This mod adds a cozy little cottage on the outskirts of Gnisis which is perfect for the outdoorsy type. The previous owner has vacated the premises, so it is (conveniently!) yours for the taking. There is a little bit of immersive scripted behavior to go with the mod and the token explanatory note. But this is mostly just a simple house mod which I made after finding a free-to-use cottage model. I created the interior for the cottage myself and adapted it to work with Glow in the Dahrk.
The cluttering in this mod uses resources from OAAB_Data so make sure you grab that repository.
Cottage exterior model and texture by bobjh.
P.S. The permission statement should make this clear, but this can also be considered a modders resource. Feel free to use the new cottage model in your own mod. Also, if anyone has the means to upscale the texture, I'd love to provide an HD option for those who desire it.
This mod is a simple expansion of the vanilla cell 'An Abandoned Shack' southwest of Gnaar Mok. It expands the shack to roughly twice its original size, cleans up many of the messy statics (but not messy clutter, which the player may clean up themselves) and adjusts/expands upon the existing furnishings to fit the new space. Particular focus was spent on retaining the vanilla atmosphere of the shack, and preserving/accentuating the existing environmental story telling. In order to fit the newly expanded exterior, I also had to move two trees near the shack. As of version 2.00, OAAB_Data is required. I also recommend using Bitter Coast Sounds and Mistify for the best swamp experience.
Compatibility This mod is Compatible with both OpenMW and the vanilla engine
This mod does extensive edits to the interior cell "An Abandoned Shack" as well as minor edits to the exterior cell (-9, 2) which it connects to. Any other mod which does the same is likely to be incompatible. Other than that, there should be no compatibility issues.
By JuidiusXA boathouse near Seyda Neen that I made for myself, Id be open to suggestions and If anyone really wants the boat in a different location LMK. ALSO if there is anyone out there with the know how to make this boat mobile let me know I would love to see her functional. For now it is what it is 🙂 one of my very first creations I made in honor of my late father who used to take me sailing as a kid, he also got me into ES in the first place. P.S. I HIGHLY recommend you check the actor collision box fix in MCP for this is tightly cluttered and MUCH easier to navigate with the collision box fix. Also if you are using the new lighthouse in Seyda Neen Gateway to Vvardenfell or Beautiful Cities by RandomPal please use the .esp with BC at the end and load it after such a mod.
By Content BotDescription:
Castle Hestatur (The Tower of Glory) is a large fortified building on the northern edge of Sheogorad. It stands on a small island approx. North, North-West from Dagon Fel.
Requirements and compatibility:
Castle Hestatur comes in several parts:
Castle_Hestatur-V1.esm is the main file, which defines both interior and exterior of the building. It depends only on base Morrowind, so Tribunal and Bloodmoon are not needed. On the other hand, you must have my Spok Paintings Pack, as Castle_Hestatur.esm uses all of those paintings. Either version (small or large) will do. Castle_Hestatur-V1-Sorters.esp adds sorters for scrolls and potions. There are many ways to deal with these - and you might not like my idea - so I put this in a separate file. This one also depends on base Morrowind only. Castle_Hestatur-V1-TB_addons.esp comprises additions for Tribunal and Bloodmoon: improved sorters that support new items, teleporters to various places in Mournhold and Solstheim, and a number of planters with their specific flora. This one, of course, requires both Tribunal and Bloodmoon. All files were cleaned using Morrowind Enchanted Editor, and contain no GMSTs or dirty references.
As Castle Hestatur occupies cells 5,25, 5,26, 6,25 and 6,26, it will most probably clash with any other mod which modifies them as well. Ald Vendras is not affected (it lies much further to the west), but e.g. Bloody Oath does collide with its southern edge.
Hard requirement on Spok Paintings Pack.
Unpack the archive into your Morrowind\Data Files\ folder. Make sure that files are unpacked with full paths, or you'll get a useless pile of NIFs and pictures all in one directory! If you do it correctly, one ESM, two ESPs and a README will be the only new files in Morrowind\Data Files\, while all the meshes and textures will be distributed in proper sub-directories.
This mod remodels The Abandoned Shack to use assets from OAAB Data and to make it a little more livable while trying to maintain a bit of the atmosphere of the original. There are 2 versions - the version that stays closer to the original, and the Mad Hermit version, which is (in my opinion) perfect for a budding alchemist or misanthrope.
By GilboronAdds a small apartment to the Winged Guar tavern in Mournhold's Godsreach district, loosely based on the Flaming Nix Deluxe Garret player house in The Elder Scrolls Online. It's a loose mix of the officially available furnished version of the home and what I currently have in it. The room costs 3000 gold to permanently rent; talk to Hession about the "deluxe garret".
It's only sparsely decorated with cheap miscellaneous items and trash. I did this intentionally so that I could self-decorate it over the course of my playthrough.
By JuidiusXFIRST THINGS FIRST! This requires Tamriel Data and OAAB https://www.nexusmods.com/morrowind/mods/49042 https://www.nexusmods.com/morrowind/mods/44537/ , these are just asset repositories, THIS DOES NOT REQUIRE TAMRIEL REBUILT! just the assets. This is a super simple overhaul of Ahnassi's house in Pelagiad. I love this NPC and the quest related to her and thought that her house deserved a little more attention. Then i got carried away pretty bad XD To emulate the lighting from the screenshots I use Let There be Darkness and True Lights and Darkness. I think that's it. Thank you guys for giving it a look and happy hunting !
By EndoranWestThe Sarandas estate is no longer a measly one-room hut. The house is now made more fitting of the family's reputation, and can be given to the player for their service in the Temple.
Ienas Sarandas' house is now a proper Ald-ruhn clan hearth, suitable for the Sarandas family legacy. In dialogue we hear that Ienas' parents were wealthy and successful and had left their son a sizable fortune, but the house they left him was a tiny hut, barely big enough for some furniture and a single hammock, let alone a family of three adults.
This mod expands the house into a proper family dwelling, although it's still considerably bare due to Ienas' poor life decisions. If the player helped Ienas in finding a new life in the service of ALMSIVI, and the player themselves are a Curate in the Temple, they can get the deed to the house through Master Tuls Valen in the Ald'Ruhn temple.
Once the house is put in your possession, the Temple will outfit it with some furniture to compensate for all the furnishings that were sold by Ienas. If the player is not a Curate, or they had killed Ienas instead of helping him in his related quest, the house will not be furnished, and will remain empty and derelict. Though that does not prevent you from squatting there...
This mod should be compatible with anything that doesn't change the cell "Ald-Ruhn, Ienas Sarandas's House". It's also recommended to clear out the house of any junk you have in there if you were already squatting there to avoid any physical conflicts with new or removed furniture.
By Content BotSummary
basically, a house mod. big, big, big house mod. many rooms, lots of storage and display. retextured everything. no items, ueber or otherwise, just emepy house for the player to fill. Playing the Mod
Find the Ravenloft Amulet in Seyda Neen (its not very hard to find) Note: You can also get the amulet via the console command "player->additem RavenlofAmulet 1" if you don't feel like searching much or cannot find it. when you equip the amulet, you will be teleported to Ravenloft once in Ravenloft, you will find documents describing the place in detail to get out of Ravenloft, use magic or one of the teleporters in the Teleportation Chamber Known Issues
due to the fact that I lifted the alchemy jars/cat/scripts from the Kaleigh's Retreat mod, the two mods (Ravenloft and KR) are probably not compatible now - script and item duplication I guess. I have not tested it, so let me know, maybe its ok?
By TizzoAdds a portable house to the game. No special steps to acquire, a spell to access the home is added by the mod. Has various convenience features.
See Readme.txt for details.