[RELZ] Maple Cottage - good starter abode with central locat

Post » Wed May 09, 2012 3:16 am

Screenshots and download, TES Nexus: http://www.tesnexus.com/downloads/file.php?id=41454

Screenshots and download, my website: http://lovkullen.net/Emma/Maple.htm



Solve a short quest, gain a home with a handy location on the Imperial Isle, suitable in particular for a new character but also for the more experienced adventurer.

As soon as I saw Stroti's Tiny house model, I felt it would be perfect as a first home for a new character.

Maple Cottage is located on the Imperial Isle, south of the bridge to Weye. In order to "earn" it, you will first have to do a little quest - talk to Nerussa at Wawnet Inn about "A good place to stay".

Maple cottage is lorefriendly and furnished to be spacy in spite of its small size. There is also a small garden with flowers and vegetables.


Two versions - purist and comfortable

There are two esp-files included - one purist version and one for the player who prefers a little extra comfort.
The purist version only includes the house with a small basemant, but thanks to a bedroll that can be activated, there is space also for a companion.
The comfortable version has a larger basemant with a good livingroom.
You can at any point switch esp without uninstalling/reinstalling the mod. Just make sure that you move the items stored in the basemant you are abandoning. Should you still forget to move the items, use the console command coc emtinybasemant2 resp. coc emtinybasemantpurist to get to the alternate basemant.To return to the house, use the console command coc emtinyhouse.



Companionfriendly

The cottage is fully path-gridded. The purist version has a bedroll that can be activated in order to make space for a companion. The comfortable version has aditionally two beds in the basemant room.
In a small chest on the drawer upstairs you will find "companion keys". Put a key in your companion's inventory, an this will give the companion additional options. You will be able to tell the companion where to go in the house, or to take a walk outside, or to do some small tasks for you (like sweeping the floors, raking the garden or collecting ingredients).


Special Features

The cottage includes the following facilities:
- Crafting facilities:
- you may craft leather armor from pelts
- you may craft jewels from gold- and silver nuggets or silver items - smelter facility in the garden.
- you may craft lockpicks from smelted metal items.
- extensive crafting manual is provided in the cottage.
- you may make your own soup or stew in the cooking pot at the main room fireplace.
- you may make your own coffee by using the coffee pot at the main room fireplace
- you may light/extinguish out the fires by activating the wateringcans placed next to them.
- you may make your own alchemy potions by activating the alchemy equipment in the basemant.
- you may repair your equipment by activating the basemant anvil.
- you may pour beer and wine from the kegs in the basemant. Please use the appropriate pitchers and tankards for this purpose.
- you may cure yourself at the Mara statue in the bedroom.
- you may activate/deactivate the extra bedrolls by clicking on the yellow bedroll in the shelf next to the dining table.
- you may give your companions additional orders while in the cottage. In order to do this, make sure that they each carry a "companion key" which can be found in a small chest on a drawer upstairs.
- daylight will automatically vanish during the night hours.
- the containers are non-respawning, with one exception: the "Companion Key chest RESPAWNS" upstairs



COBL-addon

A COBL-addon is provided for COBL-users. It will add the following features:
- The Luggage - is located upstairs, close to the bed, but is only available if you have found the original Luggage in Anvil.
- Alchemy sorter - is located in the basemant, regardless if you use the purist or the comfortable version.
- Dinnerplate is placed on the dinnertable.
- One of the kegs in the basemant will give water if you are using a survival mod.
I have choosen to make a COBL-add-on instead of a full COBL-version. My main reason for this is that I tend to continue to tinker on and improve my mods, and then I don't want to have to alter two esps. Obviously, the add-on has to load AFTER Lakeside home, else many of the COBL-functions won't work.

Unique landscape patch is provided in the download section for this file
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Adam Kriner
 
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Post » Wed May 09, 2012 6:53 am

This house is just terribly cute. ^_^
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Helen Quill
 
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Post » Tue May 08, 2012 7:16 pm

Congrats to your release Emma! :banana:

How in earth did you get the wooden horse sculpture into the game world. :blink: Even if the horse is tiny it really fit in with the rest of the mod. You have done it again! :trophy:
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Eduardo Rosas
 
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Post » Wed May 09, 2012 12:27 am

Thank you :smile:

The wooden horse sculpture is one of Stroti's many excellent resources, so adding it to the gameworld was really very easy :smile:

Btw, only during the past week, I have upgraded two of my other cottages with more extensive crafting facilities than what the tiny Maple Cottage can offer. It is Lakeside Homeoutside Chorrol http://www.tesnexus.com/downloads/file.php?id=36320 and Aleswell Home http://www.tesnexus.com/downloads/file.php?id=28702. In Aleswell, you can actually craft your own moveable statues in gold, silver and stone, and in both of these houses yuo can also make your own weapons and metal armor. As well as all the other things you can do in Maple Cottage.
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KU Fint
 
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Post » Wed May 09, 2012 3:20 am

You're welcome. :smile:

You certainly know how to get your self a lot of attention in the community that's for sure and with this you have raised the level of modding into new heights. :thumbsup:
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Marcus Jordan
 
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Post » Wed May 09, 2012 4:14 am

Just to clarify one thing:

If you use the UL Imperial Isle mod, there is a PATCH AVAILABLE FOR MAPLE COTTAGE. The patch is available in the downloads section for Maple cottage and has been so already from the moment the cottage mod was released. Arthmoor has seen it and we have agreed that it should work just fine.
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Chris Johnston
 
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Post » Tue May 08, 2012 8:43 pm

The patch is working as intended, but now I've another problem. The quest seems to be broken and I didn't find the owner dead or a live.

Spoiler
The only thing I find in the http://www.uesp.net/wiki/Oblivion:Dzonot_Cave was an http://www.uesp.net/wiki/Oblivion:Adventurer who was looking for treasure in the world. Nothing else was found when I had both Vilja and a CM-partner companion in tow except for the bandits with a dog.

I tried to let my CM-partner to stay and I told Vilja to go some shopping without any luck so far and I can't find the key or the owner even if I stand exactly where it's suppose to be in the cave. :shrug:
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Theodore Walling
 
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Post » Wed May 09, 2012 4:46 am

Leonardo, please head over to my site or Nexus and download ver 1.02 - I firmly believe the problem has been cured now - it was I who had failed to remove some ai-package from this npc, causing him to move around.
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Queen
 
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Post » Wed May 09, 2012 5:23 am

Leonardo, please head over to my site or Nexus and download ver 1.02 - I firmly believe the problem has been cured now - it was I who had failed to remove some ai-package from this npc, causing him to move around.
I sure do asap. Thanks Emma. :biggrin:
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Chris BEvan
 
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Post » Wed May 09, 2012 4:33 am

I restart the quest without both Vilja and my only one CM-partner, but nope with no owner either dead or alive and no key. :nope:
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Naomi Ward
 
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Post » Tue May 08, 2012 9:34 pm

Well, grabbing the new version has helped everyone else who previously had a problem. However, you should have to revert to a save before you talked to Nerussa. I.e. you cannot restart from when you are in the cave or something, then he will still be missing.

If you haven't got a save from before you talked to Nerussa, you can of course do like this:

Spoiler
Go to the cottage, call up the console, click on the cottage door so that its ID shows up at the top of the screen, and type unlock. You will now have access to the cottage.
In order to finish the quest stages, type in the console: setstage EMTinyhousequest 20

(The reason for the problem is that he previously had some ai-packages on him that he shouldn't had had. They are gone now, and thedialog with Nerussa will also ensure that he is positioned in the right posiiton in the cave).
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darnell waddington
 
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Post » Tue May 08, 2012 9:08 pm

I revert to a previous save that was before I talked to Nerussa and have the same no owner in the game world. I'll try the either solution, but I really wanted to finish the quest like you use to. Thanks Emma. :smile:
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yermom
 
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Post » Tue May 08, 2012 11:20 pm

Are you then sure you have replaced the esp, so that you are not still using the old one? There were several reports with this problem, but they all say it's working now, so I dont' know what to say... :/
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JD bernal
 
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Post » Wed May 09, 2012 5:42 am

What you mean? Do I need to replace both (Tiny House.esp and UL-patch)? :unsure:

I did replace the UL-patch but not the Tiny House.esp.


Also this problem...

There is something that prevent me to put in the companions key into my companions in the Maple Cottage and I'm using the http://www.gamesas.com/topic/1297968-keyringkeychain/ mod, but when have open the inventory window and want to add one key into the inventory I got a message saying that I can't do that because the keyring is sealed so to speak with the "Quest Item cannot be moved from the inventory" message or similar. This is what happen in Vilja 4.03. :wallbash:
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Flutterby
 
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Post » Wed May 09, 2012 12:56 am

What you mean? Do I need to replace both (Tiny House.esp and UL-patch)? :unsure:

I did replace the UL-patch but not the Tiny House.esp.

Well, I have not uploaded a second version of the UL-patch so I don't understand how you could possibly replace it... :blink:

The only file you need to replace is the TinyHouse.esp, which should be the 1.02 version. The UL-patch has got nothing to do with Niels, it is there to solve conflicts with Unique Landscape.

Also this problem...

There is something that prevent me to put in the companions key into my companions in the Maple Cottage and I'm using the http://www.gamesas.com/topic/1297968-keyringkeychain/ mod, but when have open the inventory window and want to add one key into the inventory I got a message saying that I can't do that because the keyring is sealed so to speak with the "Quest Item cannot be moved from the inventory" message or similar. This is what happen in Vilja 4.03. :wallbash:

Yes, the Keyring mod obviously causes this "problem" as the purpose with this mod is to organize your keys by making a keyring that is sealed so to speak with the "Quest item cannot be moved from the inventory" message. However, disabling the keyring mod for a brief moment while handing over the keys to the companions will sort out the problem; you can then enable the mod again.
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jennie xhx
 
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Post » Wed May 09, 2012 2:42 am

The only file you need to replace is the TinyHouse.esp, which should be the 1.02 version. The UL-patch has got nothing to do with Niels, it is there to solve conflicts with Unique Landscape.

Yes, the Keyring mod obviously causes this "problem" as the purpose with this mod is to organize your keys by making a keyring that is sealed so to speak with the "Quest item cannot be moved from the inventory" message. However, disabling the keyring mod for a brief moment while handing over the keys to the companions will sort out the problem; you can then enable the mod again.
Sorry if you were confused. :blush:

I thought it be a conflict between the Keyring mod and with items in your inventory, so I'm gonna to try out just to see what happens. If not perhaps a suggestion about a solution for this in the Keyring mod thread. Thanks Emma. :smile:
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IM NOT EASY
 
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