Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - LadyPhoenixFireRose

Pages: [1] 2 3 ... 19
Morrowind Mods / (Relz) Realistic Bonemeall
« on: August 10, 2017, 07:53:03 PM »
I found where you get bonemeal mostly from in Vanilla Morrowind just doesnít make much sense. There are two locations you can find it. The first being in what are supposed to be burial urns, so what do the Dunmer crush the bones of their dead? Doesnít seem likely to meÖ Secondly, you get it off of skeletons, so do you take the time while in midst of the this dangerous dungeon where you could be attacked again at any second to either crush the bones yourself or sweep the bone dust off the floor? Also doesnít strike me as likely. So this mod is my solution to that. This mod has a couple parts to it. Firstly, it greatly reduces the presence of bonemeal in the world, no longer can you find it on skeletal monsters or in burial urns. Now burial urns contain a new Ash ingredient, and you get bones off of skeletons. Bonemeal is still find-able anywhere else. The second part of this mod allows you to turn bones into bonemeal, you can do it one of two ways: firstly you can buy(from RaíVirr in Balmora) or steal (from him or one of many alchemists/apothecaries) the Magical Urn of Bone Crushing. It is kind of expensive though. Your second option is to pay and alchemist or apothecary to crush the bones for you. The bones are not ingredients themselves, you have to turn them into bonemeal to use them in potions.

Since bones are now far important, I replaced every static bone with a misc one. Instead of making a new misc skull, I simply replaced all of the furn_bone_skull_01 with misc_skull00, I thought the Vanilla furn_skull was too ugly to bother with, and Better Skulls simply uses the same mesh for both.

This will not effect any mods that as static bones themselves Iím afraid. Also, any mods such as James Fraserís Bones mod (which turns all the bones into ingredients) will cause cause doubling and are completely incompatible. But, you will still be able to have mod added npcs convert the bones from this mod to bone meal, as long as they are either in the vanilla class Alchemists Service or Apothecary Service.

Lastly, if anyone would be interested in making a mesh for a more manual way of crushing bones, as apposed the magical, Iíd be most appreciative. Iím not using Mortar and Pestles because scripting them to work around the alchemy menu would be too conflict heavy, and using the mesh for a new object would be (at least to me) far too confusing. So for now magically done it is. Granted, those Alchemist and Apothecaries that donít have urn probably do have a way of manually doing itÖ

This mod does change one of the Vanilla leveled lists, random_bonemeal. It removes that bonemeal from the list and replaces it with various bones. So you might want to merge the leveled lists when using this mod.

There is also now a NoAshes version that doesn't change the urns or add a new ingredient.


So, question, what do you guys think of a mod where you run a across a tavern and inside you meet the owner/barkeep/whatever, and then a scene goes something like this: "Ah you finally arrived, I thought you'd never get here, here is you share of the profits. Now don't leave me hanging again. We planned to run this place together."  So it would basically you meet an old friend who you had planned run a tavern with on Morrowind (before you where arrested), and thus get an income and place to stay, as soon as you run into the place. Which could quite possibly very early in the game.

There are two reasons why I considering doing it this way, the first is I'm making a tavern, I just haven't really decided what to do with it yet. The second thing is that it always kind of bugged me that you never ever meet anyone who knew you, it like you where a total non entity, and didn't exist before that boat ride. So I've always kind of wanted to do a mod where you meet someone who knew you. This seems plausible, I just don't know if this would be a mod that actually something that anyone would use or would it be a bit much too easily obtained?

So thoughts? Or do you have any other ideas to do with a tavern mod, that is more than just a tavern?

On another note, I hoping to get this mod done in time for Modathon. Which, I keep finding myself going circles of being stumped for. Plus, I don't plan on you getting too much from this (running a tavern, especially one not in any town is kind of expensive, even if your friend is doing most of the actual work), probably only about 200 gold a month and a place too stay/storage, which isn't that much (at least from my view on the matter)... And if it I do it this way, I have some ideas, for future updates that you could expand the tavern...

Morrowind Mods / Re: (Relz) Ashlander Lanterns Texture Replacer
« on: April 11, 2017, 03:34:19 PM »
Just updated the mod, now with smaller textures.

Morrowind Mods / (Relz) Ashlander Lanterns Texture Replacer
« on: April 09, 2017, 01:06:31 AM »
This is my first attempt at a texture replacer. Included in this file are Vanilla meshes, and Melchior's two variants. So you may choose which ones you like best and install them. I also made two variants for the red lantern, one very red and pinker one closer to the vanilla colors. All have been glow mapped, so the lamps actually appear as though they are lit.


Morrowind Mods / Re: (Relz) Vivec Hideout
« on: March 28, 2017, 05:52:43 PM »
Just did a quick update with a patch so that my mod is now compatible with Atmospheric Plazas.

Morrowind Mods / (Relz) Vivec Hideout
« on: March 25, 2017, 05:35:21 PM »
Vivec Hideout
by Lady Phoenix Fire Rose

A simple spacious house for you to live in while in Vivec, or even permanently as the is plenty of storage space and a fair bit of display space. Or you could use the furniture free version and decorate however you like. I have always that living quarters in Vivec have been sorely lacking so I made this mod to make up for that fact.

As I mentioned, there are two version one with furniture (as you see in the screenshots) and one without. Both versions include quick transportation back to the house, as well as teleports to get you around Vivec more easily. Then there is also a nice garden, with a variety of plants. Currently there are no other features to this house. As I said a simple house mod.



Morrowind Mods / (Relz) Resized Books
« on: March 24, 2017, 11:28:42 AM »
Just a simple book mesh replacer, that only changes the size of the existing meshes. I scaled all of the books down by 45% so they now actually fit on the bookshelves. I have re-scaled all of the books to keep continuity in between book sizes. If you would like only the super large books scaled down use the I have provided that option.It always bugged me that many of the books simply would not fit on the bookshelves unless you placed them sideways. Which doesnít make since. Why would anyone go through trouble of making tons of books that donít fit on the shelves? Youíd either make you books so that they fit on the shelves you have, or youíd make shelves to fit your books. This aims to fix that.

As of V2 to it now includes a patch for the Book Jackets mod, Morrowind, Bloodmoon and Tribunal versions.

This mod is best used with Book Rotate, or some other kind of mod you can use to rotate books.

I did fix a couple of the meshes (text_octavo_03 & text_octavo_04) so that were re-centered, as they werenít to begin with and resizing them positioned them even more oddly.

I am also including optional meshes for both vanilla sized books and my resized books, that adjust the pages of those books that have a large gap of useless cover just hanging around there.

Lastly, included is a back up of the Vanilla meshes.

This mod should be compatible with any mod that does not replace the vanilla book meshes. (Though it will likely mess of the placement of any books using those meshes in mods.

Any other book replacer, as long as it only replaces the textures only will work just fine with this mod.

I will be willing to look into patches for books replacers if there is need and enough interest in me doing so. But Iím afraid I wonít for other mods as there are simply far to many mods out there for me to cover. If you want to make your own and replace them be my guest.


Nexus (the only location for it for the time being)

Morrowind Mods / Re: (Relz) Cave of Wonders
« on: January 26, 2017, 12:02:55 PM »
Hey, all I've uploaded to the Nexus a fix for the grass cave tileset, in the mod itself not the resource. I will cover the resource at a later date. There are three options to choose from included, the one that I get the best feedback on I will add to the the 2.0 update/expansion of this mod, and I will convert the resource set to use. So let me know which one you like best.

Oh, and I apologize for the lack of pictures. It seems I can't take very good screenshots at this time.

Quest Design and Implementation / Re: Where do I begin?
« on: August 17, 2016, 02:52:10 PM »
My recommendation for starting out would be sharing your ideas for the quests, here on the forums. Then download the latest master file, and see where to go from there.

This is the best version of the town hall that I have shared as a preview.

So, for the claim, you will need to get the interior cell for the blacksmith from here in post: Reply #19 on: October 14, 2015, 09:29:26 PM. And the rest of it should be here and here: Reply #7 on: December 17, 2015, 03:27:22 AM. The blacksmith is empty at this point, I don't even think it has furniture yet, though I could be wrong, and the alchemist is probably about halfway done on the detailing.

Modder Claims / Re: [Modder Claim] -- plot 34 -- LadyPhoenixFireRose
« on: August 06, 2016, 08:27:47 PM »
After browsing around, I think that this is the only version of my plots available  here. Not real complete, and if I can finish it there will be some changes to exterior, and a complete resetting up of the layout of the interior.

Edit, it is in this post: Reply #19 on: October 14, 2015, 09:29:26 PM Ľ

So here is what I have for this claim, this post "Reply #26 on: June 24, 2016, 07:03:30 PM", seeing as I can't seem directly to that post. So, what I can tell you about what is going on with claim in this preview version.

First things first, the Bakery should be mostly finished. It might need to be renamed and there maybe some empty containers around, but that should be all. Or most of it, there might be some small issues with this. Oh, and I almost forgot, I don't know if there is a path grid set up or not.

Now, for the guar family, they just really need some dialogue, especially the baby, as parents both at least have greetings.

I have used a few resources with this, but I don't know whose all at this time. I will let you know when I get a chance to look at it again.


Aye, that would be fine, your previews would be all we really need to have in place before the questing stage, and you can come back and finish them whenever you've got time. There's no real deadline for the questing stage yet, just the vague "before the end of the year", so hopefully you'll be able to get your computer issues worked out before then.

Oh good, as I was feeling terrible about starting all these claims and being unable to finish them. So I'll go hunt them down and add the links.

Hey, does this mean, that since I still haven't been able to get my computer troubles worked out, if I submit the previews that I have already posted on here for the showcases I'll be able to finish them later? If I do get a working computer that I can work on with some time, say within this year? If so I'll add links to all the proper threads to where the latest previews can be downloaded from.

Pages: [1] 2 3 ... 19