blackt1ger on 3/7/2002 at 21:11
I like to practice alchemy and have tons off ingredients, but I don't want to carry them everywhere I go. Also, I've joined the Mage's Guild and was wondering if I could help myself to some of their ingredient stock piles....
My first thought was to take an empty room in Vivec in the Mage's Guild there, and store my stuff in drawers/cabinets, etc.
I don't want to be thought of as a thief......
<and yes, I could do use/get a plug-in, build my own house, etc....., but I have a policy of finishing a game without cheats/plugins/mods, at least the first time>
--Ken
Hanse on 3/7/2002 at 22:16
Like several others around here (I think), I've taken up residence in Nerano Manor in Balmora. I have all sorts of stuff stored there.. extra potions, scrolls, books, loads of weapons and armor I can't use or sell (because I can't be bothered to traipse back and forth to the few people who have enough cash to but them from me)... stuff like that. I think somewhere around here there's a post where everyone has listed where they've "put down roots" so to speak. So you wouldn't be alone in the idea. Surely you can do better than a single <i>room</i>... ;)
Forsythe on 3/7/2002 at 22:51
Oh, I dunno... it's a damnably convenient place for the player in a rush to store 'expendables' (potions, scrolls, ingredients, arrows, etc). I put my Mark down just outside their front door, so I can go tearing thru there, down the right stairs, duck in and grab what I need, duck out and left down the stairs, jump over Trebonius' oddly warbling voice, and hop to another town via the guild guide. Of course, if you mean "storing" as in "I've got 12 suits of glass armor that I don't know what to do with", then yup, a bigger place is called for ;)
blackt1ger on 4/7/2002 at 03:01
Thanks for the advice, all. I really don't want to muck around with the editor....
BUT --- something I was thinking about while getting pizza --- Building a "Training Hall" for characters as a mod. The idea is this, for each "skill", build a room in the training hall, as well as some sleeping quarters. For instance, an "Alchemy room", with about 12-24 bags for ingredients, a table for the apparatus, etc. A special property of the room is that every time a potion is created, the "room" fortifies that skill by an increasing amount. For instance, the room initially will fortify "Intelligence" by +10. Make a potion, then the room fortifies "Intelligence" by +11. Eventually that room becomes a "study". This "fortification" only exists in the room. Of course, to get a "key" to the training hall requires that the character meets some requirements, like finishes a quest, etc. There can be a "Training Hall" for each major class, Fighting, Thievery, etc. Having more than one key opens up doors which "teleports" to other "Training Halls".
Now for the other part of the question, are ingredients in the Mage's Guild available for all, particularly if they aren't in a room occupied by someone?
howie on 4/7/2002 at 04:06
I just killed a couple of the merchants in Balmora then took over their shops. The first merchant had crates in her shop which I stored stuff. I found out the hard way that some of the crates will eat [delete] anything that you put in them. I ended up going to the other guys shop where he had a bed and many chest to store large and small items. The bed is usefull for getting some sleep. It's also a good idea to take over a residence in the creepers village as well.
Forsythe on 4/7/2002 at 07:26
blackt1ger:
I'm afraid that's got a low probability of working anywhere near like you described... for one, I don't know of any way (short of adding a script to each and every alchemy/enchanting/etc. item) to catch when such a skill is being used... and I don't think I need to say how messy that would be.
As to this 'field' effect you refer to that increments skills, you might be able to get away with putting a constant-effect item on an NPC in the room, and making the item cast the spell (via 'touch') with a wiiide area of effect. A better idea would be to make a button/shrine/whatever that you touch that casts a Fortify Skill spell on you for a short duration (Atronach bithsigns would either love or hate this, depending on their needs at the time).
As to taking things from the Mage Guilds, this one's easy... if you get caught, it gets confiscated; the one exception is the equipment chest many Mage Guilds have, you're allowed anything in the box.
Super.T on 6/7/2002 at 03:18
I took up a home in the starting town right above the trader dude then i moved to the house across from his building. Its Got it all. Beds, cheast,table,crates,shelves,food, and other items from homes(which i just sold for cash). Plus with a little money u can travel to inportent towns and then go from there to where ever. Then the Trader across the street has 800 gold to buy your stuff with. And for thos of u that dont know if u got alot to sell, sell then wait 24 hours(sleep or wait) and they get there gold back:cheeky:
P.S u may need some lock-picking skill to get into these places.
'P.SS is the manor in balmora emety or do i need to kill of the locals?
VetMichael on 11/7/2002 at 16:11
most manors in Balmora require you to revise the roles that the Spanish Conquistadores played in American history (the hemisphere, that is)...EXCEPT for Ralen Hlaalu's house, which also has lots of potions, alchemical ingredients, weapons and so forth and the added convenience of the owner being dearly departed...which also gives you the opportunity to solve his murder for 1000 gold, should you care to work for House Hlaalu. Three stories, lots of shelves, boxes and dresser drawers, plus a maid that stays in her room, so just shut the door and lock her in and its all yours. Or just kill her...
only drawback is having that damn, lumpy dunmer-skin rug in front of the stairs on the ground level. For as many times as I've walked over it, you's think it'd be a smelly, oozing paste by now. :joke:
Hanse on 11/7/2002 at 23:38
Quote:
Originally posted by VetMichael only drawback is having that damn, lumpy dunmer-skin rug in front of the stairs on the ground level. For as many times as I've walked over it, you's think it'd be a smelly, oozing paste by now. :joke: That's the second or third time I've seen someone make a comment about having the bodies laying around.. but when I search a dead body, I get an option to "dispose of corpse" which gets rid of it (while automatically putting *everything* on it in my inventory). Is that an option only available to the thief class (which I am), or are a lot of people overlooking it?
Forsythe on 11/7/2002 at 23:59
Some people are tagged with the flag 'corpses persist' to keep the game from taking their corpse away after X hours.... and it also prevents the player from disposing of it. The guy in question starts life w/ 0 hp, so he dies immediately... and as he has 'corpses persist' on, he can never be removed w/out using the editor or console.
Btw, for those on the PC who want him gone, try this:
"ralen hlaalo"->Disable
and yup, the quotes are needed here.