Relz: Ascadian Rose Cottage DX

Post » Tue May 17, 2011 4:11 pm

Here it is! Ascadian Rose Cottage DX! :D

The download can be found here:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9115

Description: (Copied from my PES page.) ;)
This mod is a new, improved version of Korana's original mod
"Ascadian Rose Cottage".

This mod requires all of the files from the original
Ascadian Rose Cottage, except for it's ".esp" file.
It contains the fix for the original "Tisane Pot Glitch" already included.
It completely replaces the original Ascadian Rose Cottage's plugin,
and is NOT to be used with it.

The house includes a variety of new features, such as display cases,
Better Bodies compatible mannequins, an alchemy sorter, improved storage,
a training dummy, relocking training boxes, working clocks,
new music (including a working music box), and more.

It also includes several optional plugins:

1.) "ARCDX - NOMv3 Compatible.esp"
The main mod natively supports the older v2.13 version of NOM.
That version is fully supported, but not required.

This plugin requires Necessities of Morrowind v3.
It makes the house's kitchen, and a few other things,
work properly with NOMv3.
This plugin makes the house dependent upon NOMv3,
and incompatible with NOMv2.13.

2.) "ARCDX - Lightweight.esp"
This plugin reduces and adjusts the house's lighting.
It also removes the animated falling leaves from the trees outside the house.

This improves framerate performance, and is intended
for users with lower-end computers.
It can still be used by users of higher-end computers if desired, however.

3.) "ARCDX - Alternative Music.esp"
This plugin replaces the piano with a harpsichord, with matching music.
It also replaces the harp's music with an alternative piece by the same artist as the original.

For further details, read the readme included with the original mod.

As stated above, this mod requires the original files from Korana's Ascadian Rose Cottage.

It, along with all of Korana's other mods for Morrowind,
can be found here: http://www.tesnexus.com/downloads/file.php?id=27167

(You don't need the original mod's NOM fix patch, though. It's built in with my version.)

Some notes, though, for clarity:

As stated, this mod still natively supports NOM v2.12, but doesn't require it.
However, with the NOMv3 addon, the mod will require NOMv3.

The "Lightweight" plugin will improve FPS inside and outside of the cottage.
Even high-end users may still want to use this addon however, as it removes some clutter,
and the darker lighting provides a quiet, calm atmosphere.
(I like it, at least, but whether you use it or not is up to you.) :)

Lastly, the "alternative music" addon gives you a choice between the original piano and harp music, and some new music.
It also changes the piano into a harpsichord to match it's new music.
(The harpsichord is a favorite instrument of mine, you see, so I wanted to have one in the house.) ^_^

One more note:
The screenshots were taken with the graphics replacer pack "Vibrant Morrowind 4", by Skydye.
I also used AnOldFriend's container replacer.

If you like Vibrant Morrowind 4, it can be found here:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8380

AnOldFriend's container replacer can be found here:
http://www.tesnexus.com/downloads/file.php?id=32427

...Well, there you go. Enjoy! :celebration:
User avatar
Vicky Keeler
 
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Joined: Wed Aug 23, 2006 3:03 am

Post » Tue May 17, 2011 4:23 am

I really like what you did with the display room. Although the Rose Cottage has been a part of my mod list for a long time, I never really used that room and considered it a wasted space. Now with the mannequins and cases it looks more like a room where I would store my collection of artifacts.

And I love that the NOM patch is built in. That means that with this version I can take a plug-in out of my rather long list of mods.

Great job. The changes are not at all jarring so it isn't like the player feels he or she is stepping into an entirely new house.
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Batricia Alele
 
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Post » Tue May 17, 2011 6:30 am

Glad you liked it. :)

Do note that it is support for the old version of NOM that is built in to the master file. (v2.12)
For Taddeus's new NOMv3, you need the optional NOMv3 addon.
(I wanted to keep things modular, to support the personal tastes of different users.)

Also, I forgot a minor detail.
I've included a small feature for role-players:

In Arrille's Tradehouse in Seyda Neen, on the counter next to Arrille, is a piece of paper.
It has no ownership marked, so it is free for you to take.

It is an advertisemant for the sale of the cottage.
It has some information about the property, it's location, sale price, etc.

This is for players who want an in-game justification for this for role-play reasons.
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Maria Garcia
 
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Post » Tue May 17, 2011 3:14 am

Glad you liked it. :)

Do note that it is support for the old version of NOM that is built in to the master file. (v2.12)



Yep, I'm still running the old version of NOM. I'd like to install the newer version but I'm nervous about what that would do to a game in progress.
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Jessie
 
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Post » Tue May 17, 2011 12:19 am

Looks really nice, its waaay too girly for me, but I'm sure others will really enjoy it. Congrats on getting it finished and released. ;)

I wish someone would make a mod where you can buy large empty castles, totally unlit so candle light looks a lot more realistic, and more than that, not just be able to buy furniture for them but also be able to construct shelving, cabinet systems, storage systems, with lots of freedom over their size and layout, plus the added ability to label them. I'd be seriously happy if someone did that... they'd probably have to swat me from their leg with a rolled up newspaper. :lol:
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^_^
 
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Post » Tue May 17, 2011 11:50 am

This looks great! I think it's finally going to get me to move out of Abu Manor. Congrats on the release.
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Talitha Kukk
 
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Post » Tue May 17, 2011 10:10 am

To Forest Stalker:
Yeah, changing NOM versions ingame isn't a good idea.
You'd have to start over if you wanted to change it.

To Drahadis:
I do believe that I've heard of a mod almost exactly like that, but I don't recall from where. Sorry.
One exists, though. I just forget what it was called.

To fragonard:
Thank you! I hope you'll enjoy it. ^_^
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Kieren Thomson
 
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Joined: Sat Jul 21, 2007 3:28 am

Post » Tue May 17, 2011 9:23 am

To Drahadis:
I do believe that I've heard of a mod almost exactly like that, but I don't recall from where. Sorry.
One exists, though. I just forget what it was called.


Are you talking about this?
http://home.earthlink.net/~andoreth/

I've played it. The castle is poorly designed, has two doors in the same door frame in two places, a door that has no entrance up on one of the towers outside... it works but has a wall behind it. lol. There's no stairs that let you climb up to the wall outside. The castle roof has some great balconies to store stuff but no way to climb up there and no roof access doors from the inside of the castle. The castles inner design doesn't match the outer design and several of the rooms are very cramped and small. Also, all but only 2 of the homes you can buy are small and there's only one castle... and it pretty much stinks. I'd like to see full size castles... but you know not so huge you'd never use all the rooms.

In that mod you can't custom build the kind of stuff I was talking about. You can only place standard containers, beds, lights, furniture, etc. I'd like to have more control over that, and actually build my own storage system inside the game. Not just place something that already been made. I'd like to be able to build a cubed shelf system with the length and height of my choosing, each with a pull out labeled container (like a drawer). Same thing with cabinets and drawer systems. Basically build my own custom storage room, and do it in the game it self.
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Lauren Graves
 
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Joined: Fri Aug 04, 2006 6:03 pm

Post » Tue May 17, 2011 3:12 pm

I forgot to mention this earlier, but I still intend to make another addon or two for this mod.
I still want to make a Morrowind Crafting addon for the cottage.
I have a couple of other things I need to work on first, though.
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Sabrina Schwarz
 
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Joined: Fri Jul 14, 2006 10:02 am

Post » Tue May 17, 2011 8:21 am

Are you talking about this?
My linkhttp://home.earthlink.net/~andoreth/

I've played it. The castle is poorly designed, has two doors in the same door frame in two places, a door that has no entrance, up on one of the towers outside. There's no stairs that let you climb up to the wall outside, the castles inner design doesn't match the outer design, and you can't custom build the kind of stuff I was talking about. You can only place standard containers, beds, lights, furniture, etc. I'd like to have more control over that, and actually build my own storage system inside the game. Not just place something that already been made.


I don't think that was it. I'm just not sure, though.
The last time I saw it was long ago.

Something merely half-remembered, I guess.
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james tait
 
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Joined: Fri Jun 22, 2007 6:26 pm

Post » Tue May 17, 2011 11:14 am

Does anyone know what she's talking about? If someone can figure this out and link me I'd really appreciate it!
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Shaylee Shaw
 
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Joined: Wed Feb 21, 2007 8:55 pm

Post » Tue May 17, 2011 4:35 am

On a side note, I've decided to cancel the Blood and Gore bugfix project.
I can't get the mod to work at all, so I can't fix it. -_-

For now, I've decided to take a day or two off.
After that, I'll start work on the promised Uvirith's Legacy patch.
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Marlo Stanfield
 
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