[RELz] Darknut's Greater Dwemer Ruins

Post » Fri May 27, 2011 11:12 am

DNGDR should be loaded before NOM, in fact NOM should prob be last on the load list.


Thanks Darknut, you are a lifesaver! :D

Except for certain NoM fixes for another Mods and No-Glo and Mashed Lists, I dont put anything after it.

Thanks again. ;)
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Alexis Estrada
 
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Post » Fri May 27, 2011 11:51 am

What does NoM stands for?
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Melly Angelic
 
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Post » Fri May 27, 2011 11:30 pm

NoM stands for Necessities of Morrowind
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Clea Jamerson
 
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Post » Fri May 27, 2011 11:40 am

Random Question - Does GDR change the temple quests to gather relics from the Dagoth Ur facility and other crater citadels? As in would I have to finish main quest to be able to complete those temple quests.
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how solid
 
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Post » Fri May 27, 2011 10:20 am

I have a question
I'm about to embark on the last step of this mode
Dagoth ur here I come!, love the mod, just wish there were more epicness in the rest of morrowind.

but I'm wondering if thre will be any problems with the save later if I use to remove the mod after I have completed it, will the game still recognize that I have finished the main quest and will there be any problems with sunder/keening?

just hoping that it won't revert totally so I could get duplicates and defeat ur again, that would be crazy weird


I don't think there would be a problem with removing the mod after you finish because fundamentally the same things happen with the mod & without .... but why would you need to?

FYI ...there might possibly be a "after main quest" mod in the not so distant future that might involve the DNGDR version of a certain ruin ... if anybody ask you didn't hear it from me. :P


One last question--

Spoiler
Was there any way to get past the molten rock after Sunder besides having high speed and athletics? I'm afraid I had to cheat my way out of there too. :(


No

Random Question - Does GDR change the temple quests to gather relics from the Dagoth Ur facility and other crater citadels?


No other than it might be harder to get to where you need to go.
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Abi Emily
 
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Post » Fri May 27, 2011 10:52 am

Good Morning campers!

The list of things I wanted to do with DNGDR is pretty long & I got most of it to work as I wanted but there were a few things that didn't make it.

Either because I couldn't figure out how to do it or in a couple of cases "time factor" I spent a ridiculous amount of time on this as it was ( My wife called it an obsession ..which is prob true) so I finally called it good without adding them.

Well, last night I figured out how to script one of the things I couldn't figure before ..... I'm pretty pumped..... Woo Hoo!


I'm also redoing the NOM version to be a "add on" esp instead of a different ESP altogether like it is now.



Later
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NeverStopThe
 
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Post » Sat May 28, 2011 1:25 am

Good Morning campers!

The list of things I wanted to do with DNGDR is pretty long & I got most of it to work as I wanted but there were a few things that didn't make it.

Well, last night I figured out how to script one of the things I could figure before ..... I'm pretty pumped..... Woo Hoo!
I'm also redoing the MOM version to be a "add on" esp instead of a different ESP altogether like it is now.
Later



Woot!!! I'm just as pumped that you figured whatever it is out. Your mod kicks a$$. Can't wait to see what you've dreamed up in the next version.
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Anne marie
 
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Post » Fri May 27, 2011 2:26 pm

On this updated version I might release my personal version that has a little different ending ... Its not easy like it is now. :evil:
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Elisabete Gaspar
 
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Post » Sat May 28, 2011 2:06 am

On this updated version I might release my personal version that has a little different ending ... Its not easy like it is now. :evil:

More difficult? No more trapping Ur in that small room? :P
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amhain
 
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Post » Fri May 27, 2011 8:39 pm

Just finished playing this last night. It's simply incredible -- the best dungeon crawl I've ever experienced in an Elder Scrolls game! The puzzles are tough but fair, the mazes are ingenious, and the architecture is nothing short of incredible. And the final battle was so much better than Bethesda's version: pure adrenaline from start to finish.

(Like most battles it was made a bit easy by the good old Amulet of Shadows, though. :) Dagoth-Ur could still see me even at 80% chameleon, but none of the other baddies could. I'd have died a lot more if I'd had to fight everyone!)

I have only two criticisms. One (which you've heard before, and I realise you disagree) is that some of the traps were a little unfair. Simply being killed instantly for touching the wrong thing isn't much fun. The traps I enjoyed were the ones where I had a chance to save myself -- leaping back as steam burst from a pipe, diving for safety from a collapsing floor, quaffing a slowfall potion to save myself from an unexpected fall -- that kind of scenario is exciting to play even if you don't quite make it in time, and I loved it. One of my favourite moments was
Spoiler
the big rotating crushy thing that you have to run underneath
-- the first time I got to that bit I made it safely past the obstacle and promptly fell through a hole in the floor that I hadn't spotted! That was funny and fair. On the other hand, things like
Spoiler
doors that drop you into lava with levitation disabled
weren't such fun. Maybe if there'd been
Spoiler
a broken ladder I could try to grab as I fell
or something...?

The other criticism is much more minor. The first lift I got to (in Vemynal, I think?), the buttons did nothing at all when I pressed them, and for a while I thought the script might be broken or something. Elsewhere in the mod, there's usually a message like "Nothing happens" or whatever to hint to the player that the reason the button isn't working is that they have to solve a puzzle. I don't think it would really be too much handholding to have something like that! :)
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Andrew Tarango
 
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Post » Fri May 27, 2011 10:54 am

Just finished playing this last night. It's simply incredible -- the best dungeon crawl I've ever experienced in an Elder Scrolls game! The puzzles are tough but fair, the mazes are ingenious, and the architecture is nothing short of incredible. And the final battle was so much better than Bethesda's version: pure adrenaline from start to finish.

(Like most battles it was made a bit easy by the good old Amulet of Shadows, though. :) Dagoth-Ur could still see me even at 80% chameleon, but none of the other baddies could. I'd have died a lot more if I'd had to fight everyone!)

I have only two criticisms. One (which you've heard before, and I realise you disagree) is that some of the traps were a little unfair. Simply being killed instantly for touching the wrong thing isn't much fun. The traps I enjoyed were the ones where I had a chance to save myself -- leaping back as steam burst from a pipe, diving for safety from a collapsing floor, quaffing a slowfall potion to save myself from an unexpected fall -- that kind of scenario is exciting to play even if you don't quite make it in time, and I loved it. One of my favourite moments was
Spoiler
the big rotating crushy thing that you have to run underneath
-- the first time I got to that bit I made it safely past the obstacle and promptly fell through a hole in the floor that I hadn't spotted! That was funny and fair. On the other hand, things like
Spoiler
doors that drop you into lava with levitation disabled
weren't such fun. Maybe if there'd been
Spoiler
a broken ladder I could try to grab as I fell
or something...?

The other criticism is much more minor. The first lift I got to (in Vemynal, I think?), the buttons did nothing at all when I pressed them, and for a while I thought the script might be broken or something. Elsewhere in the mod, there's usually a message like "Nothing happens" or whatever to hint to the player that the reason the button isn't working is that they have to solve a puzzle. I don't think it would really be too much handholding to have something like that! :)


First Thanks for the props ..I'm glad you liked it

As far as the traps, your right I disagree with you, if you react fast enough there is a way past most of them & the few that are instant death are very realistic IMHO because your in a decaying ruin after all.

Spoiler
The one you mention specifically ... if you look there is a ladder


I admit I should prob put a message on the lift button in Vemynal ... you obviously figured it out though & I have to admit its one of my favorite parts of the mod. :P

Did I not leave enough clues ... maybe ... I wanted it to be anything but obvious .... like if you were really in a huge ruin in real life.

I'm tweaking things in the DNGDR update I'm working on now, mostly refining & fixing little things & I doubt if I make any major changes but you never know .... a new trap or puzzle might show up here & there :D
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JaNnatul Naimah
 
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Post » Sat May 28, 2011 1:07 am

I was looking through this and thinking about grabbing it, but if you're tweaking it then I think I'll hold off for now; plus I have a couple mods that add items to Dagoth Ur so I'll have to figure out where I can move them to.
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I’m my own
 
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Post » Fri May 27, 2011 11:36 pm

I'm just trying this out for the first time, and in "Vemynal, Outer Fortress Tower", as I approached a steam centurion, I got the error: "Script Error: EXPRESSION in DNV_Robo_fight". I looked at that script in the CS, and it appears the problem is that there is no declaration for the local variable "doonce". Adding the declaration "short doonce" seems to fix it up.
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joannARRGH
 
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Post » Sat May 28, 2011 1:04 am

Woot! This looks great! Thanks Darknut, this mod looks amazing. I can't wait to see this expanded even more!

Keep up the good work! :goodjob:
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Talitha Kukk
 
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Post » Sat May 28, 2011 12:12 am

I'm just trying this out for the first time, and in "Vemynal, Outer Fortress Tower", as I approached a steam centurion, I got the error: "Script Error: EXPRESSION in DNV_Robo_fight". I looked at that script in the CS, and it appears the problem is that there is no declaration for the local variable "doonce". Adding the declaration "short doonce" seems to fix it up.


yes I'm well aware of this error & It is fixed in the update I'm working on.

Strange thing is only some people ever get the expression error when playing the mod, I myself have never got it & I've tested this mod on 6 computers ...strange
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Avril Churchill
 
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Post » Fri May 27, 2011 11:24 pm

yes I'm well aware of this error & It is fixed in the update I'm working on.

Strange thing is only some people ever get the expression error when playing the mod, I myself have never got it & I've tested this mod on 6 computers ...strange

Thanks, I thought it was strange that the script compiles and seems to run correctly even though there is no declaration, but yet Morrowind still complains about it.

Nice to hear about an update coming. I will look forward to it. I'll risk being forward and ask for a couple things. It would be nice if buttons (like for the lifts) made a little button noise. This is just helpful feedback that it really is functional and not just decoration.

Also, it would be great if there was a compatibility patch for CreaturesX. I like how CreaturesX makes the Dagoths pretty tough, and gives their souls more appropriate values (why in Vanilla does a Dagoth with the form of an Ascended Sleeper have a smaller soul value than a "regular" ascended sleeper? Doesn't seem to make sense). I already started a little patch to do this on the current version, if you are interested. Or maybe you have your own ideas along those lines.
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michael flanigan
 
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Post » Sat May 28, 2011 2:17 am

I do not have a compatibility problem with Creatures and GDR. Of course, I do not have a script problem with the robot either. :shrug:

sieboldii
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TRIsha FEnnesse
 
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Post » Fri May 27, 2011 4:17 pm

I do not have a compatibility problem with Creatures and GDR. Of course, I do not have a script problem with the robot either.


The compatibility issue has to do with GDR needing to load after CreaturesX and resetting some of the parameters of the Dagoths, like Health, SpellPoints, Fatigue and Soul value. I just happen to like the values set by CreaturesX, that's all, so the compatibility patch simply restores those values.

It's possible you will not get the warning about the script problem if you have previously clicked on a "Yes to All" when asked if you want to ignore warnings. Or, it could be something else entirely.
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Alyna
 
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Post » Fri May 27, 2011 5:57 pm

The compatibility issue has to do with GDR needing to load after CreaturesX and resetting some of the parameters of the Dagoths, like Health, SpellPoints, Fatigue and Soul value. I just happen to like the values set by CreaturesX, that's all, so the compatibility patch simply restores those values.

It's possible you will not get the warning about the script problem if you have previously clicked on a "Yes to All" when asked if you want to ignore warnings. Or, it could be something else entirely.


I'm trying to make Creatures & DNGDR as compatible as possible because I use creature Myself .... they're mostly are compatible except for the Dagoths which both mods edit & a few other minor things that really aren't mod breaking.

I thought I would have released the update by now but I'm prob going to have to call it DNGDR version 2 at this point. :rock:
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CxvIII
 
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Post » Fri May 27, 2011 1:57 pm

Here's a few more little things I noticed: the CELLs "Odrosal, Tower" and "Dagoth Ur, Lower East Passage" and "Dagoth Ur, Hall of Passage" have the fog density parameter set to 0.0, which tickles the "fog density bug" on some graphics cards resulting in the cell being rendered as a blank screen. Any non-zero fog density setting will work around this graphics card bug, I usually set it to 0.01. It would be great if you could make sure your interior cells don't use fog density of zero in your mod so people with affected cards won't suddenly be plunged into an inky abyss. Thanks.

Edit: Well I was stuck in "Dagoth Ur, North Passage" trying to get gate "DN_gate_02" open. But then I read an earlier post about reaching through a gate and turning a crank, and that seems to have gotten through that part. But I'm not sure if this is the gate Aldea Donder was referring to in an older post, and whether or not it was kosher to proceed this way?
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Pete Schmitzer
 
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Post » Fri May 27, 2011 3:55 pm

Here's a few more little things I noticed: the CELLs "Odrosal, Tower" and "Dagoth Ur, Lower East Passage" and "Dagoth Ur, Hall of Passage" have the fog density parameter set to 0.0, which tickles the "fog density bug" on some graphics cards resulting in the cell being rendered as a blank screen. Any non-zero fog density setting will work around this graphics card bug, I usually set it to 0.01. It would be great if you could make sure your interior cells don't use fog density of zero in your mod so people with affected cards won't suddenly be plunged into an inky abyss. Thanks.

Edit: Well I was stuck in "Dagoth Ur, North Passage" trying to get gate "DN_gate_02" open. But then I read an earlier post about reaching through a gate and turning a crank, and that seems to have gotten through that part. But I'm not sure if this is the gate Aldea Donder was referring to in an older post, and whether or not it was kosher to proceed this way?


The north passage gate is not the one Aldea Donder was talking about.... the one He "was" talking about has been fixed in the update as I never meant for you to be able to get thru it from the side he was on.

There is a way to open the gate your stuck on .. its just not obvious ... I hope
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Roy Harris
 
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Post » Fri May 27, 2011 11:31 am

I can't figure out the proper procedure to beat Dagoth Ur in Akulakhan's Chamber. Twice I've stabbed the heart of Lorkhan out of existence. The first time I jumped back up to the exit, which was blocked, so I jumped to a hanging scaffolding, saw Dagoth Ur was just standing there, and wouldn't take damage from my destructive spells, then the lava rose to his head and stopped so the only way out of the chamber for me was to use Recall (from MultiMark mod). The second time I found the proper exit and got out and made it back to the Power Facility, but there were no journal updates at all, and I didn't meet Azura anywhere.

I must be doing something totally wrong, but I'm not sure what it is I am supposed to be doing. Are my preconceptions from playing the main quest many times leading me astray? Does Dagoth Ur no longer die in the Akulakhan Chamber?

Can someone give me a hand? Thanks.
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Hot
 
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Post » Fri May 27, 2011 7:44 pm

There is an activator near the entrance that allows you to exit. It is inactive until the heart is destroyed if I remember right.

sieboldii
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Alkira rose Nankivell
 
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Post » Sat May 28, 2011 2:30 am

There is an activator near the entrance that allows you to exit. It is inactive until the heart is destroyed if I remember right.

Well, I did find the exit. But I go out, get all the way back outside to Red Mountain, no Azura, no journal updates.

Edit: removed spoiler.
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jason worrell
 
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Post » Fri May 27, 2011 3:55 pm

Please use spoiler tags when discussing, well, spoilers.
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Project
 
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