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The Elder Scrolls III: Morrowind Downloads > Modifications > House Mods:
Trollf's Mysterious Manor (v1.1)
Filename: trollf_manor_v11.7z


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338.56 KB
v1.1
Trollf
618
02-21-2008
7Zip
Modifications > House Mods


Average User Rating: 10
Number of Votes: 2
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Trollf's Mysterious Manor (v1.1) - File Description  


Description:
This mod will add a small house near Balmora that was designed for you to store your gear (and potentially make homey) without the worry of it being too big. It consists of several rooms and a basement and can be found south west of the stilt strider. Check the read-me for some of the other cool features included with this house mod!

Please note that this house mod includes a modified version of the Hunter's Achievements mod. You may want to download this as well for more features.



Trollf's Mysterious Manor (v1.1) - Screenshots  
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Trollf's Mysterious Manor (v1.1) - Readme  
Readme File:
*****************************************************************

The Elder Scrolls III: MORROWIND
Trollf's Mysterious Manor Plugin v 1.1
by Trollf himself

*****************************************************************

Index:
0. Version changes
1. About
2. Requirements
3. Installation
4. Upgrade from previous version
5. Playing the Plugin
6. Removing the Plugin
7. Tips & tech info
8. Credits
9. Contact & Final Notes

*****************************************************************

0. Version changes

version 1.1 changes:

- fixed some nasty bug with particular spell in previous version
(when you check both 'autocalculate cost' and 'always succeeds'
options in the spell creation menu in TESCS and set spell's effect
such as 'restore magicka' or 'chameleon', this spell will be added
to the most NPC's automatically (sic!), so bandits and outlaws
can heal PC's instead of damaging him! that is not accetable!
so in that case i removed any new spell that was added by this plugin
and the problem was solved.

- changed manor name, now it's called 'Mysterious Manor'
instead of 'Trollf Manor',

- moved manor to the new location (south-west Balmora, outside
city walls) - should be compatible with most of the plugins
(and especially with Balmora Expansion)

- lowered doors' locks and removed all items from the manor
which can be sold to merchants...

- added a little manor basement, with glowing mushrooms, few sacks,
barels, table, shelves and chest.

- slightly (or not) redesigned most of the 'rooms',

- removed some of the mannequins from the armory,
added two of them to the upper room,
some of them 'converted' ;-] to female ones...

- added lanterns which you can turn on/off at your own will
(you can't reach the blue lantern in main hall?
well, pull the rope near the main door... ;-])

- added 'hidden' switch, if you activate it you can gain access
to the hidden safe...

- to one of the small boxes on the table in office i've added
special note called 'Hunter's Achievements'.
It shows how many kills (so far) you've made on your great
adventures through the vast terrain of VVardenfell island ;-]
The numbers are refreshing only when you put the note somewhere
on the ground, table, shelf, etc. and activate it
(message "Achievements updated." should appears).
Unfortunatelly the game can not refresh dynamically changed data
on the notes and books in the player's inventory :(
Have fun!
How many those nasty cliff racers have you killed today? ;-]

*****************************************************************

1. About

This Plugin adds to the game house in south-west Balmora outside
city walls (west of stilt strider port).

It has only two rooms (and basement) but you can find places like
a dining-room, storage, armory, alchemist lab, office, bedroom
and little smithy, too. All with crates, barrels, tables, shelves,
closets and enough mannequins for all the stuff around.
It's not like a great castle in which you could lose yourself.

My motto while I was creating this house was:
"Functionality and maximization of the space above all else"
There are no combat dummies, tons of stuff to sell, etc.
Everything was designed to allow the player himself/herself
to make the decision where his/her stuff should be
and how the lights inside this house will look like
- all are off by default... ;-]

Why?
I've tried many plugins offering houses in various places on Vvardenfell
but unfortunately no single one suits my needs in 100%.
So, in that case I decided to make my own...

*****************************************************************

2. Requirements

This plugin requires Bethesda's TES III: Morrowind game.
No any expansion (Tribunal or Bloodmoon) for this game is required.

This mod is not compatible with other plugins which add external
content in city of Balmora in this particular place
(south-west of Balmora, just outside city walls,
west of stilt strider port).

This plugin should be compatible with Balmora Expansion mod.

*****************************************************************

3. Installation

To install the plugin, copy 'trollf manor v1.1.esp' and
'trollf manor v1.1.bsa' files into the Morrowind/Data Files directory.
Run bsareg.exe (included in distribution package) to register
.bsa file in game's config file or do it yourself manually(1).
In bsareg window press 'Update' button.
If you want to be sure that bsa file was properly registered
run bsareg.exe again - the message like this should appear:
"All BSA archives are already properly registered"
That's all.

(1) If you want to register .bsa file manually edit game's config
file called morrowind.ini and under [Archives] section of this file
add adequate line, e.g.
Archive 2=trollf manor v1.1.bsa

*****************************************************************

4. Upgrade from previous version

If you have previous version of my plugin and you're using it
you may (in fact you must if you want to get rid of this
annoying bug mentoined elier) upgrade to this version.
Unfortunatelly this update is not compatible with previous
version (it's morrowinds' engine restrictions)
so you must clean your save first and then load new plugin.
To do this follow instructions below in apriopriate order:

1. load your save game as usual and go to the trollf manor,
write down your chars current base strength (without
any items that add to it!) and
open up the console window (~ button) and type:

player->setstrength 10000
press ENTER

close console (pressing ~ again)
and gather ALL the stuff (if your chars strength is not enough -
in most cases should do - repeat above command and type larger number)

when you gather EVERYTHING from the trollf manor, exit it
and go to some interior cell (e.g. Guild of Mages)
and SAVE your game then EXIT.

2. run Morrowind Launcher, go to Data files in menu and UNCHECK
trollf_manor.esp there (previous version)... run the game again
and load your save
if you get the message complaing somethin' 'bout missing plugins
ignore all errors by pressing 'Yes' button
if your game if finally loaded, save it again an exit.

3. go to Morrowind\Data Files folder and delete two files:
trollf_manor.esp and trollf_manor.bsa
then copy to this folder two files from new version:
trollf manor v1.1.esp and trollf manor v1.1.bsa

4. Run bsareg.exe (included in distribution package) to register
new .bsa file in game's config file and unregister old one.
In bsareg window press 'Update' button.
If you want to be sure that bsa files was properly (un)registered
run bsareg.exe again - the message like this should appear:
"All BSA archives are already properly registered"

5. run Morrowind Launcher, select Data files from menu,
check trollf manor v1.1.esp plugin there and start the game
and load your save.

6. go to the new place where manor is located and enter it.
get the trip around the manor and when you like the place
start 'unencumbering' ;-] your char...
when you finish open up the console again and set your char's
original strength by typing this command:

player->setstrength x (where x is the number which you wrote down before)
press ENTER

7. save your game and enjoy your new hause... ;-]
I don't plan to updating this plugin anymore it's the final version,
so you may sleep well... ;-]

*****************************************************************

5. Playing the Plugin

From the Morrowind Launcher, select Data Files and check the box
next to the trollf manor v1.1.esp file.

Go to Balmora, locate new house (west of silt strider port
outside city walls).
Break in, find the note, do as it says and claim manor on your own.

*****************************************************************

6. Removing the Plugin

To remove the plugin, delete trollf manor v1.1.esp and
trollf manor v1.1.bsa files from the Morrowind/Data Files directory.
Run bsareg.exe (included in distribution package) to remove
registration info about .bsa file from game's config file
or do it yourself manually(1).
That's all.

(1) If you want to remove info about .bsa file manually edit
game's config file called morrowind.ini and under [Archives] section
of this file remove adequate line, e.g.
Archive 2=trollf manor v1.1.bsa

*****************************************************************

7. Tips & tech info

-- how to enter the house 'very quick'?

Well, if you must read this...
If you are curious what house has to offer for you and want to get
inside immediately after the game started you can do this
trying the game's console.
Bring up console window by pressing ~ button then type in it:

coc "balmora, mysterious manor"
and press ENTER

-- how to restore accidentally removed mannequin?

If you removed some of the mannequins from a game (pressing
'Dispose corpse' button by chance) you can add those mannequins back
using game's console.
To do this you must place your char in position which you want to add
manequin, bring the console window by pressing ~ button
and type command like this:

for female mannequin:
PlaceAtPC "tf_armor_stand01" 1,0,0
and press ENTER
or for male:
PlaceAtPC "tf_armor_stand02" 1,0,0
and press ENTER

If you don't like the place which mannequin appears,
you can activate it and press 'Dispose corpse button'.

Now you can start things over.

*****************************************************************

8. Credits

Bethesda Softworks Inc. (www.bethsoft.com) for great game.

Special thanks to all people responsible for great tools
which help me a lot during creation's process of this mod:
- Srikandi for his great 'TESCS Item Index'
http://members.cox.net/srikandi/
- Erik Benerdal for TES Advanced Mod Editor,
- Dave Humphrey for NifTexture,
- ghostwheel for BSA files utilities
http://www34.brinkster.com/ghostwheel/

version 1.1 credits (suggestions & bugs):
Denina, coast, Immortal Warrior

*****************************************************************

9. Contact & Final Notes

This mod is being provided as freeware. Please feel free to copy
and distribute it or change its content to suit your personal
desires.
All I ask is that you don't claim/release it as your own
and give me some credit for what I have done.

Feel free to contact me with comments, suggestions, bugs, etc.
(nick trollf on official TESForums)


Thanks,
Trollf


Trollf's Mysterious Manor (v1.1) - User Comments  
The following comments are owned by the user that posted them. The Elder Scrolls Files is not responsible for their content.

Total comments: 4 | Last comment: 02-22-2008 at 12:16

 #1 - 02-21-2008 at 12:56
BladeElimenator
From: (Skanderborg)
Joined: February 21st, 2008
Posts: 15
That I'll download too big grin You are good to mods 10/10 Two Thumbs Up!

 #2 - Not quite so... - 02-22-2008 at 01:37
trollf
Joined: January 4th, 2008
Posts: 3
from the desciption above:

"Please note that this house mod includes the Hunter's Achievements mod."

Well, that's not quite correct :] Hunter's Achievements mod adds a book that tracks deaths of many monsters and creatures. And while in this mod there's a note named "Hunter's Achevements" as well it shows only few enemies in comparision to that book from stand-alone "Hunter's Achievements" mod.

 #3 - 02-22-2008 at 09:52
InyriForge
From: (Chicago, IL)
Joined: October 6th, 2004
Posts: 2159
My apologies. I'll modify that accordingly so we don't give the wrong impression. smile

 #4 - 02-22-2008 at 12:16
trollf
Joined: January 4th, 2008
Posts: 3
Thank you :]



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