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Topics - LadyPhoenixFireRose

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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.

Downloads:
Nexus

2
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...

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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.

Enjoy!
Downloads:
Nexus

4
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.

Downloads:

Nexus

5
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.

Downloads:



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

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Master Planning and Discussion / So Bad News
« on: June 29, 2016, 03:10:25 AM »
It seems that issue with my laptop is not easily fixable, if it is fixable at all. I am currently looking into having it replaced through its warranty. I hope to be able to get my stuff off of it so I don't end up losing everything, but how knows how long any of that will take. As it I might very well be stuck with turning what previews I have on here, which aren't remotely finished, save for my bakery and Gaur Cart, all that one really needs is a bit of dialogue for the guars. As is any work I am doing for modtown is on hold. I hope that I'll be able to finish my projects, but currently that doesn't look too promising.

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Morrowind Mods / (Relz) Cave of Wonders
« on: May 31, 2016, 09:18:18 PM »
Cave of Wonders

by

Lady Phoenix Fire Rose

*This Mod is a Proud Participant of 2016 May Modathon, hosted by Darkelfguy!*

This is my first official full mod released, so I hope that you enjoy it!The Cave of Wonders is filled with beautiful sights, many monster to fight, treasure, and your possible demise. It is lost somewhere in the West Gash, for you to find, but make sure to take note of the note pinned to the door. It would be wise to heed its warning. Also be warned, certain parts of the caves require you to wear specific protection if you want to survive them, so keep a whether eye for them.

If there is enough interest in this mod, I may consider expanding it a later date, with at least a questline, and perhaps more.

You will also find here, under the optional files, the different cavern tilesets as resources that I made for and used in this mod.

Downloads:

Nexus
Fliggerty

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Morrowind Mods / Modathon Project
« on: May 06, 2016, 09:01:43 PM »
So, I feel like sharing my progress on what I'm making for the Modathon here (mostly because I feel that I do a better job when I can show off my progress). I'm making a an elaborate cave system currently tentatively titled Cave of Wonders (odd are it will remain that as I'm awful at coming up with names and it's that or total indecision). It will have three parts to it, the first part being the Cave of Wonder part, then Cave of Ice, lastly Cave of Fire. The last two should be pretty obvious, the first part is going to be a mystical underground forest type thing.

They all are using retextured cave tilesets, which be provided as resources when I release the mod.

The Cave of Wonders:


The Cave of Ice:


The Cave of Fire:


-----

Progress so far:
Tilesets finished being retextured. And the layouts finished for the first two caves. Planning on finishing the Cave of Fire layout tonight, and hopefully a good basis of detailing started. I might also make the cave of ice a little bigger and more cavey, haven't decided for that yet.

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Construction Set / Making a Reoccurring Script?
« on: May 01, 2016, 05:45:53 PM »
Okay so I have edited the script the summons a deadra when you pick up a certain gold coins, made one to summon a wolf when you open any of the chests in my Abode. My issue though, is this only happens one time. So I open the chest, kill the wolf, then I can safely reopen the chest. I don't want this to be the case. I want a wolf to show up every time you open a chest. So idea on how I can go about changing the script to do that?

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Modding Tech Help / Unnpacking the BSA
« on: April 16, 2016, 03:52:11 PM »
Okay so my disk drive is currently broken. So I've been unable to use it. So instead of the CS CD, I have been unpacking the bsa's. Only I noticed it doesn't seem to get everything. For example I never get the m folder, which is the one the holds that potion bottle meshes. Which makes it hard to use them as I have to make new items directly from the what is there already and I can't move it to another section... So my question is there anything I can do about this? Is there a better unpacker, I don't know what one I am using, but is there one that is known for getting everything? Or is this some way to fix this?

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Modding Tech Help / Making Inventory Icons?
« on: March 30, 2016, 11:38:34 AM »
How does one go about making an inventory icon for an item? As I really have no idea on this matter (though I bet it is probably rather simple and kind of obvious), and there are several resources that do not include icons. Plus, I might be able to (maybe, just maybe), make some ingredients for use with those plants I have all over my Alchemist shop if I could do icons for them...

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Resource Requests / Rubberman's Victorian Meshes
« on: March 29, 2016, 06:26:37 PM »
This isn't really for use in any of my mods per se, but I think that this bench and the street lamp would mighty nice around ModTown. Plus, I would also like to have permission to use them in my claims if the inspiration hits.

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NPC and Book Creation / Exotic NPCs?
« on: March 29, 2016, 04:39:11 PM »
This is just a thought, there are a lot of modder made races out there, and this is ModTown after all, wouldn't it be interesting to a few NPCs from some of those races wandering around? Just a thought, mostly to see if this would be objectionable...

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Construction Set / How Does One Control what a Store Owner sells?
« on: March 22, 2016, 04:49:34 PM »
Okay so this is mainly for the two shops I'm working on for here. Is it possible to stop my shop owner from selling everything they own that fits into the categories they sell in. For example, in the basement of my Alchemist, I have some Secret Master apparatuses that are supposed to be for the shop owner's personal use and not for sale, as well some questionable potions that are for the player to find. Plus there are some alchemical ingredients for show that shouldn't be sold as well.  So is there any way for me to avoid having my alchemist sell them?

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Master Planning and Discussion / Items for the Town Hall Display Hall
« on: October 21, 2015, 10:12:14 PM »
This seems to be as good a place as any to post this. I am adding a display hall to the Town Hall, and I think that since this is ModTown it would be really cool if I where to include several items from various items made by Modders Working on ModTown. I am planning to look through resources, for things from other Modders as well. I also plan on including documents describing the pieces. So if you have anything you'd like me to include, or any suggestions on something I should include from someone else, as well any specifics you'd like me to include in the document, please let me know and I'll make sure to include it.

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