[RELz] Argonian Village Expanded

Post » Thu May 26, 2011 11:59 pm

The Elder Scrolls III MORROWIND:=========================Argonian Village Extended=========================By Midgetalien Midgetalien@hotmail.com==================1. Description2. Requirements3. Installing the plug-in4. Playing the plug-in5. Save games6. Conflicts/Known Errors7. Credits/Permissions received8. Contact and Information9. Legal Stuff/Disclaimer10. Anything else===============1. DESCRIPTION===============This Mod exapnds upon the Argonian Village mod by Adanorcil by adding a house for the player.It just adds an extension to the treetop village to include Leeb-na Waj house.Talking to Leeb-na Waj reveals his desire to leave the village and offers to sell the player his house.Once you have brought the house Leeb-na Waj will then leave to explore the rest of the world.The house is nothing special, it just keeps with the simple design with the rest of the village.It has plenty of containers for storing your goods but it is meant for a more simplisitc charcter. ****EXTRA****Once Leeb-na Waj has left the village you can find him in the Ebonheart Argonian Missionary. Talk to him againand he will tell you a small bit of his adventures and where he is heading next ( the bitter coast). Find him in the bitter coast (see bottom of readme for location spoiler) and he will give you a rewardfor buying his house which allowed him to leave his village.===============2. Requirements===============This Mod requires the Argonian village by AdanorcilIt can be downloaded from here: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2438This mod also requires Morrowind, Tribunal and Bloodmoon========================3. INSTALLING THE PLUGIN========================Just exctract the files to your morrowind/data files directory.=====================4. PLAYING THE PLUGIN=====================From the Morrowind Launcher, select Data Files and check the box next to the Argonian village expanded.esp===============5. SAVE GAMES===============this mod should not effect save games.============================6. CONFLICTS / KNOWN ERRORS============================When you buy the house Leeb-na Waj will not dissapear. THIS IS NOT A BUG. The script is designed for Leeb-na Waj to dissapear once you have left the cell ( i.e gone somewhere else)This was done to make it more realistic thatn just going "poof" before youreyes.================================7. CREDITS / PERMISSIONS RECEIVED================================Adanorcil for creating the wonderful Argonian Village==========================8. CONTACT AND INFORMATION==========================Midgetalien@hotmail.com==========================9. LEGAL STUFF/ DISCLAIMER==========================by reading this you understand  that you use this mod at your own risk, i  claim no reponisibility if this mod damages your game and computer=================10. ANYTHING ELSE=================SPOILER: After talking to Leeb-na Waj in Ebonheart you can find him on Gnaar Mok docksMy other mods can be found at Planetelderscrolls.com


Screenies:
http://i175.photobucket.com/albums/w152/Wolfsbane_89/Treehouse4.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/Treehouse3.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/Treehouse2.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/Treehouse1.jpg

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8289
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Betsy Humpledink
 
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Post » Fri May 27, 2011 5:35 am

Awww, for a second I thought it might have made use of N'Dib's treehouse meshes. Don't think anyones ever really utilized that resource... Ah well, still nice to see Argonians getting some much needed love.
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Dawn Porter
 
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Post » Thu May 26, 2011 11:18 pm

Awww, for a second I thought it might have made use of N'Dib's treehouse meshes. Don't think anyones ever really utilized that resource... Ah well, still nice to see Argonians getting some much needed love.

hehe, i know the Argonians need some lovin. They are getting a lot of loving atm though :D

I was thinking of making a patch between this and Riller-mosh. Essentially just allowing transport between the two argonian settlements. Essentially it would patch with this one so all 3 mods can be used at once :)

what are peoples thoughts on this?
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Mark Churchman
 
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Post » Thu May 26, 2011 11:23 pm

Nice! That would be awesome to have transport between the towns!
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Dj Matty P
 
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Post » Thu May 26, 2011 11:02 pm

i wouldn't mind you merging those mods together. :goodjob:
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Mélida Brunet
 
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Post » Thu May 26, 2011 11:49 pm

Sounds good to me, they're both great mods.
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Tom
 
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Post » Fri May 27, 2011 11:38 am

ARGH!! I really can't wait until my Amanita mod is done. Got so many interiors to fill and so much vertex shading!!! :P
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Ells
 
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Post » Fri May 27, 2011 2:43 am

Any update to the patch with Riller-Mosh? That would be so awesome! :D :D
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roxxii lenaghan
 
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Post » Thu May 26, 2011 11:38 pm

i always thought argonian village would be a great candidate for an interior-only release.
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candice keenan
 
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Post » Fri May 27, 2011 3:56 am

Any update to the patch with Riller-Mosh? That would be so awesome! :D :D


not yet. But there will be eventually.

i always thought argonian village would be a great candidate for an interior-only release.

Yes same here. I am looking into a way to turn the cell into an interior cell. But i have no idea what i am doing lol. Might contact a couple of people to see if they can help.
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Isabella X
 
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Post » Fri May 27, 2011 8:52 am

If possible, do you think you could turn Riller-Mosh into an interior as well?
If it's too much work, then forget it. I was just curious :) I know I asked this before.
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Thomas LEON
 
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Post » Thu May 26, 2011 11:18 pm

If possible, do you think you could turn Riller-Mosh into an interior as well?
If it's too much work, then forget it. I was just curious :) I know I asked this before.

The problem with Riller-mosh is that its alot of cells. It could cuase extreme lag.
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neen
 
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Post » Fri May 27, 2011 1:49 am

I have noticed a possible conflict, but the trees are too big, and it pretty makes everywhere in the village inaccessible. It could be Vurt's tree replacer.. But I'm not completely sure.
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clelia vega
 
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Post » Fri May 27, 2011 1:18 am

This looks pretty cool.
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Alberto Aguilera
 
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Post » Fri May 27, 2011 7:39 am

-snip-

Off-Topic: Woah man, Same avatar! I'll have to change mine. Sorry for the confusion :P
On-Topic: Well, if Vurt's trees adjusts the physical sizes of the trees themselves, then it's most definitively the perpetrator. Ask Midget about a compatibility patch. For now, just use the set scale commands on the offending trees.
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Haley Cooper
 
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Post » Fri May 27, 2011 5:46 am

The problem with Riller-mosh is that its alot of cells. It could cuase extreme lag.


quorn got all of firemoth into an interior cell without too much lag, though comparing that to riller-mosh is quite hap-hazard. riller-mosh lags my computer sometimes even as an exterior.
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Elizabeth Lysons
 
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Post » Fri May 27, 2011 5:33 am

Yes, I get performance Issues with Mosh too. It makes playing through and testing the mod quite difficult.
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Rachel Hall
 
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