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> [REL] Iliandria, an Altmer Town

PirateLord
post Sep 12 2004, 09:40 AM
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Now this is now REL, I thought I'd start a new post.

This is a town for Altmer, located on the spur of land at Lake Amaya.
The download is 2meg, due to new statics and retextures.

The traders may seem a bit overstocked, but they only have finate stock.

Iliandria

This post has been edited by PirateLord: Sep 12 2004, 09:52 AM


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DoomedMarauder
post Sep 12 2004, 09:45 AM
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QUOTE(PirateLord @ Sep 12 2004, 08:00 AM)
This is a town for Altmer, located on the spur of land at Lake Amaya.
The download is 2meg, due to new statics and retextures.

Iliandria
*



I am waiting sort of patiently for this project to be finished. You work looks beautiful and the location couldn't be better.

I'm concerned about doubling if I put this into my game now, then d/l updated fixes. Where does this stand as far as completion?

[Edit:] Could you say more about how to get there from Peliagad (sp). I d/l. Just can't stay away from eye candy.

This post has been edited by DoomedMarauder: Sep 12 2004, 09:58 AM


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watchinthewheels
post Sep 12 2004, 09:50 AM
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confused.gif this thread isnt a [rel] did you mean to put [wip]? or is it done? im confused lol


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PirateLord
post Sep 12 2004, 09:53 AM
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QUOTE(watchinthewheels @ Sep 12 2004, 04:10 PM)
confused.gif this thread isnt a [rel] did you mean to put [wip]? or is it done? im confused lol
*


Yikes, typo. It is REL now


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rhn
post Sep 12 2004, 09:59 AM
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QUOTE(watchinthewheels @ Sep 12 2004, 05:10 PM)
confused.gif this thread isnt a [rel] did you mean to put [wip]? or is it done? im confused lol
*


Tjeck the link!!

Hmm okay the idea about a altmer town is great. And i mean GREAT!! But i dont like the location. if you made it on a small island located near sumerset isle. It would be cool if you could make it work like mourhold in the game. Could be so cool.


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DoomedMarauder
post Sep 12 2004, 10:05 AM
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QUOTE(rhn @ Sep 12 2004, 08:19 AM)
Tjeck the link!!

Hmm okay the idea about a altmer town is great. And i mean GREAT!! But i dont like the location. if you made it on a small island located near sumerset isle. It would be cool if you could make it work like mourhold in the game. Could be so cool.
*



I think the location is great. tongue.gif Just moved Max's horses, companion and baggage to the Kanet ranch and Sauron's Abode...if I knew exactly where this place was, my life would be perfect. For the next 15 minutes. I'm sort of high maintenance that way.


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PirateLord
post Sep 12 2004, 10:08 AM
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QUOTE(DoomedMarauder @ Sep 12 2004, 04:05 PM)
I am waiting sort of patiently for this project to be finished. You work looks beautiful and the location couldn't be better.

I'm concerned about doubling if I put this into my game now, then d/l updated fixes. Where does this stand as far as completion?


I tried loading my game with the old town removed, then resaving after all the error messages. When I then restarted with the new mod, I got some interesting results.
No NPC doubling, but the Guar is doubled (new creature) and some of the trees/rocks are floating in the air. I suppose you could just go round and disable the floaty stuff via the console smile.gif

QUOTE
[Edit:] Could you say more about how to get there from Peliagad (sp). I d/l. Just can't stay away from eye candy.
*


Don't want to make things too easy tongue.gif


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brady228
post Sep 12 2004, 10:10 AM
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Cool it's all finished, I'll have to get this! Thank you PirateLord I love the look of this place, nice work! smile.gif trophy.gif

This post has been edited by brady228: Sep 12 2004, 10:10 AM


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DoomedMarauder
post Sep 12 2004, 10:15 AM
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QUOTE(PirateLord @ Sep 12 2004, 08:28 AM)

Don't want to make things too easy tongue.gif
*


ooo.gif dry.gif nono.gif Bad things can happen to modders who play games with The Marauder. I am a toughie.

Hope there aren't any scary things in your mod.

Well, I think your digs are right next door to mine. This is good. I get lost easily.


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rhn
post Sep 12 2004, 10:33 AM
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Imm a little confused. Why is there two esps with the same name there?? which one should i use?? the one in the datafiles folder or the one in the generel folder.


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watchinthewheels
post Sep 12 2004, 10:36 AM
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you could open the mod in tesme and find out what cells have been changed wink.gif


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rhn
post Sep 12 2004, 10:40 AM
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well i dont have tesame. Could anyone help me here? which esp should i use?? the large one or the one a bit smaller?

This post has been edited by rhn: Sep 12 2004, 10:45 AM


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PirateLord
post Sep 12 2004, 11:09 AM
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QUOTE(rhn @ Sep 12 2004, 05:00 PM)
well i dont have tesame. Could anyone help me here? which esp should i use?? the large one or the one a bit smaller?
*



Why oh why do these thing always happen to me smile.gif I don't seem to have much luck with paths in zip files

Please use the esp dated 12/09/04 (the larger) banghead.gif

Apologies to all. I wondered why the zip file became larger....


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rhn
post Sep 12 2004, 11:45 AM
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hmm well a nice mod. But doesnt it lack a bit spirit?? quests and such?
And whats the idea with the manor with all the dead people?


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PirateLord
post Sep 12 2004, 12:57 PM
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QUOTE(rhn @ Sep 12 2004, 06:05 PM)
hmm well a nice mod. But doesnt it lack a bit spirit?? quests and such?
And whats the idea with the manor with all the dead people?
*



I assume then that you broke into the manor? It's part of the small quest that does exist in the mod. You would then find out what the dead people are about.
The quest award is different if you are not an Altmer.

There is a minor dialog bug. When you talk to the Guard Captain, he'll ask you if you are interested in work, but the topic is not selectable and does not appear in the list of options, until you talk to him about something else.


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DoomedMarauder
post Sep 12 2004, 01:07 PM
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QUOTE(PirateLord @ Sep 12 2004, 11:17 AM)
The quest award is different if you are not an Altmer.

*



Oh, no. Does that mean I won't get the manor? It does, doesn't it. Couldn't you make honorary Altmers? Or grant the house as part of a very very long term lease? I don't want to be mayor of the town or anything.

I am very worried here. The place is lovely. Just like the pictures. Compact, clean looking, although I am having a conflict with another mod.

This post has been edited by DoomedMarauder: Sep 13 2004, 11:19 PM


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PirateLord
post Sep 12 2004, 02:05 PM
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QUOTE(DoomedMarauder @ Sep 12 2004, 07:27 PM)
Oh, no. Does that mean I won't get the manor? It does, doesn't it. Couldn't you make honorary Altmers? Or grant the house as part of a very very long term lease? I don't want to be mayor of the town or anything.

I am very worried here. The place is lovely. Just like the pictures. Compact, clean looking, and sitting smack on top of Oakridge Ranch. Terrible conflict. I'm unchecking Oakridge to go back and solve the mystery. Will leave your place in game. If I get the house.  tongue.gif
*


Well, you know what the Altmer are like, so, if you want the manor, you'll have to, err, break in the back door heee.gif
Shouldn't be too hard to solve the quest, but if you do get stuck, PM me.


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MOO_COW
post Sep 12 2004, 02:07 PM
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Cool, it's finished heee.gif . i've been waiting for this one since i d/l'ded the unfinished version.

Thanks, and keep up the good work fing34.gif

M()()C()w


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PirateLord
post Sep 12 2004, 03:18 PM
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QUOTE(MOO_COW @ Sep 12 2004, 08:27 PM)
Cool, it's finished heee.gif . i've been waiting for this one since i d/l'ded the unfinished version.

Thanks, and keep up the good work fing34.gif

M()()C()w
*


Now I've done a "good" mod, I'm now turning to the dark side, with my planned evil mod.


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MOO_COW
post Sep 12 2004, 03:42 PM
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QUOTE(PirateLord @ Sep 12 2004, 04:38 PM)
Now I've done a "good" mod, I'm now turning to the dark side, with my planned evil mod.
*



Mwahahahahaaa evillol.sml.gif 676.gif chaos.gif

M()()Evil


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DoomedMarauder
post Sep 12 2004, 06:55 PM
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QUOTE(PirateLord @ Sep 12 2004, 12:25 PM)
Well, you know what the Altmer are like, so, if you want the manor, you'll have to, err, break in the back door  heee.gif
Shouldn't be too hard to solve the quest, but if you do get stuck, PM me.
*



Well I'm stuck because I only have the front door and roof top of the manor. Is any one else playing this who also has More trees and Foliage? Usually it doen't change the landscape drastically, but I think it might have here. I've got a hillside over half the town. THe manor half.


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VampyrPrince
post Sep 12 2004, 07:15 PM
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nice in the next update cud u maybe put more plants and trees and stuff in town it micgh cause soem lag buy it would make it seem more natural other than that i love it biggrin.gif


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PirateLord
post Sep 13 2004, 01:20 AM
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QUOTE(DoomedMarauder @ Sep 13 2004, 01:15 AM)
Well I'm stuck because I only have the front door and roof top of the manor. Is any one else playing this who also has More trees and Foliage? Usually it doen't change the landscape drastically, but I think it might have here. I've got a hillside over half the town. THe manor half.
*


What about changing the mod load order, so that Illiandria loads after More Trees. Since my mod flattens the area slightly for the buildings, that might solve the hill bit. Any trees that are in the way could just be disabled.
Otherwise, if you have skills in the construction set, load the relevant mods, then fix the errors in a different mod.

Otherwise, you could try pickpocketing the Guard Captain for the key....


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PirateLord
post Sep 13 2004, 01:23 AM
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QUOTE(VampyrPrince @ Sep 13 2004, 01:35 AM)
nice in the next update cud u maybe put more plants and trees and stuff in town it micgh cause soem lag buy it would make it seem more natural other than that i love it biggrin.gif
*



I tried to keep to the existing foliage that was there before the town, just moved slightly, so that the town was part of the landscape.

I know the approach to town is a bit boring, but what other areas in town need "Ground Force" in?


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DoomedMarauder
post Sep 13 2004, 11:09 PM
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QUOTE(PirateLord @ Sep 12 2004, 11:43 PM)
I tried to keep to the existing foliage that was there before the town, just moved slightly, so that the town was part of the landscape.

I know the approach to town is a bit boring, but what other areas in town need "Ground Force" in?
*


I don't think it's boring at all. It fits right into to the peaceful surroundings. I love this little town. You were right. I changed the loading order and put it after More foliage and trees. It's perfect.

I will take you up on your offer to help me with the quest. Please pm me, if you don't want to post a spoiler. The Dim Marauder rides again. tongue.gif

I'm posting here in the way of a bump, for anyone who hasn't seen this nice addition to the game. It's very close to Peliagad. A well made, lovely town, especially nice for mages.


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JayProgrammer
post Sep 13 2004, 11:13 PM
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QUOTE(DoomedMarauder @ Sep 14 2004, 12:29 AM)
I don't think it's boring at all. It fits right into to the peaceful surroundings. I love this little town. You were right. I changed the loading order and put it after More foliage and trees. It's perfect.

I will take you up on your offer to help me with the quest. Please pm me, if you don't want to post a spoiler. The Dim Marauder rides again.  tongue.gif

I'm posting here in the way of a bump, for anyone who hasn't seen this nice addition to the game. It's very close to Peliagad. A well made, lovely town, especially nice for mages.
*




What conflicts with Oakridge Ranch? I don't want to have to demolish that building yet again. gun2.gif


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DoomedMarauder
post Sep 13 2004, 11:17 PM
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QUOTE(JayProgrammer @ Sep 13 2004, 09:33 PM)
What conflicts with Oakridge Ranch?  I don't want to have to demolish that building yet again.  gun2.gif
*



Oh did you make Oakridge? This doesn't conflict. When I first had problems, someone in the town said that I was the owner of Oakridge and since I had forgotten where the dang thing was....I thought there was a conflict.

Oakridge, I just found out, is on the other side of Vvardenfell. And perfect for MadMax's new horses, at least the exterior stalls and large paddock. So again there is no conflict. I mistated in my post above. I'll change it.


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JayProgrammer
post Sep 13 2004, 11:19 PM
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QUOTE(DoomedMarauder @ Sep 14 2004, 12:37 AM)
Oh did you make Oakridge? This doesn't conflict. When I first had problems, someone in the town said that I was the owner of Oakridge and since I had forgotten where the dang thing was....I thought there was a conflict.

Oakridge, I just found out, is on the other side of Vvardenfell. And perfect for MadMax's new horses, at least the exterior stalls and large paddock. So again there is no conflict. I mistated in my post above. I'll change it.
*



Horses Schmorses. smile.gif I have regular animals there from Abigail's Petshop. Good. I might have to check this out. I always have held more respect for the Altmer than the Dunmer. biggrin.gif


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PirateLord
post Sep 14 2004, 02:59 PM
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Just gathering a list of improvements that need to be made to the mod, let me know if there are any others.

* Fix the work dialogue problem (this has always annoyed me, even though as far as I can see, I'm doing things right)
* Add more foliage to the town
* Make the quest a bit more obvious to solve (I've had to tell two people how to do it)


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DoomedMarauder
post Sep 14 2004, 03:08 PM
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QUOTE(PirateLord @ Sep 14 2004, 01:19 PM)

* Make the quest a bit more obvious to solve (I've had to tell two people how to do it)
*



Yeah, but one of them was me.LOL Ask if anyone has solved it on their own.

I would have had to ask for help if The Argonian came up and asked me to dance.


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PirateLord
post Sep 15 2004, 05:48 AM
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QUOTE(DoomedMarauder @ Sep 14 2004, 09:28 PM)
Yeah, but one of them was me.LOL Ask if anyone has solved it on their own.

I would have had to ask for help if The Argonian came up and asked me to dance.
*


Well, I wanted to make a quest that had a bit more detective work involved, and it seems to have worked. Most of the quests in the game are "Go here and Find this powerful item, return it to me, I'll thank you, and give you a naff reward. If you don't, you won't advance in the game"


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beardo
post Sep 15 2004, 06:22 AM
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Nice town biggrin.gif


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lonewylfe
post Sep 15 2004, 08:05 AM
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Got this last night and had much fun running around the town! I didn't do the quest, but I did break in to the manor just to see wink.gif I wonder though, any way to add a signpost right where it intersects the main road, like Pelagiad has? It wasn't hard to find, I just think that would be neat to have.
It really flows seamlessly in to the game imo; so much so that my husband walked by and saw it, and wondered how he could've missed it when he was playing (I did finally tell him it was a mod, he still didn't believe me till I showed him the thread).
Great work smile.gif
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PirateLord
post Sep 15 2004, 08:28 AM
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QUOTE(lonewylfe @ Sep 15 2004, 02:25 PM)
Got this last night and had much fun running around the town! I didn't do the quest, but I did break in to the manor just to see wink.gif I wonder though, any way to add a signpost right where it intersects the main road, like Pelagiad has? It wasn't hard to find, I just think that would be neat to have.
It really flows seamlessly in to the game imo; so much so that my husband walked by and saw it, and wondered how he could've missed it when he was playing (I did finally tell him it was a mod, he still didn't believe me till I showed him the thread).
Great work smile.gif
*


Thanks! A signpost is a good idea, why didn't I think of it? It'll be along the same lines as the existing signposts, but at least it'll get your attention more that there is something down there. Plus a signpost is a good place for the lady with the glove to wait near to.

I'll add it to my short list, and have a seperate download for an updated esp file.

The manor (I hope) would make a nice home for the player, especially for someone starting out.
I could add a magical travel service at the hall of magicka.


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DoomedMarauder
post Sep 15 2004, 08:54 AM
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QUOTE(PirateLord @ Sep 15 2004, 06:48 AM)

The manor (I hope) would make a nice home for the player, especially for someone starting out.
I could add a magical travel service at the hall of magicka.
*



You could have the travel service out side of the hall even...this is a town of mages. It would be nice if some things marked it as different, such as magic being accepted as a normal part of daily life for everyone.

I know that your whole story line depends on the idea of an unfurnished house that the couple is moving into. Furnished houses are nice though. tongue.gif It's sort of a second house for me that I plan to keep in my game - even though I had to practically steal the darn thing and disable the corpses. LOL


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PirateLord
post Sep 15 2004, 09:13 AM
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QUOTE(DoomedMarauder @ Sep 15 2004, 03:14 PM)
You could have the travel service out side of the hall even...this is a town of mages. It would be nice if some things marked it as different, such as magic being accepted as a normal part of daily life for everyone.

I know that your whole story line depends on the idea of an unfurnished house that the couple is moving into. Furnished houses are nice though.  tongue.gif It's sort of a second house for me that I plan to keep in my game - even though I had to practically steal the darn thing and disable the corpses. LOL
*



I'll add (somewhere) an exterior platform for magical travel service. Good idea.

Just had a nasty thought. Do I have to set the corpses to persistant? Don't they vanish after a couple of days if they are not? But there is that corpse in the Manor in Balmora which you can dispose of the body.


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DoomedMarauder
post Sep 15 2004, 10:58 AM
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QUOTE(PirateLord @ Sep 15 2004, 07:33 AM)
I'll add (somewhere) an exterior platform for magical travel service. Good idea.

Just had a nasty thought. Do I have to set the corpses to persistant? Don't they vanish after a couple of days if they are not? But there is that corpse in the Manor in Balmora which you can dispose of the body.
*



I don't know the answer to your question. I don't want the dang things to persist. They hung around long enough for me to want to do some serious house cleaning. LOL

Yeah, an exterior platform doesn't need to be large. Just big enough for me, a horse, three companions, etc. (j/k - wouldn't move the horse to a Guild House)


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lonewylfe
post Sep 15 2004, 11:26 AM
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Here's a thought, maybe you could talk to an interior designer, and maybe choose one of three plans for the interior of the manor after it becomes yours?

If you set corpses to not persist, I think they stick around for 3 days (or until dispose) once the cell has been entered. Even if their health is 0, they won't actually be dead till they get loaded.
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DoomedMarauder
post Sep 15 2004, 11:35 AM
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QUOTE(lonewylfe @ Sep 15 2004, 09:46 AM)
Here's a thought, maybe you could talk to an interior designer, and maybe choose one of three plans for the interior of the manor after it becomes yours?


*



Hey Pirate Lord, ground breaking scripting here. MW Interior Decoration service. I love it.


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PirateLord
post Sep 15 2004, 03:15 PM
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QUOTE(DoomedMarauder @ Sep 15 2004, 05:55 PM)
Hey Pirate Lord, ground breaking scripting here. MW Interior Decoration service. I love it.
*


I think I'll leave that for someone else smile.gif


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DoomedMarauder
post Sep 15 2004, 03:38 PM
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QUOTE(PirateLord @ Sep 15 2004, 01:35 PM)
I think I'll leave that for someone else smile.gif
*



tongue.gif tongue.gif I worked the whole thing out. The guy with the guar comes back to town. You pick one of three packs on the guar's back. Presto chango - the house is decorated. It's part of the award for fighting the Argonian.

No dice, huh?


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PirateLord
post Sep 16 2004, 06:46 AM
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QUOTE(DoomedMarauder @ Sep 15 2004, 09:58 PM)
tongue.gif  tongue.gif I worked the whole thing out. The guy with the guar comes back to town. You pick one of three packs on the guar's back. Presto chango - the house is decorated. It's part of the award for fighting the Argonian.

No dice, huh?
*


While that's an idea, I'll let someone else do it they want. I enjoy adding the furnishings in houses as much as unpacking after moving house, and it takes about the same amount of time too. Hours! smile.gif


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PirateLord
post Sep 25 2004, 08:17 AM
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Shameless bump (only one) before it dies of old age on the forum biggrin.gif

Just got to make some additional improvements to the town, which will be available as an additional esp. These improvements are not really required, they just add that little bit extra smile.gif


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Ronin49
post Sep 25 2004, 03:16 PM
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Sounds like a very fine addition indeed, PirateLord. *trophy* Thank you.


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DoomedMarauder
post Sep 25 2004, 08:11 PM
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QUOTE(PirateLord @ Sep 25 2004, 06:37 AM)
Shameless bump (only one) before it dies of old age on the forum biggrin.gif

Just got to make some additional improvements to the town, which will be available as an additional esp. These improvements are not really required, they just add that little bit extra smile.gif
*


Looking forward to a little expansion on this fine town. This has become one of the keepers in my game. Any release date in mind for the improvements? Or should we call it Iliandria Expanded?


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PirateLord
post Sep 26 2004, 03:22 AM
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QUOTE(DoomedMarauder @ Sep 26 2004, 02:31 AM)
Looking forward to a little expansion on this fine town. This has become one of the keepers in my game. Any release date in mind for the improvements? Or should we call it Iliandria Expanded?
*



I'll make it an Iliandria expanded mod, that way it won't screw up any existing games with NPC doubling and the like.

As far as I'm aware, there are two main improvements to make, a signpost, and a travel service. I'll add a few extra minor things, like some extra furnishings, etc, etc. Get's a bit boring furnishing rooms smile.gif
For the signposts, I'll try and add an extra sign to existing posts pointing to Iliandra.


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DoomedMarauder
post Sep 26 2004, 12:03 PM
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QUOTE(PirateLord @ Sep 26 2004, 01:42 AM)

As far as I'm aware, there are two main improvements to make, a signpost, and a travel service. I'll add a few extra minor things, like some extra furnishings, etc, etc. Get's a bit boring furnishing rooms smile.gif
For the signposts, I'll try and add an extra sign to existing posts pointing to Iliandra.
*


Goodie. More furnishings in the manor please. Dead bodies do not furniture make.

Any hope for a sign post that lists Illiandria and Pelagiad at the top and then Moglie Mar & Hla Oggie, Khuul and every other far flung town down the pole. Haven't seen anything in the way of a joke sign post in MW yet. Oh and at the very bottom, Wizards Islands with a ? after it. 24.gif


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PirateLord
post Sep 26 2004, 12:06 PM
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QUOTE(DoomedMarauder @ Sep 26 2004, 06:23 PM)
Goodie. More furnishings in the manor please. Dead bodies do not furniture make.

Any hope for a sign post that lists Illiandria and Pelagiad at the top and then Moglie Mar & Hla Oggie, Khuul and every other far flung town down the pole. Haven't seen anything in the way of a joke sign post in MW yet. Oh and at the very bottom, Wizards Islands with a ? after it.  24.gif
*


Joke Signpost? How about Summerset Isle?


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DoomedMarauder
post Sep 26 2004, 12:17 PM
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QUOTE(PirateLord @ Sep 26 2004, 10:26 AM)
Joke Signpost? How about Summerset Isle?
*


Oh well, stick with your lore, if you must. tongue.gif Yes, a pointer back to the old country would be nice.


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Iudmin
post Sep 26 2004, 01:03 PM
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Thank goodness people have been bumping this thread, I completely missed it before. I was waiting for this...

So, do I conclude that this is in the same spot as the Horse Ranch? Is that next to Amaya Lodge & one of JCSpencer's homes?

I'd best open it up in the CS and take a look, 'cos I want to play them all.... *evil laughter*
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DoomedMarauder
post Sep 26 2004, 01:18 PM
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QUOTE(Iudmin @ Sep 26 2004, 11:23 AM)
Thank goodness people have been bumping this thread, I completely missed it before. I was waiting for this...

So, do I conclude that this is in the same spot as the Horse Ranch? Is that next to Amaya Lodge & one of JCSpencer's homes?

I'd best open it up in the CS and take a look, 'cos I want to play them all.... *evil laughter*
*


No, not the horse ranch. I had some initial confusion. It's on the way to Pelagiad, close to Muriel what's her name weeping over her glove. I don't know if there is a conflict with Amaya Lodge.

And yes, tongue.gif the semi-frivolous posts are in the way of disguised bumps for this fine mod.


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lord_faust6979
post Sep 26 2004, 02:04 PM
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I'm probably gonna get jeered for this but, how about a Summerset House of Delight?
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PirateLord
post Sep 26 2004, 02:27 PM
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QUOTE(lord_faust6979 @ Sep 26 2004, 08:24 PM)
I'm probably gonna get jeered for this but, how about a Summerset House of Delight?
*


I'll leave that for you to do smile.gif


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DoomedMarauder
post Sep 26 2004, 02:50 PM
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QUOTE(lord_faust6979 @ Sep 26 2004, 12:24 PM)
I'm probably gonna get jeered for this but, how about a Summerset House of Delight?
*


Well, the good news. You were right.


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lord_faust6979
post Sep 26 2004, 02:56 PM
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Its all good!!!!!!!!!
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Gren
post Sep 27 2004, 04:06 AM
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QUOTE(DoomedMarauder @ Sep 12 2004, 11:25 AM)
...if I knew exactly where this place was, my life would be perfect. For the next 15 minutes. I'm sort of high maintenance that way.
*




[o/t] ROFL, DM, seriously, can I quote that in my sig? I know exactly what that feels like. [/o/t]

I am going to d/l immediately, I love the idea too--perfect for Altermer (whether you love or hate those snobs, you have to admit, if there was a race that had their own little town in Morrowind, (of course, other than Dunmer) it would be them).

Thanks for sharing it with us!


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sunsi
post Sep 27 2004, 04:50 AM
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I'm enjoying your mod very much but I made one tiny little mistake...

I bought a scroll from the magic shop I forget what it called but it had something to do with "fire" and my mistake was giving it to my companion. Just at that moment a hornet flies into town and attacks me, my companion used this new (and uber powerful) scroll to do combat on my behalf and annihilated the entire town. blink.gif

I save often...so no big setback, lol tongue.gif


1244.gif


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Gren
post Sep 27 2004, 05:15 AM
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A different 'joke signpost' idea: who remembers the signpost from M*A*S*H? A signpost with signs pointing to every town in MW (or most of them, at least), and maybe a couple signs to other places in Tamriel? All lore-consistent, of course wink.gif


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PirateLord
post Sep 27 2004, 07:19 AM
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QUOTE(sunsi @ Sep 27 2004, 11:10 AM)
I'm enjoying your mod very much but I made one tiny little mistake...

I bought a scroll from the magic shop I forget what it called but it had something to do with "fire" and my mistake was giving it to my companion.    Just at that moment a hornet flies into town and attacks me, my companion used this new (and uber powerful) scroll to do combat on my behalf and annihilated the entire town. blink.gif

I save often...so no big setback, lol tongue.gif
1244.gif
*


That'll be from an existing MW scroll. I only added one magical artifact, think it costs 5000 gold.

As to the signpost, it'll be a normal signpost. I'm trying to keep this town serious smile.gif

Can you imagine a signpost with all the signs on it! It'll have to be large!
Another signpost could be an arrow pointing down, with "You are Here" on it.


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DoomedMarauder
post Sep 27 2004, 08:28 AM
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QUOTE(Gren @ Sep 27 2004, 02:26 AM)
[o/t] ROFL, DM, seriously, can I quote that in my sig? I know exactly what that feels like. [/o/t]

*


Of course. I am honored. LOL.

sunsi: I know that misguided companion feeling. I had Acidbasick's Turtle mod installed and played for months without seeing one. Even pmed Acid and asked where the darn things were. Finally, my PC sees this strange looking creature and went up for a good look. Just as I get up close and start to admire it, <fireflash> pingzz. My companion with his trusty bow =1. Spiny backed turtle=0.

PirateLord: You are only adding to my strong suspicion that Altmers have no sense of humor.




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Duracell
post Sep 27 2004, 10:16 AM
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Pirate lord: I see, that you have done an altmer town and i just thought that it will be cool to create mod summerset isle. it is hard work, i know, but with good team... Of course if there were a good team. So i think i would be cool to create Summerset isle maybe a tc called

The elder scrolls 3: Summerset
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Prodigy
post Sep 27 2004, 10:28 AM
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where is the town exactly located?


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PirateLord
post Sep 27 2004, 10:57 AM
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QUOTE(Duracell @ Sep 27 2004, 04:36 PM)
Pirate lord: I see, that you have done an altmer town and i just thought that it will be cool to create mod summerset isle. it is hard work, i know, but with good team... Of course if there were a good team. So i think i would be cool to create Summerset isle maybe a tc called

The elder scrolls 3: Summerset
*



It would indeed be hard work. It was a lot of work to do this town, and I've currently got a couple of other mods on the go, the main one being Dark Isle - Blood Point. Somewhere nice and evil.

QUOTE(Prodigy @ Sep 27 2004 04:48 PM)
where is the town exactly located?


North of Pelagiad, due East of Hla Oad, on the spur of land at Lake Amaya.
On the paper map (if you've got one) you see a foot path there that leads nowhere. It now leads to Iliandria.


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PirateLord
post Oct 8 2004, 07:41 AM
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Due to popular demand, I've now added a few extra things to Iliandria. This is available as an additional esp so that it does not do strange things with existing games.

New stuff:
* Some more furniture and misc items added to Clover Manor. It's not so sterile now.
* Travel service to Balmora, Vivec, Sadrith Mora and Gnisis.
* Signposts!

Iliandria Additions


I have discovered a minor conflict with Atmospheric Sound Effects, but it might just be the load order is wrong. ASE is trying to find some of it's items in Iliandria, but the game says they don't exist. Very odd. I've only changed the stock MW terrain.
Looks like I might have to make my own ASE smile.gif or not use it sad.gif

This post has been edited by PirateLord: Oct 8 2004, 07:41 AM


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DoomedMarauder
post Oct 8 2004, 08:28 PM
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QUOTE(PirateLord @ Oct 8 2004, 06:01 AM)
Due to popular demand, I've now added a few extra things to Iliandria. This is available as an additional esp so that it does not do strange things with existing games.

New stuff:
* Some more furniture and misc items added to Clover Manor. It's not so sterile now.
* Travel service to Balmora, Vivec, Sadrith Mora and Gnisis.
* Signposts!
;..........
*


This is soooo cool. I'm d/l it now. Why don't you start a new release thread to announce this. It would be great to make sure ppl see the release.. (Sorry just full of suggestions)


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Pseron Wyrd
post Oct 8 2004, 09:38 PM
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QUOTE
a minor conflict with Atmospheric Sound Effects
Yes, I got that too. As I didn't have the patience at the time to investigate the matter and fix it I uninstalled this mod in favor of ASE (which I'm NOT doing without - they will have to pry ASE out of my cold, dead fingers).

I'm now beginning to think I was a bit too hasty. DoomedMaurauder has excellent taste in mods and if she is enthusiastic about this mod there must be something to it. Perhaps I'll haul it back out and see what can be done about conflicts.


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Aarkon
post Oct 9 2004, 02:38 AM
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this town is great verry nicely set up and unique building layouts are superb. i did notice one error in guard house number 2 i think inside the stairwell room if you look back tward the door you just came through the alingment of the inside wall is off and you can see outside the room into the hall lol. the quest was nice a tad easy IMO tho. i was a wood elf on my first visit do you get the house if your a altmer? ( mind you its mine anyway lol )


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Iudmin
post Oct 9 2004, 02:42 AM
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I'm playing with Iliandria and ASE and not getting any problems...?

ASE seems to be working perfectly - I'm getting tavern noise, thunderstorms as promised etc etc. Iliandria was a bit buried, but I unburied it - don't think it's ASE caused that though smile.gif

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PirateLord
post Oct 9 2004, 05:36 AM
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I'm constantly amazed at the positive reactions to this mod. I guess it because the town has more character and appears more finished then the other towns.

I'm not sure what the ASE problems are. Strange that Iudim isn't getting problems, while Pseron Wyrd and myself have.
The problem is when the cell loads. ASE isn't able to find a particular activator, which I don't quite get, because I've only removed a few statics, ASE replaces these statics with activators which then make the sounds.

So I would expect to have some of the old scenery appear in the town, since they are activators, but this does not seem the case.

Could there be version differences? I'm using ASE 3.0 Tribunal.


I check out the alignment issues in the 2nd guardhouse. I know the guard houses are a bit bare, but I didn't really see a need to expand them too much.


That's quite interesting that the quest is easy. I've had to tell two people how to complete it smile.gif
I know it's basically a house mod (but if you think about it, anywhere could become a good house - In my early games, I used to put a lantern outside caves I've killed out, so I know that they were handy places to rest), but I wanted the player have to do something for it. Is the Argonian to easy to kill? I wanted to ensure that the player did not obtain a nice house (and presents inside) too early.


Of course, I'll consider any further popular requests, and also try and solve the problems with my ASE biggrin.gif


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DoomedMarauder
post Oct 9 2004, 02:47 PM
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QUOTE(PirateLord @ Oct 9 2004, 03:56 AM)
I'm constantly amazed at the positive reactions to this mod. I guess it because the town has more character and appears more finished then the other towns.

It reminds me of a place I've never seen -- Solvang, CA which is a small town built by Swedish immigrants..in a unique style. Thanks for the compliment, PW. I'm not sure why this place caught my eye, but it has to do with the white walls/blue roofs, clean round buildings, good use of turrents and towers while having them all in scale with relatively small building. Everything fits together well visually. Plus it's located close to Pelagiad, my new home base.
QUOTE
I check out the alignment issues in the 2nd guardhouse. I know the guard houses are a bit bare, but I didn't really see a need to expand them too much.
LOL. Explorers R Us. Don't think that we won't pry into every cranny and wonder how these people live without pillows or clothing. Only the truly obsessed will count the number of beds and then the number of guards to see if anyone has to sleep in the street. But they will.
QUOTE
That's quite interesting that the quest is easy. I've had to tell two people how to complete it smile.gif...but I wanted the player have to do something for it. Is the Argonian to easy to kill? I wanted to ensure that the player did not obtain a nice house (and presents inside) too early.

There are two kinds of MW players. Some pay mortgages in RL and hunt frantically for free castles as fantasy relief. Then there are the carefree, who in RL live with their parents, rent, or mooch a friend's couch. They think there should be some sort of bizarre challenge to getting their ingame manor or villa. Call this DM's Theory of MW Occupancy. I am in the former group and I don't care if the Argonian keels over from eating bad fishie sticks. What I do care about is not being awarded the villa as a non-Altmer. This is racist nonsense and I think you should be vigiliant against it, Pirate Lord. I want the damn deed to the (fully furnished) manor.


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PirateLord
post Oct 10 2004, 03:33 AM
Post #71


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I tried to ensure that everyone had some form of home and bed, which I notice was lacking a bit in the other towns. I guess everyone must be more friendly in the evening.... biggrin.gif

The manor will never be fully furnished, since it doesn't match the little story. True that I could do a bit more with the bloke with the guar.
Perhaps an additional quest for non-altmers which will then give the manor.


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Nareth
post Oct 10 2004, 04:19 AM
Post #72


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Pah, who cares for non-altmers anyway? tongue.gif

I'm really looking forward to playing this... those screenshots look wonderful, so it will definitely be one of the first things I'll try as soon as I got well fing34.gif
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Nareth
post Oct 11 2004, 12:19 AM
Post #73


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Though not well at all, I just got ingame for an hour or so and... I LOVE this mod! It has a great atmosphere and looks really well made (the buildings are nicely placed, the plants look just like they were part of the original game and the outdoor part of the Waterside Inn looks fantastic), also I got quite surprised when it got dark (Window Glow and the lanterns smile.gif) and the entrance to the Hall of Magicka just so reminded me of Albion (though you could blame that on my fever tongue.gif)...

Just two minor issues - the corpses you were talking about (but I think I'll just get rid of them by adding the mtt3 scripts to them and then raise them as undead minions *muahahahaha* wink.gif) and the argonians faction... I had to choose between my people (+ my reward tongue.gif) and my guild...

But those are really minor, it's a wonderful town, definitely one of those can't-go-on-without-this mods smile.gif
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DoomedMarauder
post Oct 11 2004, 12:29 AM
Post #74


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QUOTE(PirateLord @ Oct 10 2004, 01:53 AM)

Perhaps an additional quest for non-altmers which will then give the manor.
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Destraught
post Oct 11 2004, 12:38 AM
Post #75


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Joined: 2-October 04



Awesome, I just downloaded it. And it seems to be one of the few mods that will work. Where exactly is this town located?


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Nareth
post Oct 11 2004, 12:43 AM
Post #76


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It's at the peninsula north of Pelagiad (on the map included in the game box look for a way that leads to nothing)

Btw: I'm using ASE 3.0 Tribunal, too, and I didn't encounter any problems with using both mods together.
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Destraught
post Oct 11 2004, 12:50 AM
Post #77


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Joined: 2-October 04



QUOTE(Nareth @ Oct 10 2004, 10:03 PM)
It's at the peninsula north of Pelagiad (on the map included in the game box look for a way that leads to nothing)

Btw: I'm using ASE 3.0 Tribunal, too, and I didn't encounter any problems with using both mods together.
*



The peninsula on Lake Amaya? Looks like a good place for a town. I'll try this out in a few minutes.


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Destraught
post Oct 11 2004, 01:12 AM
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Joined: 2-October 04



Apparently I was wrong. It locked my game up, and I had to reboot my computer. But I doubt its your fault, my comp is always being wierd.


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Ger
post Oct 11 2004, 02:09 AM
Post #79


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I hope you don't mind... but I had already replaced all Altmers in my game with Golden Mogs --- I call them MOGMERS.

It only made sense to continue the replacement, although I'm sure I'll have some discrepencies with dialogue, but hopefully nothing serious.

Can't wait to play. biggrin.gif

This post has been edited by Ger: Oct 11 2004, 02:10 AM


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Holy_handgrenade
post Oct 11 2004, 02:19 AM
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Looking over the mod in the CS, I plan on trying it tomorrow, do you realize how powerful the gift of the isles enchantment is? Getting one of those amulets will make any player godlike (if you call the tribunal gods.)


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PirateLord
post Oct 11 2004, 03:32 AM
Post #81


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QUOTE(Holy_handgrenade @ Oct 11 2004, 08:39 AM)
Looking over the mod in the CS, I plan on trying it tomorrow, do you realize how powerful the gift of the isles enchantment is?  Getting one of those amulets will make any player godlike (if you call the tribunal gods.)
*


You are the first person to actually mention that magical item smile.gif It's designed to counter the Altmer weakness' but true, it is powerful.
What you may not know is that all the guards have one smile.gif
Perhaps then 5000 septims is too cheap?


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Nareth
post Oct 11 2004, 03:37 AM
Post #82


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QUOTE(PirateLord @ Oct 11 2004, 10:52 AM)
You are the first person to actually mention that magical item smile.gif It's designed to counter the Altmer weakness' but true, it is powerful.
What you may not know is that all the guards have one smile.gif
Perhaps then 5000 septims is too cheap?
*



24.gif Sounds like it's a bad idea to attack those guards... tongue.gif

btw, is there also a fast travel option to GET there, or just one to leave the town?
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PirateLord
post Oct 11 2004, 06:38 AM
Post #83


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QUOTE(Nareth @ Oct 11 2004, 09:57 AM)
24.gif Sounds like it's a bad idea to attack those guards... tongue.gif

btw, is there also a fast travel option to GET there, or just one to leave the town?
*


Just to leave town. I could add an that as an option. Normally though I place a mark at my home, and just use travel services to get back to where I was


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Aarkon
post Oct 11 2004, 09:55 AM
Post #84


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for travel why not make a teleport object like a ring or puzel box or something that way you dont have to alter already standing travel services or make a new npc in several towns.

how about a circle of thoes purple crystals that you appear in when teleporting to the town? have a small one you take with you to use elsewhere to get to the town and the circle is where you get dumped out at. that way people if they are in a tomb or whatever make a mark spell there use your device to dump off loot ect and then cast recall and they ar back where they were only lighter lol

This post has been edited by Aarkon: Oct 11 2004, 09:58 AM


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Phenius
post Oct 11 2004, 10:04 AM
Post #85


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QUOTE(Iudmin @ Oct 9 2004, 04:02 AM)
I'm playing with Iliandria and ASE and not getting any problems...?

ASE seems to be working perfectly - I'm getting tavern noise, thunderstorms as promised etc etc. Iliandria was a bit buried, but I unburied it - don't think it's ASE caused that though smile.gif
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what is ASE?
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PirateLord
post Oct 11 2004, 10:22 AM
Post #86


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ASE = Atmospheric Sound Effects

Makes the game 100% better, just by adding more background noise.


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Holy_handgrenade
post Oct 11 2004, 11:45 AM
Post #87


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QUOTE(PirateLord @ Oct 11 2004, 02:52 AM)

What you may not know is that all the guards have one smile.gif
Perhaps then 5000 septims is too cheap?
*



Actually, if I remember correctly, 8 are assigned to guards and 5 are in a container. And yeah 5000 is way to cheap, 50,000 may be more like it, probably more. The item is on the order of wraithguard.

Another option is to only give it to the guards and write a death script for them to remove it on death. Just an idea.


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post Oct 11 2004, 01:53 PM
Post #88


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Since this seems to be a very popular little town, if anyone has any further requests for development, I'll do them at some stage, make it a seperate esp and a combined esp

At the moment, it's just quick travel to the town.


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PirateLord
post Jan 13 2005, 02:54 AM
Post #89


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NEWS: Watch this Forum for an expansion to a bigger town, not modded by me.


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Gen_Lee
post Jan 13 2005, 05:48 AM
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Gonna give this a try.


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Cenobite
post Jan 13 2005, 12:21 PM
Post #91


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Yeah, but is Iliandria compatible with MCA?

biggrin.gif biggrin.gif biggrin.gif biggrin.gif biggrin.gif biggrin.gif biggrin.gif biggrin.gif


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PirateLord
post Jan 13 2005, 12:28 PM
Post #92


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QUOTE(Cenobite @ Jan 13 2005, 05:31 PM)
Yeah, but is Iliandria compatible with MCA?

biggrin.gif biggrin.gif biggrin.gif biggrin.gif biggrin.gif biggrin.gif biggrin.gif biggrin.gif
*



Grrr.... biggrin.gif

Yes, because it's location is unused by MCA.


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