About this mod
This mod is designed for use with Morroblivion and will not work without it
Adds various houses to purchase throughout Morrowind. Quests can be started by speaking to the seller, provided you have the gold. Upgrades can be bought from a local vendor, and each home includes one special upgrade, basically the Oblivion home buying system.
- Requirements
- Permissions and credits
UPDATES 0.8.9.1:
Added Hla Oad, Ghostgate, and Buckmoth Fort as buyable homes
Other Bugs/Tweaks
Ald Ruhn quest doesnt complete
Fixed vivec stolen items
Tel Fyr door didnt lock
Fixed Bigbuck Locking Chests wrong lock levels
Bigbuck herbalist converts cyrodiil aparatus too
Features -
1.) All quests have quest targets, quests can be started by asking around the local town, speaking to the NPC in the shack near the Seyda Neen lighthouse (Useful Homes Manager), or speaking to the seller directly. House beds give a well rested bonus, 10% extra XP for 8 game hours.
2. ) Home Management button that allows you to toggle the map marker, toggle door locks, visit the shared basement, and if you are the arch mage you will have the option to teleport to any of your owned homes (must have been inside house at least once to enable TP)
3.) Ebonheart home is a boat that allows travel, including to and from Cyrodiil. Hourglass in the Captains quarters allows you to start Oblivion main quest, move towards cell door to trigger quest
4.) Solstheim is a fort with its own quest plotline, sub quests, secrets, and it can act as a source of revenue via daily import/export profits (Own your own shipping company!)
5.) Shared basement with storage and the ability to display your artifacts. Currently only the Morrowind weapon artifacts are added. Please see details below.
Currently there are 23 homes implemented:
Shared Basement - Doesnt count as home
Artifacts Supported: Cleaver of St. Felms, Mace of Molag Bal, Scourge, Skull Crusher, Sunder ,Crosier of St. Llothis, Staff of Hasedoki, Staff of Magnus, Volendrung, Auriel's Bow, Bow of Shadows, Eltonbrand/Goldbrand, Chrysamere, Daedric Crescent, Ice Blade of the Monarch, Umbra Sword, Fang of Haynekhtnamet, Keening, Mehrunes' Razor, Spear of Bitter Mercy
Solstheim - Fort Bigbuck
Feature - Will contain all of the special features purchased for the other homes, generates daily profit based on many factors (certain quest stage required), has a couple custom textured items, allows docking of Ebonheart home, manage button allows teleportation without the Arch Mage requirement, each hired NPC has a unique service that they offer. Many other little things.
How profit is calculated:
Base gold of about 90 - 100 per day (This includes very small skill bonusses, base can go down to about 50)
Bonus for owning the Salty Muffin (Ebonheart home)
Bonus for having the Salty Muffin docked at Fort Bigbuck
Bonus for each kill made with Goldweave per day
Bonuses for skill levels: Alchemy, Illusion, Sneak, Marksman, Blade, Armorer, Speechcraft, Mercantile
Bonus for each of the 3 employees that you can hire
Bonus for number of homes owned (Including those from other mods and cyrodiil)
Most of the bonusses are modified by a random value, so profit will vary dayto day, but my goal was to have it top out around ~1K per day with
maxed upgrades, all bonusses applied, great skills, lots of homes and a healthy bloodlust. The real max range is probobly 800 - 1200 with perfect RNG. On average if you do all the quests and have some homes andskills, expect about 500 - 600ish.
Quest Walkthrough (No "spoilers")
2.) Travel to the fort located on the southeastern part of the island (just
go east from Fort Frostmoth towards the coast corner area)
3.) Meet a new friend named Draxxdem Sklounst and talk to him in his tent
4.) Travel to Stormpfund Barrow to retrieve a required quest item
5.) Wait 3 days after delivering the quest item to Draxxdem
6.) Speak to Draxxdem again in his new home, you will have the option to pay 7,500 gold or go on a quest.
---- At this point your fort will start to generate profit, though youll be missing out on basically all of the bonuses by stopping here, so it wontbe a lot (maybe 100 - 120 per day with lowish stats), a dock worker with a boat will occasionally show up during the morning, talk to them whenever you see them.... ----
7.) Go to the Ald-Ruhn Mages Guild and retrieve a required quest item (If you didnt pay the 7,500 gold)
7b.) Avoid consumption of the above quest item......(or not...)
8.) Deliver the quest item to Draxxdem
---- At this point you will now have full access to all rooms/towers etc. in the fort, all further quests are "optional" but highly recommended as
they will give you profit bonuses and other unique rewards -----
In your quarters you will find a sword named "Goldweave" (Gold textured umbra), this sword will add bonuses to your daily profit based on the
number of kills it has made that day. - Insert bad joke about making a killing -
Draxxdem will now have the option to start a small questline to hire 3 "employees" to increase profit, each employee has their own quest, and upon successfully hiring them, you will be given their home to use as your own (they will live in the Fort) All employee quests can be completed 4 different ways, and you may hire them in any order (Dynamic quest stages, was pretty proud to figure that one out, just give it a few seconds after you hire an employee to update, you will be teleported and 2 different quests should update) the employees are:
Armorer - You will need to go speak to the armorer in his cabin, He will agree to work for you under one of these conditions: provide 100 repair hammers, be the master of the fighters guild, pay 7,500 gold, or have a combined Armorer and Blade level of at least 100. Provides barter services as well as the option to craft armor for you. Currently only Glass/Ebony are supported, and its only the shield for now. Requires scrap metal and raw glass or raw ebony.
Fletcher - You will need to speak to the fletcher in his Cabin, he will agree to work for you under one of these conditions: Deliver 50 Iron Arrows 50 Chitin Arrows and 10 common soul gems (any charge level), be the Master Thief of the Thieves Guild, pay 5,000 gold, or have a combined Marksman and Sneak level of at least 100. Provides barter services as well as theoption to enchant arrows for you. Only supports Iron and Chitin arrows for now (stack size of 25). Can enchant arrows with either Fire, Frost, or Shock (3 points, better than nothing but not OP)
Herbalist - You will need to speak to her in her Ice Burrow, she will agree to work for you under one of these conditions: Provide her with a sample of Heartwood*, Be the Arch Mage, pay 5,000 gold, or have a combined Alchemyand Illusion skill of at least 100. *If you accept her quest for the heartwood, a cave containing "Momma Bear" will unlock (shes about as tough as 1.5 bears, dont attempt if youre a really low level), you may go to the cave and attempt to kill Momma Bear and collect the single peice of Heartwood in her inventory. She will begin to respawn (normal timer) after the quest is completed and will continue to have a single Heartwood. You dont actually need to kill the bear though, if you already have a heartwood you can present it to the herbalist without going to the cave. Will have the option to upgrade your alchemy equipment up to a maximum tier of master, items are upgraded 1 tier at a time.
This is currently where the quest ends, I have a lot more ideas (and things to improve) so I will definitely continue it at some
point in a future update.
Fort Bigbuck ALL Secrets/Spoilers
At 500 kills Goldweave will have a bloody texture applied and will recievea chance to give bonus XP, at 1000 it will add flames and do fire damage. The sword also gains base damage and loses weight every upgrade.
I might be slightly downplaying how good the profits from Goldweave can be, total daily kills are multiplied by a random number between 2 and 5,even with half decent RNG, you can go clear out a bunch of rats/wolves etc and get a pretty healthy bonus to your daily profit, plus it adds your speechcraft skill to the total directly without dividing it (all other skill bonusses are divided).
Each of the 3 employees will have a one time dialogue option to train two of your skills up by 10 (will count towards overall level). The skills they train are the ones used for their respective quests.
Each employee will spawn a special reward in the General Quarters. In the room on the left (not bedroom) there is a bookshelf with a chest, the Armorer will spawn a spell tome on the top shelf that allows you to cast a multi summon spell(2 Dremora and 1 Dremora Lord). The Fletcher will spawn "L'Arc De Neige" (The Snow Bow) inside the chest, which is a snow textured Aurielsbow that ignores normal resistance and has increased stats. The herbalist will spawn another multi summon tome, it will be next to the chest and a lower level, so it should be easier for players to cast (2 Skeletons and 1 Skeleton Champion).
The dock worker has a 1/1000 chance to have the Unicorn topic (Due to the way the script works, this chance is calculated daily but will not really work if you continuously wait 24 hours, if you want to try and wait this out, start at 6AM and wait in 12 hour increments, give it a second or 2 between waits) As if that wasnt secret enough, theres another sub-secret, once you have the topic and start the quest, a book will be enabled at the top of the Fort lighthouse (Under the bench near the door) that once opened, will enable a quest marker that points to the unicorn, otherwise you have to find it on your own. Spawns next to Hrothmonds Barrow. Once Unicorn is ridden, you will get a spell that allows you to send it back to Fort Bigbuck.
Once you get all of the fort doors unlocked, a very small sack will appear at the top of the Fort lighthouse, just behind the 2 barrels near the door. Collect the skooma inside and it will trigger a tiny quest where you confront Draxxdem about it. Nothing special happens, no rewards, its just a dumb little easter egg. Drinkingthe Skomma before talking to Draxxdem will
Momma Bears cave will have a 5% chance to spawn "Poppa Bear" after the completion of the Herbalists quest, he will rip you to shreds if you arent prepared (though he does have 2 heartwood) so its best to avoid that cave once the quest is completed unless youre a pretty high level. (He has 700HP and increased damage compared to Mommas 450HP)
Seyda Neen
Feature - Can buy a locksmith training set with a special re-locking easy and hard chest.
Caldera
Feature - Can buy a winery set that includes a delivery contract for 10 Grapes and 10 Strawberries per day (chest will respawn once per day) This is a good source of early money, make potions then sell them.
Sadrith Mora/Wolverine Hall
Feature - Allows purchase of an Alchemist Lab that contains the "Alchemy Curtain" that acts as a full master level set of equipment.
Moonmoth Legion Fort
Feature - Allows purchase of an In house armorer that has a dialogue option to buy 5 hammers for 80 gold and can repair your equipment for half the cost, also includes a spell tome that allows you to teleport to this home. Note, you still need to have the full amount of gold in your inventory to repair the item, upon repair half of the cost will be added back to you.
Ebonheart - The Salty Muffin
Ebonheart - Default Location
Khuul
Vos
Solstheim - Requires Fort Bigbuck to be owned and at a certain quest stage
Cyrodiil - Obviously not lore friendly....
Feature - Travel, Allows Purchase of a basin that fully restores attributes and cures all diseases (including vampirism)
Ascadian Isles/Dren Plantation
Feature - Can purchase a good sized farm plot with local flora (3 days to respawn I think). Can purchase a combat training NPC that can be used to train blade/blunt similar to the Battlehorn Castle DLC (please use the training weapons, the training NPC can die!). Can purchase a small canoe that allows short distance travel to a few locations (boat can be recalled to Dren port), currently:
Dren - Default
Seyda Neen
Vivec
Ebonheart
Molag Mar
Alld-Ruhn
Feature - Can purchase a contract with a local theif who has a dialogue option to buy 2 lockpicks for 10 gold, will offer security training up to level 50, and acts as a small time fence for stolen goods (he has 200 gold). Also adds a chest containing the "EverQuiver 3000" which is an infinite quiver of steel arrows. Give a few seconds after first equip for the script to start.
Balmora
Feature - Can purchase an altar that will act as an item enchantment recharger, place items inside then cast soul trap on the altar to recharge them to full. The altar is in its own "Realm", pretty cool.
Vivec
Feature - Can purchase a set of altars that have a 50% price reduction on Spellmaking and Enchanting. Note, you still need to have the full amount of gold in your inventory to create the item, upon creation half of the cost will be added back to you.
Pelagiad
Feature - Can buy a mask that operates like the Grey Cowl, wear it and any bounty acquired will be reset once the mask is taken off.
Tel Fyr
Feature - Can purchase an archery range that gives you XP for hitting the target.
Suran
Feature - Can purchase an armory set that includes an infinite use repair hammer.
Ald Velothi
Feature - Can purchase a spell tome that allows you to summon a familiar to fight with you (similar to frostcraig altars, but in spell form). Please wait a bit after summoning/dismissing before casting the spell again, the scripts take a second.
Molag Mar
Feature - Can purchase a "Fitness Center" that allows you to train one attribute by 2 points once per level. I recommend getting this early to make it the most useful.
Gnisis
Feature - Can purchase a magical basin that gives you 50% extra magic skill XP when training near it. Give a few seconds for scripts to start, you will see a message when the bonus is applied/removed.
Dagon Fel
Feature - Can purchase a magic stone that allows you to create scrolls from your learned spells. Add either paper or unfolded blue cloth and cast your spell at the stone to convert it into a scroll, for touch/self spells, sneak and then activate the stone.
Tel Branora
Feature - Can purchase a statue that allows you to train one of your skills up by 3 points once per level.
Gnaar Mok
Feature - Can purchase a set of "Utility" upgrades, maybe not exciting, but useful when you need them. Includes a chest that will remove all enchantments from items inside, cast soul trap to activate. Another chest that will remove the soul from all gems placed inside it (no more grand gems with petty souls!), cast soul trap to activate. Also includes a button that will allow you to reset a skill that is 100 or higher back to 5.
Urshilaku Camp
Feature - Contains two robes that act as armor, only uses the cuirass slot, so you can wear greaves/pants if you want (they might poke out the sides). The light armor robe is slightly stronger than glass, the heavy armor robe is slightly stronger than daedric. Also has a defensive staff called Zanzibar.
Hla Oad
Feature - Contains the shoes of Icarian landing which prevent fall damage and a tome version of the scrolls.
Ghostgate
Feature - Contains the Ghostspeak Amulet which will make the following creatures passive towards you unless provoked: Rat, Clanfear, CLiffracer, Ghosts (including ancient and ancestral).
Buckmoth Fort
Feature - Contains the staff Jabbawack, which acts like Wabbajack but includes some Morrowind creatures in the list.
Known Issues:
None that im aware of
Credit to prostoorc for the weapon flame effects
Credit to Disturbed/flippy/metz for creating the assets for the display stands.