[REL] Sgaileach Estate 2.0

Post » Fri Jun 10, 2011 11:57 pm

In the spirit of revisiting the old worlds of my digital past, I am releasing an update to my primary estate mod.

I've been brushing up my skills in Blender in preparation for TESV, and have remodeled much of the architecture in the estate. Now there are appropriate crossbeams and supports for the second level structures. Before this was rather flimsy and unbelievable. Also, some of the meshes I had previously modeled back in 2005 with a trial version of 3DSMax, and did a rather poor job of it, leaving many duplicate vertices and sloppy intersections. These have been completely redone from scratch in Blender and optimized with PyFFI.

Oven for NoM:
I recently installed Necessities of Morrowind for the first time and enjoyed it so thoroughly I had to add compatibility. The new oven in the estate has been fully scripted to integrate these features. There is an ignition switch which can be used to control the strength of the flame. There is also a scripted stone cover which can be activated to close the oven for baking. Clicking the grill inside will enable the roasting menus, and clicking the oven itself will set the flame to an appropriate level for baking, close the cover, and enable the baking menus.

Bathing room/Bathroom:
There is a modified version of the Whitefang Pool, as well as a side room with a tub/shower, toilet, and some decorations. I had started to script these however ran into some trouble with animating the water/steam as I would like, so at present these are left as atmospheric statics. Perhaps in a future version I will complete this.

I also spruced things up a bit outside, correcting some texture seams in the landscape and putting in a wall along the hillside path up to the house.


Much remains the same:

This mod adds an elaborate estate home to the hillside north of Balmora, just over the new bridge right outside of town. Major features include:

  • Detailed exterior landscaping.
  • An alchemy lab with sorting/retrieval functionality and labeled jars for all ingredients in Morrowind as well as both expansions, plus select 3rd party mods (see “Alchemy Sorting” below).
  • Scripted Better Bodies armor mannequins which allow the player to toggle each as either male or female for displaying gear.
  • An ignitable forge for repairing items.
  • A working oven with scripted fire, compatible with Necessities of Morrowind using included .ESP.
  • Fully scripted lighting system.
  • A bathing room with fresh water fountains (NOM compatible).
  • A teleportation ring which allows you to warp from anywhere to the house and back again.
  • Working clocks, ample storage, good overall esthetic, as well as a few other surprises.

This latest version requires both expansions.


Installation:
Copy the .ESP file you wish to use along with the BookArt, Icons, Meshes, Music, Sound, and Textures folders to the "Morrowind/Data Files" directory, saying yes to overwriting files or folders that are already there. Files are added automatically to their own subdirectories, so there is no risk of overwriting critical files from the game or any other mod. (Be certain to check the "Credits/Compatibility" and "Special Conditions" sections of the readme file, however.)

This mod contains two ESP files, however you must run only one of them depending on your preferences:

sg1-sgaileach_estate.esp” -- The standard mod.

sg1-sgaileach_estate-NOM.esp” -- Use this instead if you are also using Necessities of Morrowind.

EXTRAS: If you use the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7762 for animated grass with http://sourceforge.net/projects/morrgraphext/, copy the "Grass_West Gash.esp" from the "Extras" folder to your Data Files, overwriting the version from that mod. You will then need to re-generate distant land in MGE. This modifies the animated grass around the Estate to fit the landscaping and keeps it off the main path. Nothing else was changed.

IMPORTANT: If you used a previous version of this mod you will need to clean your save game. The easiest way to do this is to load the older version, pick up all your stuff, then save outside and shutdown Morrowind before overwriting/replacing the old Sgaileach Estate ESP with the newer version. Then load up the game with the new version and everything should work.


Alchemy Sorting:
As mentioned this mod includes an Alchemy workshop with a crystal that allows you to instantly store all your held ingredients into labeled alchemy jars and barrels. Any ingredients you have from the main continent of Vvardenfell will go into the labeled jars. Anything from the Bloodmoon expansion will go to the barrel labeled “Items from Solstheim.” There is another barrel labeled “Items from Mournhold” for all Tribunal items, and the “Items from Elsewhere” barrel stores anything from third party mods.

At present, any ingredients from the following mods are supported by the sorter and will end up in the “Items from Elsewhere” barrel:

  • Sri’s Alchemy
  • Tamriel Rebuilt
  • Abot’s WaterLife
  • Abot’s Where are all the Birds Going
  • Necessities of Morrowind 3.2+

You do not need to have any of these mods installed as this support is built in. If you do have any of them, the sorter will automatically recognize them.


Download at Planet Elder Scrolls:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9163
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CxvIII
 
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Joined: Wed Sep 06, 2006 10:35 pm

Post » Sat Jun 11, 2011 2:10 am

This mod sounds interesting in comparison to this http://www.gamesas.com/index.php?/topic/1196252-ghfs-top-100-morrowind-mods-of-all-time/ mod list since a couple of mods in that list are included in your alchemy sorting feature for this mod. Congrats to your release and thanks for sharing. :celebration: :clap:
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Emily Jeffs
 
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Joined: Thu Nov 02, 2006 10:27 pm


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