I don’t know why, but there’s a certain charm to these kinds of building systems implemented in earlier games that the settlement systems in modern entries lack. I can’t quite put my finger on it.
There's a mod called Persuasive Speech (47388) I think the NPC interactions can be improved by adding compatibility with or similar functions of the mod. Maybe make it possible to recruit specific NPCs for the settlement? I've given some thought into the ways to make these sorts of things make sense, and one thing that I've thought of is to have a blueprint mode, where everything is free, and everything can be moved freely. Outside of blueprint mode, nothing is intractable, but you can make things real by paying for their materials cost.
YESSS this was the mod I also recommended to someone who commented on their (modder) previous video. there's also this mod that adds random bandits who, when loaded before persuasive speech, can also be recruited
OR... Instead of talking about other mods from other Creators, which you are free to use in conjunction with this if you so desire, we could instead focus on THIS mod, that THIS Creator has made available, with tremendous skill, dedication and generosity? Suggestions for functionality and appearance are helpful. Considering how you may want to stack different mods and add functionality to a different mod from a different Creator - not so helpful. And not taking this Creator's work for granted, as if such incredible expansions to a 22 year old game are just conjured out of thin air, it's basic etiquette to thank the Creator. Even better to support them. It's like I'm in line at Dunkin' Donuts, and all the doughnuts are free. But I'm behind the person who is complaining that there aren't any Crispy Cream toppings on the free doughnuts they've been given. If the free doughnuts aren't good enough, and now you want Crispy Cream frosting on your Dunkin' Donuts, then maybe make your own, and see how that goes...
So underrated. You just made Morrowind the best RPG with this mod. Wish you all the best. Will really be giving this a shot. Before that tho, does this require a separate mod for the UI and other stuff? a script extender perhaps? or is this purely OpenMW engine coded?
Hi! This mod is AMAZING but when i command a new setter to become a caravancer, it duplicate the npc and when i interact with, it wont show me the 'add destination tab menu.
With OpenMW, the navmesh is generated real time, and NPCs should be able to walk anywhere. There are some problems, such as I had NPCs really want to walk into the fountain I placed. If you use the command "togglenavmesH' you can see where it is draw.
The settlers have the race that the NPCs I made have. I added thousands of NPC records to the mod, each with set races. Eventually it may be possible to make this dynamically, but for now the answer is no.
Hey mate, quite a few of the imperial buildings have interior doors with weird placement, a few of the redoran aswell as the skaal buildings cause you to get caught behind the door as you exit them. The mead hall and redoran grand manor also have non functioning doors(i mention this as the redoran manor worked prior i used it as my player home). Also the UI seems very small on this new update. Fantastic mod btw it's everything i ever wanted in a morrowind player home/settlement mod
@@Zackhasacat no need to apologise dude, I'm really enjoying watching your progress with this mod, just wanted to point out a few issues I ran into whilst testing it out today. I was so excited to see the TR structures added, I've spent probably more hours today than I should've just messing with the walls.
@@TuorTheBlessedOfUlmo Thanks for the report. I have fixed the issues I believe. You'll need to create new buildings. New version is available now. Feel free to report any other issues!