Morrowind

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kartoffel

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Kartoffels

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About this mod

Where all my tiny mods go:
Ashlander Architect Addons
0 AR Helms for CO.RE Comprehensive Rebalance Restrictive Armour
Musical Instruments
Ghost Cells of Some Mods
Karts barrel of icenoliv robes

Permissions and credits
Changelogs
Where all my tiny mods go:

List:
Ashlander Architect Addons
0 AR Helms for CO.RE Comprehensive Rebalance Restrictive Armour
Musical Instruments
Ghost Cells of Some Mods
Karts barrel of icenoliv robes



====
Ashlander Architect Addons

Requires:  Ashlander Architect

This adds more Tamriel_Data, OAAB_Data, Containers!, and Extra (my one bookcase from Amazing Static Displays Books Enhanced. and some 'cushions' that you can use as beds.)

Tamriel_Data: 757 Items (Requires Tamriel_Data)
OAAB_Data: 827 Items (Requires OAAB_Data)
Containers!: 152 Items (Requires Containers!)
Extra: 1 Container (Requires both Amazing Static Displays - Books and Amazing Static Displays Books Enhanced, I added 1 extra bookshelf)
Extra: 5 Beds (Requires "kart_bed_cushions_AA.esp" that comes with Ashlander Architect Addons)
Extra: 23 Musical Instruments (Requires "kart_musical_instruments.esp" which you can download from this page as "Musical Instruments")
Kayla's Knick Knacks: 208 Items (Requires Kayla's Knick Knacks or Kayla's Knick Knacks and Requires enabling "kart_kaylas_knick_knacks_AA.esp" which comes with Ashlander Architect Addons)

All of these are "soft" requirements, if you are missing any module, Ashlander Architect notices you don't have the files, and subsequently doesn't load the missing files. So you lose nothing by installing this.

credits:
Zack for Ashlander Architect
Respective credit for each module can be seen on the linked pages.

=====
0 AR Helms for CO.RE Comprehensive Rebalance Restrictive Armour

This just modifies some 'helm' objects that aren't really armour to work with CO.RE - Comprehensive Rebalance Restrictive Armour. So now you can wear certain 'helm' objects without getting debuffed. Requires latest version of CO.RE At least (0.5H1)

I was talking with Sarge,

"If AR value is 0 on a helmet, it would NOT trigger the effect? I mean AR value set by the construction set, not the player just having shit light armor or something. Basically this way you could still have mages with hats, scarves, etc. Since BaseAR * ( ArmorSkill / 30 ) is the default calculation, it seems the user would never get any bonus, so its fair and balanced."

And so now I am here making 0 AR versions of some mods.

  • "kart_hat_AR_0.esp" The magic hat. called by  `player->additem "kart_fake_hat" 1` This is to be used with a future mod*
  • The Null Cache", which contains clones of your favorite hats/gloves with pesky AR values set to 0 inside magical barrels called Null Caches you spawn in through console.
The Null Caches:
  • kart_mw_ar_0_barrel.esp : magical barrel full of unique AR 0 clones from morrowind
  • kart_tr_ar_0_barrel.esp : magical barrel full of unique AR 0 clones from TR_DATA
  • kart_oaab_ar_0_barrel.esp : magical barrel full of unique AR 0 clones from OAAB_DATA

To spawn the Null Caches :
  • open console
  • do command `player->placeatme "kart_mw_ar_0_barrel" 1, 120, 0`
  • get your items
  • click the barrel in console and `disable`
The barrels are the same name as their esp, so "kart_mw_ar_0_barrel", "kart_tr_ar_0_barrel", "kart_oaab_ar_0_barrel"
Originally I was modifying the values for AR directly, but NPCs would stop wearing gear if it had AR 0. So I just switched to barrelmancy again.

*There is a mod in progress for openMW which will open up a "transmog/glamour" system. Item 0, "The magic hat" will be able to then take all the hats in the game! But it doesn't exist yet.

=====
Karts barrel of icenoliv robes

These are some of the robes from icenoliv's robes replacer as a STANDALONE. I only included the unique and cool looking robes that have both male and female version. Optional upscale.
Since the original mod is basically lost to time, I'll include the original replacer as well under misc. (with optimized textures because why not)

for my mod "kart_icenoliv_robes.esp" just enable it, go somewhere obscure and console command: `player->placeatme "kart_barrel_of_robes" 1, 120, 0`
then once you have all your robes, click the barrel in console and go `disable`

My mod only has the needed textures (optimized ofc), but I also have an optional HD textures version. All robes have the stats of the exquisite robe so weighs 3 pounds, worth 80 gold, 40 enchant cap.

optimization info:
optimized with ordenador
upscaling info:
start chainner
>clean with bc1smooth2
>upscale 4x with fabric
>average color fix upscaled back to cleaned version
>resize 0.5x with lanczos filter
>save as tga
end chainner
optimize tga -> correct DDS with ordenador.

credit:
NioLiv, CanadianIce, Howndog- original credits
xintao et al. - esrgan
joey et al. - chainner
kim2091 - fabric model
blueamulet - bc1 smooth 2 model

====
Musical Instruments

Implementation of Korana's Musical Instrument Resources + some extra ones from Mournhold Expanded + the vanilla drums and lute.
Each instrument plays a tune that is less than 20 seconds (usually about 5 seconds). They are in the activator section.
You can access the instruments through Ashlander Architect provided you have my Ashlander Architect Addons.

credit:
korana, princessstomper - models/textures
floraphonic, pixabay, Samplephonics - everything else
michelcMusic - harpsichord
BlendBeats - bagpipe
BigTproduction - cello, bow
Rasputin - lutes
songwish - lyre

====
Ghost Cells of Some Mods

This removes the exterior components and Land edits of some mods: "Dave Humphrey's Furniture", "Provincial Bath Shoppe", "Kayla's Knick Knacks", "Hilga the Seamstress" for better compatibility with landscape/BCOM/etc mods.
Note that this is a collection of ESPs, so you can pick the relevant ones for you.
Ghost cells are cells that are only accessible by  "magic/chim/c0da/console". cough cough.
 For the furniture stores I'd always just coc in.
 However for the houses, once I've initially coc,  I'd set up a mark and recall for 'immersion'. There are several mods on the nexus adding more marks and recalls for MWSE and OpenMW. You can imagine that you live in a pocket realm!
Stores ID:
"Dagon Fel, Hilgya: Seamstress"
"Balmora, Furniture Market"
"Hla Oad, Furniture Market"
"Vivec, Furniture Market"
"provincial bath shoppe"
"shadow's thrift shop" -- make sure to have "TCL" command on, you spawn halfway through the wall.
"gnisis, kayla's knick-knacks"
House ID:
"balmora, house for sale" -- make sure to have "TCL" command on, you spawn halfway through the floor.
"seyda neen, house for sale"
"hla oad, home for sale"
"ald-ruhn, house for sale"
"ebonheart, side house"
"ebonheart, spare home"
"ebonheart, mansion"
"gnisis, house for sale" -- make sure to have "TCL" command on, you spawn in the ceiling. 
"sadrith mora, house for sale"
"sadrith mora, house quarters" -- this is just part of the above sadrith mora house.
e.g:
 coc "gnisis, kayla's knick-knacks"
INSTALL:
I have created a replacement ESP/ESM for each of these mods. YOU STILL NEED TO DOWNLOAD THE ORIGINAL.
Dave Humphrey Furniture
Provincial Bath Shoppe
Kayla's Knick Knacks or Kayla's Knick Knacks
Hilgya the Seamstress
Just put my mod below the mods above in MO2, so you use my ESP/ESM instead (Or you could just directly overwrite if you are a lunatic who doesn't use MO2.)
Credit:
Dave Humphrey
Korana
Qarl
Plangkye

How did you do this?

Just use tes3cmd.exe and go:
./tes3cmd.exe delete --exterior mod_to_fix.espand then
./tes3cmd.exe delete --type LAND mod_to_fix.esp

This removes the exterior cell items and then remove any Land edits. No more buildings crawling halfway out of a rock or magical floating grass.
here is an example
 ./tes3cmd.exe delete --exterior dh_homes.esp
WARNING: Can't find "Data Files" directory, functionality reduced. You should first cd (change directory) to somewhere under where Morrowind is installed.
DELETED: CELL azura's coast region (19, 3)
DELETED: CELL vivec, temple (3, -14)
DELETED: CELL ascadian isles region (2, -14)
DELETED: CELL ashlands region (-1, 6)
DELETED: CELL ald-ruhn (-2, 7)
DELETED: CELL west gash region (-2, -3)
DELETED: CELL bitter coast region (-2, -8)
DELETED: CELL balmora (-3, -3)
DELETED: CELL hla oad (-6, -5)
DELETED: CELL west gash region (-12, 11)
Output saved in: "dh_homes.esp"
Original backed up to: "<DATADIR>h_homes~1.esp"
and
./tes3cmd.exe delete --type LAND dh_homes.esp
WARNING: Can't find "Data Files" directory, functionality reduced. You should first cd (change directory) to somewhere under where Morrowind is installed.
DELETED: LAND (2, -14)
DELETED: LAND (-2, -3)
DELETED: LAND (-3, -3)
Output saved in: "dh_homes.esp"
Original backed up to: "<DATADIR>h_homes~2.esp"