Hearthfire - Morrowind (2024)

Hearthfire - Morrowind

  • Intro
  • Room Options
  • Future Plans
  • Changlog

Have you ever found the perfect house mod for one of your characters?Like a tall wizard tower for your mage. But then with your next character who isn‘t a mage this perfect wizard tower isn‘t fitting anymore. So you search again for the next house mod that would fit this new character. And then for the next character you have to do it again.
Now those times are over. With Hearthfire – Morrowind you can build an estade for every kind of character. Want a house with a smithy? Done. House with an Enchanting table? Done. Both? Done. This mod takes huge inspiration from Hearthfire – Skyrim DLC and nearly everyting you can do there, you can do here aswell. For now the mod and what I have planned isn‘t finished at all, so keep your eyes open for updates.

This mod adds a small island to the east of Vivec and west of TelBranora. This island can be bought from new real estade agent Leone Maxima, an imperial woman in Ebonhearts Imperial Commission. You can buy this island, called Bal Nammu for the low price of 15000 gold. This includes a deed to the island and the construction cost of your own house. It is planned to have multiple choices later on, but for the moment you can only build a manor in the Hlaalu style which you can see in Balmora and Suran.
After you have bought the island you simple have to go to it and click on a sign to choose the style. There is a new npc name Brings-you-places at the Ebonheart docks who can bring you there, but can‘t bring you back, so it‘s a one way ride.
Everything you decide to build, cost gold in the first place and needs between 1 day or up to 10 days to finish. There are some exceptions to this, but in general you should always expect to pay in gold only. This is the biggest difference to its Skyrim counterpart where you had to gather materials to do so. It was a nice
flick in Skyrim, but I think it would be a bit tiresome to do here and to implement yet another material system, like other mods havn‘t done that already on masses. Thus I decided against it to save you the ecxange rate of materials to gold and go straight to gold.

The manor, once constructed is more of less empty, as is the outside.If you want you can add decorations to make the main hall more liveable OR you could decorate it yourself. There are lots of crafting mods that add stuff you can place and use which is why I added empty variants of everything so you can fill them yourself, if you so choose.
Yet another thing this mod has in common with Skyrim is that everything is managed via construction tables. There is one outside of your manor to handle everything outside and one inside. The one inside handles all your room choices as well as other things. Some rooms even add temporary construction tables, just for this kind of room. Mostly when you have multiple choices or when you can add different stuff to the room.

The Rooms
Now to the main part of this house mod and what makes it sodifferently to other house mods. Instead of set rooms this mod lets you choose the rooms you want to have in your house. Those rooms can‘t be changed after you decide on them but you can build multiple rooms of the same kind, mix the rooms how ever you like.

Each manor can have up to 8 rooms, for the Hlaalu Manor you have 4 rooms in the basem*nt floor, you can have 2 more rooms in the first floor of your manor and another 2 rooms in the cellar. Like I said befor there are no limit of where you can build which rooms, unlike in Skyrim where you had to choose the rooms depending on which wing you build first and so on. You don‘t have this restriction here and you can build as many rooms of the same type, while there are some exceptions to this it is true for most of the time. One of the bigger differences to Skyrim is also the amount of choices you have, not just where you can build them. There are 24 different rooms you can choose from.
Each of those rooms, like in its Skyrim counterpart has functions you can use as the player. The costs of those rooms are linked how usefull or beneficial those functions are to the player.

Empty Room
LikeI said, I wanted to add a mostly empty variant of everything you can build. This empty room is exactly that. Just an empty room you can do what ever you with it. Nothing more, nothing less. This is by far the cheapest room option you have.

Prayer Room
This is the perfect room for all your devout and religiouse characters. When you build this room instead of a furnished room you are greeted with an empty room with yet another construction table. Here you can decide on the god or pantheon that you want to pray to.
Your choices are:
1. One of the many Daedra Princes. Every Daedra Prince can be picked with the exception of Jyggalag, all together 16. The prayer room after choosing one of those Daedra Princes will transform it into a daedric shrine and just like the other shrines you can find all over Morrowind this one can give you a blessing of your favourite Daedra Prince. Instead of buffs, those blessings are mostly usefull spells you have for a day. Those spells are connected to the prince and hopefully not too op.

2. One of the 8 Divines, also known as Aedra. The shrine added by choosing one of them will transform the prayer room into an imperial shrine. The blessings given by them are all buffs to attributes and like the daedric blessings stay with your for a day. Each shrine is custome tailored to who ever you choose. Altho it isn't much different from one another.

3. Shrine of the Tribunal. Here you have the choice between a shrine dedicated to Vivec, Almalexia or Sotha Sil. Those blessings consist of buffs for skills that would have been used by them. There is another option in that you can dedicate them to the entire Tribunal where you are given a random buff from those above. The over all appearance of the shrine is those of all the other Tribunal Shrines you find all over Morrowind.

4. The last choice of shrine is one for our good friend Dagoth Ur. A shrine of the 6th house in will be build and the blessing is combination of many buffs and debuffs. Something fitting the might of Dagoth Ur.

Training Room
This room adds a spartan training room, with a mat to practice on, aswell as some benches for bystanders or just to cool down after a hard sparring. The main thing about the Training Room is that you can invite Master Trainer of every Skill to your manor to train you for a day. After that they leave again and you can invite another trainer, or the same again, how ever you like.

Dining Room
The Dining Room is, like the name suggesting it, just a nice Dining room, with some shelves with clutter and some laid tables for you to invite your guests for fine dining evening. There is still some room if you to add your own furniture tho.

Kitchen
The kitchen is not just a kitchen for show. It has several appliance where you can bake, cook and brew all kind of food and drinks of Morrowind. As well as some storage to store all your foods and drinks.
The first appliance you can use is a grill. At that grill you can roast all kinds of food. From steaks to omlets on a pan, you can cook them all.
Next is a cauldron, where you can stir up all the soups and stews Morrowind cusine has to offer.
At the oven you can bake pies and cakes to your heart content.
And there are 2 barrels to brew your own drinks aswell, from Ales, over Shein and Matze to regular tea served all over Morrowind. Youcan find a recipe list on a table inside the kitchen when you build it.

Smithy
Just like the forge in Skyrim, you can craft some armor and weapon here. You can‘t craft them all, just Glas, Ebony and Adamantium. Like in Skyrim you need the main materials and certain level of Armorer to craft them (75 Skill level). Additional to those you need a small amount of gold in exchange for basic materials like leather, and lesser metals to craft your armor and weapons.
Another thing you can a the smithy is to repair your armor and weapons at the grind stone.

Dungeon
If you want to take your subjects to jail for not addressing you by your right titel or just throw some bandits you found on your island there. The dungeon has 4 cells where you can put who ever you like inside. Plus it comes with a guard to keep them from escaping.

Master Bedroom
TheMaster Bedroom is just a simple room for the lord of the estate. It has some storage room, a study, a place to cool down and a big bed.

Steward Bedroom
A Bedroom for you Steward will later on handles all your things on the island. Not implemented yet, but you can already build their room. You can build this room just once.

Guest Bedroom
Bedroom for your guest if they stay over for a night. It has room for 3 guests with beds and storage for all of them, including a nice table for late night talks.

Storage Room
The Storage Room is filled with 8 shelves by default. There is nothing on those shelves yet, but you can put what ever container on those
shelves. Your choices are crates, barrels, chests or nothing. You can do that by clicking on the shelf you want to add containers to. It will ask which container you want to add to said shelf and a day later they arrive for you to use.Each of those shelves can be filled one by one. So you can individualize them however you want.Thereis also a table with some small chests on them.

Arcanium
The Arcanium is a room where you can create all the spells you like without the need of an NPC to help you with. But you still have to pay for all the costs it would normaly cost you to create the spells if you would let them made by an npc.

Enchanting Room
Just like the Arcanium, the Enchanting Room gives you the ability to enchant your gear without the use of an NPC. While this isn‘t exactly true, it feels like you don‘t use one after all. But you still have to cover all the costs of a normal enchant so it‘s not op.

Guard Room
A simple room for two guards. With storage for their belongings, a bed each, weapons and so on. It also places two guards in your manor to protect it.

Library
Adds an empty library for you to fill it with lots of books. There are plenty of shelves and some chairs and a table to sit quietly while reading your newest books.

Alchemy Laboratory
The Alchemy Laboratory has three major functions.
Thefirst is a place where you can brew any potion without the need to carry all those heavy equipment. Simple click on any of those alchemical equipment and you can brew to your liking.
The 2nd is a special storage for all your ingredients. There is a special shelf with all the ingredients of Morrowind and its add-ons. Simple click on them and you are asked wether you want to deposit some of them, all of them or take them back. It also tells you how many are stored and how many you have in your own inventory, without even looking at them. Another usefull thing about the shelf is that they behaive like ordinary ingredients and will show you their alchemical properties depending on your alchemy level.
The last function of this room is to grow your own ingredients. They don‘t grow physically, but you can click on the produce tray to determine which ingredient you want to grow. Then after a while you will get produce of said ingredient. If you don‘t change it, it will keep on growing more, but wether or not you harvested anything yet, you can always change the type you want.

Pantry
This is another storage room, but instead of choosing the container youself they are set in advance. It can be used as a pantry for your kitchen or dining room or as wine cellar. It has lots of storage room with all kind of different containers to store stuff inside.

Children Bedroom
A bedroom for children, if you have mods installed that add children to your game and if they can be adopted you can give them a nice place just for them. The children bedroom has room for up to two children and each can have a side of the room for itself. The beds are also a bit smaller than usual, just like in Skyrim.

Trophy Room
The trophy room give you space to lay down all your weapons and armors on displays, like you can see in museum of Mournhold. By default the
corners of this room are empty and can be filled with 3 different kinds of things.
You can either put more displays there, matching the others.
You can put down some platforms to put anything you like on them. Maybe you got another mod that adds moveable mannequins? Those are the perfect place.
And lastly you can special kind of platforms where you can display your latest trophies from a hunt. To make this work you have to bring a soulgem with a filled
soul of the killed creature and the platform will display said creature. You can‘t have any creature, but most can be displayed, from atronachs, to animals.

Summoning Chamber
Here you can summon strong familiars to fight by your side. They don‘t last a certain amount of time, like usual summoned creatures, but stay as long as you need them, or you can simple banish them if you don‘t need them anymore.
The system of maximum familiars you can summon is linked to your Conjuration skill. It will display how many points you have left to summon more familiars. This also means if you have mods where you can break the limit of Morrowind and go beyond 100 in skill you can summon even more. Same goes when you use magic to enhance your skill. To summon familiars you have to bring in a soul of a certain strength and some basic materials you would get
from those creatures. Like fire salts to summon a Fire Atronach and so on.
The Summoning Chamber also has different designs you can choose from:
First is the Atronach Forge. Unlike in Skyrim you can‘t us it to craft all sorts of things, but you can summon strong Atronachs to fight by your side. Fire, Frost, Storm and Iron Atronachs can be summoned. Each of them have a weaker varriant for less skilled summoners and really powerfull one, on the level of a Golden Saint or Ascended Sleeper.
Next in line the Daedric Circle. The daedric circle functions a bit differently to the others. Instead of offering souls directly you convert them into soul stones
and then use them. You can upgrade them to a higher tier or split them apart. But to reach the highest level you need split some of your soul stones apart to combine them. Another thing about the Daedric Circle is that you can different options depending on which Daedric Prince is on your side or are a patron of. If you have done the quests from Azura, you can for example summon Winged Twilights. Sheogorath, Azura, Malacath, Beothiah, Molag Bal and Mehrunes Dagon
all have their own special Daedra you can only summon when you finised their respective quest line.
If you rather want to be some kind of Druid, you would like the Nature Circle to summon all kind of animals. Instead of offering a certain level of soul, you have to bring the soul of an animal directly. Like a wolf soul to summon a wolf familiar. Or a rat soul for a rat familiar and so on. There are all kind of animals you can summon this way, animals from Solstheim, bears, wolves or boars. Durzogs from Morrowinds main land or simple animals and kwama you know from Vvardenfell.
The last option is a Circle of the 6th House. Here you can summon Corprus Stalker and Ash Slaves. Unlike befor where you would summon strong familiars by offering stronger souls, you always start with a Corprus Stalker or Ash Slave. But those can evolve. You can craft all kinds of different things to make your familiars stronger or evolve them. The Corprus Stalker evolves into a Lame Corprus and ends up as a Behemoth. The Ash Slave evolves into Zombie, then a Ghoul, then a Ascended Sleeper and at last to full blown Ash Vampire, named Dagoth Nammu.

Teleport Room
The Teleport Room is linked to the Mages Guilds in all of Morrowind. Each Guild has its own crystal to interact with. If you want to come back to your manor, you have to equip a ring that teleports you back to the Teleport Room if you so chooses.

Cemetery
The Cemetery is a room where you can pray to your ancestors or simple honor them. But that isn‘t everything you need to know about this room. It is also special for all of you who want to practice the art of necromancy. Here, just like in Summoning Chamber, you can bring strong souls and basic materials to summon strong undead creatures, but with a twist, depending on which kind of Cemetery you choose you can have special undead you can‘t summon elsewhere.
There are basic undead you can summon in every Cemetery, no matter which one you choose, like the Skeletal Mage, a magic caster of destruction magic, a Skeletal Warrior, who uses sword and shield to protect you, a Skeletal Berserker, a strong fighter using a 2-handed weapon, a Skeletal Archer who uses bows or crossbows to fight from afar or a strong Ghost, who can‘t be hit by normal weapons.
There are three variants of the Cemetery. First we have the Imperial Burial Chamber, which gives you the ability to summon Zombies by your side to fight for you. They are the most durable of all the undead creature and can regenerate their health at an enormous speed.
Nextwe have an Ancestral Tomb which gives you the ability to summon Bonewalker, who can curse your enemies.
Last we have the Nordic Tomb, where you can raise frightening Draugr, which are quite durable and pack a hard punch.

Justlike the Summoning Chamber, the amount of undead you can controle are linked to your Conjuration skill. But those don‘t interact with one another, so you can have an army of undead and some strong familiars by your side.

Vault Room
The Vault Room, like the name suggests, gives you a vault where you can store all your valuable things. It have some shelves and containers to store them in. This room also comes with a guard to prevent thieves from entering it.

Dwemer Research Laboratory
This is by far the pearl under all the rooms you can build and thus can only be built once. It also costs much more than the other room with 10000 gold to construct it. But in my opinion it is worth every single coin.
The DRL is filled with all kind of Dwemer workbenches, machines and container. Each with their own function. There are 4 major functions who more or less interact with one another.
You have a Dwemer Workbench. Here you can craft all sorts mechanical, alchemical and enchanted stuff you need for all the other functions. This is more or less the heart of the entire room. Any component you need, to craft things at the other workbenches comes from here, or you can find them in Dwemer Ruins.

The biggest part of the DRL comes now, the Robo Workbench. The function of this workbench is pretty similiar to the Robo Workbench in Fallout 4. You can craft and upgrade 4 different kind of Dwemer Centurions here.
The first and smallest is the Centurion Spider. It is pretty crucial for another part of the DRL, but lets skip this for now. The Centurion Spider is the only robot you can craft here, that does not count as a companion, all the others do.
Then we have the Centurion Sphere. The Centurion Sphere is a melee fighter, also not really strong, it can give buffs to the player. It has several modules you upgrade to either buff an attribute by 20 points for 120 secounds, cast a defensive buff for 120 secounds or cast a utility buff, like Nighteye or water walking. In order to use this you need to install said upgrade first. All the materials you need can be found in Ruins or can be crafted at the Dwemer Workbench.
You can only have one upgrade of each kind installed at a time. So one to buff 1 attribute, 1 utility buff and 1 defencive buff. But you have all of the buffs you have installed applyed at once. There are 8 different upgrades for each type, so 24 upgrades all together.
Next is the Centurion Archer. Equipped with hard hitting Dwemer Bolts it is the damage dealer under the Dwemer Centurions. It is rather fragile and can only be upgraded once, by changing the type of ammo it has. There are all kinds of ammo, simply stronger bolts to hit harder, poison bolts, explosive bolts and so on. A total of 7 ammo types, + the basic one.
Atlast we have the tank, the Steam Centurion. He deals decent damage and has a high hp pool. It has 4 slots for upgrades and you can mix them together as you like, but you can‘t apply the same upgrade multiple times besides extra plating upgrade. You can give it shields of all kinds, extra plating for a higher hp pool and an auto repair upgrade.
Every Centurion can follow you, stay put or patrole the area he is in. You can also pick him up and pack together to store him and when he is simply in your way. When they lose health they don‘t regenerate health unless you have a Steam Centurion with an auto repair upgrade. So in order to maintain them, you can repair them with Scrap Metal. When they collapse because their health reaches zero you have to repair them on the spot and they can‘t be picked up without a
repair.
Unlike with summons and familiars from other sources, there is no limit of how many robots you can build. BUT a Robo Workbench can‘t support more than 10 of each kind, 3 for the Centurion Spider. The first 10 robots of each type are labeled from #1 to #10 everything beyond that is called a Drone. It can‘t be
upgraded and has only less commands it can do.

Now onto why you can only build 3 Centurion Spider and what makes them special. There are 3 spider pods in the DRL. When you build your 3 Centurion Spiders, they won‘t walk with you, but are placed inside those pods. From there you send them on quests to gather important Dwemer Materials, for upgrades and crafting materials of all the other Workbenches. They function like the Eyebot in Fallout 4 you can send out to gather materials. Depending on how far the Dwemer Ruin is, they will take some time to reach it and come back with loot. Not every Ruin has the same amount or quality of loot. In general you can
say, the more dangerous the Ruin is, the better the loot. BUT the Centurion Spider has health, displayed when you click on the pod. If they are on a quest and their health reaches zero they return, but can‘t bring their loot with them. The amount of damage they get on a quest is random, but in general you can say, the more dangerous the quest, the higher is the damage that can be dealt to them. If their health is zero after a quest, they lay damaged in their pots,
visible. You need to repair them first befor you can send them out on a quest again. This can be done with Scrap Metal, like with all the other Centurions.
Centurion Spiders can also be upgraded, they have 2 slots for upgrades. They have a total of 5 different upgrades that can all be installed once. You can add extra pouches. This way they can gather more materials on a quest. Next they can have stronger servos, this enables them to reach their destination faster and makes the overall quest time shorter. Like with the Steam Centurion you can add extra platings, to make them more durable on quests. They still take the same amount of damage, but with a higher health pool they can go on more quests befor they have to be repaired and lowers the risk of losing you loot in the process. Then you have the Mapping Tool. This enables the Centurion Spider to reaches more Ruins than befor. Every Ruin, besides those within the Red Mountain region and several hidden Ruins can be reached now. At last we have the Scrap Detection Module. This gives you higher chances to find more valuable loot. Already finished components are now more common and you don‘t have to craft them anymore.
In the Desk of the Dwemer Workbench you‘ll find enough materials to build 1 Centurion Spider and I highly recommand you to build all three Centurion Spider first, befor you start to build all the other robots or other things you can do at the DRL.

The last part of the DRL is the Power Armor Frame. Like the name suggests it gives you the ability to use and upgrade your very own Power Armor, again just like in Fallout 4. The reason for this is, in my eyes and lore wise the Dwemer Armor is far from what it should be. It is hailed as a super power full armor, only the Daedric Armor could ever match, but in reality nearly every common armor in the game is better. Why is that? Is it because it became rusty after years of
neglect, are the armors we can find mere mass produced replica. No, they simply had no JUICE!
Inside the Power Armor Frame you can find 1 full set of Dwemer Power Armor. When you click on the torso it will add a full set to your inventory, including a very crucial Dwemer Power Unit. This Dwemer Power Unit acts like a Power Armor Frame in Fallout 4. It is a basis for the armor and fuels it with power. When you equip the Dwemer Power Unit it will ask if you want to fuel it with a Power Cell. Those can be crafted at the Dwemer Workbench. If you then activate it, it fuels the power armor for 8 ingame hours. If that runs out it will ask if you want to use another. The consumed fuel will be saved when you unequip it so you don‘t lose any of the juice.
When the armor is powered up it gives you several buffs, to itself and you. It has a slightly higher armor rating, more befitting of armors of legends. It gives you
resistances to fire, frost, lightning and magick, 5% for each part of the armor you wear. Every piece has a special effect on its own aswell. Boots when worn give you Slow fall, as they dampen the impact when you jump from high places. The Bracer each give you 10 points to attack, because their motors give you a better feeling for all kind of weapons. The Cuirass gives you extra pool of health, magicka and fatigue as it strengthen your core. The Greaves give you a slight
Feather effect as you can carry more with them than befor because of their hydraulic compressors. The Helm lets you resist poison as the mask protects you from all airborn poisons. The Pauldrons give you extra protection against fire, frost, lightning and magic from 5% to 10%. With a full set of Power Armor worn you have 50% against fire, frost, lightning and magick.
Every part of the Power Armor, like in Fallout 4 can be upgraded with modules. Each giving you a special effect, but only 1 can be active at a time and replacing one makes the former unusable. Every part has between 2 and 7 modules that can be installed. Giving the player a permanent effect, while the armor is powered. Once the power runs dry all effects are reverted and the Power Armor is just a regular Dwemer Armor again.

Those are all the room options you currently have. I don‘t know ifI ever want to add more options. So far you can only build them in the Hlaalu style, but is going to change somewhere in the future. Thus lets talk about the plans I have for this mod, as it‘s far from finished, atleast I think it‘s not.

Future Plans
Other styles:
It‘s not at the top of my prio list. But rather high. I want to add several more styles you can find in Morrowind to this mod. The first I am going to add are Redoran Style, like in Ald‘ruhn and Maar Gan and Telvanni Style, like in Sadrith Mora, Tel Mora etc. As they represent the 3 playable great houses of Morrowind and it would feel a bit off not to include them first. The layout of the interiors are going to change according to the style so you‘ll have a different feeling each time you replay the mod. This also helps with the roleplay aspect from which this mod stems in the first place.
After those are implemented I would like to add a Mournhold Style with its emerald green architecture, an Imperial Style with the ability to either have a Governer Styled building, like the one you can find in Caldera, a regular house in the typical architecture or in form of a Fort. And the last style I want to add is the Velothi Style. I am unsure if I want to make it like one of those Vivec districts or just the buildings, it‘s going to depend on how it will look like. But I think I will stick to just buildings for now. I had the idea of adding something nordic, but most of those buildings have icicles hanging from the roof and with this Island being in the south of Vvardenfell I thought it would look silly, so I canceled that. Another idea was an Ashland camp, but the rooms would be a bit too small and I think anything that I could achieve here you could dobetter with mods like Ashfall where you can craft your own tend and place it.

Redoran Style
TelvanniStyle
ImperialStyle ( Fort, Government and regular)
MournholdStyle
VelothiStyle

Those are the style I want to add, but now lets come the part, whythis isn‘t first on my list. The reason for that lies with the Strongholds you get by completing one of the Great Houses. All those Strongholds are fine for Morrowinds standard and there are many mods to make the quality of it even better. BUT if you want to stick to your character, for example you go for a mage it makes little sense to got for Redoran, because the way the stronghold is set up, it that it caters more to the warrior as to a mage because the shops you have there don‘t sell anything mage related. Thus it feels kind of wasted to get the Redoran stronghold, instead of the Telvanni. It all makes sense from a Lore perspective, don‘t get me wrong, but sometimes your mage might be more inclined to the values of the Redoran. And for that to change I want to add new buildings to your island you can choose from. The extend of that is a bit larger scope than that of the regular strongholds and more of a little town. Just like with the rooms in the interior of your manor, you are going to be able to choose the buildings arround your manor ranging from shops to utility driven places. Think of it as Raven Rock on Solstheim, but with the ability to choose which building is placed where, instead of having a set placement for, say a smith. Just like with the rooms you can build how many of them how you like it, with very few exceptions.
They are going to have their own purpose and if you don‘t want to build certain buildings, then just don‘t. It‘s your island, you paid for it and you can do with it what ever you like.

If any of you played the mod „Sim Settlement“ for Fallout 4 befor, will know what I mean. Unlike there, the places where you can build them is fixed, but what can be build there is totally up to you. There are going to be 2 types of plots, a big plot and a small plot. Big buildings can only be build on a big plots for example a farm. But a small buildings can be build on every kind of plot, wether small or big.
My plan is that there are going to be 4 Big Plots in a town. Two of those Big Plots can be substituted with 2 Small Plots OR 1 Small Plot in the size of a Big Plot. And you can have 4 Small Plots for 4 Small Buildings. So all together you can build either 4 Big Buildings, including small buildings in the form of Big Buildings, with 4 Small Buildings in 4 Small Plots or up to 8-10 Small Buildings including Small Buildings in the form of Big Buildings and 2 Big Plots substituted as 4 Small Plots. As always you can mix them together how ever you like.
All those Plots will yield some kind of produce for you. Either directly, in form of taxes from traders or citizens or with physical goods such as Ebony from mines of crops from farms. Taxes are collected by your Steward, who you have to find first. There are going to be different once available of each race and gender. Maybe I will add some special once as a gimmik, like Creeper xD.
Another kind of building that can be made are walls. Those are made into segments you have to say where they start and end. If you don‘t want them
everywhere, just place them where you like `em. This includes gates for the east, west and south. North is impossible as there is a small mountain ridge there.
For now those plots and buildings are going to be Hlaalu style first. And after I am finished with one whole town I will switch to the styles because then I will have all the scripts ready and just have to switch its content. So its easier for me to move on and plan everything.

After the inside of the town is finished I want to add anotherdistrict to the island, the Water Plots. Water Plots come in 3 kinds. A Harbor where you can have travel boats to all the different cities nearby, build taverns, lighthouses, warehouse and the likes. Each Harbor, yes you can build up to 3, as you have the ability to build 3 Water Plots, can have 2 of those buildings. With a new experience each time you replay it. 9 different buildings are planned for now, so even with all 3 Water Plots as harbors you will never build them all in 1 playthru. Another kind of Water Plot is the Fishery. When the Harbor is the business part of your Water Plots, the Fishery is the farming part. Here you can build lots of farms related to the water. The Fishery has 2 kinds of buildings you can place. Land Plots, which are similar to the Harbor Plots, where you can build Storage Houses and Slave Houses and the likes and special Water Plots, where you can place farms, like a Fish Farm to get scales and fish meat or a Mudcrab farm for crab meat or a pearl farm and so on. Currently there 4 Water Plots and 4 Land Plots planned.
The last Water Plot type are the Slums. No matter what kind of buildstyle you choose, Redoran, Hlaalu etc. those buildings here will always look the same, with a few exceptions. The shacks you will find in Hla Oad and Gnaar Mok, can be placed here in some kind of slum for the less fortune pleople of your town. The slums will consist of Big and Small Plots, like the town itself. But those plots will be much smaller 2/3 of the slums will be over water. Each slum Plot will have room for 4 big plots and 4 smaller once. The big plots will be over water and the small once will be pressed against the walls of your town if you to choose to have wall that is. They don‘t require a wall. Many buildings you can find here can be build in the main town aswell, but some can only be build here. For example a smuggler Den which can yield you special artifacts and gold if you are lucky. Or a fisher house for a lonesome fisher who would like to sell his catch.

So those are the plans for the future of this mod. An entire town foryou to fill with currently up to 30 different Plots, a wall you can add to your town to fortify it and Water Plots to connect you to the outside world if you so choose and its currently up to 27 different Plots. All paired with the ability to choose different Styles where 6 are currently planned. With all this no playthru is going to be like the one befor it, UNLESS you so choose it to be.

Another thing I might do once the rest is finished, is to work onlayouts of the manor itself. This includes most of the rooms themself because I am not yet happy with how they look and maybe change some of them to look better, the smithy for example. But I don‘t have good enough ideas for that now.
What I mean with the layouts of the rooms instead of specific rooms is how they can interact with one another. In Skyrim for example many rooms in your house are semi open, not like I did it where they are connected with just one small hallway and a door to the respective main floor. I want you to give more options to customize that. For example giving you the option to connect the main floor with the room in an open style, no door, no hallway, just one big room with just the furniture as a divider, for an open living experience. And not only with the main floors but also kind of connecting the rooms with one another in certain ways. Adding a door so you could walk from the kitchen into the dining room would look nice or removing the entire wall all together to make one big
mage laboratory with the Enchanting room and Arcanium, or Alchemy Laboratory.
Currently it looks okayish, but there are enough scenarios where it would look better to have those kind of options. But that is for the late future and I need to get enough ideas for room layouts and some sorts. Obviously this wouldn‘t work for every build style. For example Telvanni couldn‘t make use of this but their rooms could become a bit bigger and I could add combination rooms insdead, with upstairs and downstairs paired room.

That‘s all from my side for now. Installation instructions can befound in the README. Later on, when I have sorted everything out I will add documents including everything there is to know for all the different rooms and later plots. Including costs and how to use certain features if they are still a bit too complex. Because I know how everything works, but that doesn‘t mean the UI and all is as userfriendly as I thought it would be.
Special thanks to some of the Morrowind modding community Discord, namely Eldax and Abot who helped me alot with scripts, Greatness7 who did the same, but also made a little program for me without this mod wouldn‘t be possible at all and svergy who made the model for the dead Centurion Spider for me.

Changelog
Update 1.01
-Moved Lenoe Maxima to Ebonhearts Imperial Commission and "Brings-You-Places" moved a bit to the side to make it more compatible with other mods.
-added effects to the various food items added by the Kitchen

Soul-O-Eater

Hearthfire - Morrowind (2024)

FAQs

How long to beat Morrowind main quest? ›

Powered by IGN Wiki Guides
Single-PlayerPolledMedian
Main Story11045h
Main + Extras195100h
Completionist39299h
All PlayStyles34477h 33m

How do you start the main quest in Morrowind? ›

Starting the main quest of the Morrowind Chapter and beginning your adventure in Vvardenfell can be done in two ways: through the Collections menu tab or by heading straight to Vvardenfell. To start the Chapter from the Collections menu, head to the Collections tab and click the "Stories" option.

Can you only join one great house Morrowind? ›

You can (without cheating) usually only join one of the three Great Houses. However, there is an exploitable bug that makes it possible to join Hlaalu and either Redoran or Telvanni.

How much bigger is Morrowind than Skyrim? ›

Skyrim is much larger than Morrowind, more than doubling that game's size at 37 kilometers (which doesn't include the impressive verticality of the fifth Elder Scrolls title). Some of that space is water and mountains, but nearly all of the landscape has something for players to discover.

How long would it take to 100% Morrowind? ›

When focusing on the main objectives, The Elder Scrolls III: Morrowind - Game of the Year Edition is about 46½ Hours in length. If you're a gamer that strives to see all aspects of the game, you are likely to spend around 356 Hours to obtain 100% completion.

What level should you be to beat Morrowind? ›

Go at your own pace. You can beat the game without doing the main quest. I usually dont start the main quest until im over lvl 30, and even then only if I feel like it. There is so much else to do in morrowind that the main quest is an afterthought.

Can you get a wife in Morrowind? ›

There are four ways to get married. Two of the ways is through the Tribunal Temple or Nine Divines which is what you will do most of the NPCs. You can buy a Amulet Of Mara from a priest in Ebonheart, Mournhold, or Fort Frostmoth or two Engagement Rings from priests in Bamora or Mournhold.

Who is the first guy in Morrowind? ›

Jiub is the first person you see in the game, a Dark Elf thief, and a fellow prisoner on the ship where you wake up. He is only wearing common pants. Aside from his natural resistance to fire and the sanctuary provided by his ancestors, he knows no spells.

What is the most powerful house in Morrowind? ›

House Redoran became the eminent power in Morrowind as a result of their distinguished military and domestic leadership during the Oblivion Crisis, Red Year, and Argonian Invasion, taking the position as leaders of the Grand Council.

Can you join the temple in Morrowind? ›

The Tribunal Temple (the Temple) represents those who worship Vivec, Almalexia, and Sotha Sil. To join the Temple, you need to talk to any of the quest-givers listed hereafter in this walkthrough.

Can I join all factions in Morrowind? ›

You may join as many of the other joinable factions as you wish, as permitted based on your qualifications. Each faction has favored attributes and skills that you will need to have good scores in to join. You will need to improve in these scores and complete quests to increase in rank within the faction.

How many years passed between Morrowind and Skyrim? ›

The short answer is that Skyrim takes place 200 years after Oblivion and 206 years after Morrowind. To be specific, Skyrim takes place in 4E201, Oblivion in 3E433 and Morrowind in 3E427 The reasoning is pretty similar to the reasoning throughout the entire franchise.

How long is Morrowind from Oblivion? ›

Oblivion occurs a mere 6 years after Morrowind, having players battle against the demonic Daedra. The game was more streamlined and technically impressive, featuring physics and fully-voiced dialogue.

Does Morrowind have an end? ›

Morrowind was designed with an open-ended, freeform style of gameplay in mind, with less of an emphasis on the main plot than its predecessors.

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