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Midgetalien89
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[WIP] Bittercoast Home


yep i am gonna try my hand at a house mod. a small house mod with a storage, a garden, a shrine, a dock, a slave or two. usual stuff :p
1/18/2007, 9:22 pm Send Email to Midgetalien89   Send PM to Midgetalien89
 
Xeth Ban
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Re: [WIP] Bittercoast Home


good luck, slaves are always nice emoticon

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1/18/2007, 9:24 pm Send Email to Xeth Ban   Send PM to Xeth Ban MSN
 
Midgetalien89
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Re: [WIP] Bittercoast Home


lol, it just occured to me that i havnt followed the basic modding rule....start small, build a house!! i have built a large house, well a lair for vampires but thats about as close as it comes to house.
1/18/2007, 9:30 pm Send Email to Midgetalien89   Send PM to Midgetalien89
 
Xeth Ban
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Re: [WIP] Bittercoast Home


the first serious attempt at modding i did that i can remember was my Seyda Neen expansion, obviously i had been messing around with the editor quite some time at that time

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1/19/2007, 2:46 pm Send Email to Xeth Ban   Send PM to Xeth Ban MSN
 
Midgetalien89
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Re: [WIP] Bittercoast Home


yeah i created an uptown fro balmora but it conflicted with balmora expansion so i didnt release it.
1/19/2007, 2:54 pm Send Email to Midgetalien89   Send PM to Midgetalien89
 
Xeth Ban
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Re: [WIP] Bittercoast Home


you didn't release it because it conflicted with that crappy mod? to me it seems like that mod did it's best not to fit into morrowind

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1/19/2007, 3:06 pm Send Email to Xeth Ban   Send PM to Xeth Ban MSN
 
Midgetalien89
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Re: [WIP] Bittercoast Home


lol, yeah my balmora mod had it all. Every npc had a purposed be it a quest or training or selling things. Every npc had a house. there was a necromancer shop and a magic shop, an archry shop, a dwemer museum and a vampire lair...so to speak. it also added an uncerworld to morrowind where the player would come across a thug at the back of one of the house who had just killed a guy. he attacks you and you take the loot. in the guys house there is a threating note from someone called the shadow. later an imperial asks you to investigate and you travel to suran, find the shadow and his base kill him and get rid of his followers in balmora and suran. the imperial then gives you his retirement house and two guards. The palyer could then up grade the house into a fort, with walls, a smith, guard quarters, a large manor and hire more guards to protect the base and a companion called jason.

but some scripts were very buggy and the quests basic so another reason why i didnt release it.
1/19/2007, 7:07 pm Send Email to Midgetalien89   Send PM to Midgetalien89
 
Xeth Ban
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Re: [WIP] Bittercoast Home


lol, a necromancer shop, im sure the temple would love that emoticon

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1/19/2007, 7:21 pm Send Email to Xeth Ban   Send PM to Xeth Ban MSN
 
Midgetalien89
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Re: [WIP] Bittercoast Home


lol yeah. it was under the magic shop. The shop was called the sun and moon magic shop. It was a run by an altmar and a dunmer. The altmar sold silver weapons and glass armour. as well as soulgems, spells, books ect...

The dunmer sold deadric weapons and armour and sold necromancy spells and items, not iellegal stuff to the temple, however through dialogue ghe would summon permentant skeleton companions and undead minions for a price of course....
1/19/2007, 7:25 pm Send Email to Midgetalien89   Send PM to Midgetalien89
 
Lord Wimpy
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Re: [WIP] Bittercoast Home


Yes... about the house; be sure there is one of those little tan lockboxes. Why? Because they look mysterious (to me at least)

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1/20/2007, 5:41 pm Send Email to Lord Wimpy   Send PM to Lord Wimpy
 


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