Enchanted Houses Creator of this Mod: David This is a final update. (An earlier version of this mod was upload at Mod Jobs, http://www.moddb.com/games/morrowind/addons,in Mar. 15 2013). This final version has been completely clean with the "Enchanted Editor" by Farren Hayden. Deleted many cells that did not belong. You will need 7zip to open the file. Down load it here "http://www.7-zip.org/" ALWAYS backup your savegame before using a new mod. Use of this mod is strictly at your own risk. The author is not liable or responsible for any problems which may result from the use of this mod. I have played the mod several times and have not had any problems. Also, I have installed the mod after I have played morrowind for awhile and it did not invalidate the savegame. First this mod requires Tribunal and Bloodmoon!!! This mod will conflict with other mods that modify Seyda Neen. This mod is a cheat if you use some of the items in the mod. ----------------------------------------------------------------------------------------------------------------- Description: This mod has a few new things. Has two very powerful weapons. Has two new potions. One for speed and one for Magicka. Mercenaries, that you can hire, in the Wizard's House in Seyda Neen and they will follow you no matter how fast you are running. New meshes for plants, furniture, and houses. Meshes created with the old version of blender by me. New Textures. Corel Draw was used for textures. Some textures were free from the internet. Some textures I bought many years ago, back the the 1980s. I use corel draw to make some. Two quests. One quest is easy. The other requires you to be at a high level. You should do this quest. They take you to very interesting places. Has houses that you walk into not teleport to. These houses are in Seyda Neen. Has two houses that are locked. You need to do the quests to get the keys. One of the locked houses is in Seyda Neen. The other is out side of Balmora (South Gate). These houses have goodies. It has new spells: Elemental Blast Fire Blast Fly Fast Summon 3Winged Twilight Summon 3Greater Bonewalker Summon 3Skeletal Minion Summon 3Flame Atronach 3Dwemer Animunculi My Gold Saint My Invisibility You can buy these spells at Seyda Neen from Zackery, and at Caldera from Cellestra and Fallanaamo. "My gold saint" and "summon winged twilight" are multi-summoning spells. They summon three saints and three winged twilights each spell. When you summon the creatutes, they first appear as one and thats because the three creatutes are overlapping. Once you move around in the Morrowind world the creatures will separate into three. The spell were made to work all the time. You can summon three saint and three twilights at the same time. These summon creatures have impoved follow script by Lurlock I only used two lines from the script. ----------------------------------------------------------------------------------------------------------------- New from previous versions: 1 There were a couple of places where you were block by an invisible barrier (It was collision problem). 2 You would fall through the floor as you walk around to the back of the walk_in house's porch (Fixed) 3 I used "Silveris Flora resouce Pack" to place new flowers and plants into the mod. ----------------------------------------------------------------------------------------------------------------- Installation: Place the "Enchanted Houses.esp" in the Morrowind's "Data Files" Folder. Morrowind\Data Files\ Place the textures in the Morrowind's "Textures" Folder. Morrowind\Data Files\Textures\ Placing the meshes is a little tricky. Morrowind's mesh folder has several sub-folders. The ones we are concern with are the "i", "x",and the "0" folders. One set of meshes will go into the following folder: Morrowind\Data Files\Meshes\i\ The other into the following folder: Morrowind\Data Files\Meshes\x\ The other into the following folder: Morrowind\Data Files\Meshes\0\ The Zip file is already setup this way. ----------------------------------------------------------------------------------------------------------------- Credits: Mercenary scrips and dialog only Mercenary Pack v4 by Baratheon79 Mercenary scripts based on Grumpy's v3.1 companion script, and are now handled in a fashion more appropriate for mercenaries. It costs 2000 gold to hire them (or rehire), and they are hired for a period of 30 game days. At the end of this period, you have the option to renew the contract (get another 30 days) for an additional fee of 500 gold. If you choose not to do so, the mercenary will leave immediately, teleporting him back to the Wizard's House. At any time, you can check how many days remain in your contract with a particular mercenary, and you also have the option to extend the contract period by another 30 days for a fee of 500 gold. This will prevent the contract from running out, and can be done any number of times. Grumpy, without whom the warping script might not exist. DinkumThinkum - for his potion saver code (added in version 4.0) Vorwoda The Black, for the original idea for the automatic levitation and waterwalking functionality. dialog for the quests are my own. scrips for quests were done by studying the scrips on the construction set and what they do.