[RELz] Fort Frostmoth Docks Enhanced

Post » Tue Feb 22, 2011 10:05 am

Fort Frostmoth Docks Enhanced

This mod does two things:

1) adds more clutter and NPC's to the docks at Fort Frostmoth as well as a dock house (trader) in order
to make the docks seem more like froniter enviroment rather than an empty excuse for a dock.

2) Provides solsthiem with an enchanter. I found that there was no enchanter at all to be found on
Solsthiem and so added one into this mod.

The mod isnt ovrpowering or uber and the trader and the enchanter dont sell anything beyond basic and common items.

I also added some dialogue to the trader and the enchanter to make them seem less generic and aimed to provide a
very small story for them.


http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8703
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Dagan Wilkin
 
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Post » Tue Feb 22, 2011 2:28 pm

First impressions are the most important, and it's true that Solstheim doesn't have a very impressive one. :)

This looks good, I'll be sure to give it a try. Thanks!
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LADONA
 
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Post » Tue Feb 22, 2011 6:43 am

First impressions are the most important, and it's true that Solstheim doesn't have a very impressive one. :)

This looks good, I'll be sure to give it a try. Thanks!

Thanks, hope you enjoy the mod!
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Ruben Bernal
 
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Post » Tue Feb 22, 2011 5:33 pm

Oh sweet, convenient, considering I just loaded up your alt start mod :dance: It doesn't scrub out the guy from Lokken does it?

Also, I just wanna say how awesome it is that so many talented people are still making mods for Morrowind. A real statement about the strengths of both the game and its community.

Thanks Midgetalien, and all the modders like you. You make Morrowind a cool place to hang out.
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cheryl wright
 
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Post » Tue Feb 22, 2011 2:41 am

I love your mods, Midget. They're simple in design and always help the world's immersion.

How's the ingredient prices mod that we (sort of) did together?
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BaNK.RoLL
 
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Post » Tue Feb 22, 2011 9:33 am

Does this conflict with the Moldy Horker?
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Floor Punch
 
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Post » Tue Feb 22, 2011 10:33 am

Does this conflict with the Moldy Horker?

I believe there is a slight conflict where the old shed is placed. I am not sure entirly as I dont use the mouldy horker - but I have sen a screenshot recently of its location.

I can investigate if you like :)
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Roisan Sweeney
 
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Post » Tue Feb 22, 2011 3:03 am

I believe there is a slight conflict where the old shed is placed. I am not sure entirly as I dont use the mouldy horker - but I have sen a screenshot recently of its location.

I can investigate if you like :)


I can give it a try as well. I like the idea of a tavern/inn on Solstheim. I know the devs wanted you to sleep outside, so you would be more likely to be infected by Lycanthropy, but I always felt that was kind of lame. Let me be a wuss if I want to be! :)
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Isabell Hoffmann
 
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Post » Tue Feb 22, 2011 9:27 am

I tried it and I like it. :thumbsup:
Moreover, it doesn't conflicts with NoM added material (including the Moldy Horker). So if you use this + NoM the docks look muck more alive.
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naome duncan
 
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Post » Tue Feb 22, 2011 10:31 am

I tried it and I like it. :thumbsup:
Moreover, it doesn't conflicts with NoM added material (including the Moldy Horker). So if you use this + NoM the docks look muck more alive.

glad you like it :)

So its compatible with the Moldy Horker then? No over lapping? No landscape errors etc?
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Markie Mark
 
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Post » Tue Feb 22, 2011 11:55 am

So as asked before, this doesn't scrub out the guy from LoKKen, right?
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lucile
 
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Post » Tue Feb 22, 2011 11:03 am

So as asked before, this doesn't scrub out the guy from LoKKen, right?

it shouldn't do. I dont use Lokken, but I havnt really put anything in place that will conflict with that mod.
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Annick Charron
 
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Post » Tue Feb 22, 2011 1:44 pm

I can confirm, no conflicts with the Moldy Horker as it is included in NoM. Not even the shed. One thing though, there are two sailors on the docks and they are identical in appearance. Was this intentional? Should I think of them as twins, or am I experiencing some sort of doubling?
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Lavender Brown
 
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Post » Tue Feb 22, 2011 5:16 pm

I can confirm, no conflicts with the Moldy Horker as it is included in NoM. Not even the shed. One thing though, there are two sailors on the docks and they are identical in appearance. Was this intentional? Should I think of them as twins, or am I experiencing some sort of doubling?

no that was intentional lol, it was my generic attempt at a salior but I could change the clothes of one of them to make it less so :)
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Daddy Cool!
 
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Post » Tue Feb 22, 2011 10:40 am

Do so if you wish. I just wanted to make sure I hadn't inadvertently caused doubling.

I love it. It's unobtrusive and makes it look more like that huge stone fort didn't just spring up overnight, even before the wooden docks could be completed. ;)
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Beth Belcher
 
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Post » Tue Feb 22, 2011 8:04 am

glad you like it :)
So its compatible with the Moldy Horker then? No over lapping? No landscape errors etc?

I checked it again and, as Elaura said too, I can confirm that there are no conflicts with NoM and the Moldy Horker. :)
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Captian Caveman
 
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Post » Tue Feb 22, 2011 3:16 pm

Do so if you wish. I just wanted to make sure I hadn't inadvertently caused doubling.

I love it. It's unobtrusive and makes it look more like that huge stone fort didn't just spring up overnight, even before the wooden docks could be completed. ;)


:)

I checked it again and, as Elaura said too, I can confirm that there are no conflicts with NoM and the Moldy Horker. :)

this is good - the less conflicts the better!
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Riky Carrasco
 
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Post » Tue Feb 22, 2011 12:52 pm

Cool
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Laura Tempel
 
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Post » Tue Feb 22, 2011 6:44 am

Hello! I just wanted to report I've found a couple of problems and I think they should be easy enough to fix.

First of all, when you hover over the sign outside the house/shop it reads "arille's tradehouse"

The second is a bit more of a problem, but still easy to fix. I decided to install Book Rotate, Book Jackets, and Passing Time While Reading. When I checked to see if I had them all installed correctly, seemingly random books didn't have the new textures or the rotate scripts. I checked in TESPCD and it shows a conflict in those very same books caused by Fort Frostmoth Docks Enhanced overwriting the book mods. I double checked with TESAME and there they were, big as day.

So, if they don't need to be in your mod at all, I would say just clean them out with TESAME. If, for some reason they do need to be in there, it might be good to note the proper load order in the readme so they'll all work and play well together.

Honestly, I'm guessing this is just a mistake. In fact, I'm so sure of it, I'm going to go ahead and delete the references in my copy and not wait for the update. I just like the look of it too much to be without FFDE. I may just leave the sign alone for the fun of it! :D
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NeverStopThe
 
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Post » Tue Feb 22, 2011 10:48 am

Hello! I just wanted to report I've found a couple of problems and I think they should be easy enough to fix.

First of all, when you hover over the sign outside the house/shop it reads "arille's tradehouse"

The second is a bit more of a problem, but still easy to fix. I decided to install Book Rotate, Book Jackets, and Passing Time While Reading. When I checked to see if I had them all installed correctly, seemingly random books didn't have the new textures or the rotate scripts. I checked in TESPCD and it shows a conflict in those very same books caused by Fort Frostmoth Docks Enhanced overwriting the book mods. I double checked with TESAME and there they were, big as day.

So, if they don't need to be in your mod at all, I would say just clean them out with TESAME. If, for some reason they do need to be in there, it might be good to note the proper load order in the readme so they'll all work and play well together.

Honestly, I'm guessing this is just a mistake. In fact, I'm so sure of it, I'm going to go ahead and delete the references in my copy and not wait for the update. I just like the look of it too much to be without FFDE. I may just leave the sign alone for the fun of it! :D

hahah that damn sign! thought I fixed that in the testing.

As for the dirty refrences - I shall take alook :D - I dont think the mod requires those books lol. It just places a few in game but doesnt change em :S

Thanks for the report :)
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Dustin Brown
 
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Post » Tue Feb 22, 2011 2:15 pm

No problem. Jac and I were looking at it and laughing because we know you've been around a good while. It had to be a mistake, but that just goes to show, we all make them, no matter how much experience we have doing something. :D
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Jonny
 
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Post » Tue Feb 22, 2011 2:19 pm

No problem. Jac and I were looking at it and laughing because we know you've been around a good while.

well all i have to say to that is: :yuck:

hehe, I know I should ahve known better! lol. Well i am on it now :D Will post here when the update is done.
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Georgia Fullalove
 
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Post » Tue Feb 22, 2011 4:49 pm

As for the dirty refrences - I shall take alook :D - I dont think the mod requires those books lol. It just places a few in game but doesnt change em :S

I told Elaura that if you saved the books after moving them, you changed all of the references instead of just that particular book. I made the same mistake before I found out that you can just close the book property box and not affect all of the other books. We were wondering why Book Rotate wasn't working - a lot of her books had no scripts on them. :whistling:
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Lou
 
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