Mod Reviews: Housing
Posted: Wed May 29, 2002 10:47 am
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
. 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
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
Anyone interested in this (or other mods) can find it by going here:
http://www.morrowindfiles.com/index.php
S_S