I think this one is ready for release, though it hasn't had as much time in beta as I would like. I've spent hours alpha testing on multiple computers, and all appears to be well. So, without further ado...
The question that recurs about this mod seems to be "With all of the terrific portable homes/tent mods (including my own "Scout's Refuge") why the heck do you want to create a cramped little living space with almost nothing to recommend it?
Well... I once created a home in a drum. My drum home had two servant/companions, a huge indoor swimming pool (stocked with fish after abot's Waterlife mod came out). A marksman's target range, a hall of mannequins to display armor, and display cases to display weapons and artifacts, a shrine of Almsivi Restoration, and a complete kitchen with both oven and cookstove for NoM. I made custom furniture for it using the vanilla cushions, and I occasionally just sat my character down (sitting pants, which I kept in a chest by the furniture, eh?) in front of the large Imperial Fireplace and read a book. The Drum house was also accessable from anywhere, I used my servant NPCs for teleport.
For some people, that would be ideal, but... for questing, it removed too many role playing opportunities, and just made life too easy in general. For me, it made the game dull. Hence, this mod.
The Elder Scrolls III MORROWIND:
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Mod Name
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By neildarkstar
1. Description
2. Requirements
3. Installing the plug-in
4. Playing the plug-in
5. Save games
6. Conflicts/Known Errors
7. Credits/Permissions received
8. Contact and Information
9. Legal Stuff/Disclaimer
10. Anything else
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1. DESCRIPTION
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Basically this is an aesthetic mod, providing an eye-pleasing addition to a campsite to fuel the imagination of the role player. It also adds in the functionality of portable storage and a reasonably safe place to sleep and heal or level up.
This mod consists of a covered wagon which can be set up in any exterior cell and a guar to presumably pull it. I didn't give the guar companion share because of the way he is created each time a camp is made. If you are capable of adding that, you are welcome to do so if you want, but things he carries will be lostif the van is packed and unpacked.
Activating the wagon presents an option to pack up the van, which removes the wagon and the guar from the game world, placing a token in your inventory which you can equip when you wnat to set up the van for use. Activating it also gives an option to enter the van.The interior is exactly the same size as the exterior, so it is quite small. It does have a collapsing table, working bed and adjustable lighting, with some storage. I provided one storage container inside, we all have placable container mods we like, so how you set it up is up to you.
You should note that nothing has been created to allow you to take a companion in (or back out), mostly because there just isn't room. I accidentally got the guar inside while testing a different version... Talk about crowded!
To adjust lighting, activate the lantern inside.
Activating the table raises it up and folds it back down.
When the van is unpacked from inventory the first time, a guar will apper, who presumably pulls the wagon. He will follow you if you activate him, or stay if you activate again. He can't carry thimgs for you, but he will fight though he's not so good at it. If he's killed, he will be replaced the next time you pack and unpack the van.
To find the wagon, check latest rumors in Balmora (once youy're past the Solstheim BS). and check your journal.
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2. Requirements
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Morrowind, Tribunal, Bloodmoon are required.
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3. INSTALLING THE PLUGIN
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Extract the contents of the zip to your data files folder.
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4. PLAYING THE PLUGIN
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From the Morrowind Launcher, select Data Files and check the box next to the "Gypsy Van.esp"
(name of mod.esp)
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5. SAVE GAMES
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There should be no effect on saved games, though you may want to load the game, save, then exit Morrowind and reload just to be safe.
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6. CONFLICTS / KNOWN ERRORS
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No known conflicts with other mods. This mod has had some beta-testing, but not extensively. One tester reported CTD on unpacking the van from inventory. I was able to replicate this event after some fifty attempts, then I made some changes and have been unable to cause a CTD since then, even when unpacking the van atop a wall at Fort Moonmoth.
You may occasionally become stuck in graphics on exiting the van, opening the console and typing "fixme" generally solves that, or alternatively, you can simply activate the van, pack it up and then unpack it.
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7. CREDITS / PERMISSIONS RECEIVED
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Kagz deserves the credit for the exterior wagon.He did it all. except the step, tapestry placement, and side barrels.He released the wagon as a resource, so I presume permissions are open, but it would no doubt be nice if you contacted him before using it. he can be reached by PM at Wolflore.
Neildarkstar then took that exterior, turned it inside out, and made the interior.
Scripting was done by Neildarkstar with assistance on some of it by Stuporstar back when "Scout's Refuge" was made. The script that exits the PC from the van was modified and made from an earlier script, but I don't know who originally wrote it.
Anything I made such as scripts and the interior shell may be used as you see fit. I'd like to hear from you, but it's not necessary to contact me before use.
Kagz and DARoot assisted with testing, Thanks guys!
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8. CONTACT AND INFORMATION
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Contact me at neildarkast@yahoo.com
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9. LEGAL STUFF/ DISCLAIMER
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I did not shoot the deputy. If your computer develops bad habits like smoking, drinking, telling lies, or loses its sanity, I didn't do it. Anything else that may go wrong is no doubt the fault of gremlins. This mod is provided as is, and I claim no responsibility or liability for any damage or discomfort that is the result of its use.
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10. ANYTHING ELSE
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*SPOILER*
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To find the wagon, from Balmora go towards Pelagiad, pass Fort Moonmoth and turn right. Follow it South until it dead-ends (do not take the left turn towards Pelagiad as you normally would).
Some Screenies:
EDIT:
It's come to my attention that the storage chest inside the van is not "safe", meaning items may be lost after 72 hours of game play. I've made this patch which should fix that, but since containers are notoriously undependable in Morrowind, try it with unimportant items first to be sure.
Just extract and copy (or drag & drop) the patch into your data files folder. If asked to allow overwrite, select "yes". It should not effect savegames, but to be safe, load the game after adding the patch, and while not inside the van, immediately save and exit the game.