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Mod Reviews: Housing

Posted: Wed May 29, 2002 10:47 am
by Sirius_Sam
I was never one to simply assault a homeowner and become a squatter in someone else's house. Nor was I fond of renting a room for the night in some shabby inn, so I have downloaded many "housing" mods for Morrowind. Strongholds notwithstanding, some of these homes are either shacks in the wilderness of Seyda Neen or uber-powerful warehouses of teleportation...and everything in-between.

I've finally settled on the House D'Orthay. It's a very cleverly written and designed mod (D'orthay O'Canzaz, flying monkeys, sapphire slippers...you'll quickly get the picture ;) ).

The house itself sits off the southern coast of Seyda Neen, on it's own small, user-made island. You have to find the house (via quest-like dialogue clues) and also defeat it's guardian to claim it. Once inside, you won't be overwhelmed with it's grandeur...it's large, but relatively plain. It has a teleport area, but happily, you have to find the "Gatestone" for each location (by travelling there via foot/ship/strider) before you can activate the corresponding portal. This allows you to explore the land normally and use the t-port as a mere convenience much later. You can also make a quick trip back to the house via the "Sapphire Slippers" you find when you find the initial clues (in the rather tounge-in-cheek worded journal) to the gatestone locations.

The absolute best feature of the House D'Dorthay, IMHO is the little "alchemy nook" it provides. Bottles on shelves provide ready-made containers for EACH ingredient in the game...in alphebetical order :D . This feature alone makes it my favorite House mod for Morrowind. Being able to store alchemical components in a very handy location makes the skill itself much more fun to use.

Anyone interested in this (or other mods) can find it by going here:

http://www.morrowindfiles.com/index.php

S_S

Posted: Wed May 29, 2002 10:51 am
by fable
Originally posted by Sirius_Sam
The absolute best feature of the House D'Dorthay, IMHO is the little "alchemy nook" it provides. Bottles on shelves provide ready-made containers for EACH ingredient in the game...in alphebetical order :D . This feature alone makes it my favorite House mod for Morrowind. Being able to store alchemical components in a very handy location makes the skill itself much more fun to use.
Now, that sounds neat. :) I remember a poorly-distributed British game of the mid 90s that had you in control of a castle, human cities, and dragon egg hatcheries, where you could buy plenty of alchemical ingredients, treat 'em a bunch of different pseudo-scientific ways, and figure out the effects by seeing the results. It was a lot of fun just watching the stuff, but I've seen nothing similar, since. Sounds like this house has a bit of that same feel to it. Thanks for passing that on!

Posted: Wed May 29, 2002 12:08 pm
by cjdevito
Just a warning to avoid the "Dark Manor" mod. I have no experience with it myself, but I've now read a number of posts by folks complaining that installing this mod has the side effect of deleting several key conversation topics from all NPCs. Further, that removing the mod will -not- fix the problem for any games you saved while the mod was installed.

Posted: Thu May 30, 2002 1:52 am
by fable
@Sirius Sam, I noticed no "initial clues" to the gatestone locations, as you mentioned in your post. Having found the house and the first gatestone in place, what am I missing?

Posted: Thu May 30, 2002 2:06 am
by Sirius_Sam
@Fable:

Did you look in your inventory and see the journal belonging to D'Orthay ? The clues are in it (actually the locations of the stones are pretty obvious, but you have to travel there manually to get them first ;) ).

S_S

Posted: Thu May 30, 2002 9:19 am
by Loredweller
BTW,

Is there some development of line of WWL and the misterious W?
TIA,
L.

Posted: Thu May 30, 2002 11:25 am
by Sirius_Sam
C'mon, guys...

Follow the Yellow Brick Road (tm) ;)

Seriously, I doubt there is much more to the story than just a punning background for the existance of the house and items...but I haven't bothered to find all the gatestones yet, so it's possible there is more to it.

S_S

Posted: Thu May 30, 2002 12:05 pm
by fable
It's a clever idea, and well-implemented. I like the fact that you have to visit each site before you can activate the slippers' teleportation to there: adds an element of work and achievement which is rare to see (as yet) in many mods. I do have concerns about the constant minor fatigue removal factor in those slippers, however. Given that they may be pretty comfy :D , that still doesn't make 'em any better than the expensive shoes. My latest mercenary in a complete suit of heavy armor, lugging around three or four weapons, shouldn't be able to run and keep his fatigue from increasing.