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Vault of Hoarding question

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fable
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Vault of Hoarding question

Post by fable »

One of the mods that's available for download from other boards is a Vault of Hoarding. It's essentially a huge storage area, that you can transport to with a Ring of Hoarding.

I've installed the mod successfully, like others, but there's no such ring in my inventory, as suggested. Has anybody else tried this mod?
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Post by fable »

Bump!
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Post by Aegis »

Post the link, and I'll check it out. Also, just to be sure, have you turned it on using the Data base option upon start up?
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Post by fable »

Here it is. Regrettably, it's not a direct link, and requires going through FilePlanet: http://www.fileplanet.com/dl/dl.asp?/rp ... ording.esp

In answer to your question: yep, I always turn on those things under Data Files as I check 'em out. :)
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Post by Forty Two »

File Planet blows :(
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Post by fable »

I know, but there's no alternative in this case.
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Post by Tackon D'wall »

I also have DL'd that MOD but haven't gotten a chance to use it at all yet. Have you actually gone into the vault and put stuff in it yet?

The MOD that I like the most is the Dwarf mod... Dwarves are VERY cool but the problem is there are some arched doorways that I can't go through. Any doorway with a door I'm ok with just not open archways. I have counted a few in Balmora alone that I can't get through. So far it's not a problem but I'm thinking it may be sooner or later :(
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Post by fable »

The problem is that I can't find the ring to teleport to the chamber.
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Post by Forty Two »

Title: The Void
Creator: David
Description:
This adds a personal sanctuary to Morrowind that is accessed by equiping the Void Ring. The ring is located in the barrel outside the back door of the Customs building where you start the game, so it's pretty much impossible to miss if you're using this mod from the beginning of the game.

If you leave the ring equiped after teleporting to the void, you can use it as a Mark spell - that way all you need to do is buy a Recall spell and you can now bounce back and forth between any location and the void sanctuary. To return to the void, you will need to remove and then re-equip the ring.

Other than using a Recall spell, you can leave the void sanctuary via the door portal, which will send you to Balmora. There were a few things that I wanted to do with this mod and couldn't figure out (I don't have any prior programming experience :) I wanted to make a ring that would teleport when you tried to use the enchantment on it, not when you equiped it. Also I wanted to be able to use the ring to return to the location you cast it from (though it's probably better for the game balance as it is now). Unfortunately I couldn't get the scripting to work with my original plan... so if anyone out there knows how to get that to work, please email me.

This mods called "the void" but its the same principle as you may have read it says the location at the top, and can be procurred from
here
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Post by Sirius_Sam »

I got the Vault of Hoarding mod to function, but it's kinda silly :p .

There's a campfire outside of the Balmora temple you can find the 'Ring of Hoarding' in. Just wear it and you're instantly T-ported to the Hoarding Vault (from there you can go to the Hoarding Realm or something).

It's neat and I give praise to the modder, but it makes the game less fun for me. There's a couple of mods out (on the same site as 42 linked) that provide plenty of storage in Pelagiad, Balmora and Syeeda Neen (sp?).

S_S
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Post by fable »

That's true; I can see where it reduces the pleasure of the game. But I was curious about how the modder handled a magical effect, and wanted to attempt it.

Now that I have tried it, and a couple of item mods, I'm setting all of 'em aside for the time being. Every new item I've encountered has been woefully unbalanced--such as the Vault of Hoarding, and often worse. I'm just sticking with the game until somebody produces a few mods that contain reasonable, standard treasure behind monsters and puzzles that should be expected.
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Post by THE JAKER »

sounds like a plan. I am testing a mod a guy Ravinwood on the Elder Scrolls forums made - difficult combat mod, slow leveling, and he said he moved some of the easy to get items although I haven't checked. Anyway, it's a fun mod but playing it shows just how hard it is to mess with the game without screwing something up that you wouldn't have expected....

One example is, he made combat harder not by giving the monsters more hit points, but by making them harder to hit and making them hit you easier, move around more, and do a little more damage when they hit. The idea being that just giving them more hit points makes you have to hit them more, which just raises your skill faster. So anyway, you stand there swinging a lot and not connecting as much.

The (minor) problem is that I believe that weapons wear out a little every time you swing, not just every time you hit, so my weapons are wearing out really quickly even though i can't hit anything :) So I have to carry multiple weapons everywhere and an armorer's hammer, and budget more for repairs etc.

I think the way he can fix it is to reduce the rate at which weapons wear out, but then who knows if that would just screw something else up? Just goes to show it's not as easy as you think to balance a game like this.
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Post by fable »

I think the way he can fix it is to reduce the rate at which weapons wear out, but then who knows if that would just screw something else up? Just goes to show it's not as easy as you think to balance a game like this.

Heh. Sounds like when I was a gamemaster for DragonRealms. If you wanted to add a new weapon (with its own volume, weight, method of attack, strength, specials, etc), you had to determine how it affected most of the monsters in the game, the economy, and the sales of other comparable weapons. It was a long process. :D
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