[b]DESCRIPTION
[/b]The thing about player homes is that they are very personal. Everyone has their own taste and preferences. The only way to really get the player home that you want is to create it yourself. This was mine. It was my first mod for Morrowind. It has undergone over 200 revisions and is as clean and efficient as I can make it. It wasn't create for looks. It was design for efficient and organise storage and diplay. I've include some Redoran extras. If you find that it's over your head, lying down might help.
[b]
FEATURES[/b]
Plenty of storage.
A large Display Hall for all your storage and display needs.
Teleport portals between Bal Isra and Ald-ruhn and one way to Balmora.
Built in support for NOM.
Built in support for Morrowind Crafting.
[b]REQUIREMENTS[/b]
Morrowind, Tribunal, and Bloodmoon
[b]INSTALLATION AND USAGE[/b]
Add the contents of archive to the Data directory manually or with a mod manager. Enable the mod and play. If you are adding this mod midplaythrough, you have to to things differently. First, make a "Clean Save". Next, launch Wrye Mash. Go to the Mods tab then enable the mod. Position the mod in the correct load order. Go to the Saves tab. Click on the save you wish to add this mod to. You may want to make a copy of this save. On the panel on the right just below the sceenshot, right click on the word "Master". Click on the entry "Synch to Load List". Go to the bottom of the panel and click save. Now you can play. You should follow this procedure whenever you are adding a new mod to the middle of your load order. You don't need to do this if you are adding a mod to the bottom of your load order. The reason that you need to do this is because inserting a mod causes a change in load order for the mods below. This can cause those mods to reinitialise leading to reference dublications such as double doors. While doubling is mostly associated with esp files, it does occur with esm files as well. It's just that they are usually above the affected load order. This mod is compatible with all Indarys Manor only mods. Bal Isra mods are compatible if they don't alter the same area and references.
[b]UNINSTALLING[/b]
Before removing this mod, remove all items from containers and new areas added by this mod. Make a clean save. Launch Wrye Mash. Click on the Mods tab and uncheck the mod. Click on the Saves tab. On the panel on the right just below the sceenshot, right click on the word "Master". Click on the entry "Synch to Load List". Go to the bottom of the panel and click save. Right click on the save in the left panel. Select "Remove>Debris Cells". Choose "Yes" and "OK". Right click on the save again and choose "Repair All". Launch Morrowind and make another save. Test your game for stability. While this may give you a stable game, the only way to ensure your save is really clean is to use Enchanted Editor to manually clean your save.
[b]COMPATIBILITY[/b]
The following are compatible unless otherwise stated.
Bal Isra mods that don't alter the north wall area
IndarysM
Indarys Manor mods that are interior only
LGNPC Indarys Manor and all LGNPC Mods
Morrowind Crafting (load after Isra Manor)
Necessities of Morrowind (load after Isra Manor)
[b]NOTES[/b]
This mod contains place holders for Morrowind Crafting and Necessities of Morrowind. It can be used with or without those mods. Isra Manor MUST LOAD BEFORE those mods or it will break their scripts.
MODDER'S NOTES
Bethesda didn't provide an adequate guide for the Construction Kit. Creating mods without using SHIFT + MOUSE MOVEMENT was really hard back then.
If you're wondering about the version numbering, it's how I keep track of the various revisions of the mod. For example, v200408 is the version that was last edited on 04/08/2020.
[b]
CHANGE LOG[/b]
v200408
Public release
[b]CREDITS AND THANKS[/b]
Ely VanReen Soto for TESPCD
Hrnchamd for MCP and MGE XE
ghostwheel for TESTool
MentalElf for TESFiles
Timeslip for EXE Opt and MGE
The Secret Masters: Farren Hayden, Russell Mayhem, and Argent for Enchented Editor
Wrye for Wrye Mash
A big thank you to these modders for their work and efforts.
Bethesda for the game and Construction Kit
[b]PERMISSION[/b]
Patches have open permission.
[/b]The thing about player homes is that they are very personal. Everyone has their own taste and preferences. The only way to really get the player home that you want is to create it yourself. This was mine. It was my first mod for Morrowind. It has undergone over 200 revisions and is as clean and efficient as I can make it. It wasn't create for looks. It was design for efficient and organise storage and diplay. I've include some Redoran extras. If you find that it's over your head, lying down might help.
[b]
FEATURES[/b]
Plenty of storage.
A large Display Hall for all your storage and display needs.
Teleport portals between Bal Isra and Ald-ruhn and one way to Balmora.
Built in support for NOM.
Built in support for Morrowind Crafting.
[b]REQUIREMENTS[/b]
Morrowind, Tribunal, and Bloodmoon
[b]INSTALLATION AND USAGE[/b]
Add the contents of archive to the Data directory manually or with a mod manager. Enable the mod and play. If you are adding this mod midplaythrough, you have to to things differently. First, make a "Clean Save". Next, launch Wrye Mash. Go to the Mods tab then enable the mod. Position the mod in the correct load order. Go to the Saves tab. Click on the save you wish to add this mod to. You may want to make a copy of this save. On the panel on the right just below the sceenshot, right click on the word "Master". Click on the entry "Synch to Load List". Go to the bottom of the panel and click save. Now you can play. You should follow this procedure whenever you are adding a new mod to the middle of your load order. You don't need to do this if you are adding a mod to the bottom of your load order. The reason that you need to do this is because inserting a mod causes a change in load order for the mods below. This can cause those mods to reinitialise leading to reference dublications such as double doors. While doubling is mostly associated with esp files, it does occur with esm files as well. It's just that they are usually above the affected load order. This mod is compatible with all Indarys Manor only mods. Bal Isra mods are compatible if they don't alter the same area and references.
[b]UNINSTALLING[/b]
Before removing this mod, remove all items from containers and new areas added by this mod. Make a clean save. Launch Wrye Mash. Click on the Mods tab and uncheck the mod. Click on the Saves tab. On the panel on the right just below the sceenshot, right click on the word "Master". Click on the entry "Synch to Load List". Go to the bottom of the panel and click save. Right click on the save in the left panel. Select "Remove>Debris Cells". Choose "Yes" and "OK". Right click on the save again and choose "Repair All". Launch Morrowind and make another save. Test your game for stability. While this may give you a stable game, the only way to ensure your save is really clean is to use Enchanted Editor to manually clean your save.
[b]COMPATIBILITY[/b]
The following are compatible unless otherwise stated.
Bal Isra mods that don't alter the north wall area
IndarysM
Indarys Manor mods that are interior only
LGNPC Indarys Manor and all LGNPC Mods
Morrowind Crafting (load after Isra Manor)
Necessities of Morrowind (load after Isra Manor)
[b]NOTES[/b]
This mod contains place holders for Morrowind Crafting and Necessities of Morrowind. It can be used with or without those mods. Isra Manor MUST LOAD BEFORE those mods or it will break their scripts.
MODDER'S NOTES
Bethesda didn't provide an adequate guide for the Construction Kit. Creating mods without using SHIFT + MOUSE MOVEMENT was really hard back then.
If you're wondering about the version numbering, it's how I keep track of the various revisions of the mod. For example, v200408 is the version that was last edited on 04/08/2020.
[b]
CHANGE LOG[/b]
v200408
Public release
[b]CREDITS AND THANKS[/b]
Ely VanReen Soto for TESPCD
Hrnchamd for MCP and MGE XE
ghostwheel for TESTool
MentalElf for TESFiles
Timeslip for EXE Opt and MGE
The Secret Masters: Farren Hayden, Russell Mayhem, and Argent for Enchented Editor
Wrye for Wrye Mash
A big thank you to these modders for their work and efforts.
Bethesda for the game and Construction Kit
[b]PERMISSION[/b]
Patches have open permission.