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Domehome - Readme

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Available in two versions:

Morrowind version - 
by Grumpy, september 2002


Tribunal version - 
House by Grumpy, september 2002
Staff by Emma, january 2006 (emma9158@hotmail.com, emma@lovkullen.net)




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The current versions of this mod may be found at: http://lovkullen.net/Emma/index.htm and http://escf.rethan-manor.net/index.php?board=4.0

If you have received this mod from any other source it may not be the latest version!!
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Dear players,

This is a re-release of Grumpy's house-mod DomeHome. 

It is available in two versions - one Morrowind only version, which is the original version by Grumpy, without any changes or additions, and one Tribunal version, where I have added dialog and new heads to the staff in the house, as well as a typical "Grumpy-companion". I'll explain a bit further:



In autumn 2004, while we were working on Thief Companion Constance, Grumpy sent me Domehome. It was an older housemod of his, which had been available on Gamers' Roam. He wondered if I thought it was worth uploading again. I said yes - and then realized that he had set a trap and that I had fallen into it :D. "Right", he said, "you do something to spice up the staff in the house, and then we'll release it".

I never got around to doing so, as we were so busy working on Constance. Then his cancer turned to the worse. On june 17, 2005 he passed away.

Shortly before he passed away, he sent me all his mods and WIPs. Domehome was among the mods, and he specifically told me that if I ever felt like doing something with those npcs and re-release the mod, it would be nice.

It still took until november before I did anything with DomeHome. Then, OldeCow69 had found the housemod among the files from Gamers Roam that were about to be uploaded at ElricM, and he wondered what to do with it. He liked it a lot, and thought it was well worth uploading. 

I made up my mind and have now done what Grumpy wanted - I have added dialog to the people in the house, I have given at least three of them Grumpy's favorite heads (of the heads I have made) and I have also made one of them - Ingred - a 'typical Grumpy'companion'. I.e. it's a lady, she has the guard-class and DinkumThinkum's potion handler, she is a 'shield-maiden' and not a girlfriend, and she has approx. Beryl's script. She is leveling up according to the system Grumpy always prefered, with her skills set to match a warrior of the player's level but with her attributes matching the PCattributes.  

But she has 'Emma-dialog' - i.e. she talks quite a lot more than Beryl, and have special greetings (based on random 100) for many places and situations.
She also recognize if you have other of our companions (like Spot, Laura, Constance, Lokken-people) in tow and will sometimes comment on that.

She does not have any automatic recall script like Constance or Beryl/Hurd. The reason is simple: since the previous companions were released, CdCooley has made a non-MWSE version of his IT-mod, called "Companion Teleportation", available here: http://home1.gte.net/cdcooley/. This mod will recall ANY companion, making separate recall-scripts for each companion redundant. Why use one script for each companion to do the same thing as you can do with one little mod?!

For convenience, I have still added teleport rings to the mod, so that you can call the npcs to you 'manually'. 


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The DomeHome staff:

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Beth - your dunmer housekeeper. She will sometimes demand money from you for the housekeeping, so be prepared. She also tells you more about the staff, and she sell simple potions to you.
Berna - is the cook and offers 'a snack'. She likes booze, so you'd better watch out... 
Meira - is a former ballet dancer, and will love to dance for you. She is a bit vain, though, and likes compliments... She is also a good armorer and will repair your outfits. 
Ingred - used to be the bodyguard of the former owner of the house. Now she is happy if you let her be your companion. 

All of them should be able to recognize and sometimes comment on other of our companions. 
Also, other companions - Laura, Lokken-people, Constance, MW-family, Witchgirl people, Lost Heir people - should have unique greetings that they will only give in this house, but also then only randomly.

If you are a successful Morrowind adventurer, sooner or later you might consider moving to a place with more luxury than DomeHome (like a pleasant little castle or so...). Then, you can take your staff with you! There is a special ring that will take them to any EXTERIOR location you prefere (i.e. just outside your new home/castle/whatever).


- Emma






I'll let Grumpy explain more about the house with his own words from the old readme:

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Domehome

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Yet another house mod.

If you used the default install location for morrowind (c:\program files\bethesda softworks\morrowind), then extract to the root directory (c:\).  After extraction there should be one new texture file (tx_dwrv_capacitor01.tga) in the morrowind\data file\textures directory, one new .nif (light_dwrv_neon01.nif) in the morrowind\data files\meshes\l directory (that's L and not 1), and the domehome.esp file in the morrowind\data files directory.... Hopefully.

If you put your morrowoind files anyplace else you'll have to place these three files manually.

The original mod was at "the other place".  I revamped this one a little.  Really didn't like the pi$$-green lights, so I did a simple re-coloring of the original texture.  Like to call it "early american office" now.  Fixed a missing shelf in the servants room and added a footpath from "up high" to the bitter coast region.  This mod won't make any permanent changes to your existing game files.  Just delete the three files and "l" directory to get rid of it.

Again, for the purists- The lift (just a couple of teleport doors) was there cause I got tired of running up the stairs everytime I wanted to check the mod.

No strings attached.  Entrance is at the top of the stairs to the left of "Clagius Clanler's" place in Balmora.  This shouldn't conflict with other mods unless they use the same locations.  Anybody wants to use this in their own mod, feel free (credit please).


Not sure how this will run on low-end systems.

Any comments (constructive, please)- Send to (edit by Emma: send to Emma or post in Emma's forum)

Grumpy

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INSTALLATION IMPORTANT!!! PLEASE READ!!!

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ALWAYS MAKE A SAFETY COPY OF YOUR SAVED GAME BEFORE ADDING OR UPGRADING ANY MOD, THIS ONE INCLUDED!!!!

Just UnZip to your Morrowind-library. 

An alternate way to proceed, which I personally prefere, is this:
Create a subfolder on your desktop.
Unzip the mod to the sub-folder. Doubleclick on the sub-folder.
Inside, you will find one meshes folder, one textures folder one icons folder and the esp.
Take the meshes folder and DROP it into your Morrowind datafiles directory. It will automatically MERGE with your existing meshes folder (which will guarantee that all meshes ends up at the exactly correct place). You will get a message concerning this from the computer, say OK. 
Now, take the textures folder and then the icons folder and DROP it into you Morrowind datafiles directory.
Finally, place the esp-file into your Morrowind datafiles directory.


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COMPATIBILITY

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DomeHome will conflict with Balmora Expansion, and probably it also conflicts with other house mods. In fact, this house was made before most other house mods, so it would be fair to say that other houses conflict with DomeHome rather than the other way around!!

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TROUBLE SHOOTING:

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INSTALLATION:

1) NPC'S HAVE AN EXCLAMATION-MARK INSTEAD OF A HEAD: This is a rather common problem. When you unzipped the files, they ended up
inside a folder in your data files section, right? And then you tried to drag each texture and
meshes manually into their right folders?
What you should do is either of these suggestions:

suggestion a) Move the new folder you got when unzipping to the desktop. Double-click on
it. You'll find one esp-file, one meshes folder and one textures folder
inside. DROP the meshes folder into your data files section. It should now
automatically merge with the existing meshes folder (probably you will be
asked a question about existing files, say yes to this). DROP the textures
folder into the data files section. It should also merge with the existing
textures folder. Move the esp-file to the data-files section. You're ready
to go, and now everything should work just fine.

suggestion b) Create a subfolder on your desktop.
Unzip the mod to the sub-folder. Doubleclick on the sub-folder.
Inside, you will find one meshes folder, one textures folder one icons folder and one esp-file.
Take the meshes folder and DROP it into your Morrowind datafiles directory. It will automatically MERGE with your existing meshes folder (which will guarantee that all meshes ends up at the exactly correct place). You will get a message concerning this from the computer, say OK. 
Now, take the textures folder and then the icons folder and DROP into you Morrowind datafiles directory.
Finally, place the esp-file in your Morrowind datafiles directory.


GAME PLAYING:

1) When flying over the ocean together with Ingred, you will of course sometimes be attacked by cliff racers. She will fight them, but after the fight she might be standing in the air, waving her sword, refusing to following you. This is caused by the angry slaughter fishes in the water below her; she wants to fight them, but can't determine their positions. You can either go down and start fighting them, yourself, and she will follow you. Or you can use the command ring, to make her stop fighting and instead follow you.


2) If you ask the npcs to teleport and then start to teleport yourself before they has actually left, this will cause an error in the behaviour. When you meet them again at the new location, they will be "shivering" and "spastic" and will not follow you. This is because they cannot "feel" their x y z-coordinates, and the problem is more likely if you are using several companions together. 
PETER has come up with a suggestion on how to fix the problem:
Call up the console. Click on the npc, so that the name shows up at the top of the console. Type:
StartCombat player
That should help. She will probably not attack you, but if she will, just type again:
StopCombat
If you don't want to use Peter's suggestion, you will either have to reload your previous saved game, or take advantage of the 72-game-hours bug: leave the npc and stay away for at least 72 gamehours, without contacting them with the teleport ring. Then return back to them, and they will behave normal again (please note: after the 72 hours, the ring won't work until you have met them again). According to some reports, you can also reset them by hitting them a couple of times, but I cannot guarantee that this really works, so please save your game before you try this solution.

3) The npcs can only use recall to outdoor locations. 

4) Ingred doesn't have recall the same way that Beryl and Constance have. The reason is that since the previous companions were released, CdCooley has made a non-MWSE version of his IT-mod, called "Companion Teleportation", available here: http://home1.gte.net/cdcooley/. This mod will recall ANY companion, making separate recall-scripts for each companion redundant. Why use several scripts to do the same thing as you can do with one little mod?!
For convenience, I have still added the teleport rings to the mod, so that you can call the npcs to you.

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CREDITS

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My special thanks to DinkumThinkum - who made the potion handler script, introduced in Constance mod

For playtesting, proofreading and/or valuable suggestions:
CdCooley
Peter
Gez
Neko
Cyrano
OldeCow69
Tim
Squelchy Underfoot
Kateri
Thomas
Some Old Norman
Dione_the_breton
Apophis2412
For Meira's dancing animation:
RX31

The heads are by me, and the hairs are by Gorg, Arathrax, Nomad and Rhedd.

(if I have forgotten someone, please forgive me. Just give me a shout, and I will add you to the list)




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FURTHER UPLOADING

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The main home of this mod is on my site,http://lovkullen.net/Emma/index.htm, and my forums, http://escf.rethan-manor.net/index.php?board=4.0

Should something happen so that the mod is no longer available on the net, I do want you to try and contact me. In case you have been unable to reach me for more than one month, please feel free to upload this mod IN ITS CURRENT STATE to one of the public Morrowind download sites. Please send an e-mail or PM to notify on this! 

Please do not upload any altered versions of this mod anywhere without my knowledge and agreement!


-Emma



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e-mail: emma9158@hotmail.com, emma@lovkullen.net
home-site: http://lovkullen.net/Emma/index.htm
Emma's forum with hints- and spoilers- section: http://escf.rethan-manor.net/index.php?board=4.0
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