[ReRELz] Various Mods

Post » Sat May 28, 2011 9:21 pm

Hey guys,

I've recently updated a whole bunch of my old mods to get them up to scratch, as well as releasing a few new ones. I'd love to know what you think!


http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6489
Lets you apologize to, beg or threaten NPCs.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3063
Adds a small plantation that grows moon sugar.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5398
Adds a quest surrounding the "Note to Hrisskar" in the Census and Excise Office at Seyda Neen.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6561
Changes all references to "pants" to "trousers" *anticipates hate messages*.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9079
Adds a large chest to various silt strider ports that have a "shared" storage space, i.e. you can access the same items regardless of which chest you activate.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6497
Adds a small quest to Marayn in Balmora Mages' Guild that involves chasing troublesome Imps around Balmora.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9139
A small modification of the popular mod, The Mortal Life of Vivec, that cleans the plugin and removes some of the overpowered loot.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6557
Adds Town Criers to various towns that ring a bell and tell you the time!

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6582
A short quest surrounding a boat out at sea, accessible from Ebonheart.


As you can see, I've been pretty busy :)
I want to perfect all my old mods so that I can move on to new ones (I'm already working on a murder mystery mod but it's a lot of work...)

Click on any of the links for more information.

Thanks, and enjoy!

- Danjb
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Maria Leon
 
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Post » Sat May 28, 2011 10:24 am

Thanks to your modification of The Mortal Life of Vivec, I'm now considering adding it to my permanent loadlist. So, thank you!
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Rudi Carter
 
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Post » Sat May 28, 2011 12:10 pm

I've been using your persuasion mod for a long time, apologize can be pretty useful sometimes.
Thanks for the upgrade!
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Erich Lendermon
 
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Post » Sat May 28, 2011 9:59 pm

Note to Hrisskar => Thanks for the update! :celebration:
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Sandeep Khatkar
 
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Post » Sat May 28, 2011 10:09 am

Downloaded a bunch of these. Thanks for the updates. These look like they will add to my game enormously. Thanks for all of them.
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Kirsty Collins
 
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Post » Sat May 28, 2011 9:58 pm

I'm guessing that the changes in "Note to Hrisskar" won't be compatible with Darknut's "Immersive CharGen". Is there any chance of a version that works with this?
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Alisia Lisha
 
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Post » Sat May 28, 2011 11:07 am

Thanks for all the comments guys and really, it's my pleasure :D

I've not played Immersive Chargen so I can't be sure, but Note to Hrisskar should be compatible as long as the other mod doesn't remove:
a) The Note to Hrisskar
b ) Ganciele (the door guard in the first room)
c) The "lock practice chest" (small chest with a lock level of 1)

I'm probably not going to have time to test this anytime soon but let me know if you happen to find out and if they're incompatible, maybe one day I'll get round to releasing a patch :)
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Svenja Hedrich
 
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Post » Sat May 28, 2011 12:50 pm

I've not played Immersive Chargen so I can't be sure, but Note to Hrisskar should be compatible as long as the other mod doesn't remove:
a) The Note to Hrisskar
B) Ganciele (the door guard in the first room)
c) The "lock practice chest" (small chest with a lock level of 1)


It's a total redesign of the C&E office. The note and dagger are moved, and I doubt the "lock practice chest" is there any more, since that area with stuff to take and try is gone. There are lots more guards and other characters, maybe Darknut kept one called Ganciele... :shrug:

Actually, though it's a super mod, Darknut did miss one thing - for all these new guards and excise officials, there are no living quarters. Even in vanilla, there is no Seyda Neen barracks, which is a strange omission when the other Imperial outposts have them. That's one building (or extension to the C&E office) that needs adding urgently for better realism.
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Angel Torres
 
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Post » Sat May 28, 2011 6:55 pm

It's a total redesign of the C&E office. The note and dagger are moved, and I doubt the "lock practice chest" is there any more, since that area with stuff to take and try is gone. There are lots more guards and other characters, maybe Darknut kept one called Ganciele... :shrug:

Actually, though it's a super mod, Darknut did miss one thing - for all these new guards and excise officials, there are no living quarters. Even in vanilla, there is no Seyda Neen barracks, which is a strange omission when the other Imperial outposts have them. That's one building (or extension to the C&E office) that needs adding urgently for better realism.


Ok, I've had a little look in the CS at Immersive Chargen, and wow! It looks awesome! I can see why you'd choose that over my Note to Hrisskar ;)
Unfortunately I downloaded Immersive Chargen just after I started a new character, so I haven't had the chance to play with it yet.

Anyhow, it seems the note is still there, but the dagger is not with it (which is strange, since the note specifically mentions the dagger)...
The dagger is held by Clagius Orbanus (the "census banker", according to his ID)...
Ganciele is still there, in pretty much the same place...

But the lockpractice chest is gone :(
So close!

A patch would be simple though - you'd just need to attach the "NoteInChest" script to a different unique container. That would be the bare minimum to make it technically compatible, but you'd probably want to move Hrisskar's dagger next to the note too, and give Clagius Orbanus a standard iron one.
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Nicholas
 
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