Archived from groups: alt.games.morrowind (
More info?)
On Wed, 19 Jan 2005 00:49:47 -0500, "Darrel Hoffman" <i.dont@think.so>
wrote:
>> At least you were able to figure out what happened. I'm now glad that
>> I had my Dwermer Cyborgs to use instead of using the Mori Estate
>> movable mannequins...
>
>Actually, no. I never did find out what happened. I was able to get my
>stuff back by looking at an old save and writing down everything I had, then
>going back and comparing to see what I'd lost, and using the console to
>replace it. But I have no idea how it got lost in the first place, nor how
>to make sure it never happens again, other than simply not using those
>mannequins.
That's a SLOW way to get back alot of stuff, however I'll admit that
it beats Reverting to playing using an Old Saved game. A faster
method for you to have used, might have been for you to note what was
missing and then open the console and type COC TODDTEST that would
take your character to a place where he/she could hopefully find
replacements for most of your characters missing unmod related
unenchanted items. Then you could use the console to replace any
items your character is still missing...
>
>> As for moving stuff, do what I do when making a major move. I set a
>> Mark spell near one area in my new home (like the Armor Storage Area),
>> then at my old home I pile everything that goes there into one pile
>> for one quick transport to my new digs. Then once that stuff's moved,
>> I move my Mark spell to a new area (if there is anything left that's
>> too heavy to move in one move).
>
>The trick I'm going to use next time is to mod a ring with as much Fortify
>Strength and Feather as possible, give myself two of them, and see how much
>stuff I can carry in 1 trip.
Write down your character's current strength, then Open the console
and type something like PLAYER->SETSTRENGTH 500 to set your
character's strength to 500 or higher if you like. Then when you've
finished your move, use the console and setstrength to restore your
character's strength to normal...
>I will only use a house mod with a
>teleportation ring, so I don't need to use Mark. (I did on the first move,
>as I was just staying in Dura Gra-Bol's old house in Balmora.) The problem
>is, I collect so much stuff that it's a real ordeal. I'm collecting
>complete suits of every armor type, as well as tons of weapons. (Those
>high-end Daedric weapons are quite heavy.)
I also refuse to consider a house mod for normal/practical use if it
doesn't include some means of teleporting to the home. Granted I do
sometimes Install some non-teleport house mods IF I like the way they
look even though I have no intention of actually using them.
I use mark and recall spells in a house mod so that my character
doesn't have to walk to a distant part of the home from the home's
teleport entry point when my character is moving in with LOTS of
stuff! After my characters are moved in, they generally enter the
house using the home's normal teleportion device.
>The other benefit is I'll maybe be
>able to try doing something I've always wanted to do, just for shits and
>giggles - Steal Stenndar's hammer from the museum in Mournhold. There's no
>way I'd actually use it, but it would be cool just to have it around the
>house for bragging rights...
>
You could always set a mark spell in your house where you want to
place Stenndar's hammer, then go to the Mournhold museum, grab the
hammer and use a recall spell to take you and the hammer back to your
home.
That's my 2¢,
FTA
"In the end, we will remember not the words of our enemies, but the silence of our friends."
-Martin Luther King Jr.