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Archived from groups: alt.games.morrowind (More info?)

 

At the moment, I've been piddling around with a simple house mod for my
dear Filis, but now I'm beginning to have other ideas.

Filis, despite not being a good alchemist, has converted Ienas Sarandas'
house in Ald'Ruhn into her alchemy lab. (Ienas now resides full-time at the
Temple, so he doesn't mind.) She also has free run of the Council Club in
Balmora, since the gods smiled for once on a certain Mr. Varro. If she had
performed her duty to her Emperor, she could have inherited Foryn Gilnith's
shack in Seyda Neen too.

The question is: Why have Filis tied to *one* home base, when she can
acquire several, stock each with a generous supply of medicines, and move
between them depending on her current affairs?

The thing is, simply, that I'm beginning to wonder how many buildings, in
classic MW, are there for the legitimate taking. Not ruins, nor caves:
BUILDINGS (with beds) in or near populated areas, which you can either
waltz right into, or legitimately kill the owners first. I'm thinking that
a list of such would be a good idea.

So far, my list has:
* Seyda Neen: Foryn Gilnith's Shack (pass sentence on Foryn)
* Balmora: Council Club (answer Larrius Varro's prayer)
* Ald'Ruhn: Ienas Sarandas' Hut (complete merchant mission)
* Vivec: St. Olms' Canton, Nads Tharen's apartment
* Gnaar Mok: Abandoned Shack (I still have to investigate this one)

Any others I've missed?
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> * Seyda Neen: Foryn Gilnith's Shack (pass sentence on Foryn)

Too small to be useful.

> * Balmora: Council Club (answer Larrius Varro's prayer)

Okay, but the bartender is still there, though I guess it doesn't really
matter.

> * Ald'Ruhn: Ienas Sarandas' Hut (complete merchant mission)

Also kind small.

> * Vivec: St. Olms' Canton, Nads Tharen's apartment

I don't know about this one...

> * Gnaar Mok: Abandoned Shack (I still have to investigate this one)

Pretty small, also too far away from anything useful, like transportation
services.

> Any others I've missed?

[POSSIBLE SPOILERS]
* Balmora: Dura-Gra Bol's House. (That's where I've stored most of my
stuff. You're ordered to kill him on one of the Fighter's Guild missions.
I like it because it's pretty decent sized - 4 floors, and it's a stone's
throw from the Silt Strider and Mage's Guild for easy transportation. Come
to think of it, though, the Council Club is even closer. I might try using
that next time...)
* Balmora: Caius Cosades' House. (After he gets called back to Cyrodil.)
* Balmora: Balyn Omarel's House. (Killed for the Morag Tong. Actually, you
can use the house even before you're given the mission to kill him, as he's
never there.)
* Ald'Ruhn: Gildan's House. (There's a Mage's Guild mission where you're
supposed to kill her, though you can convince her to just leave town
instead. It's pretty much the same as Ienas Sarandas' Hut.)
* Caldera: Nedhelas' House. (Okay, so it's haunted, but he never goes back
in, even after you kill the ghost for the Imperial Cult mission. Kinda
small though.)
* Vivec: St. Delyn's Canton: Canal South 3. (You kill the guy on a Morag
Tong writ. Very tiny. Probably not worth keeping.)
(I think there's a few more apartments in Vivec that you're supposed to kill
the occupants of, but they're all really small.)
* Ahemussa Camp: The whole place. (After they declare you Nevarine and
move to Ald Daedroth.)
* Tel Aruhn: Upper Tower. (After you kill Gothren in order to be named
Hortator. At least, I haven't found any way to be named Telvanni Hortator
that doesn't involve killing him...)

If you're including Tribunal:
* Godsreach: Velas Manor. (That was my bolthole when I was there. A tough
fight for it, but a very nice house.)
* Godsreach: Sadri Manor. (After the old lady goes nuts and hides out in
the basement.)

And Bloodmoon:
* Raven Rock: Mine Entrance. It's not much, but that's about all there is
that I know of there. There's also a couple of unguarded storage shacks in
Raven Rock that you can use.

That's all I can think of, off-hand. Probably some in the Telvanni towns I
don't know about, because I haven't played Telvanni missions yet. I don't
like them very much. Very evil. There's also probably more to be found by
doing Morag Tong writs. I made myself Grandmaster very quickly with my last
character (by collecting Sanguine items), so I probably missed out on a lot
of writs.

Reply to Anonymous

Archived from groups: alt.games.morrowind (More info?)

 

Cardboard Box wrote:
> .....>
> The thing is, simply, that I'm beginning to wonder how many
buildings, in
> classic MW, are there for the legitimate taking. Not ruins, nor
caves:
> BUILDINGS (with beds) in or near populated areas, which you can
either
> waltz right into, or legitimately kill the owners first. I'm thinking
that
> a list of such would be a good idea.
>
> So far, my list has:
> * Seyda Neen: Foryn Gilnith's Shack (pass sentence on Foryn)
> * Balmora: Council Club (answer Larrius Varro's prayer)
> * Ald'Ruhn: Ienas Sarandas' Hut (complete merchant mission)
> * Vivec: St. Olms' Canton, Nads Tharen's apartment
> * Gnaar Mok: Abandoned Shack (I still have to investigate this one)
>
> Any others I've missed?
> ....

My personal favorite is Hlaalo Manor in Balmora. If you don't mind the
dead body that you cannot remove and the maid (who stays confined to
her room upstairs), this is a fairly nice place. It's large enough to
scatter a hoard of stuff and is conventiently located. I'd say it has
lots of storage, BUT I think that if you play long enough all the
storage in the regular game "regenerates". Meaning it overwrites the
stuff you have stored.

A univeral complaint about the game is that the places that the game
considers yours (your strongholds) are very inconventiently located,
but the other places you can easily take over have items tagged to the
official owner (that will attach "stolen" tags to every similar item
you ever put in your inventory if you move theme) and containers that
are "unsafe-due-to-eventual-regeneration".

Lots of games, I use the Balmora mages guild (also conveniently
located, and the item tags don't attach to your items if you are a
member of the guild when you pick items up).

I think every town has houses that either start vacant (no one inside)
or have game-quest options to kill the owners. (Most locked houses are
vacant).

Reply to Anonymous

Archived from groups: alt.games.morrowind (More info?)

 

In article <Zqadnb4ivpZUAlLcRVn-hQ@giganews.com>, i.dont@think.so
says...

> And Bloodmoon:
> * Raven Rock: Mine Entrance. It's not much, but that's about all there is
> that I know of there. There's also a couple of unguarded storage shacks in
> Raven Rock that you can use.

In Solstheim you can get a least four places for your PC to hang his or
her hat, though all of them are quest related.

Spoilers ahead.























1. Your PC is given a good sized "estate" for successfully completing
all of the Raven Rock colony quests. This cap is of my PC standing in
front of it.

http://tinyurl.com/6sqgo

2. Your character receives a small home in the Skaal village at some
point in the Bloodmoon quests.

3. If your PC completes the Thirsk quest s/he will be made chieftain of
the mead hall and given a room on the second floor in which to sleep
and store stuff. Actually, I suppose you could use the entire mead hall
for storage. Plenty of room, but no containers or shelves.

4. If you complete the Ulgfar the Unending (I think that's the correct
spelling) quest you can use his barrow as living quarters. He won't be
needing it any more.

--
Sacred cows make the best hamburger.
-Mark Twain

Reply to Anonymous

Archived from groups: alt.games.morrowind (More info?)

 

> A univeral complaint about the game is that the places that the game
> considers yours (your strongholds) are very inconventiently located,
> but the other places you can easily take over have items tagged to the
> official owner (that will attach "stolen" tags to every similar item
> you ever put in your inventory if you move theme) and containers that
> are "unsafe-due-to-eventual-regeneration".

I've been using Dura-Gra Bol's house for a very long time with my first
character, and all of the containers there still contain what I put in them.
Actually, before I moved in there, I was using 4 crates outside in front of
the Balmora Temple for all my storage. I think once you put items into a
container, they will remain there, but if you just look in, take a few
things, and leave, they disappear.

The "stolen" tags issue is a problem, but only if you commit a crime and get
caught. I generally make a point of not doing that. There are very few
times in the game where you actually have to commit crimes in front of
witnesses where there isn't some way of clearing your record. The Morag
Tong gives you writs which can be used to avoid being arrested. The Thieves
Guild can cleanse your record for you. Fighters' and Mages' Guild missions
that involve killing people, usually those people attack you first, or if
not, they're in a building all by themselves with no witnesses, or there may
be an option to pay them off or have them leave town instead of killing
them. Larius's mission to kill the Camonna Tong agents had the guards after
me, but once I talked to the guy at Moonmoth, he cleared my name for me.
Otherwise, you're best off just bribing and taunting anyone you need to
kill. You can always get your money back after they're dead, and it doesn't
count as a crime if they attack first.

Reply to Anonymous

Archived from groups: alt.games.morrowind (More info?)

 

Robert Oliver wrote:
>
> 1. Your PC is given a good sized "estate" for successfully completing
> all of the Raven Rock colony quests. This cap is of my PC standing in
> front of it.
>
> http://tinyurl.com/6sqgo

Nice shield! Where'd you get that from then? :o)

Reply to Anonymous

Archived from groups: alt.games.morrowind (More info?)

 

I have not had things disappear myself, but have read others saying
they did (after ~ 2 game years?.....I don't play a character that long).

Reply to Anonymous

Archived from groups: alt.games.morrowind (More info?)

 

In article <41D282C1.8D912B2E@youbastids.com>,
nomorespam@youbastids.com says...
> Robert Oliver wrote:
> >
> > 1. Your PC is given a good sized "estate" for successfully completing
> > all of the Raven Rock colony quests. This cap is of my PC standing in
> > front of it.
> >
> > http://tinyurl.com/6sqgo
>
> Nice shield! Where'd you get that from then? :o)

My character received that shield from Falco as a reward for completing
one of the East Empire Company quests in Solstheim - The Raven Rock
colony quests. IIRC she received it for protecting Falco from a group
of assassins, but it's been a while, so I could be mistaken as to which
of the quests it was.

--
Sacred cows make the best hamburger.
-Mark Twain

Reply to Anonymous

Archived from groups: alt.games.morrowind (More info?)

 

Robert Oliver wrote:
>
> In article <41D282C1.8D912B2E@youbastids.com>,
> nomorespam@youbastids.com says...
> > Robert Oliver wrote:
> > >
> > > 1. Your PC is given a good sized "estate" for successfully completing
> > > all of the Raven Rock colony quests. This cap is of my PC standing in
> > > front of it.
> > >
> > > http://tinyurl.com/6sqgo
> >
> > Nice shield! Where'd you get that from then? :o)
>
> My character received that shield from Falco as a reward for completing
> one of the East Empire Company quests in Solstheim - The Raven Rock
> colony quests. IIRC she received it for protecting Falco from a group
> of assassins, but it's been a while, so I could be mistaken as to which
> of the quests it was.

Oh right - I'll have to get round to doing those quests one of these
days!

Reply to Anonymous

Archived from groups: alt.games.morrowind (More info?)

 

On Thu, 30 Dec 2004 09:49:41 +0000, Pete MC
<nomorespam@youbastids.com> wrote:

>> My character received that shield from Falco as a reward for completing
>> one of the East Empire Company quests in Solstheim - The Raven Rock
>> colony quests. IIRC she received it for protecting Falco from a group
>> of assassins, but it's been a while, so I could be mistaken as to which
>> of the quests it was.
>
>Oh right - I'll have to get round to doing those quests one of these
>days!

Get on with it then since there's a definite time delay in several of
the Bloodmoon quests - it isn't just a matter of reporting success and
immediately getting the next quest!

Reply to Anonymous

Archived from groups: alt.games.morrowind (More info?)

 

>>Oh right - I'll have to get round to doing those quests one of these
>>days!

In my personal opinion the Bloodmoon quests are pretty good.I enjoyed
Bloodmoon much more than the Tribunal extension (though this one isn't
bad, not at all).

Bloodmoon main quest has a cool storyline, and the Raven Rock quests are
just neat because mostly when you return to the colony after some delay
you see how things have developed, sort of "it's improving and that's
been my job!", something that's a bit unique in the otherwise pretty
static Morrowind world.

A spiffy mod for Bloodmoon - if you spend some time in that area and are
getting used to the bloody cold weather - is "White Wolf of Lokken
Mountain" by Emma. Two thumbs up.


Peter

Reply to Anonymous

Archived from groups: alt.games.morrowind (More info?)

 

Peter Strempel wrote:
>
> >>Oh right - I'll have to get round to doing those quests one of these
> >>days!
>
> In my personal opinion the Bloodmoon quests are pretty good.I enjoyed
> Bloodmoon much more than the Tribunal extension (though this one isn't
> bad, not at all).
>
> Bloodmoon main quest has a cool storyline, and the Raven Rock quests are
> just neat because mostly when you return to the colony after some delay
> you see how things have developed, sort of "it's improving and that's
> been my job!", something that's a bit unique in the otherwise pretty
> static Morrowind world.
>
> A spiffy mod for Bloodmoon - if you spend some time in that area and are
> getting used to the bloody cold weather - is "White Wolf of Lokken
> Mountain" by Emma. Two thumbs up.

Yeah, someone else recommended that to me a while back, its on my "to
download" list for when I'm done with my current character. I'm
currently working through the Sixth House mod with an evil wizard type,
I would imagine once he's let loose the Blight across the world I'll
need to retire him and start afresh anyway!

Reply to Anonymous

Archived from groups: alt.games.morrowind (More info?)

 

Pete MC wrote:

> currently working through the Sixth House mod

Seen that on Telesphorus list, but havn't tried so far. Would you
recommended it? The most evil character I managed to play until now was
a vampire. Unsure how Morrowind is suited for a real mean guy, but might
be worth a try. Well, my current char just made level 40, so time to
retire and try something new. Hack, dead. Hack, dead. Hack, what still
alive? Oh, it was a Golden Saint. Hack a second time, dead. <Yawn>

Reply to Anonymous

Archived from groups: alt.games.morrowind (More info?)

 

Peter Strempel wrote:
>
> Pete MC wrote:
>
> > currently working through the Sixth House mod
>
> Seen that on Telesphorus list, but havn't tried so far. Would you
> recommended it?

I've just started working for the the second questgiver so I suppose I'm
only about a third of the way through if that but so far so good, it
certainly makes a change. The technical quality of the mod is fine so
far, no conflicts with my 80-odd other mods or anything obviously broken
anywhere which also makes a nice change! I wouldn't have thought it was
something I'd want to play more than once but so far yeah, I'd say its
worth a go.

> The most evil character I managed to play until now was
> a vampire.

I still haven't played a vampire, Sixth House is vampire-friendly though
so I may give it a go with the current Mr Nasty. Which of the vampire
mods are you running, if any?

> Unsure how Morrowind is suited for a real mean guy, but might
> be worth a try. Well, my current char just made level 40, so time to
> retire and try something new. Hack, dead. Hack, dead. Hack, what still
> alive? Oh, it was a Golden Saint. Hack a second time, dead. <Yawn>

Yup, I eventually gave up on my almighty Dreadlord for just that reason.
I was going to install Giants to give him something tough to fight but
never got round to it.

Reply to Anonymous

Archived from groups: alt.games.morrowind (More info?)

 

Pete MC wrote:

> I'd say its worth a go.

Okay, thanks for the recommendation.


> I still haven't played a vampire, Sixth House is vampire-friendly though
> so I may give it a go with the current Mr Nasty. Which of the vampire
> mods are you running, if any?

Yes, I just saw this in the Sixth-House Readme file. I think a nice
Aundae Breton Lady will be perfect to take over the world, maybe with
the assistance of the lovely Suran Underworld denizens.

Must-have vamp mods, without those playing a vamp is pointless:
* Vampire Embrace
* Scripted spells (both are actually meant to be run together)

Highly recommanded:
* Vampire Realism (I always run this, even when not playing as vamp)
When playing as vamp, this makes your unlife much harder. For example,
healing potions/spells/scrolls have no effect on you.

Nice-to-have:
* Vampire Upgrade - careful here, you need to fix the vamp init scripts
manually, but worth the efforts. I need to do this right now for myself,
so I could email you the tiny .esp if you want.
* Balmora Expansion has some nice armour and other outfit suited for a
vamp, though I don't like running this mod so much, Balmora framerate
drops significantly.
* Morrowind Comes Alive - food supply :*)



> Yup, I eventually gave up on my almighty Dreadlord for just that reason.
> I was going to install Giants to give him something tough to fight but
> never got round to it.

What helps a bit is Morrowind Enhanced (external program needed for
Combat Enhanced etc.), this allows to set NPC health, strength and
agility up. Giving all NPCs health x 3 is already much better, though it
can get tricky with some boss fights like in Suran Underworld; you could
tune the adjustments down temporary again. Still, this doesn't solve the
general problem that at level 40 there isn't so much to do anymore...

Reply to Anonymous

Archived from groups: alt.games.morrowind (More info?)

 

Peter Strempel wrote:

Excellent, thanks for the tips.

> Nice-to-have:
> * Vampire Upgrade - careful here, you need to fix the vamp init scripts
> manually, but worth the efforts.

Ummmm....

> I need to do this right now for myself, so I could email you the tiny .esp if you want.

That would be brilliant, thanks! My real email addy is:

Pete at teknomancer dot fsnet dot co dot uk

> * Balmora Expansion has some nice armour and other outfit suited for a
> vamp, though I don't like running this mod so much, Balmora framerate
> drops significantly.

so I've heard - I don't think my PC has got the grunt to run this one
really, it struggles enough with Vivec Expanded.

> * Morrowind Comes Alive - food supply :*)

Awesome mod, this is on my "couldn't play without it" list. version 4.0
upgrade has just been released btw, but won't be compatible with Sixth
House until he puts out the full version due to new sixth house NPCs not
recognising faction affiliation (he did post some script on the forum
that you can use to fix this but it looks a bit beyond my megre TESCS
skills - I may work in IT but I'm a manager so I don't actually know how
to do anything useful!).

> that at level 40 there isn't so much to do anymore...

Sure there is - start a new character! :o)

Reply to Anonymous

Archived from groups: alt.games.morrowind (More info?)

 

Pete MC wrote:

>> email you the tiny .esp if you want.

Ok, somewhen today or tomorrow.

> he did post some script on the forum

elderscrolls forum or which? There are several Morrowind forums.

> I may work in IT but I'm a manager so I don't actually know how
> to do anything useful!).

Well, I'm a lowly, underpaid programmer grunt. I may know how to do
something useful with the TECS, but usually lack the motivation to write
some Morrowind code after a day writing other code. Besides, the TECS is
the worst development environment (if one may call it that) I've seen
for a long time. It lacks basic things one would expect from a
programming tool since Amiga Basic. Not a flame, though, as Bethedsa
obviously never expected the fanbase to create so many and complex mods.
Hopefully they will improve the CS usability for Oblivion.

Reply to Anonymous

Archived from groups: alt.games.morrowind (More info?)

 

> he did post some script on the forum that you can use to fix this

I cannot find this. I looked through the recent MCA 4 thread on
elderscrolls.com/forums just now, there is a mention about
incompatibility with 6th house mod, but I don't see a suggestion
solution. Could you give me a pointer where to find this? Probably needs
IT manager skills for this. :*)

Reply to Anonymous

Archived from groups: alt.games.morrowind (More info?)

 

Peter Strempel wrote:
>
> > he did post some script on the forum that you can use to fix this
>
> I cannot find this. I looked through the recent MCA 4 thread on
> elderscrolls.com/forums just now, there is a mention about
> incompatibility with 6th house mod, but I don't see a suggestion
> solution. Could you give me a pointer where to find this? Probably needs
> IT manager skills for this. :*)

LOL! That must be it (if IT manager skills translate as "more time to
piss about on the web when I should be working! I hate web forums for
exactly this reason, the answer to a post can be screens away from the
original with no threading.....) - it was this bit here:

"Sorry about that. I'll fix it when I upload the full vers. In the
meantime, you could always add this to their scripts (mca_dagoths_strong
and mca_dagoths_weak):

if ( SameFaction == 1 )
if ( GetFight > 30 )
SetFight, 30
endif
endif

Save the changes as an addon esp, and they're compatible. :)"

Hope that makes sense to you!

Reply to Anonymous

Archived from groups: alt.games.morrowind (More info?)

 

Peter Strempel wrote:
>
> Pete MC wrote:
>
> >> email you the tiny .esp if you want.
>
> Ok, somewhen today or tomorrow.

Nice one, thanks mate

> > he did post some script on the forum
>
> elderscrolls forum or which? There are several Morrowind forums.

Yep, here:
http://www.elderscrolls.com/forums [...] 9616&st=20

Didn't know there was more than one, I don't really do forums. I've
pasted the relevant bit into my other reply.

> > I may work in IT but I'm a manager so I don't actually know how
> > to do anything useful!).
>
> Well, I'm a lowly, underpaid programmer grunt. I may know how to do
> something useful with the TECS, but usually lack the motivation to write
> some Morrowind code after a day writing other code. Besides, the TECS is
> the worst development environment (if one may call it that) I've seen
> for a long time. It lacks basic things one would expect from a
> programming tool since Amiga Basic. Not a flame, though, as Bethedsa
> obviously never expected the fanbase to create so many and complex mods.
> Hopefully they will improve the CS usability for Oblivion.

Do we know for sure if there will even be a CS with Oblivion? I get a
nasty impression they're angling more towards the X-box crowd with the
next one....

Anyway I'm off home for the weekend in a minute, you all have a happy
new year!

Reply to Anonymous

Archived from groups: alt.games.morrowind (More info?)

 

On Fri, 31 Dec 2004 14:56:31 +0000, Pete MC <nomorespam@youbastids.com>
wrote:

>Peter Strempel wrote:

>> Well, I'm a lowly, underpaid programmer grunt. I may know how to do
>> something useful with the TECS, but usually lack the motivation to write
>> some Morrowind code after a day writing other code. Besides, the TECS is
>> the worst development environment (if one may call it that) I've seen
>> for a long time. It lacks basic things one would expect from a
>> programming tool since Amiga Basic. Not a flame, though, as Bethedsa
>> obviously never expected the fanbase to create so many and complex mods.
>> Hopefully they will improve the CS usability for Oblivion.
>
>Do we know for sure if there will even be a CS with Oblivion? I get a
>nasty impression they're angling more towards the X-box crowd with the
>next one....

Yep, in the interview I read they said that the new CS was much easier
to use and saved them a lot of development time. They also said that it
would definitely ship with the game.

Reply to Anonymous

Archived from groups: alt.games.morrowind (More info?)

 

Greg Johnson wrote:
>
> Yep, in the interview I read they said that the new CS was much easier
> to use and saved them a lot of development time. They also said that it
> would definitely ship with the game.

Excellent news.

Reply to Anonymous
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