Okay starting house mods, input needed

Post » Tue May 08, 2012 2:12 am

I already have a shack set up in Seyda Neen near the light house. I like it as is, but thinking of adding a vendor outside (nothing fancy, a scavenger type trader that could be considered the house owner that doesn't mind you living there)

I have upgraded the containers to 500lb capacity, scripted a key (with spares in a chest) for teleporting back to the house interior.


The second I am thinking of tossing... was more a test of building docks in a cavern. But I dislike having to edit the land to get it in world (though may use the basic idea with an item to enter a cave with no exterior exit... maybe giving the player an always successful spell as well as the item or finding a way to stash spares in world.)


I tend to go ocd on features a lot of times, especially on making the places look lived in and not just storage shacks. One item I am porting into the shack is the little chest for practicing security (activate to relock it with a level 10 lock).

But I'm looking for ideas on what people look for in homes (I tend to stick to fairly basic... my mods for oblivion and fallout prove that).

Current things I do:
1- At least one bed
2- High capacity containers, all with unique ids (so each barrel in the house would be barrel1, barrel2, etc)
3- Lock Practice chest (fairly useful or ignored if not)
4- nothing stored in containers, all items laid out in world to make it look like a real home (for the user to enjoy or clear out if desired; though part of me wants to use a no-pickup script and let it all be static)
5- A means of fast travel back home (and if no external exit a means back to where you were, or to another destination..)
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Cayal
 
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