About this mod Adds a portable house to the game. No special steps to acquire, a spell to access the home is added by the mod. Has various convenience features, see detailed description for a full list. Requirements DLC requirements DLC name Bloodmoon Tribunal Permissions and credits Credits and distribution permission Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources

Upload permission You can upload this file to other sites but you must credit me as the creator of the file

Modification permission You must get permission from me before you are allowed to modify my files to improve it

Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file

Asset use permission You must get permission from me before you are allowed to use any of the assets in this file

Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms

Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets Author notes This author has not provided any additional notes regarding file permissions File credits This author has not credited anyone else in this file Donation Points system This mod is not opted-in to receive Donation Points Changelogs Version 2.5.2 Version 2.5.2 -- Minor bugfix release. -- Several scripts have been optimized. -- Instances of 'Vvardenfel' changed to 'Vvardenfell" -- Other minor text edits.

Version 2.5.1 Version 2.5.1



-- Added a missing model to the zip file.



-- Fixed a slightly mis-aligned cabinet piece in YAPHM, Main Room.



Thanks to Abiel on Discord for pointing out these oversights.

Version 2.5.0 -- Various Tileset changes in the house to fix visual glitches and improve framerate.



-- Tweaks to layout to open up the floor plan of the home and minimize wasted space.



-- Various statics added for decorative purposes.



-- Eliminated overly long 'hallways' in several areas of the house.



-- Improvements to lighting within the home. Tweaked height and radius of most light sources.



-- Scones and Floor Lamps changed from '3' candle to '1' candle versions.



-- All furniture and containers in the home has been changed from "Dunmer Poor/Commmon" to a



mix of "Dwemer" and "Imperial Rich Common". Overall, the home has a more unified look.



-- Tweaks to container placement, a variety of containers added in each cell.



-- Capacity values on various containers altered to be more in line with container model + appearance.



-- A bug with the interaction of the Sorting containers and the "Music Box" has been fixed.



-- Sorting containers are now activated simply by sneaking while activating the sorter functionality.



-- The 'MessageBox' choice dialogue has been removed from these items.



-- The "Music Box" has been moved to the left side of the entry door.



-- Scripted containers have been changed to utilize "Dwemer" container models.



-- The "Potion Sorters" have been moved underneath the "Ingredient Sorter" to make room for a work space.



-- The "Lockable Chest" has been moved to the lower floor of the home, underneath the "Scroll Sorter".



-- "Stove Door" renamed to "Oven Door" to match the "Dwemer Oven" activator name.



-- Checks added to the "Entry Spell" scripting to prevent access to the home while in certain cells.



-- Rewrite of "YAPHM for the Uninitiated" to reflect changes to the home.

Version 2.0.1 Version 2.0.1



-- Added two "Inviso Wall" entities to "YAPHM, Trophy Room" to prevent players getting stuck between containers.

Version 2.0 Version 2.0



-- A Major overhaul of the entire home. Cell layout, container placement, scripts, etc. etc. have all been changed.



-- Changed "AA1_YAPHM_TL_Script" from a "Local" script into a "Global" script. Users have reported that, in previous versions of the home, the light-source object used for the local version of the script could disappear in some instances, which would prevent entering the home except through the use of the console. This should no longer be an issue with this change.



-- Added lower floor with additional shelves, moved sorters to a portion of this new floor.



-- the "Dwemer Music Box" has been moved into a portion of this new area, as well.



-- Overhauled "YAPHM, Bedroom" cell to better fit new home floor plan.



-- Added new "YAPHM, Trophy Room" cell. This is a simple display cell with a few tables and shelves for storing and showing off items.



-- Doubled capacity on existing containers, added various new containers throughout home.



-- Rewrote "sorter" scripts to allow normal access to sorter containers. Sorter functionality is now available by sneaking and activating sorters.



-- Please note, "scroll sorter" will no longer sort ALMSIVI and Divine Intervention scrolls. this change was to make room for improved functionality scripting for this sorter.



-- The "Lockable Chest" has been moved to "YAPHM, Trophy Room"



-- Changed "Shrine to Sanguine" into "Tome of Curative Spells" and moved it nearer to where the Player teleports into the home as a convenience measure, and to improve role-play opportunities for players.



-- Slightly rewrote "YAPHM for the Uninitiated" to reflect changes to the home.

Version 1.4 -- Soul Gem Sorter reworked into a standard container, as the script was causing issues. Thanks to "Zander_the_one" for catching this bug.

Version 1.3 Version 1.3



-- Replaced two statics in "YAPHM, Bedroom" with containers.



-- Changed model on "AA1_YAPHM_SCROLLSORT" to flattened model.



-- Changes to container IDs to be consistent with others in mod.



-- Minor dialogue tweaking on transport NPCs for better readability.



-- Added a fix/workaround for an issue that could prevent entry to the home.



-- Removed "Screen Shots" from archive. Added way too much bulk to download.

Version 1.2 Version 1.2



-- Added Travel NPC Functionality to "YAPHM's Spell of Entry" as well as

the Exit Door script, with relevant added scripting and dialogue entries.



-- Moved "Lockable Chest" to near the Exit Door. This gives overburdened

Player characters an easy place to store items so they can then move.



-- Added a bench near the Exit Door.



-- Changed the Alchemy Sorter container to not be flagged as "organic".



-- Added two potted plant statics to "YAPHM, Main Room" near the door to

"YAPHM, Bedroom"



-- Changed assigned meshes on several statics and containers to utilize

Melchior Dahrk's new "DE_P Flat" resource. New meshes are included

in this archive

Version 1.1 Version 1.1



-- Added "Redware Lamp" to "YAPHM, Bedroom."



-- Reduced lock level on Lockable Chest to 5.



-- Fixes for small grammatical and spelling errors.



-- Changed ID of Lockpick & Probe Storage container.



-- Renamed "Shrine of YAPHM" to "Shrine of Sanguine".



-- Entry spell now has less particle and spell effects.



-- Changes to mod lore. Should fit into the game world better now.



-- Removed two chandeliers in bedroom and replaced with wall scones.



-- Renamed "Lockpick & Probe Storage" to "Lockpick, Probe, & Key Storage"

Version 1.0 Initial release version. Yay!



YAPHM Features:





** Scripted Entry and Exit:



Casting the entry spell gives you the choice to teleport into the home or not, either by script or Travel NPC (for use with companions).



To exit the home, use the special "Exit Door" and you will be sent back to wherever you entered the home.



You can also sneak while activating the Exit Door. This opens a menu where you can teleport to Seyda Neen (If you get stuck in the house).



The player can also access a set of Travel NPCs the same way. They let you teleport to several places:



Ald-ruhn, Balmora, Sadrith Mora, Vivec, Mournhold, the docks of Fort Frostmoth, and finally Raven Rock.



Please note, entry and exit of the home use the "Mark" and "Recall" spell effects.



Entering the home will over-write any Mark you have set.



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** Alchemical Ingredient Sorter:



This will sort Morrowind, Tribunal, and Bloodmoon ingredients.



The Sorter is a Dwemer desk, located in the "YAPHM, Main Room" cell.



To use, have your character sneak, then open the desk.



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** Scroll Sorter:



This will sort nearly any spell scroll in the game.



It's a small end-table next to the Alchemy Sorter desk.



To use, have your character sneak, then open the table.



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** Potion Sorters:



There are two chests on the floor under the Ingredient Sorter.



They are labeled "Potion sorter: A through J" and "Potion Sorter: L through W".



These chests will sort most potions based on their effect.



(These chests will not sort spoiled potions, alcohols, or quest related potions.)



To use, have your character sneak, then open the chest..



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(Note: Sorter containers are scripted. You have to use the script functions to add items to them, it can't be done manually.)



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** Alchemy Desorter(s):



A tray next to the Alchemy Sorter has several scrolls on it.



These act as a handy way to get ingredients out of storage that are used to make these potions:



-- Restore Health



-- Restore Fatigue



-- Cure Common Disease



-- Restore Magicka



-- Feather



-- Levitation



-- Water Breathing



-- Fire shield



-- Fortify Strength



-- Invisibility



The scripts used take your Alchemy skill into account.



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** Music Box:



This is next to the door where you enter the home. Activate it while sneaking, and a script will run which allows you to select an .mp3 to play in-game.



Included with the mod is a set of small music files for testing purposes. These are meant to be replaced with the .mp3 files of your choosing.



To add your own music, rename your .mp3 files to the same file names as the provided music files, and put them in the "Music/YAPHM"' folder.



Note: Don't change the "Cancel.mp3" file. If you do change it, overwrite it with the copy of "Cancel.mp3" found in the zip file.



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** Locking Chest:



A small chest which can be locked by activating it while sneaking.



Use it to store items or to train your lock picking.



Oh, there's not a key to it, so you'll need to pick it open or use a spell.



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** Tome of Curative Spells:



This special book is pretty much an "Imperial Cult" or "Tribunal Temple" shrine.



It lets you cure diseases and poisons. You can also use to to restore your attributes. It costs a lot to use though.



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** Dwemer Oven:



A Necessities of Morrowind compatible Dwemer Oven. For flavor, the door is scripted to allow opening and closing.



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** Ample Storage:



About 11000 units, not including the infinite capacity of the various Sorters.