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Brainslasher
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[Rel] Ravenloft (Huge house mod)

This is a conversion of the brilliant housing mod Ravenloft by Bantari.

Screenshots
It features more than 30 rooms for storage and other things. Many of these are secret rooms that you will have to find. It also includes three huge dungeons, one of them with 100 levels. In addition there are challenge pits for you to train. I am also happy to introduce Morroblivion's first (?) ingredient sorting and storage system.

This mod is truly giant. The house itself is finished, however the only thing left is the work on the dungeons which for now are unaccessible in this version. I may also add that the mod author was possibly insane as among other things he created over 2400 unique containers most of which are used in the dungeons. Base Oblivion for example only has 873. So in order to convert this mod i had to split it in two and later remerge it. The original mod also features a fully functioning elaborate chess game which I was unable to convert due to Oblivion's engine restrictions. A few of the textures are probably quite low res even for Morrowind, perhaps I will replace them but that's not really on the agenda at this point. All future updates should be compatible with this one so there's no danger in storing all your items in Ravenloft.

The house can only be accessed through a magic amulet which can be found in the Seyda Neen Census office. I may add a quest or other means of obtaining it at a later point. Because of this this mod isn't restricted only to the Morrowind worldspace. I completely pathgridded all of the rooms so that your companions don't knock your stuff over. Here's a possibly incomplete list of features this mod has:

-ingredient sorting
-more than 30 rooms
-huge space for storage in containers, display cases or pedestals
-Mannequins (based on Reznod's)
-A talking skull and Anvil which offer services
-3 huge dungeons 
-challlenge pits
-Lots of secrets to discover
-training for archery and lockpicking
-many new meshes and textures
-Teleportation room to many places in Vvardenfell, Solstheim and Mournhold -(You shouldn't go to Mournhold unless you already received the quest to do so.)
-lots more

Here's the original readme and there is also an ingame book which describes the various functions of the rooms.


Again, the house fully usable and complete you just can't enter the dungeons yet. Those will take some time to complete beacuse I will, among other things, have to hand place a lot of creatures. All bug reports and criticisms are welcome. Note that this is a WIP so there could be bugs.

AttachmentSize
File ravenloft.rar80.66 MB
File ravenloftupdate2b.rar2.02 MB
Edited by: Brainslasher on 08/22/2015 - 02:17
roxon_55
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So far Looks Good, Manequins

So far Looks Good, Female Manequins have Head Texture the Rest is Purple.

Thanks.

Back to Wood Grain no Problems

 

Brainslasher
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Looks like the female

Looks like the female textures somehow didn't make it into the BSA, download the fix from the main post.

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Wow, this must've taken some

Wow, this must've taken some time to convert :)

Added to the mod list.

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In the Challenge Pits the

In the Challenge Pits the only  1s that Attack the Player are the Monsters.. (Mage,,Monk,,Warrior,,Assassin,,Swordmaster ) are all Happy to Talk to Player. Needs a  few Placements Corrections when Closer to Finished. a Little  over Bright in Places. Still Well  Done  on Conversion.

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Thanks for your comments :)

Thanks for your comments :)

Roxon: Can you tell me what you mean by placement corrections? Are there floating objects? Also, which rooms are too bright for you? In my game they seem pretty nicely lit.

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Monitor Brightness is Set at

Monitor Brightness is Set at 50% in Game Brightness is Set at 48%,, 5 Pictures on Brightness straight out my  Game not Altered.6 Pictures of Placements Did Not Put them All in, and a Placements Text does not Cover All only what i Did Last Night.

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File ravenloft_to_look.7z13.12 MB
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Thank you Roxon. I will fix

Thank you Roxon. I will fix those floaters. I was aware that some lights still floated, all lights had to be converted by hand so the placement might be of. I tried grounding and turning them all but perhaps I missed a few. I will have to check all the other objects as well, I assume they already floated in the original mod as well.

I think the brightness has to do with your ingame graphics settings. If you look at my screenshots the rooms look really different from yours. Perhaps I can do something with the lighting though, to make it look even nicer. There's already zero ambient lighting, all the light is coming from the actual light sources.

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Uploaded the update. It

Uploaded the update. It should hopefully fix all floating furniture, I looked at every single piece of furniture that should have contact to the ground. I also improved the amulet script with a recall function. The dungeons are now accessible though they're not 100% done. There's still a few creatures missing in the Big Dungeon and the doors don't have keys or locks yet. The other two dungeons should be done, there's even a very interesting reward in the Starter Dungeon. Also the challenge pit enemies now attack you and have their respective spells which should make them much more challenging to fight. Again, if you have any suggestions or comments I'm happy to listen.

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Wait, are you adding mods to

Wait, are you adding mods to Skywind? I thought you were only using things in the game.

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This isn't for Skywind, it's

This isn't for Skywind, it's Morroblivion. And yes, I think there will also be mods for Skywind.

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http://youtu.be/w50H-sxGwWQ

http://youtu.be/w50H-sxGwWQ

Not having a Win with Challenge Pits.  Clip done from Clean Install of ravenloft have Re_Downloaded file 3 times, can not get the to Play in Pits without Taunting.

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The enemies are spawned

The enemies are spawned through levelled lists. From your video I can tell that the mage is still wearing his normal shirt which is fixed in the newest version, they're wearing robes now. So my guess is that the enemies spawned in an earlier version will keep their stats until they are reset after 3 days. So waiting 3 days or how ever long the respawn time in your game is should hopefully fix it. I'm not sure if you have to kill them in order for them to respawn though.

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Will try, there is no Earlier

Will try, there is no Earlier Version i Deleted the .esp .bsa and the Fix Plus 16 Saves to Before i had Installed ravenloft to Re_do Mages Guild

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But you are using the updated

But you are using the updated esp right?

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Yes Re_Downloaded and Re

Yes Re_Downloaded and Re_Installed this way i can see the Altered Placements.

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First Picture is in Mage Challenge Pit Morning Star 29

Second Picture is in Mage Challenge Sun's Dawn 13.

Have Downloaded 4 times you Open the Archives the, Time and Date Stamp on ravenloft.esp is the Same in All 4  files i Downloaded.don't Extract only Open. All 4 are the Same Size.

2014-06-03  16:35 Time and Date

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Do you Need UCWUS for the

Do you Need UCWUS for the Amulet to get Recall Script to work. Put Amulet on in Mage Challenge Pit Takes Player  back to where you First land when you get to Ravenloft.

For the Above Post  did Leave on 29 Recalled Back to Telvanni Archmage House ran in Screensaver Mode while doing Wheel Bearings.

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Something makes me think that

Something makes me think that you're not using the right version, either because I uploaded the wrong file by acccident or something else, I don't know. Use this one please and only for the purpose of testing do a clean save first (Disable Ravenloft.esp, save then use this version and load the save) You shouldn't need a clean save though.

Oh and for the cell reset to work you need to actually wait in another cell than the one that's supposed to reset. Also, when using the amulet it should ask you when you're in Ravenloft if you want to go back and if you're not in Ravenloft if you want to go there.

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Binary Data ravenloft.esp5.24 MB
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All Good Amulet ask you where

All Good Amulet ask you where you want to Go, All Challenge Pits Attack, the .esp in Archive Above is 5.339mb, this 1 is 5.369mb now i can Delete the Pictures with Floating Candles and Other Mis Placements

Thanks

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This is really nice work

This is really nice work brainslasher.  I had never heard of this mod before!  Looks amazing. 

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Updated the mod to work with

Updated the mod to work with the newest master file and fixed a few things. Update includes previous update. I've also got two other large housing mods converted that I'm getting ready for release. Stay tuned.

Update: Fixed a couple more things and removed all remaining ambient lighting which makes the rooms look less bright.

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My teleportation chamber and

My teleportation chamber and anvil don't work. When I try to use the anvil I get "You're not the type I like to deal with." and I haven't seen anything like that in either the readme or manual. As for the chamber only about 3 things work on the map. Everything else just says "=Teleporter=."

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Regarding the anvil: This

Regarding the anvil: This probably means his disposition towards you is too low for some reason. Update 2b  in the first post should fix this. Thanks for the report.

And I just haven't gotten around to doing the Teleporters. This includes placing a door near every corresponding mark on the map and linking them together which takes a lot of time and is very tedious and also crashes the CS often because of Memory limits. As an alternative I enabled fast travel in this room, so you can fast travel to the locations that you already discovered.

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Where in the amulet at?

Where in the amulet at?

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"The house can only be

"The house can only be accessed through a magic amulet which can be found in the Seyda Neen Census office."

Just explore the basement a little.

 

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Hello,

Hello,

I have the mod installed but the amulet is not showing up in the basement. If there a console command I could use to add it in? I do get a mesh is missing message when in basement.

Can anybody help as this is my favourite Morrowind mod. Thank you for your help.


ETA: Solved my issue by downloading the original mod package and then using updated esp file.