compute distance of resting point to the nearest flame? Not worth it.

Plus, the game lets people sleep outdoors, which can't be any warmer or cleaner than caves...you'd have to smite those PCs with the risk of catching disease as well. Not worth it.

I would just throw in a bear spawn point ("Your rest has been interrupted!") and be done with it. shrug.gif I like the doctor's advice, too.


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post Sep 20 2004, 10:40 AM
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Duke Dren has authority to grant NEW strongholds.
He doesn't have explicit authority over domes or buildings that existed before the armistice and the treaty.
That's the loophole the Telvanni are using as they take over the Velothi domes instead of raising new mushroom tree houses. While it surprises me that Hlaalu did not do a full on landgrab for the empty velothi domes, the past is past and those domes now have telvanni residing in them. House Redoran is making a small push toward a few of the Old places like Telesaro but those fortresses are almost fully occupied by outcasts, villains, slavers and daedra.

And the PC is an outlander. He is not used to MW diseases or foods or ashstorms or blight storms or any of that. What a local can ignore can knock the PC on his butt. At least that is my logic for why the local scalliwags can sleep in all those caves and never even get a cough and hack. To my mind the PC should even be leary of drinking the local water let alone flirting with the local ladies.

The content of the mod is now finalized. I will test the diseases in tombs thing tomorrow and either add it or bag it. So starting tuesday the mod goes into the fit and polish and clean out errors and finish the new additions stage.
Get this out of the way so I can go back to work on the undernourished NPCs mod.
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post Sep 20 2004, 11:56 AM
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QUOTE(Iudas @ Sep 19 2004, 08:40 PM)
Duke Dren has authority to grant NEW strongholds.
He doesn't have explicit authority over domes or buildings that existed before the armistice and the treaty.

Ah, that makes more sense. Thanks.

QUOTE(Iudas @ Sep 19 2004, 08:40 PM)
That's the loophole the Telvanni are using as they take over the Velothi domes instead of raising new mushroom tree houses. While it surprises me that Hlaalu did not do a full on landgrab for the empty velothi domes, the past is past and those domes now have telvanni residing in them.  House Redoran is making a small push toward a few of the Old places like Telesaro but those fortresses are almost fully occupied by outcasts, villains, slavers and daedra.

It's always struck me as odd that no one has ever made a serious effort to seize and control the propylon chambers. I mean the trade and military benefits are supremely obvious. (The Mages' Guild might put up a stink, because that would deprive them of some teleportation travel income, but whoever gained the propylons should be able to cut a deal, since the chambers are nowhere near the Mage Guild cities.) Not to mention the research benefits...which is probably why that one Skills Master is living in one of the chambers.

I suppose that one reason is because nobody ever found the keys to those things. The official plug-in about the propylons, IMHO, made it a bit too easy to gain the unified key...and I'm also not too happy with the way it works. If each chamber has its own special key, then that's what the PC should stick with using -- it doesn't make sense for a unified key to keep pestering the quest giver. And, since it's not a specific propylon's key, then that means it must be connecting the wielder to ALL propylon chambers, everywhere...not just the 9 or 10 of them in Vvardenfell...

QUOTE(Iudas @ Sep 19 2004, 08:40 PM)
And the PC is an outlander.  He is not used to MW diseases or foods or ashstorms or blight storms or any of that.  What a local can ignore can knock the PC on his butt.  At least that is my logic for why the local scalliwags can sleep in all those caves and never even get a cough and hack.  To my mind the PC should even be leary of drinking the local water let alone flirting with the local ladies.

24.gif

...especially if their last name is Fyr!

QUOTE(Iudas @ Sep 19 2004, 08:40 PM)
The content of the mod is now finalized.  I will test the diseases in tombs thing tomorrow and either add it or bag it.  So starting tuesday the mod goes into the fit and polish and clean out errors and finish the new additions stage.
Get this out of the way so I can go back to work on the undernourished NPCs mod.

That's great news. I think this will become one of the staple "must have" mods, especially for vanilla MW players.


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post Sep 20 2004, 07:08 PM
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QUOTE(Iudas @ Sep 20 2004, 10:40 AM)
The content of the mod is now finalized.  I will test the diseases in tombs thing tomorrow and either add it or bag it.  So starting tuesday the mod goes into the fit and polish and clean out errors and finish the new additions stage.

Hazzah! Glad to hear it. fing34.gif

Based on this excellent news I won't bother posting my treatise on propery rights in Vvardenfell. wink.gif
Suffice to say that I think Duke Dren is the only one with legal authority to award land titles, though for the purposes of this mod it seems perfectly reasonable to accept Dren's delegated this authority to some functionary. The Telvanni colonisation of Temple lands aren't sanctioned, but the Telvanni choose to ignore Imperial authority in this matter, as briefly described in A Short History of Morrowind.
QUOTE(Cenobite)
Is certainly true if MW is operating along the lines of straight-out feudalism. (Are there titled persons in Vvardenfell higher than the Duke?

Duke Dren is top dog in Vvardenfell, but it's only one of the six districts which comprise Morrowind. He's subservient to King Helseth (Mournhold), who is in turn subservient to the Emperor.
QUOTE(Cenobite)
Except I am not sure that Vvardenfell is an Imperial fiefdom (as I know nothing of the lore) so much as it appears to be a huge mining colony...while the Empire keeps a blind eye turned towards slavery.

Under the original terms of the treaty between the Tribunal & the Empire, Vvardenfell was a Temple protectorate -- settlement or exploitation of any sort were illegal. They changed the terms of the treaty recently to encourage economic development, hence competition between the Houses to exploit these previously untapped resources. Slavery is protected by law within Mottowind, it's one of the concessions Emperor Tiber made to establish the treaty with the Tribunal.


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post Sep 21 2004, 04:17 AM
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QUOTE(OldeCow69 @ Sep 20 2004, 05:08 AM)
as briefly described in A Short History of Morrowind.

Ah, thanks! That is a good link. Answers many questions.

It also means I was flat-out wrong about some things, when I posted the rant against the creation of a zoning board, but oh well.

It makes the possibility of open revolt against the Imperialists much smaller than He-Who-Owns-Dren-Plantation would have the player believe. The Empire's presence is better defined as a co-existence than as an occupation...if anyone is still sore about that, he must be one HECK of a traditionalist, since this has been the state of affairs for 400 years.

And it also makes the possibility of conflicts between the Houses, the Temple, and the organized crime groups much larger than simply playing the game would have the player believe. Land is indeed very hotly contested at times (it would have to be, since there's only 10 square miles of it) but open conflict would be going in different paths than what I had envisioned. Battles between the Empire and the Temple? Not likely. Battles between the other groups that I mention in this paragraph? Much more likely.

Meat for a sequel, indeed...


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post Sep 21 2004, 07:43 PM
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QUOTE(Cenobite @ Sep 20 2004, 02:17 PM)
Ah, thanks!  That is a good link.  Answers many questions.

It also means I was flat-out wrong about some things, when I posted the rant against the creation of a zoning board, but oh well.

It makes the possibility of open revolt against the Imperialists much smaller than He-Who-Owns-Dren-Plantation would have the player believe.  The Empire's presence is better defined as a co-existence than as an occupation...if anyone is still sore about that, he must be one HECK of a traditionalist, since this has been the state of affairs for 400 years.

And it also makes the possibility of conflicts between the Houses, the Temple, and the organized crime groups much larger than simply playing the game would have the player believe.  Land is indeed very hotly contested at times (it would have to be, since there's only 10 square miles of it) but open conflict would be going in different paths than what I had envisioned.  Battles between the Empire and the Temple?  Not likely.  Battles between the other groups that I mention in this paragraph?  Much more likely.

Meat for a sequel, indeed...
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Dark Elves can carry a grudge for a lot longer than a mere 400 years.
Which for a dark elf might only represent 2 to 3 generations.
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post Sep 22 2004, 03:55 AM
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QUOTE(Iudas @ Sep 21 2004, 05:43 AM)
Dark Elves can carry a grudge for a lot longer than a mere 400 years.
Which for a dark elf might only represent 2 to 3 generations.
*


That is certainly possible...

Especially for someone like Slave Master Dren. That's a very nice plantation he's got there, so his gripe against the Empire probably isn't based on trade or economic policy. (He can't be serious about protesting the bans on moon sugar and slaves, because otherwise there would be no black market for either commodity, and thus no more black market prices.)

Two alternatives suggest themselves:

1 - He is a religious ideologue. His belief in the Tribunal is so strong, that he cannot abide the presence of the IC or any proselytizers for the Nine Divines. (Same goes for those stinkin' daedric shrines that clutter up the place, perhaps.) The very spell "Divine Intervention" is a heresy punishable by death, in his eyes.

2 - He is a super-patriot who is driven more by racial pride than any national loyalty. The Dunmer were here first, and white man is spoiling the land and the game and the water. This is why Dagoth Ur blights the realm, and will continue to do so until the presence of the foreigners is erased from Vvardenfell.

Of course, no reason why he can't be both at the same time.


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Iudas
post Sep 22 2004, 11:30 PM
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Every unowned container in the exterior city cells is now Owned.
Every Blasted One. ( Balmora is a lot less stickyfingers friendly as a result)
Think I found an efficient way to add that disease issue to the PC if he follows the easy decision to sleep in caves.
Doing dialog is a right bear.
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post Sep 23 2004, 08:17 AM
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I've gone over the read-me. Perhaps add a line or two about the caves, if the disease script works. Otherwise, everything looks good. Eagerly anticipating final release.


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post Sep 23 2004, 09:26 AM
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QUOTE(Cenobite @ Sep 22 2004, 06:17 PM)
I've gone over the read-me.  Perhaps add a line or two about the caves, if the disease script works.  Otherwise, everything looks good.  Eagerly anticipating final release.
*


Yup the readme will be updated, right now it is covered with chicken scratchings as I do each of the situations and mark them off the list.
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post Sep 23 2004, 09:31 AM
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I am hoping to have the computer situation resolved very soon. I really want to beta test this. (cracks knuckles)


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post Sep 23 2004, 11:35 AM
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Well one of the fun things yesterday was finding all the freestuff in exterior cells. Here's the list:

1) Potion of fortify Luck_S, Andasreth (-9,5) in a hollow log

2) 3 Miner's Picks, Ascadian Isles ( -4, -4)

3) Book: Notes on Kagouti Mating, Ascadian Isles ( 2, -4)

4) Bottle of Matze, Ashlands ( 4, 3)

5) Silver Dagger, Azura's Coast ( 14, 9)

6) Book: Note to Telvon, Azura's Coast ( 14, 9)

7) 6 skulls, Azura's Coast (15, -15)

8) Food Urns and baskets and crates, Balmora ( -4, -2; -3, -3; -3, -2; -2, -2) all unowned NOT ANYMORE.

9) Gold 125, chest of weapons, Bitter Coast (-10, 5)

10) Potion Chameleon, gold 23, Bitter Coast ( -9, 2) in a tree stump

11) Potion of Invisibility, Glass Netch Dagger, Bitter Coast ( -8, 2 ) in tree stumps

12) Gold 50, Journeyman's probe and lockpick, Bitter Coast ( -7, 1) in a stump

13) Potion Fortify Personality, Bitter Coast ( -7, 2) in a stump

14) Weapon Chest, Bitter Coast ( -6, -6)

15) Weapon Chest, Bitter Coast ( -6, 3) under a bridge

16) Sack o gold 100, Bitter Coast ( -5, -8) in a stump

17) Book Tarhiel's Journal, Bitter Coast ( -3, -8) And the falling argonian mage

18) Gold 50, Firebite Dagger, Bitter Coast ( -2, -8) in a stump

19) Sack of Moonsugar, Bitter Coast ( -1, -11) on a small boat NOT ANYMORE

20) Buckmoth Legion Fort ( -2, 5), outside crates and barrels NOT ANYMORE

21) Ebonheart ( 2, -13), outside crates,sacks and barrels NOT ANYMORE

23) Fort Frostmoth ( -22, 16 ), outside crates and barrels NOT ANYMORE

24) Gnaar Mok ( -8, 3), some outside sacks and chests

25) Gnisis ( -10, 11), miner's pick under a cart

26) Khuul ( -9, 17), Chest gold 25, barrel ingredients,

27) Molag Amur ( 0, -2), barrels and crates NOT ANYMORE

28) Molag Mar ( 12, -8), barrels crates sacks urns at the silt strider port NOT ANYMORE

29) Molag Mar ( 13, -8), barrels crates sacks and urns NOT ANYMORE

30) Nchurdamz ( 17, -6), bedroll NOT ANYMORE

31) Odai Plateau ( -5, -5), ebony shortsword ( actually buried in the default game but every fix mod out there has raised the z value so the sword is obtainable.)

32) Pelagiad ( 0, -8), outdoor crates NOT ANYMORE

33) Pelagiad ( 0, -7), outdoor crates NOT ANYMORE

34) Sadrith Mora ( 17, 4), some crates, misc items and weapons NOT ANYMORE

35) Seyda Neen ( -2, -10), silverwarecup, gold 25, Iron Shardaxe ( treestumps )

35) Skaal Village (-20, 25), Nordic silver dagger, repair items, Wolf Boots

36) Skaal Village (-20, 26), Outdoor baskets barrels sacks crates, The Watchman's eye.

37) Isinfer Plains ( -24, 23), steel dagger, crates, barrels, Airship Journal

38) Isinfer Plains ( -22, 24), Barrels

39) Isinfer Plains ( -20, 20), pirate's chest

40) Lake Fjalding (-21, 23), Lucky Break Silver Staff

41) Lake Fjalding (-20, 23), Nordic Silver Axe

42) Moestring Mountains ( -27, 23), Frostgore Shortblade

43) Moestring Mountains ( -25, 25), Scroll chest

44) Telasero ( 9, -7 ), iron dagger, note

45) Thirsk ( -19, 23), Hollow stump with weapons, repair items

46) West Gash (-13, 13), Dwarven Mace and coins on ledge

47) West Gash ( -12, 11), Common chest, Muck shovel

48) West Gash ( -12, 12), common chest

49) West Gash ( -10, 17), bedroll, sack gold, chest weapons, travel lantern, key, misc items.

50) West Gash ( -8, 16), crates and urns NOT ANYMORE

51) West Gash ( -7, 6), Urns of food NOT ANYMORE

52) Zainab camp, ( 9, 10), baskets,barrels, crates and urns

53) Khartag Poing (-9, 4), baggold 100

54) Bitter Coast (0, -10), bag of gold

Some of these are meant to be bennies for the PC if he stumbles over them while walking about MW. Some of them ( those marked NOT ANYMORE ) appeared to be oversights in the final polishing of the game.





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Omaru
post Sep 23 2004, 12:58 PM
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I think this is a wonderful idea for a mod and I've been watching the progress for a few days, I just forgot my password and was too lazy to go through the request process so I haven't posted on it. I'm really excited about it. There are a lot of wonderful house mods out there and I've used and enjoyed many of them, but very few of them fit in seamlessly enough to the landscape and lore of Vvardenfel for my admittedly rather more purist tendencies.

I think it's great when people hit on ideas that really flesh out the existing setting and storyline for a more immersive feel. I've tried out a lot of mods adding new stuff to the game and I will continue to in the future because by now it's a habit and I love to see all the new stuff all these people create, but for the most part, I'll try it out, play it for a little while and set it aside to try out something new. It's mods like these that really improve the basic structure of the game that become true must-haves for me to be included in every game.
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post Sep 23 2004, 03:31 PM
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Omaru: Welcome back to the forums.

Glad to hear that there's another person with interest in this mod. I think all told...that makes 5 of us? Could be a few more lurkers, who knows. heee.gif

I would love to beta-test this myself, but at the moment I do not have a personal computer with Morrowind loaded onto it. Would you be so kind as to beta-test the mod on my behalf?

Iudas: That is quite a list of freebies. Are you sure you wouldn't rather post that up in the cheat forum? Just kidding!


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Omaru
post Sep 23 2004, 04:13 PM
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QUOTE(Cenobite @ Sep 23 2004, 01:31 AM)
Omaru: Welcome back to the forums.

Glad to hear that there's another person with interest in this mod.  I think all told...that makes 5 of us?  Could be a few more lurkers, who knows.  heee.gif

I would love to beta-test this myself, but at the moment I do not have a personal computer with Morrowind loaded onto it.  Would you be so kind as to beta-test the mod on my behalf?




I'd be glad to help beta test this mod. My e-mail is public in my profile, you should be able to send it there.
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post Sep 23 2004, 04:16 PM
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Thanks! biggrin.gif

And, uh, one thing you should do, while testing this...

...is to spend a lot of time sleeping in caves.

Seriously.


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post Sep 23 2004, 04:16 PM
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QUOTE(Cenobite @ Sep 22 2004, 10:31 PM)
Glad to hear that there's another person with interest in this mod.  I think all told...that makes 5 of us?  Could be a few more lurkers, who knows.  heee.gif
*




I am waiting patiently with my house mod list ready to update as soon as this releases. fing34.gif
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post Sep 23 2004, 04:36 PM
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QUOTE(kwshipman @ Sep 23 2004, 02:16 AM)
I am waiting patiently with my house mod list ready to update as soon as this releases. fing34.gif
*


fing34.gif indeed.

I can't wait to rip off a house deed or two from some high-ranking Temple flunkie... 676.gif


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post Sep 23 2004, 07:05 PM
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QUOTE(Iudas @ Sep 22 2004, 11:30 PM)
Every unowned container in the exterior city cells is now Owned.
Every Blasted One. ( Balmora is a lot less stickyfingers friendly as a result)

Another excellent idea, you really have a fine eye for those little details, or a lot of time on your hands. wink.gif

Of the containers you've listed, the only one I'd query is;

19) Sack of Moonsugar, Bitter Coast ( -1, -11) on a small boat NOT ANYMORE

Given the location (carefully hidden from view) and contents, I took it to be either a smugglers boat, or connected with the sixth house base at Assemanu, and therefore fair game? Given moonsugar is illegal, how can anyone claim legal ownership in anycase?
QUOTE(Iudas)
Think I found an efficient way to add that disease issue to the PC if he follows the easy decision to sleep in caves.

Without placing activators in every last one I hope? Damn, now I'm all curious.
QUOTE(Iudas)
Doing dialog is a right bear.

Yes, very fiddly to get it all working correctly and not mess anything else up.

I look forward to further updates. smile.gif


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post Sep 23 2004, 09:10 PM
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QUOTE
19) Sack of Moonsugar, Bitter Coast ( -1, -11) on a small boat NOT ANYMORE

Given the location (carefully hidden from view) and contents, I took it to be either a smugglers boat, or connected with the sixth house base at Assemanu, and therefore fair game? Given moonsugar is illegal, how can anyone claim legal ownership in anycase?

I made it the property of the famous A Shady Smuggler. blush.gif Only Moonsugar with a stolen tag gets removed from the PC's inventory when the PC pays the guards or goes to Jail. Given the way the game engine works, to make MoonSugar and Skooma into prohibited goods would require that every piece of each have ownership assigned. Moonsugar appears on a few of the levelled lists and that complicates that issue.

QUOTE
Without placing activators in every last one I hope? Damn, now I'm all curious

Unfortunately no, an activator is required in each cave.

QUOTE
I am waiting patiently with my house mod list ready to update as soon as this releases.

Unfortunately patience is necessary when I do anything. Old, slow, semi-senile, seriously detail oriented and I have some flaws in my character too.

QUOTE
Iudas: That is quite a list of freebies. Are you sure you wouldn't rather post that up in the cheat forum? Just kidding!


I suppose I should have seen them as cheats, but seriously I was only looking for the unowned stuff that should have been owned to be consistent with the game world and what I think were the Dev's intentions. Some of the stuff is just so obviously goodies left for the early player to find if he looks ( all that treestump stuff and the under the bridge crate); but the external storage in Balmora just seemed to me to be an oversight in final polish before the game was released.
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post Sep 23 2004, 09:10 PM
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QUOTE(Omaru @ Sep 23 2004, 02:13 AM)
I'd be glad to help beta test this mod.  My e-mail is public in my profile, you should be able to send it there.
*


When it is ready to be beta tested, I will take you up on your kind offer. Thank You.
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post Sep 24 2004, 02:35 AM
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QUOTE(Iudas @ Sep 23 2004, 07:10 AM)
Only Moonsugar with a stolen tag gets removed from the PC's inventory when the PC pays the guards or goes to Jail.  Given the way the game engine works, to make MoonSugar and Skooma into prohibited goods would require that every piece of each have ownership assigned.

Hmm, yes, that too appears to be quite an oversight. That's a nice patch for it. fing34.gif

QUOTE(Iudas @ Sep 23 2004, 07:10 AM)
Moonsugar appears on a few of the levelled lists and that complicates that issue.

blink.gif Why?

I mean, why is moonsugar on a leveled list? Does the number of sugar units that you might find in a barrel increase with the level of the player?
QUOTE(Iudas @ Sep 23 2004, 07:10 AM)
Unfortunately no, an activator is required in each cave.

Well that's quite a pain in the rear spotted owl. But it's attention to details like this that really enhance the game experience. So heck with the doctor's orders, I'm not going to talk you out of it.

QUOTE(Iudas @ Sep 23 2004, 07:10 AM)
and I have some flaws in my character too.

And this makes you different from the rest of us humans how? heee.gif


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post Sep 24 2004, 03:18 AM
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QUOTE
I mean, why is moonsugar on a leveled list? Does the number of sugar units that you might find in a barrel increase with the level of the player?

Not sure why it is specifically on some of the levelled lists. As an ingredient it can appear also. Just random finds, the way levelled lists work.
QUOTE
And this makes you different from the rest of us humans how?
errr Let me ask my wives.
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post Sep 24 2004, 06:40 AM
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QUOTE(Iudas @ Sep 23 2004, 01:18 PM)
errr Let me ask my wives.

Heck with them. The only people we're worried about now is the MW community. (KW, thanks for speaking up.) I really think this has a good chance of becoming one of those "everyone must have it" mods because of all the oversights that are fixed. Exactly like that mod by ThePal that you mentioned in the read-me.


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post Sep 27 2004, 04:14 PM
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Well, unfortunately I will no longer be able to beta test this mod. A power surge at the house fried both my motherboard and my power supply a couple of days ago. I don't have a job right now, so no telling when I'll have my computer back. Oh well, I may just have to get up and go outside now. Sorry about that. Best of luck with the mod!
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TheFalcon
post Sep 27 2004, 05:39 PM
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Great idea for a mod, I usually take over places that have become empty, but with this I can finally do it legally, which will please my Paladin no end smile.gif


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post Sep 27 2004, 06:17 PM
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QUOTE(TheFalcon @ Sep 27 2004, 03:39 AM)
Great idea for a mod, I usually take over places that have become empty, but with this I can finally do it legally, which will please my Paladin no end smile.gif
*



Some places will actually be legal with deeds/leases/promotions and all. Some places will be an "arrangement" with the locals to not bother you. Some places will be "Might makes right" ( The telvanni squatters in the velothi towers type situation ). No matter which it is, stuff stored in the containers will not pick up the stolen flag, sleeping in the bed will be legal and the old owners individual items will still retain the old owners tag. ( Heirs and estate attorneys and all that )
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That sucketh and not in a good way. Beware of that thing called Outside, bugs and critters and strange noises and bad aromas.
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post Sep 27 2004, 06:40 PM
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Seems you've catered for just about every type of character, this is defiantly going to be one of my 'Cant play without' mods.

Looks like my pack guar is going to be bearing the weight of my goods until this comes out biggrin.gif


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post Sep 27 2004, 06:48 PM
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QUOTE(TheFalcon @ Sep 27 2004, 04:40 AM)
Seems you've catered for just about every type of character, this is defiantly going to be one of my 'Cant play without' mods.

Looks like my pack guar is going to be bearing the weight of my goods until this comes out biggrin.gif
*


I work slow. You might want to consider becoming a 2 guar family 932.gif
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post Sep 28 2004, 03:33 PM
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QUOTE(Omaru @ Sep 27 2004, 02:14 AM)
Well, unfortunately I will no longer be able to beta test this mod.  A power surge at the house fried both my motherboard and my power supply a couple of days ago.  I don't have a job right now, so no telling when I'll have my computer back.  Oh well, I may just have to get up and go outside now.  Sorry about that.  Best of luck with the mod!
*


Very sad to hear all of that, Omaru. Well, at least you weren't injured. Good luck with the job hunt! I agree with Iudas, the whole "GREAT outdoors" phenomenon is not as great as it's cracked up to be.


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post Oct 1 2004, 12:01 PM
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Still chugging away on this one, the Telvanni Rogue towers have now become a rather interesting quest depending on the players faction affiliations ( 4 different ways to get the quest, multiple different possible outcomes ). And I took the easy way out on the Gro-Bagrat plantation, made that a go and kill em quest, so the fun part is finding the quest giver. Dren Plantation, very limited, exactly one way to become the caretaker.
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post Oct 1 2004, 07:05 PM
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Thanks for the update, I was beginning to fear you'd been fatally distracted by your quest for gold & anomalies biggrin.gif


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post Oct 1 2004, 07:40 PM
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QUOTE(OldeCow69 @ Oct 1 2004, 05:05 AM)
Thanks for the update, I was beginning to fear you'd been fatally distracted by your quest for gold & anomalies biggrin.gif
*


Oh it all ties together somewhere.
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post Oct 2 2004, 06:06 AM
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QUOTE(Iudas @ Oct 1 2004, 05:40 AM)
Oh it all ties together somewhere.
*


I agree. As long as one is writing a mod to patch the problem of loose and unclaimed housing, might as well plug as many other illogical things that one can with the same mod release.

Got to keep the doctor's orders in mind, however. Stick to the cave borne diseases. No epic quests of more than 1 hour's duration. Must save something for the sequel, after all.


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post Oct 2 2004, 07:49 AM
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QUOTE(Cenobite @ Oct 1 2004, 04:06 PM)
I agree.  As long as one is writing a mod to patch the problem of loose and unclaimed housing, might as well plug as many other illogical things that one can with the same mod release.

Got to keep the doctor's orders in mind, however.  Stick to the cave borne diseases.  No epic quests of more than 1 hour's duration.  Must save something for the sequel, after all.
*



Along the same lines as the housing, I will be adding in the ingame guar that the PC should be able to use as Baggage trains.
Corky, Rollie, and the GuarHide trader's PackGuar. Might as well use the Tribunal script additions to benefit the player if he chooses certain outcomes to these three relevant misc quests.
Shooting for the end of next week for a formal beta test. ( My current PC has a marksman skill of 5 )

Hmmmm why is this starting to sound like 50 acres and a mule?

This post has been edited by Iudas: Oct 2 2004, 07:51 AM
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post Oct 2 2004, 09:44 AM
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QUOTE(Iudas @ Oct 1 2004, 05:49 PM)
Along the same lines as the housing, I will be adding in the ingame guar that the PC should be able to use as Baggage trains.
Corky, Rollie, and the GuarHide trader's PackGuar.  Might as well use the Tribunal script additions to benefit the player if he chooses certain outcomes to these three relevant misc quests.


Hmmmm why is this starting to sound like 50 acres and a mule?

24.gif

Only if you made the mod (1) free all of the Argonian and Khajiit slaves (2) embroil the Empire in a debate about how to improve their lot, without even once considering the solution of sending them all home (3) neither imprison nor execute the slavers, but allow them to keep on operating their smuggling routes as before, after taking away all of their slave bracers so they can't engage in that trade. The sequel mod would hand over all of the plantations and farms to the freed slaves for about 2-3 weeks, then revoke that ownership again and sell the land back to the slavers...at such inflation that it's no better than extortion, and leaves neither the former slaves nor the former slavers enough wealth to get by without the dole.

QUOTE(Iudas @ Oct 1 2004, 05:49 PM)
Shooting for the end of next week for a formal beta test. ( My current PC has a marksman skill of 5 )

I assume that the IC-Temple faction-compatibility analysis in the other thread has set back your release schedule. That's fine.


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post Oct 2 2004, 09:51 AM
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QUOTE(Cenobite @ Oct 1 2004, 07:44 PM)
24.gif

Only if you made the mod (1) free all of the Argonian and Khajiit slaves (2) embroil the Empire in a debate about how to improve their lot, without even once considering the solution of sending them all home (3) neither imprison nor execute the slavers, but allow them to keep on operating their smuggling routes as before, after taking away all of their slave bracers so they can't engage in that trade.  The sequel mod would hand over all of the plantations and farms to the freed slaves for about 2-3 weeks, then revoke that ownership again and sell the land back to the slavers...at such inflation that it's no better than extortion, and leaves neither the former slaves nor the former slavers enough wealth to get by without the dole.
I assume that the IC-Temple faction-compatibility analysis in the other thread has set back your release schedule.  That's fine.
*



I see that you have a precise understanding of the economics that war and of the "reconstruction" afterwards. Of course I would only free those slaves in areas of the island over which I have no control but would allow them to remain slaves in the areas I do control.



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post Oct 2 2004, 10:16 AM
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QUOTE(Iudas @ Oct 1 2004, 07:51 PM)
I see that you have a precise understanding of the economics that war and of the "reconstruction" afterwards.  Of course I would only free those slaves in areas of the island over which I have no control but would allow them to remain slaves in the areas I do control.
*


Thanks. Um...potential for conflict with Nevena's popular anti-slavery mods? I confess I haven't gotten around to playing them yet, so I can't be sure.


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OldeCow69
post Oct 2 2004, 01:21 PM
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QUOTE(Iudas)
Oh it all ties together somewhere.

Yes, I can see you sitting atop an empire of handy gameplay plugins; real-estate office, mint, missing persons, League of Factions, workers party etc.

These aren't all being rolled into 50 Places though surely, I imagined these were all seperate enterprises? The advantages of modular construction and all that.

QUOTE(Cenobite)
Um...potential for conflict with Nevena's popular anti-slavery mods? I confess I haven't gotten around to playing them yet, so I can't be sure.

I suspect so, not to mention BotherJunipers Twin Lamps. biggrin.gif


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Iudas
post Oct 2 2004, 09:07 PM
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QUOTE
These aren't all being rolled into 50 Places though surely

Correct, the only new thing added to 50 places is the three guars available to the PC from various quests in MW. They will be given the companion share capability.
The factions mod is very small, just some added dialogs. Not part of 50 at all.

And none of the stuff in 50 will have any impact on any of the TwinLamps/slavery mods.
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OldeCow69
post Oct 2 2004, 10:50 PM
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Great, that's what I assumed from the various other threads in anycase.

We were just joshing about the slaves, well at least I was - Cenobite on the other hand... wink.gif


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Cenobite
post Oct 3 2004, 05:33 AM
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I suppose it could be called joshing. I just like extrapolating a hypothetical to the point of ridiculousness and beyond. What really surpises me is when reality overtakes my notion of what is ridiculous.

Iudas, I'm very glad to hear that you are breaking this work up into different mods. That's the first clue I've had, that you are putting all this into separate .esps instead of one giant master uber fix-all-gaps mod. fing34.gif


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Iudas
post Oct 3 2004, 06:38 AM
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QUOTE(Cenobite @ Oct 2 2004, 03:33 PM)
I suppose it could be called joshing.  I just like extrapolating a hypothetical to the point of ridiculousness and beyond.  What really surpises me is when reality overtakes my notion of what is ridiculous.

Iudas, I'm very glad to hear that you are breaking this work up into different mods.  That's the first clue I've had, that you are putting all this into separate .esps instead of one giant master uber fix-all-gaps mod.  fing34.gif
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Different mods.
Apologies if I was not clear on that. 50 houses and some guars is standalone.
Better Diseases is standalone
Undernourished NPCs is standalone
Religions factions and Magic factions would be standalone if I do it.

The other topic might not even have any mods come out of it; or other folks might see something in that thread and make something of it. There must be at least 20 ways someone could address the Missing Balmora Magistrate or the missing dissident priest.
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Cenobite
post Oct 3 2004, 06:46 AM
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QUOTE(Iudas @ Oct 2 2004, 04:38 PM)
Better Diseases

24.gif

That one, from the name alone, strikes me as a spoof on the Better Heads type of mods. Coming soon to a mod database near you: Better Corpses! Morrowind Dismemberment Enhanced! Surgical Toolkit Add-on v1.1! Guts & Intestines Modder's Resource Pack!

Hmm. I should stop before someone actually makes these.

QUOTE
There must be at least 20 ways someone could address the Missing Balmora Magistrate or the missing dissident priest.

"Find and stop the serial killer before he strikes again" detective quest mod? 24.gif

Gah, there I go with the crazy ideas again. I knew I should have completed therapy...


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Chris Woods
post Oct 3 2004, 06:59 AM
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QUOTE(Iudas @ Sep 13 2004, 01:16 PM)
Passed the musing idea stage,  passed the technical questions stage, passed the "ask for input" stage; 30Homes for the PC is now a WIP.


This would be really cool and definitly something Morrowind could use. A lot of people, like myself, don't feel comfortable getting "fre homes" and would love to actually have to pay/earn them.

Also, it would be really grand if some of them were either unfurnashed or lightly furnashed and we had to move the stuff in ourselves, although that would definitly be dificult to pull off.

Chris Woods
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Iudas
post Oct 3 2004, 10:32 AM
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QUOTE(Chris Woods @ Oct 2 2004, 04:59 PM)
This would be really cool and definitly something Morrowind could use.  A lot of people, like myself, don't feel comfortable getting "fre homes" and would love to actually have to pay/earn them.

Also, it would be really grand if some of them were either unfurnashed or lightly furnashed and we had to move the stuff in ourselves, although that would definitly be dificult to pull off.

Chris Woods
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These are already in the game, pre-furnished, places that the PC could be sent to by a quest or find just by going walkabout.
Some are free, some are only obtainable if the PC achieves a certain outcome for a quest. Some, like the apts in the Vivec cantons are rentable by the year, some like the rogue telvanni towers are exceedingly tough and might not even be worth the effort.
What happens in all of them is that the PC can have a legitimate place to sleep and can store his stuff in the containers without his stuff picking up the stolen tag. The best are the two Plantations Gro-Bagrat and Dren. Neither comes easy. For Gro Bagrat the NPC's are rather better than they are in the unmodded game and some technology from Mournold has been added. For Dren, one outcome will get the PC in the situation that he becomes caretaker for the Dren Plantation until the Duke's other brother arrives from the Mainland ( E.T.A. 12th of Never ).

Using any of the furniture store mods, or Balmora Expanded or Complete Morrowind the PC can build his own furniture or buy it.

The mod adds 0 new graphics content, 0 new interiors or exteriors, 0 new items. Just some globals and some scripts and some dialog ... and a few minor NPC and Creature changes to make the getting more...interesting.

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Iudas
post Oct 3 2004, 10:34 AM
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QUOTE(Cenobite @ Oct 2 2004, 04:46 PM)
24.gif

That one, from the name alone, strikes me as a spoof on the Better Heads type of mods.  Coming soon to a mod database near you: Better Corpses!  Morrowind Dismemberment Enhanced!  Surgical Toolkit Add-on v1.1!  Guts & Intestines Modder's Resource Pack!

Hmm.  I should stop before someone actually makes these.
"Find and stop the serial killer before he strikes again" detective quest mod?  24.gif 

Gah, there I go with the crazy ideas again.  I knew I should have completed therapy...
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Therapy is highly overrated, Al Cohol ( a very old terrorist organization ) provides a much better return for your time invested.

Part of Better Diseases is in 50Homes+a Guar --- the sleeping in caves part.

This post has been edited by Iudas: Oct 3 2004, 10:35 AM
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gman21
post Oct 3 2004, 02:49 PM
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I love this concept.

Im my opinion the best mods take existing morrowind content and give it new uses. On one hand you are adding much needed fucntionality to the game, while at the same time not adding anything at all, this is the most elegant way to mod. These types of mods seem to fit into the game better than any other.

Another good example is morrowind complete, where all the existing pots(clay, peach, limeware) in the game, were given the ability to cook food. Instead of adding new buildings with vendors who sold new models of cooking pots, he just added a new functionality to items that were already spread out through the game. The ending effect was morrowind complete felt like it could have been included in the original game. From what i have read so far this mod will also fit in just as well as mw complete, and will definately fit in better than any other house mod that i have played.
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Iudas
post Oct 3 2004, 03:18 PM
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QUOTE(gman21 @ Oct 3 2004, 12:49 AM)
I love this concept.

Im my opinion the best mods take existing morrowind content and give it new uses.  On one hand you are adding much needed fucntionality to the game, while at the same time not adding anything at all, this is the most elegant way to mod.  These types of mods seem to fit into the game better than any other. 

Another good example is morrowind complete, where all the existing pots(clay, peach, limeware) in the game, were given the ability to cook food.  Instead of adding new buildings with vendors who sold new models of cooking pots, he just added a new functionality to items that were already spread out through the game.  The ending effect was morrowind complete felt like it could have been included in the original game.  From what i have read so far this mod will also fit in just as well as mw complete, and will definately fit in better than any other house mod that i have played.
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There is a lot of good stuff in the game and the expansions that is underutilized. I overstated a wee bit about there being 0 new items, there are a couple of new keys, some new scrolls ( deeds to property and leases ) some new activators. Thanks for the kind words; but the proof of the pudding will be in the testing.
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