[REL] Poe Lighthouse

Post » Fri May 13, 2011 4:35 am

Ahh nice bump :D - Forgot to vote on this one so just gonna pop in and do that now :)
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TWITTER.COM
 
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Joined: Tue Nov 27, 2007 3:15 pm

Post » Fri May 13, 2011 8:02 am

Man, I just LOVE this mod. The quest was nice, simple and fun, and the house looks very comfy. My only real complaint is the lack of storage space in the upper levels, but that's understandable considering it's a lighthouse.
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Roberto Gaeta
 
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Post » Fri May 13, 2011 3:14 pm

Man, I just LOVE this mod. The quest was nice, simple and fun, and the house looks very comfy. My only real complaint is the lack of storage space in the upper levels, but that's understandable considering it's a lighthouse.

Thanks.
Although there are not a lot of containers, they have a lot of room inside them. I think I made most of them over 1000 weight.
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Ellie English
 
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Post » Fri May 13, 2011 11:05 am

Nice, there are indeed too few mods for TR. So this is a welcome addition :) Will download asap...
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SWagg KId
 
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Joined: Sat Nov 17, 2007 8:26 am

Post » Fri May 13, 2011 5:27 am

What version is the lighthouse on now? been going through my mods folder and I realized I plum forgot to install TR and it's mods.. might as well see if I need to update them too.
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Verity Hurding
 
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Post » Fri May 13, 2011 4:35 pm

What version is the lighthouse on now? been going through my mods folder and I realized I plum forgot to install TR and it's mods.. might as well see if I need to update them too.

The Lighthouse is situated on Map 1, but it requires the most recent version of Map 1 which is included when you download Map 2.
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Jessica Thomson
 
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Joined: Fri Jul 21, 2006 5:10 am

Post » Fri May 13, 2011 4:23 am

Played through it, nice little mod, the lighthouse is very well done :trophy: So are you making more mods for TR? Would be appreciated ;) there are just not enough right now
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Sandeep Khatkar
 
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Post » Fri May 13, 2011 8:25 pm

Added to our mod list at TR's forums:
http://www.tamriel-rebuilt.org/forum/viewtopic.php?p=240127#240127
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Samantha Pattison
 
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Post » Fri May 13, 2011 7:53 am

i like the light house i went through the quest the other day with not a glitch and i'm running 150 some odd mods!

though it is the light beacon suppose to move?

also i had mad a house mod that sorts MW&TR ingredients and was thinking of making another located in TR could i have it be a part of your light house? you only have access after you finished the quest!
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Rex Help
 
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Post » Fri May 13, 2011 6:22 pm

though it is the light beacon suppose to move?

also i had mad a house mod that sorts MW&TR ingredients and was thinking of making another located in TR could i have it be a part of your light house? you only have access after you finished the quest!

The beacon does rotate, yes.
No idea why it doesn't for you. No one else has reported that glitch.

If you'd like to make an add-on that is dependent on my esp, you may.
Please don't alter anything that you don't need to, (dialog, scripts, etc) And please include my original ReadMe with your esp.
Perhaps add a new room in the basemant, behind a door that remains locked until after the quest. Just a suggestion that seems to fit best. :)
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Lyd
 
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Post » Fri May 13, 2011 11:46 am

thanks! i wouldn't touch any of the quest or dialog being that i haven't figured it out yet! as for the beacon not rotating it may be a odd mod conflict i'll have to play a bit with a save and see what i can come up with.

how did you get around the TR map 1 script error? did you delete the script and then remove your reference to it with enchanted?

i have the add on done though i need to find an old save to test it!

if you want a copy to test it let me know you can e-mail me at my user name at gmail.com
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Johnny
 
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Post » Fri May 13, 2011 6:18 am

There is now an Alchemy Lab add-on for this mod, made by latendresse76. Great for all your sorting desires!
http://www.gamesas.com/index.php?/topic/1090205-relz-poe-lighthouse-lab/



how did you get around the TR map 1 script error? did you delete the script and then remove your reference to it with enchanted?

Not sure what you mean by that. ? I know of no error with Map 1 scripting.
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Astargoth Rockin' Design
 
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Post » Fri May 13, 2011 11:53 am

i have gotten a compile error for an unplaced NPC referred to in a TR script i just deleted it and deleted the reference to deleting it with enchanted. i didn't seem to have any issues after that!

the beacon is now spinning in my game i have no idea why it didn't at first but it's awesome!
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Cathrin Hummel
 
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Post » Fri May 13, 2011 1:23 pm

Bump.
Anyone exploring TR might need a place to rest their outlander head.

:bonk:
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Verity Hurding
 
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