[RELZ] Homes To Let 2.0

Post » Sat May 28, 2011 5:10 pm

OK, the announcement of Skyrim made me realise that I'm probably never going to play Morrowind again - at least not for more than a few minutes. I don't have the time, energy or inclination to playtest my mods, meaning that they just stack up on my hard-drive doing nothing.

I had a choice:

1. Throw the mod out there, completely untested, and hope it works and hope that someone else will fix it if it doesn't
2. Let it sit on my hard drive forever until this computer dies, I forget to back it up, and it's lost forever.

I figured I'd pick the former option, and I've tacked a "version 2.0 beta" onto the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7050&id=3408.

Enjoy! Unless it breaks your computer, in which case, um, sorry.


Version 2.0:
Changes to avoid conflicts with other mods:
- Ebonheart - door now attached to warehouse, facing docks
- Caldera - door now attached to Surane's house
- Dagon Fel - exterior moved to the water-side by the docks
- Seyda Neen shack - moved to other side
A few minor cosmetic fixes

NO changes to Pelagiad house
NO changes to scripts or functionality
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Ridhwan Hemsome
 
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Post » Sat May 28, 2011 2:42 pm

I think this is a great idea! Personally, I wont play a game without Homes to let. I can't say much about any homes beyond the one in Balmora. I havent checked out the other ones yet, I tend to re roll a lot :)

I would say that the Balmora house is perfect for how I tend to play my characters but the Kitchen area back where the waterfall is could use a little sprucing up. Like a table for alchemy equipment or some other multi-purpose piece of furniture or a painting or plants or something. Its a little bare. Or even better maybe a third level below? Nothing crazy just something useful like a small cave or just another storage room. Or maybe an underground passage to who-knows-where. Alot of possibilities.

I will go look at the other homes and see what other ideas I can come up with.

Looking forward to it!



-joelR
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Rachel Hall
 
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Post » Sat May 28, 2011 5:34 am

I don't know if this is too much work, but some small exterior modifications to get rid of some conflicts would also be great. The house in Ebonheart is placed exactly on Silk Dragon Imports, for example. I think there were one or two other conflicts that were such that I had to drop the mod altogether; if you DO decide to change the locations, I can check them out and post a more comprehensive list.
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BRAD MONTGOMERY
 
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Post » Sat May 28, 2011 3:04 am

I've never seen that one. I'll install it and see. Although I think there is something everyone can agree on... Houses need to have tons of bird seed on the floor ( tasty ). :foodndrink:
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Carlos Vazquez
 
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Post » Sat May 28, 2011 5:58 pm

I am not playing Morrowind at the moment, but when I did this plugin was a regular in my modlist. Of course, I can only comment on the places that I have seen and used with my characters.

Whatever you decide to do, don't change the Sadrith Mora apartment (Zafirbel cottage, I think it's called). I always look for houses that are practical and confortable while still looking like something a NPC would use, and the little pod sums this perfectly. I always rent it for my Telvanni characters and then keep it as a place for Fast Eddie to stay.

Another home I really liked was the boat house in the Bitter Coast. The interior cells were perfect, but the area surrounding it was a little bare, and I would personally welcome moving it to some other, more forested place of the region, even if it means pushing it farther away from civilization.

One character of mine also lived in the Daedric ruin in Ald Sotha. The placement in this case is perfect, but I felt that the interior was lacking in the furniture department... I acknowledge that it is hard to decorate Daedric architecture, with its unwavering hostility to straight angles, but some more items, like bookshelves or desks, wouldn't hurt in my opinion. I was also slightly bothered by the fact that the entrance (in the exterior) didn't match the door in the interior, but maybe that's just me :).
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NO suckers In Here
 
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Post » Sat May 28, 2011 7:20 am

Thanks - great suggestions, everyone. I think I'll work on it this weekend. :)

I don't know if this is too much work, but some small exterior modifications to get rid of some conflicts would also be great. The house in Ebonheart is placed exactly on Silk Dragon Imports, for example. I think there were one or two other conflicts that were such that I had to drop the mod altogether; if you DO decide to change the locations, I can check them out and post a more comprehensive list.

Oh, yes, if you could - pointless moving it out of the way of the Silk Dragon shop if it is still conflicting with other mods. :)
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Jessica Nash
 
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Post » Sat May 28, 2011 12:28 pm

Thanks - great suggestions, everyone. I think I'll work on it this weekend. :)


Oh, yes, if you could - pointless moving it out of the way of the Silk Dragon shop if it is still conflicting with other mods. :)

OK, I'll get a list done this weekend then. :)
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aisha jamil
 
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Post » Sat May 28, 2011 5:07 pm

I personally didn't see many things "wrong" with this mod, but I'll try to think of something.

Hmm. I agree with what Knef said about the Ald Sotha apartment. If there were a bit more substance there, it would be more interesting. I had my mad Telvanni wizard try to live there, but there wasn't enough shelf space for his books and stuff like that.

In general I wouldn't mind each house having at least one desk/counter to put stuff on or for alchemy sets. Zafirbel Cottage was perfect for my mage, except that he had to put his alchemy set on top of the dresser. He had to reach up to make potions! Hehe. A minor inconvenience, easily worked around. But at least for ZC-if not every other house-I think there should be an empty/cleared desk/counter. That's all I can think of, really.
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lexy
 
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Post » Sat May 28, 2011 3:28 pm

Thanks again for the feedback. :)

I'm making this a proper 'WIP' now.

BTW - Azrael made a version of my mod which contained the following:

* Player cannot "squat" in homes they've not paid for; if the rent expires, the player is kicked out.

* Doors cannot be picked or opened magically. If player re-enters cell after rent has expired (via recall spell or console), they are kicked out.

* Players can now purchase several month's rent at a time; can rent any or all of the homes at once

* Rent prices increased greatly, to better accomodate MW's broken economy

* Added AcidBasick/~halo's functional training dummies to several of the homes

* Added option to easily disable the mist effect on the waterfalls, as it hit (his) framerate pretty hard

I'm not concerned about the functional training dummies (though if people really wanted them, I could be persuaded). I also don't want to increase the rent prices otherwise it rather defeats the point of the mod (to give you cheap shelter) and because they might end up being more expensive than some modded purchaseable homes. I do like the idea of being kicked out for non-payment, and for purchasing multiple months' rent.

I can't contact Azrael since he's been gone 2 years and didn't leave an email address, so I'd sort of "reverse engineer" his scripts if I was going to include them.

What do you think?
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Jack Bryan
 
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Post » Sat May 28, 2011 4:53 am

What do you think?


Sounds like a good idea to me. :)

I'm in the process of putting together a new prospective mod list (...again. It's a sickness, isn't it?), since I'm getting a new computer in a couple of weeks, and I've had an eye on Homes to Let for a while. Looking forward to the revamp! :thumbsup:
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Rachyroo
 
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Post » Sat May 28, 2011 9:04 am

What do you think?



You have my vote. I also agree with being kicked for non-payment.
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Bitter End
 
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Post » Sat May 28, 2011 1:25 pm

I like the idea of being tossed out for non-payment as well.

I looked through the mod for conflicts - obviously, this is only with the mods I have, which is extensive, but hardly comprehensive. In particular, it occured to me that while I didn't have any conflicts in Pelagiad, you might want to check that house with some of the new Pelagiad expansions that came out recently.

Ebonheart - the only major conflict I found in the mod. Silk Dragon Imports and the East Empire Office have their door in exactly the same place. My personal suggestion is to just shift the door to the wall between where it is and the tower; I don't think I've seen anything there, and it's pretty close to the same place.

Dagon Fel - not quite a conflict, but it is located directly (and I do mean directly) behind Hilgya's place from the Hilgya the Seamstress mod. There's no overlap, but because of the landscape there and some inconvient trees, it's almost impossible to get to the door without levitation or a really high agility score. Perhaps move it to the road or change the landscaping a bit?

Gnaar Mok - a minor conflict with a boat that I believe is added by an LGNPC mod. You can still use the house just fine, but the Arielle is obviously not seaworthy because it has crashed into the little fishing boat docked just in front of it and it's prow is still in the boat's side. The easiest solution is just to pull it back a few feet.

And on a totally different note:
The house in Khuul really looks like it could use a step under the door. I'm sorry if it sounds nitpicky, it just jumped out at me when I was checking it. Likewise, the house in Fort Frostmoth is perfectly placed, but the exterior area looks empty to me, particularly compared with the houses in Pelagiad or Caldera; perhaps some trees, cut wood, or a garden around the house?
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evelina c
 
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Post » Sat May 28, 2011 6:33 pm

I recall that the Ald'ruhn manor had some odd ownership on some of the activators and containers. Could mean trouble with the guard NPCs in there.

When I used NoM, I had to use the ref replacer in Wrye Mash to get functional kitchens. Might be a turn-off for less experienced MW players.
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Laurenn Doylee
 
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Post » Sat May 28, 2011 9:57 am

Here is an idea.....an option to buy the house? Make the price a lot higher so the distinction between rent and buying it would be clear.
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des lynam
 
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Post » Sat May 28, 2011 4:41 pm

Dagon Fel - not quite a conflict, but it is located directly (and I do mean directly) behind Hilgya's place from the Hilgya the Seamstress mod. There's no overlap, but because of the landscape there and some inconvient trees, it's almost impossible to get to the door without levitation or a really high agility score. Perhaps move it to the road or change the landscaping a bit?


A house/building from Emma's Blades' Quest is located in almost that exact same spot (directly behind Hilgya's). I had to move Hilgya's building in my last game because of it. I suppose that means the Blades mod and Homes to Let will conflict as well, for that same reason...in which case I heartily support moving the Dagon Fel house out to the road. I'd like to use all three mods together if I could. :)
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Tom Flanagan
 
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Post » Sat May 28, 2011 7:04 am

One of my favourite house mods.

I'd prefer that they didn't have alchemy sorting tables, armour mannequins, training dummies etc. The reason Houses to Let was my favourite was precisely because it didn't include any claptrap - it was basically constructed out of normal in-game objects.

This meant I could stay in a house which felt just like another normal house in the world. No different to what the NPCs live in. It was totally believable that this house existed in the town, and staying in it was very immersive.

Many other house mods create an unrealistic interior arbitrarily full of scripted items helpful to an adventurer, with no explanation, and these houses just simply look and feel totally out of place. It's just not believable that they'd actually exist, and staying in them didn't make me feel like another believable character in the world.
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Marta Wolko
 
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Post » Sat May 28, 2011 11:03 am

Did I miss the 2.0 release, or is this still a WIP?
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Alkira rose Nankivell
 
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Post » Sat May 28, 2011 4:49 pm

Oh! I'd completely forgotten about this. I randomly decided to make a House Hlaalo mod so I'm doing that right now.

I'll get back to this at some point. I'm also doing a ton of mods for Fallout 3 and Oblivion - just flipping back and forth between them. I'm in a "short-and-sweet, knock-em-up-in-a-day" phase right now.

I enjoy modding most when I do exactly what I feel like, exactly when I feel like it. What with moderating, I can't be bothered with the stress of taking it too seriously. :)
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luis dejesus
 
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Post » Sat May 28, 2011 3:01 pm

I'm in a "short-and-sweet, knock-em-up-in-a-day" phase right now.



lol just dont get anyone pregnant bunny. :D
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W E I R D
 
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Post » Sat May 28, 2011 4:52 am

Well, let's just hope the princess will be back soon.

(...)
What do you think?


I agree with your choices. I couldn't care less about the training dummies, and I wasn't too fond about Azrael increasing the prices, but I used his version of the mod instead of yours because of the improved scripts. I had to remove it, though, after a landlord gave me 63 000 + gold instead of taking the money I owed him. Not sure if it was an actual bug or a conflict with my installation.

I noticed some minor conflict with the Wilderness Mod in Seyda Neen. The rentable house overlaps http://img509.imageshack.us/img509/9153/grainsilo.jpg, and its location, close to the new railing around the pond (also added by the Wilderness Mod) blocks the way to NPCs (See pics http://img156.imageshack.us/img156/1702/noway1.jpg & http://img41.imageshack.us/img41/1313/noway2.jpg).

On a totally subjective note: I allways had the feeling that this house didn't fit in this location.
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Julia Schwalbe
 
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Post » Sat May 28, 2011 6:30 pm

Personally, I'd like to see maybe more than one home in each city...
Small, medium, and large? Or not...

But they do need a touch of interior modification.
Making them look a little more furnished and finished.
The daedric home being in the most need.

I look forward to the next release!
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Nice one
 
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Post » Sat May 28, 2011 11:24 am

Wow, has it really been a year?

I svck!

I'm working on this now. Can't promise I'll finish tonight, but I'm working as fast as I can.
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Heather M
 
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Post » Sat May 28, 2011 8:46 am

Good to see you on the Morrowind modding forum. :) Homes to Let is great.
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Bee Baby
 
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Post » Sat May 28, 2011 5:14 am

Will the mod include any Dwemer-styled houses? I really love dwemer architecture, and there's a severe lack of houses in dwemer style.
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Barbequtie
 
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Post » Sat May 28, 2011 8:04 am

Holy deja vu, Batman!

princess, you definitely don't svck, and I'm glad to see you back in the MW modding section again. :) The new Homes to Let will be a welcome addition to my game whenever it's released. (And, er, assuming I ever get off my lazy butt and mod MW back up again... :whistling: )
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Cash n Class
 
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