***************************************************************** The Elder Scrolls III MORROWIND: Y.A.P.H.M. (Yet Another Portable House Mod) Version: 2.5.2 by Tizzo ***************************************************************** Index: 1. Installation 2. Playing the Plugin 3. Plugin Features 4. Save Games 5. Known Issues/Conflicts 6. Revisions 7. Upgrading from Previous Versions 8. Credits ***************************************************************** 1. INSTALLING THE PLUGIN ***************************************************************** To install the plugin, unzip the files into the Morrowind directory. ***************************************************************** 2. PLAYING THE PLUGIN ***************************************************************** To use this mod check the box next to YAPHM.esp in the Data Files menu of your Morrowind launcher. This mod adds a portable home to the game. There is no special quest to do, or item to find, or spell to learn to access the home. Upon loading the game, everything needed to use the home is automatically added for the player. To travel directly to the new home, please cast the scripted entry spell or use the following command: COC "YAPHM, Main Room" ***************************************************************** 3. PLUGIN FEATURES ***************************************************************** The home has the following features: --- ** Scripted Entry and Exit: Casting the scripted entry spell gives you the choice to teleport into the home or not, either via script or via Travel NPC (for use with companions). To exit the home, use the special "Exit Door" and you will be teleported back to wherever you were previously. If needed, the player can also sneak while activating the door, which teleports your character to Seyda Neen. This feature is included in case the player somehow sets a Mark in the house, which would otherwise leave them stranded. The player can also access scripted teleportation NPCs via this same method. These Travel NPCs can teleport you (as well as companions and/or followers) to a variety of locations: Ald-ruhn, Balmora, Sadrith Mora, Vivec, Mournhold, the docks of Fort Frostmoth, and finally Raven Rock. Please note, entry and exit of the home utilize the "Mark" and "Recall" spell effects. Entering the home will over-write any Mark you have set. --- ** Alchemical Ingredient Sorter: This Sorter will sort Morrowind, Tribunal, and Bloodmoon ingredients. The Sorter is a single container in the form of a desk, located in the "YAPHM, Main Room" cell. To use the Sorter, have your character sneak, then activate the container. --- ** Scroll Sorter: This sorter will sort nearly any spell scroll in the game. It takes the form of a small end-table next to the Alchemy Sorter desk. To use the Sorter, have your character sneak, then activate the sorter and select "yes" from the message-box popup. --- ** Potion Sorters: There are two chests on the floor near the other Sorting containers. Rather creatively, they are labeled "Potion sorter: A through J" and "Potion Sorter: L through W". These two Sorters will sort most potions based on their effect into the respective container. Please note, these sorters will not sort spoiled Potions, alcohols, or quest related Potions. To use the Sorter, have your character sneak, then activate the container. --- (Please note, the various Sorters have a capacity of zero. To place any of their respective items into them, you must use the Sorter feature associated with the container.) --- ** Alchemy Desorter(s): A tray on top of the Scroll Sorter has several Activator scrolls, which act as a convenient way to draw out any ingredients used to make the following Potions from the Alchemical Ingredient Sorter: -- Restore Health -- Restore Fatigue -- Cure Common Disease -- Restore Magicka -- Feather -- Levitation -- Water Breathing -- Fire shield -- Fortify Strength -- Invisibility The scripts used for this take into account your Alchemy skill. Any ingredients listed for the above potions found in "The Alchemists Formulary" will be removed from storage and added to the player inventory provided your base skill in Alchemy is greater than 5. All others will be removed and added once your Alchemy skill is great enough to actually see the effects listed on the ingredient itself. --- ** Music Box: Included is a special "Ornate Dwemer Music Box", based on a script from "Music Boxes v.3" by Xiamara, based on the version of the script found in "Ashlander Tent DX" by Gaius Atrius. The script has been slightly altered to allow for the box to act as a standard container, and as an activator for the music menu script. Activating the box normally will result in the standard container behavior, I.E. It will open, you can remove or add items to the container within the weight limit. If it is activated while the Player Character is sneaking, however, a script will run which allows you to select an .mp3 to play in-game. Included with the mod is a set of small music files, provided with Xiamara's original mod, for testing purposes. These are to be replaced with the .mp3 files of your choosing. The music box, being a working container, is a permanent fixture of the home. To add your own music, simply rename your .mp3 files to the same file names as the provided music files, and put them in the "Music/YAPHM"' folder, instead of the originals. Please note, the "Cancel.mp3" file should not be changed. If you do change it, overwrite it with the copy of "Cancel.mp3" found in this archive. --- ** Locking Chest: A small chest which can be locked by activating it while sneaking. If activated normally (not while sneaking) then the chest acts as a normal container. Oh, there's not a key to it, so you'll need to pick it open or use a spell. --- ** Tome of Curative Spells: This special book is functionally an "Imperial Cult" or "Tribunal Temple" shrine. It lets you cure diseases and poisons. You can also use to to restore your attributes. It's comparatively expensive to use though. --- ** Dwemer Oven: a Necessities of Morrowind compatible Dwemer Oven. For flavor, the door is scripted to allow opening and closing. --- ** Ample Storage: About 11000 units, not including the infinite capacity of the various Sorters. ***************************************************************** 4. Save Games ***************************************************************** This plugin should not invalidate your old saved games. If you remove the plugin from a game already in progress, you will have to click through all those error messages. However, you should be able to continue on afterward. **Note: As a rule, you should backup all your saves before using this or any other plugins, as a precaution against any strange error you might encounter. ***************************************************************** 5. Known Issues/Conflicts ***************************************************************** -- Mods which change the TESCS IDs of various ingredients, scrolls, etc. will break the respective sorters for those items included in this mod. -- The Alchemy Desorter scrolls may not get the correct ingredients for a given Potion if you use a mod which changes the effects on alchemy ingredients. -- Most companion NPCs added by mods cannot follow you into the home unless you use the scripted travel NPC feature. It is advised, but not required, to put your companions into "wait" mode before entering the home. -- "YAPHM" is a weird acronym. -- Very rarely, the script that teleports you into the home may stop working. If this happens, cast "YAPHM's Spell of Entry" and select the "Do Nothing/Reset" option. This will reset all the values for the script, and it should work again. ***************************************************************** 6. Revisions ***************************************************************** Version 1.0 -- Initial Release Version. Yay! Version 1.1 -- Added "Redware Lamp" to "YAPHM, Bedroom." -- Reduced lock level on Lockable Chest to 5. -- Fixes for small grammatical and spelling errors. -- Changed ID of Lockpick & Probe Storage container. -- Renamed "Shrine of YAPHM" to "Shrine of Sanguine". -- Entry spell now has less particle and spell effects. -- Changes to mod lore. Should fit into the game world better now. -- Removed two chandeliers in "YAPHM, Bedroom" and replaced with wall sconces. -- Renamed "Lockpick & Probe Storage" to "Lockpick, Probe, & Key Storage" Version 1.2 -- Added Travel NPC Functionality to "YAPHM's Spell of Entry" as well as the Exit Door script, with relevant added scripting and dialogue entries. -- Moved "Lockable Chest" to near the Exit Door. This gives overburdened Player characters an easy place to store items so they can then move. -- Added a bench near the Exit Door. -- Changed the Alchemy Sorter container to not be flagged as "organic". -- Added two potted plant statics to "YAPHM, Main Room" near the door to "YAPHM, Bedroom". -- Changed assigned meshes on several statics and containers to utilize Melchior Dahrk's new "DE_P Flat" resource. New meshes are included in this archive. Version 1.3 -- Replaced two statics in "YAPHM, Bedroom" with containers. -- Changed model on "AA1_YAPHM_SCROLLSORT" to flattened model. -- Changes to container IDs to be consistent with others in the mod. -- Minor dialogue tweaking on transport NPCs for better readability. -- Added a fix/workaround for an issue that could prevent entry to the home. -- Removed "Screen Shots" from the archive. Added way too much bulk to download. Version 1.4 -- Soul Gem Sorter reworked into a standard container, as the script was causing issues. Thanks to "Zander_the_one" for catching this bug. Version 2.0 -- A Major overhaul of the entire home. Cell layout, container placement, scripts, etc. etc. have all been changed. -- Changed "AA1_YAPHM_TL_Script" from a "Local" script into a "Global" script. Users have reported that, in previous versions of the home, the light-source object used for the local version of the script could disappear in some instances, which would prevent entering the home except through the use of the console. This should no longer be an issue with the change. -- Added lower floor with additional shelves, moved sorters to a portion of this new floor. -- the "Dwemer Music Box" has been moved into a portion of this new area, as well. -- Overhauled "YAPHM, Bedroom" cell to be a better fit with the new floor plan. -- Added new "YAPHM, Trophy Room" cell. This is a simple display cell with a few tables, containers, and shelves for storing and showing off items. -- Doubled capacity on existing containers, added various new containers throughout home. -- Rewrote "sorter" scripts to allow normal access to sorting containers. Sorter functionality is now available by sneaking and activating sorters. -- Please note, "scroll sorter" will no longer sort ALMSIVI and Divine Intervention scrolls. This change was to make room for improved functionality scripting for this sorting container. -- The "Lockable Chest" has been moved to "YAPHM, Trophy Room" -- Changed "Shrine to Sanguine" into "Tome of Curative Spells" and moved it nearer to where the Player teleports into the home as a convenience measure, and to improve role-play opportunities for players. -- Slightly rewrote "YAPHM for the Uninitiated" to reflect changes to the home. Version 2.0.1 -- Added two "Inviso Wall" entities to "YAPHM, Trophy Room" to prevent players getting stuck between containers. Version 2.5.0 -- Various Tileset changes in the house to fix visual glitches and improve framerate. -- Tweaks to layout to open up the floor plan of the home and minimize wasted space. -- Various statics added for decorative purposes. -- Eliminated overly long 'hallways' in several areas of the house. -- Improvements to lighting within the home. Tweaked height and radius of most light sources. -- Scones and Floor Lamps changed from '3' candle to '1' candle versions. -- All furniture and containers in the home has been changed from "Dunmer Poor/Commmon" to a mix of "Dwemer" and "Imperial Rich Common". Overall, the home has a more unified look. -- Tweaks to container placement, a variety of containers added in each cell. -- Capacity values on various containers altered to be more in line with container model + appearance. -- A bug with the interaction of the Sorting containers and the "Music Box" has been fixed. Previously, Using the sorters and then trying to activate the "Music Box" would result in the sorter sometimes being activated instead. -- Sorting containers are now activated simply by sneaking while activating the sorter functionality. The 'MessageBox' choice dialogue has been removed from these items. -- The "Music Box" has been moved to the left side of the entry door. -- Scripted containers have been changed to utilize "Dwemer" container models. -- The "Potion Sorters" have been moved underneath the "Ingredient Sorter" to make room for a work space. -- The "Lockable Chest" has been moved to the lower floor of the home, underneath the "Scroll Sorter". -- "Stove Door" renamed to "Oven Door" to match the "Dwemer Oven" activator name. -- Checks added to the "Entry Spell" scripting to prevent access to the home while in certain cells. -- Rewrite of "YAPHM for the Uninitiated" to reflect changes to the home. Version 2.5.1 -- Added a missing model to the zip file. -- Fixed a slightly mis-aligned cabinet piece in YAPHM, Main Room. Thanks to Abiel on Discord for pointing out these oversights. Version 2.5.2 -- Minor bugfix release. -- Several scripts have been optimized. -- Instances of 'Vvardenfel' changed to 'Vvardenfell" -- Other minor text edits. ***************************************************************** 7. UPGRADING FROM PREVIOUS VERSIONS ***************************************************************** Due to the huge amount of changes in this version of YAPHM, it is advised to move all items, companions, etc. etc. out of the home, then save your game. Uncheck the old version and make a new save with the mod unloaded. Exit the game again, check the updated version of the mod, load the clean save, and move your stuff back in. ***************************************************************** 8. Credits ***************************************************************** Bethesda Morrowind Team -- For making a game that's kept me entertained since 2002. Dragonsong -- Interior building tutorials by this modder taught me the basics. Ghanburigan, Yacoby, Melian -- Morrowind Scripting for Dummies, an invaluable aid. Nicholiathan -- Desorter script, modified slightly. Phaedrus -- The various Sorters are based on scripts found in his "Mudcrab Island" house mod. Qwert -- Editing the "Pocket Dimension Home" is what got me started using the TESCS. UESP.Net -- For being such an amazingly useful resource. ***************************************************************** Any bugs should be reported to me as soon as possible, so they can be fixed. You can PM me on the official forums, on the Nexus, or on Reddit (as "TizzoHeavy"). This mod may be posted on other sites, provided that the site owner contacts me for permission or I send it to him/her, and I am credited as the mod author. Enjoy, and thank you for using my mod!