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  2. View File More Habitable Common Sleeping Areas for Guilds and Factions Ensures at least one bed and chest are available to the character in guild and faction buildings where it makes lore sense for the character to live in that building. In most cases, this involves changing permissions. In a few cases, another chest (of the same type already in the area) is added in or near the common sleeping area or a static object is converted into its container equivalent. The following changes were made: Ald'ruhn Guild of Fighters - The static crates in the common sleeping area are now containers owned by the faction. Ebonheart Imperial Chapel - Added another chest, owned by the faction, in the common sleeping area. Balmora Guild of Fighters - In the downstairs room with two bunk beds, the static crates are now faction owned containers and the chests are now unlocked (mirroring the similar chests in the Vivec Guild of Fighters). Balmora Guild of Mages - A chest, owned by the faction, is added against the wall just outside the partitioned area with two bunk beds. Balmora Tribunal Temple - The chest between the two bunk beds is now faction owned. Vivec Arena Hidden Area - In the upstairs room with three beds, the first chest on the left is now empty and owned by the faction. Molag Mar Tribunal Temple - In the downstairs room with two bunk beds, the chest and beds on the left hand side are now faction owned. Sadrith Mora Guild of Fighters - The chest in front of the bed closest to the door is now faction owned. Gnisis Tribunal Temple - Added a faction owned chest in the room with two bunk beds. Gnisis Barracks - As you walk down the stairs, the chest on the left hand side is now empty and faction owned. Submitter AlanH42 Submitted 10/22/2021 Category Miscellaneous  
  3. Version 1.0.0

    3 downloads

    Ensures at least one bed and chest are available to the character in guild and faction buildings where it makes lore sense for the character to live in that building. In most cases, this involves changing permissions. In a few cases, another chest (of the same type already in the area) is added in or near the common sleeping area or a static object is converted into its container equivalent. The following changes were made: Ald'ruhn Guild of Fighters - The static crates in the common sleeping area are now containers owned by the faction. Ebonheart Imperial Chapel - Added another chest, owned by the faction, in the common sleeping area. Balmora Guild of Fighters - In the downstairs room with two bunk beds, the static crates are now faction owned containers and the chests are now unlocked (mirroring the similar chests in the Vivec Guild of Fighters). Balmora Guild of Mages - A chest, owned by the faction, is added against the wall just outside the partitioned area with two bunk beds. Balmora Tribunal Temple - The chest between the two bunk beds is now faction owned. Vivec Arena Hidden Area - In the upstairs room with three beds, the first chest on the left is now empty and owned by the faction. Molag Mar Tribunal Temple - In the downstairs room with two bunk beds, the chest and beds on the left hand side are now faction owned. Sadrith Mora Guild of Fighters - The chest in front of the bed closest to the door is now faction owned. Gnisis Tribunal Temple - Added a faction owned chest in the room with two bunk beds. Gnisis Barracks - As you walk down the stairs, the chest on the left hand side is now empty and faction owned.
  4. Earlier
  5. View File Full Winerack Resource This resource contains 8 filled wineracks, one of each of the base liquors: Cyrodiilic Brandy, Flin, Greef, Shein, Sujamma, Mazte, Skooma. The 8th is an assortment of liquors. Xargoth made the 7 filled liquor-specific meshes. DonnerGott made the Assorted Liquor mesh. Both gentlemen kindly gave me permission to compile and release them as a resource for other modders. They deserve all the credit. Xargoth freely admitted there might be some floating bottles in the racks, but we agreed they could easily be explained by knots in the wood or other imperfections of building of the wineracks. They are set as containers with the prefix winerack_ to keep them all together in the list. Only Bethesda's base graphics are used so if you use a texture replacer, they should look like whatever textures you are using. When you use them, be sure to change the container ID and set a capacity for it as they are set to 0. Doing this will avoid conflicts with other mods that may use these also. I put the meshes in a folder named Deni but you can always change that if you wish. There is also a room that displays the racks if you would like to see them beforehand. AAA-Winerack Room. I made this years ago but am now getting around to uploading elsewhere. Submitter Denina Submitted 10/15/2021 Category Resources  
  6. Version 1.0.0

    4 downloads

    This resource contains 8 filled wineracks, one of each of the base liquors: Cyrodiilic Brandy, Flin, Greef, Shein, Sujamma, Mazte, Skooma. The 8th is an assortment of liquors. Xargoth made the 7 filled liquor-specific meshes. DonnerGott made the Assorted Liquor mesh. Both gentlemen kindly gave me permission to compile and release them as a resource for other modders. They deserve all the credit. Xargoth freely admitted there might be some floating bottles in the racks, but we agreed they could easily be explained by knots in the wood or other imperfections of building of the wineracks. They are set as containers with the prefix winerack_ to keep them all together in the list. Only Bethesda's base graphics are used so if you use a texture replacer, they should look like whatever textures you are using. When you use them, be sure to change the container ID and set a capacity for it as they are set to 0. Doing this will avoid conflicts with other mods that may use these also. I put the meshes in a folder named Deni but you can always change that if you wish. There is also a room that displays the racks if you would like to see them beforehand. AAA-Winerack Room. I made this years ago but am now getting around to uploading elsewhere.
  7. View File River Rock Falls This adds a large estate in its own interior cells. To access, go to the north wall entrance of Balmora. Follow the road north of Balmora until you reach the bridge. Before you get on the bridge, look left and down. You'll see a staircase down to the water. Go down the stairs and activate the rowboat. This mod requires Tamriel_Data. Features: This house contains living/dining area, kitchen, utility room, bathroom, 3 small bedrooms, 1 master bedroom, library, a decent amount of storage and lots and lots of display space throughout the house and on the third floor. Also, a small mushroom cave which has quite a few mushrooms in it. The kitchen features The Wanderer's Alchemy Boxes. At my request, he added boxes for OAAB Data ingredients, ST Alchemy ( https://stuporstar.sarahdimento.com/other-mods/st-alchemy/ ) and Morrowind Crafting. There is also an icebox included to store cooked foods from Ashfall, Morrowind Crafting or any other mod that adds such a feature. There is not an alchemy sorter because a Morrowind script sorter will strip the Lua data from objects when sorted. If you want to make one with Lua that won't strip the data, please feel free and send it to me and I'll be happy to include it. No mannequins are included as I find them creepy. If you must have mannequins, you can buy some in game with this mod: https://www.nexusmods.com/morrowind/mods/3611 Interop included for compatibility with Ashfall. You can interact with the bathtub. There is a teleport ring available somewhere in the house in one of the containers. Find it. See the read me for more information. Submitter Denina Submitted 10/15/2021 Category Housing & Estates  
  8. Version 1.2.0

    5 downloads

    This adds a large estate in its own interior cells. To access, go to the north wall entrance of Balmora. Follow the road north of Balmora until you reach the bridge. Before you get on the bridge, look left and down. You'll see a staircase down to the water. Go down the stairs and activate the rowboat. This mod requires Tamriel_Data. Features: This house contains living/dining area, kitchen, utility room, bathroom, 3 small bedrooms, 1 master bedroom, library, a decent amount of storage and lots and lots of display space throughout the house and on the third floor. Also, a small mushroom cave which has quite a few mushrooms in it. The kitchen features The Wanderer's Alchemy Boxes. At my request, he added boxes for OAAB Data ingredients, ST Alchemy ( https://stuporstar.sarahdimento.com/other-mods/st-alchemy/ ) and Morrowind Crafting. There is also an icebox included to store cooked foods from Ashfall, Morrowind Crafting or any other mod that adds such a feature. There is not an alchemy sorter because a Morrowind script sorter will strip the Lua data from objects when sorted. If you want to make one with Lua that won't strip the data, please feel free and send it to me and I'll be happy to include it. No mannequins are included as I find them creepy. If you must have mannequins, you can buy some in game with this mod: https://www.nexusmods.com/morrowind/mods/3611 Interop included for compatibility with Ashfall. You can interact with the bathtub. There is a teleport ring available somewhere in the house in one of the containers. Find it. See the read me for more information.
  9. MWSE FAST 2 View File MWSE F.A.S.T. version 2.0 Fatigued Actor Speed Truncating A MWSE TES3:Morrowind mod by Stripes Requires MWSE DOES NOT WORK WITH OpenMW What it does: increases and decreases all actor speeds by fatigue ratio What that means: All NPC's, Creatures, and the Player will move faster at full fatigue and slower as their fatigue drains. Won't that break the game? Probably, I mean it's far from not broken already But not to worry, I put in a debuff cap at -50% so no one's speed is reduced to 0 Inspired by my MWscript mod F.A.S.T. (Fatigued Athletic Speed Tiers) changelog: version 2 refactored code to Juidius Xentao77's specifications. It is now how the mod should have been imho actors above 75% fatigue will move faster up to 125% actors below 50% fatigue will move slower down to 50% speed at 0 fatigue actors between 50% and 75% fatigue move at 100% speed (normal game speed) Submitter Stripes Submitted 09/28/2021 Category Overhauls & Expansions  
  10. Version 2.0

    7 downloads

    MWSE F.A.S.T. version 2.0 Fatigued Actor Speed Truncating A MWSE TES3:Morrowind mod by Stripes Requires MWSE DOES NOT WORK WITH OpenMW What it does: increases and decreases all actor speeds by fatigue ratio What that means: All NPC's, Creatures, and the Player will move faster at full fatigue and slower as their fatigue drains. Won't that break the game? Probably, I mean it's far from not broken already But not to worry, I put in a debuff cap at -50% so no one's speed is reduced to 0 Inspired by my MWscript mod F.A.S.T. (Fatigued Athletic Speed Tiers) changelog: version 2 refactored code to Juidius Xentao77's specifications. It is now how the mod should have been imho actors above 75% fatigue will move faster up to 125% actors below 50% fatigue will move slower down to 50% speed at 0 fatigue actors between 50% and 75% fatigue move at 100% speed (normal game speed)
  11. Danae

    Melchior Dahrk

    UPDATE! For this session, you are getting the whole Scuttling Scribs team (MD, Merlord, ProfArmitage and XeroFoxx) and we'll be talking about Pimp My Shrine. Fear not, we will speak with MD only later
  12. You've read the interview, time to meet the man during a livesteam!
  13. The man behind the most exciting total conversion of the decade : Starwind
  14. You've seen him in MMC, time to find out more!
  15. He who made your Morrowind truly alive with Animated Morrowind and factions worth leading with Antares' Big Mod.
  16. Drac, co-author of Morrowind Crafting and community OG.
  17. Time for a new interview, with Alive this time
  18. We have questions, Vidi has answers.
  19. Want to know more about Endoran? This is the place.
  20. Danae

    Drac

    Come meet the legend and OG modder, Drac will tell us about Morrowind Crafting 3.0.
  21. A couple of hours taking a look at MD's mods while MD himself tells us that whats and hows.
  22. View File OAAB Dwemer Pavements OAAB Dwemer Pavements In the vanilla game, many of the dwemer ruins use regular cobblestone land textures in their exteriors. For most of them, this doesn't stand out too much. A major exception being of Arkngthunch-Sturdumz in the West Gash which uses the same very polished cobblestone texture as is used in Balmora, High Town (where the manors are located). Did House Hlaalu come and pave the exterior of this isolated ruin? That doesn't make any sense. So I decided that it would be better for dwemer ruins to have their own pavement texture outside of their entrances. This mod replaces the cobblestone textures outside of all Vvardenfell-based dwemer ruins with a new texture. In addition to the texture swap, I also made a "road edge" mesh which helps blend this new pavement into the ruins and the surrounding landscape. Some of my reasoning for making this mod is that the designer who used that cobblestone texture outside of Arkngthunch-Sturdumz clearly wanted to show that it was stone bricks on the ground outside of the ruin, but didn't have the texture asset available to properly visualize that intention. So I tried to create what I thought a dedicated cobblestone/pavement texture may have looked for the dwemer set. Compatibility: This mod edits the exterior of most dwemer ruins. Therefore it has the potential to conflict with mods which do the same. With that said, my edits are very minimal. I do not change the landscape shape (but I do change landscape textures), and my mesh additions are relatively minimal. But if a mod makes drastic changes to the exterior, then it could definitely conflict. I would appreciate players notify me if anything is found and I may be able to create patches. Submitter MelchiorDahrk Submitted 09/10/2021 Category Overhauls & Expansions  
  23. Version 1.2

    23 downloads

    OAAB Dwemer Pavements In the vanilla game, many of the dwemer ruins use regular cobblestone land textures in their exteriors. For most of them, this doesn't stand out too much. A major exception being of Arkngthunch-Sturdumz in the West Gash which uses the same very polished cobblestone texture as is used in Balmora, High Town (where the manors are located). Did House Hlaalu come and pave the exterior of this isolated ruin? That doesn't make any sense. So I decided that it would be better for dwemer ruins to have their own pavement texture outside of their entrances. This mod replaces the cobblestone textures outside of all Vvardenfell-based dwemer ruins with a new texture. In addition to the texture swap, I also made a "road edge" mesh which helps blend this new pavement into the ruins and the surrounding landscape. Some of my reasoning for making this mod is that the designer who used that cobblestone texture outside of Arkngthunch-Sturdumz clearly wanted to show that it was stone bricks on the ground outside of the ruin, but didn't have the texture asset available to properly visualize that intention. So I tried to create what I thought a dedicated cobblestone/pavement texture may have looked for the dwemer set. Compatibility: This mod edits the exterior of most dwemer ruins. Therefore it has the potential to conflict with mods which do the same. With that said, my edits are very minimal. I do not change the landscape shape (but I do change landscape textures), and my mesh additions are relatively minimal. But if a mod makes drastic changes to the exterior, then it could definitely conflict. I would appreciate players notify me if anything is found and I may be able to create patches.
  24. View File Dwemer Lightning Rods  If you look closely at the steamstack exhaust pipes at dwemer ruins, you may or may not have noticed that the spike on the side of them appears to be a large lightning rod. Did the dwemer harness the energy of thunderstorms? Or were they just safety conscious? We may never know. But with this mod, if you visit a dwemer ruin during a thunderstorm, you'll be greeted by blinding flashes as lightning strikes the steamstack rods. But be careful not to get too close lest you be shocked!  Note: Because the Ashlands, Molag Amur and Red Mountain regions (where a lot of dwemer ruins can be found) have no chance of thunderstorms in the vanilla game, you will only be able to experience active lightning rods there with weather affecting mods. Some recommendations: Magicka Expanded : ME includes a weather magic pack where you can summon a thunder storm yourself! Creeping Blight : Gives a small chance of rain and thunderstorms in the previously dry regions of Vvardenfell. Weather Adjuster : If you just want to see the effect right away, Weather Adjuster is the perfect tool! There is an MWSE version and OpenMW version included. Note that the MWSE version automatically replaces all tower in your entire game with lightning-ready versions including province mods, exterior overhauls, everything! The OpenMW version manually replaces all the towers on Vvardenfell in the base game but does not cover the province mods or any other mods. Submitter MelchiorDahrk Submitted 09/10/2021 Category Miscellaneous  
  25. Version 1.0.0

    14 downloads

     If you look closely at the steamstack exhaust pipes at dwemer ruins, you may or may not have noticed that the spike on the side of them appears to be a large lightning rod. Did the dwemer harness the energy of thunderstorms? Or were they just safety conscious? We may never know. But with this mod, if you visit a dwemer ruin during a thunderstorm, you'll be greeted by blinding flashes as lightning strikes the steamstack rods. But be careful not to get too close lest you be shocked!  Note: Because the Ashlands, Molag Amur and Red Mountain regions (where a lot of dwemer ruins can be found) have no chance of thunderstorms in the vanilla game, you will only be able to experience active lightning rods there with weather affecting mods. Some recommendations: Magicka Expanded : ME includes a weather magic pack where you can summon a thunder storm yourself! Creeping Blight : Gives a small chance of rain and thunderstorms in the previously dry regions of Vvardenfell. Weather Adjuster : If you just want to see the effect right away, Weather Adjuster is the perfect tool! There is an MWSE version and OpenMW version included. Note that the MWSE version automatically replaces all tower in your entire game with lightning-ready versions including province mods, exterior overhauls, everything! The OpenMW version manually replaces all the towers on Vvardenfell in the base game but does not cover the province mods or any other mods.
  26. You've seen her on the forums for years, but do you know her?
  27. Want to know more about Pikachuno? Step righ in!
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