[Re-Relz] Darknut's Greater Dwemer Ruins/ Great House Dagoth

Post » Fri May 27, 2011 9:12 pm

Ok everyone- Darknut and I have sorted out the problems concerning this patch, and it’s finally ready for downloading. I apologize for the initial problems, and also for the long wait- I was in Hawaii for 2 weeks and could not upload this until I returned. Fortunately, the time that this mod was down allowed me to correct a sizeable amount of errors, as well as add in new features ( The player can now side with vivec as a heartwight- as added with GHD- but if/when the player does, he/she will be able to receive the GDR ending as well).

Additionally, both .esps included in this mod are NOM/ NOM GDR compatible, although nothing that might really assist the player with NOM was added.

From the readme:

3.What this does:This mod patches TheMadGod's Great House Dagoth for use with DarkNut'sGreater Dwemer Ruins. Now, Darknut's GDR can be the ultimate dungeon, orthe ultimate guild hall!I have done more than simply make the 2 mods compatible, as that wouldbe dull, at best. I have given meaning and reason to Darknut's workeven should you choose to side with Dagoth Ur.I did my best to make the 2 mods enjoyable with one another, and,of Corse, with no harm to either of the 2 mods. You can still playthrough Darknut's mod with this, but do be warned that there is aninevitable point in time where playing through darknut's original modwill no longer be entirely possible, due to how Great House Dagothfunctions.This mod can also be considered a patch in the respects that, it is notonly a compatibility patch, but a patch of the other 2 mods themselvesas well. But know that I patched only what was obviously erroneous, suchas a right eval error in one of DN's scripts, and that annoying daedric_pauldron_eight misspelling in GHD.________________________________________________________________________4.New Features:-Completely Redid the ashvampire scripts- optimized for GHD.Now, Dagoth Ur's power will be sapped only while his heartwights are inresurrection, which is a week in game time. When they return, Dagoth Ur's power returns as well.-No more 'ask dagoth for new tasks' on every quest. Now, dagoth ur maycall upon you to perform a task.-Added 2 Completely new quests; changed the way 4 other quests function;added instructions for the Hall of Passage if you can find it.-Added 2 easter eggs, if you can find them! Alternatively, you couldjust open the provided music subfolder and spoil the surprise.________________________________________________________________________5.Misc:In adding the new features, I did my best to make 'seamless' the newquests, changed quests and etc. I believe I have done my job in that,if someone who had never played through the Great House Dagoth modbefore, and for the first time played it with my patch enabled,that person would not know where the original Great House Dagoth modends, and where mine takes over. Weather it be through the new dialogue,or just about any other feature of my mod.This mod has been checked and cleaned by TESCS& TESPCD. It is GMST free.Known Conflicts, bugs, etc-One. This mod will change all 'furn_6th_ashstatue' meshes into theinvisible editorMarker.nif. Normally, this may not be problematic, as GHD already replaces all furn_6th_ashstatue's with the scriptedSixth house alters. This was done as I have no other way of removing thestatic ashalters placed by GDR- save for editing the GDR .esp itself.Also, on rare occasions when starting morrowind it may report an errorin script DN_lava_window. This is normal- there is no error. I don't know why is does that.________________________________________________________________________6.Change Log:V1.0-Initial release. Removed by DarkNut's request.V1.1-Fixed error in a dagoth ur astral script; corrected OV dagoth heartvoices; corrected lore Inconsistencies; Bugfix, major update- player cannow get GDR ending via betrayal in GHD. RE-UP'ED!________________________________________________________________________7.Credits, permissions:Thanks to DarkNut, for an awesome GDR mod, and for allowing me to createthis mod, and thanks to TheMadGod, for the one mod I can't live without!Thanks to everyone on the Official forums, and the rest of the Morrowindcommunity.And thanks to Bethesda, for making this possible. As much as I hate ontheir cliffracers and slaughterfisies, thanks for the console! :)You have my permission to distribute this mod freely, however pleasedo not alter this esp and then release it changed. That will causeconfusion.A bigger question than wanting my permission would be the permissions ofDarknut and TheMadGod. Nothing in these esps is mine, save for thewritten dialogue and the scripts that I made. Those, you are completelyfree to use and redistribute, as long as it is in the form of anotheresp. I specifically revoke my right to credit in this mod. Although thisparticular patch is 100% made by me, you are free to plagiarize withoutcrediting me, as I know how difficult tracing back a bunch of differentauthors can be. So have fun!


Download Links:

Elricm: http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4319
2010/1/4: ElricM link still working!
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Gemma Archer
 
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Post » Sat May 28, 2011 9:29 am

"This mod will change all 'furn_6th_ashstatue' meshes into the
invisible editorMarker.nif."

'scuse my ignorance but what does this mean? Does it mean big neon exclamation marks or will the ash statues still look the same?
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LuCY sCoTT
 
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Post » Sat May 28, 2011 8:19 am

It means that if you use another mod that adds the static ashalters with that id, they will be invisible. The only real drawback there is a visual disfiguration, but all of the scripted GHD ashalters placed by the GHD file (~or another esp) will remain.

Oh, and no- no big exclamation marks!
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Becky Palmer
 
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Post » Sat May 28, 2011 3:36 am

Phew... in that case many thanks Moonandstar. :)
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D IV
 
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Post » Fri May 27, 2011 8:54 pm

Just givin this a bump. Hosted on elricm now.
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anna ley
 
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Post » Fri May 27, 2011 10:07 pm

Thanks!

I loved these two mods, even in GDR's buggier state! Now we can enjoy them together. :goodjob:

By the way, anyone seen Darknut lately??? Last I remember, he was working on Sheogorath's realm with PL...?
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courtnay
 
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Post » Sat May 28, 2011 8:48 am

Well it says he has'nt posted since the 21'st of march, but he was on yesterday.
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Beat freak
 
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Post » Sat May 28, 2011 5:31 am

Hmmm...I'll have to hunt him down to make sure he's working on the other ruins.

:P
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Bethany Watkin
 
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Post » Sat May 28, 2011 6:30 am

"You can still playthrough Darknut's mod with this, but do be warned that there is an inevitable point in time where playing through darknut's original mod will no longer be entirely possible, due to how Great House Dagoth functions."

Can you clarify this?

Will this mod change how GDR plays out if I'm fighting against Dagoth Ur as compared to running GDR without this patch?


Thanks
-KWM
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Mr.Broom30
 
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Post » Sat May 28, 2011 4:58 am

No. If you run my patch and coose only to fight dagoth ur, you should not even notice it.

"You can still playthrough Darknut's mod with this, but do be warned that there is an inevitable point in time where playing through darknut's original mod will no longer be entirely possible, due to how Great House Dagoth functions."

All this means is that once you get corprus, your locked in to the GHD method (assuming you dont get it cured at tel fyr)- the only way to fight dagoth ur is via betrayal- it is possible to get the GDR dagoth fight via betrayal with my patch.
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krystal sowten
 
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Post » Sat May 28, 2011 2:30 am

K thanks!

:D
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Louise Andrew
 
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Post » Sat May 28, 2011 8:59 am

It doesn't surprise me that the word "muffinwind" is found in this mod's music files... I can't wait to see (or is it hear?) how these are used in the game! I really do need to give this mod (GDR + GHD) a try, but I keep getting distracted by other quest mods (mainly Muffinwind) whenever I play. Some day I will experience this joy! ;^)

Thank you Moonandstar, Darknut, and TheMadGod.
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emma sweeney
 
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Post » Sat May 28, 2011 9:19 am

It doesn't surprise me that the word "muffinwind" is found in this mod's music files... I can't wait to see (or is it hear?) how these are used in the game! I really do need to give this mod (GDR + GHD) a try, but I keep getting distracted by other quest mods (mainly Muffinwind) whenever I play. Some day I will experience this joy! ;^)

Thank you Moonandstar, Darknut, and TheMadGod.


Hahaha!
I could'nt resist naming it that! And yes, they are sound files, but they are both hidden, and not very apparent.

Thanks for the feedback!
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Eoh
 
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Post » Fri May 27, 2011 8:44 pm

First and foremost, I want to thank you for letting me be able to play 2 of my favorite mods together. :) Also want to thank Darknut and MadGod for their respective mods. :)

Also I would like to add that I've played GHD before, and am aware of some of the bugs contain within the mod. But I've encountered 3 errors with the patch:

1) After my first transformation I am still attacked by the Sixth House. Although I found out if you transform indoors, the Sixth House won't attack you.

2) After I speak to Dagoth Ur and he teaches me to control the disease. After the transformation into an Ash Slave, everytime I try to sleep, it only lets me sleep for one hour and drains my fatigue, To the point that I can't move at all.

3) Once I save and reload I get a message saying that the script for the Ash Statue is broken, thus everytime I use the statue I don't get the option to speak to Dagoth Ur, I just pick it up.

Anyway just wanted to list some of the problems I've ran into with the patch. Once again congratulations on the patch, I hope your able to repair the above bugs. :)

Take Care!
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Susan
 
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Post » Sat May 28, 2011 6:07 am

3) Once I save and reload I get a message saying that the script for the Ash Statue is broken, thus everytime I use the statue I don't get the option to speak to Dagoth Ur, I just pick it up.

Are you using LGNPC Pax Redoran? It adds a script to the ash statues so it will conflict with Great House Dagoth. I don't know if that's the problem though...
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Penny Flame
 
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Post » Fri May 27, 2011 9:22 pm

Are you using LGNPC Pax Redoran? It adds a script to the ash statues so it will conflict with Great House Dagoth. I don't know if that's the problem though...


Bingo, there's my problem. I figured it had something to do with one those LGNPC mods. In fact if I remember correctly GHD always had problems with specific mods. I will restart a new game, I'll post again if I run into any other problems.

Thanks for the help. :)
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Chris BEvan
 
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Post » Sat May 28, 2011 5:22 am

First and foremost, I want to thank you for letting me be able to play 2 of my favorite mods together. :) Also want to thank Darknut and MadGod for their respective mods. :)

Also I would like to add that I've played GHD before, and am aware of some of the bugs contain within the mod. But I've encountered 3 errors with the patch:

1) After my first transformation I am still attacked by the Sixth House. Although I found out if you transform indoors, the Sixth House won't attack you.

2) After I speak to Dagoth Ur and he teaches me to control the disease. After the transformation into an Ash Slave, everytime I try to sleep, it only lets me sleep for one hour and drains my fatigue, To the point that I can't move at all.

3) Once I save and reload I get a message saying that the script for the Ash Statue is broken, thus everytime I use the statue I don't get the option to speak to Dagoth Ur, I just pick it up.

Anyway just wanted to list some of the problems I've ran into with the patch. Once again congratulations on the patch, I hope your able to repair the above bugs. :)

Take Care!


Having beta tested this and used this mod with a new game i recently 'finished', i can safly say i agree with the first problem. Although i made a similar-but-modifed esp for myself (added compatability for MCA and minions of house dagoth), i too have had problems with NPCs/ creatures attacking me that should not be. Sorry if your having the same problem too- I'm onto it, but alas i can't seem to figure it out- the script calmcorprus, which is suposed to make them non hostile (sets fight to 10), although it is firing correctly, its not working on certain characters. For now, just use the console to stopcombat and setfight 0.
By the way, which creatures are attcking you? All of the vanilla ash creatures, or are they possibly added by a mod? Also, transforming outside may be an issue. Donno for sure, but i have heard that many things are better done in interior cells than exteriors (i.e. saving)- perhaps thats a game error if they are the vanilla sixth house creatures.

As for error number 2, that sounds very nearly like a GHD issue- i've reviewed many- if not all of the GHD scripts, and i have found effects as such in them- but in your case they don't seem to be getting removed.... I'll look it over and see if the problem could be my mod, but i doubt it, as i did'nt touch the transformation scripts.

Again thanks for the feedback- it will help make this a better mod!
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Tania Bunic
 
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Post » Sat May 28, 2011 6:43 am

Having beta tested this and used this mod with a new game i recently 'finished', i can safly say i agree with the first problem. Although i made a similar-but-modifed esp for myself (added compatability for MCA and minions of house dagoth), i too have had problems with NPCs/ creatures attacking me that should not be. Sorry if your having the same problem too- I'm onto it, but alas i can't seem to figure it out- the script calmcorprus, which is suposed to make them non hostile (sets fight to 10), although it is firing correctly, its not working on certain characters. For now, just use the console to stopcombat and setfight 0.
By the way, which creatures are attcking you? All of the vanilla ash creatures, or are they possibly added by a mod? Also, transforming outside may be an issue. Donno for sure, but i have heard that many things are better done in interior cells than exteriors (i.e. saving)- perhaps thats a game error if they are the vanilla sixth house creatures.

As for error number 2, that sounds very nearly like a GHD issue- i've reviewed many- if not all of the GHD scripts, and i have found effects as such in them- but in your case they don't seem to be getting removed.... I'll look it over and see if the problem could be my mod, but i doubt it, as i did'nt touch the transformation scripts.

Again thanks for the feedback- it will help make this a better mod!


Thanks for your reply MoonandStar.

As for the Sixth House creatures, they are from vanilla morrowind. Also I can confirm that transforming indoors will fire the script correctly, because I have tested it on two seperate occasions. So the creatures won't attack if you transform indoors.

As for the second problem I just type in the console, Player-> setfatigue and whatever is my current fatigue maximum. That fixes the problem with low fatigue.

I currently started a new game with only a few select non dialogue heavy mods, I will let you know how it turns it out. :)

Once again thanks for your reply and hardwork. :)

Take Care!
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Gisela Amaya
 
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Post » Sat May 28, 2011 2:57 am

Ok, I have finally tested the patch and it does work as advertised. The Great House Dagoth mod, does not work nice with dialogue heavy mods (ie. LGNPC, Give your orders, or Dracandos Voice mod).

I restarted the mod without the heavy dialogue mods I posted and it worked fine. The problems I posted before did not come up this time around.

So in closing the patch works.

Take Care!
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SaVino GοΜ
 
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Post » Sat May 28, 2011 3:58 am

First...don't hit me for posting in what might be considered an "older" thread. I couldn't see making an entirely new thread just for my comment about this patch.

Anyway, since Talyn82 - another fan of the GHD mod - has reported that the patch works, I've decided to give this a try. I was just looking through the files of both the path and the GDR and I want to give Moonandstar a HUGE thank you for making a version that keeps Dagoth Ur's orginal voice. I just listened to the sound files for GDR and (and I mean no offense whatsoever to that voice's creators) I shuddered and thought, "Oh no no no...that is NOT Aeronwen's Voryn".

I'm going to add GDR and the patch to my game this afternoon even though it's still quite a while before my character climbs Red Mountain to meet her fate (or doom as I'm sure some would say ;) ).
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Teghan Harris
 
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Post » Fri May 27, 2011 6:39 pm

Seems the download link is not working, any other sources?
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sharon
 
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Post » Sat May 28, 2011 1:36 am

I've got it, here you go:
http://rapidshare.com/files/357204691/Patch-GDR_GHD.rar.html
Good for 10 downloads.
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c.o.s.m.o
 
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Post » Sat May 28, 2011 9:41 am

I've got it, here you go:
http://rapidshare.com/files/357204691/Patch-GDR_GHD.rar.html
Good for 10 downloads.

Thanks a million :)
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Katie Pollard
 
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Post » Fri May 27, 2011 7:27 pm

Glad to see people are still interested in this.

By the way, the elricm link worked fine for me..... ??
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Dj Matty P
 
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Post » Sat May 28, 2011 10:30 am

Unfortunately, ElricM has been pretty unstable for quite a long time now. The webmaster recently posted a thread here saying that it's all sorted out and should be fine, but everything's always fine til it breaks. Here's hoping the site's luck turns around!

But honestly, if I really cared about my work being available for others to download at their convenience, I would definitely choose to upload my work to PES or TESNexus in addition to ElricM.
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Courtney Foren
 
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