[RELz] Darknut's Greater Dwemer Ruins

Post » Fri May 27, 2011 7:37 pm

Well, third time was a charm, I guess. I did pretty much the same thing, but this time on my way out I did get the Azura cutscene and journal updates.
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Fri May 27, 2011 3:29 pm

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.


DU should be mortal after you kill the heart just like in Vanilla MW ... If he is not either you use the console at some point & broke a script (You obliviously did something if you were still alive when the lava stopped... that should be nearly impossible unless you had "god" mode on) or another mod has changed something.



Also You shouldn't be able to teleport out of there & in the updated version I'm trying to make sure that won't be possible.
User avatar
Jesus Lopez
 
Posts: 3508
Joined: Thu Aug 16, 2007 10:16 pm

Post » Fri May 27, 2011 3:41 pm

DU should be mortal after you kill the heart just like in Vanilla MW ... If he is not either you use the console at some point & broke a script (You obliviously did something if you were still alive when the lava stopped

It was just a powerful jump spell. No console or cheating.
User avatar
An Lor
 
Posts: 3439
Joined: Sun Feb 18, 2007 8:46 pm

Post » Sat May 28, 2011 12:45 am

never thought of the jump spell, interesting
User avatar
Katie Louise Ingram
 
Posts: 3437
Joined: Sat Nov 18, 2006 2:10 am

Post » Sat May 28, 2011 12:25 am

never thought of the jump spell, interesting

Ever tried the http://www.uesp.net/wiki/Morrowind:Useful_Enchantments#Jumpsuit? It's fun.
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Fri May 27, 2011 4:10 pm

Ever tried the http://www.uesp.net/wiki/Morrowind:Useful_Enchantments#Jumpsuit? It's fun.


Hey thanks for the link. Very interesting page I never saw before. Great idea actually
User avatar
Cathrine Jack
 
Posts: 3329
Joined: Sat Dec 02, 2006 1:29 am

Post » Fri May 27, 2011 11:14 am

Ever tried the http://www.uesp.net/wiki/Morrowind:Useful_Enchantments#Jumpsuit? It's fun.

Enchant item with Constant Effect restore health 2 or 3 points (Closed Ebony Helm). Enchant item with CE restore fatigue (exquisite robe). Enchant item with CE Water Walking (exquisite ring). Enchant as many items possible with Constant Effect Jump 1 - highest possible number (exquisite belt, ring, amulet, daedric tower shield, pauldrons, etc basically any slots not already taken). Equip the first three items and a few of the jump boosters (see constant effect tip above) and try jumping. Fine tune the jump boost so that the damage from hitting the ground is healed by the restore enchanted item while you're in mid air. As your acrobatics skill goes up (it will very quickly) and impact damage goes down, add successive jump items till you wear the whole set.

Alternatively, you can additionally enchant one item with a constant effect slowfall (even 0 or 1 magnitude will do), which will remove all damage from the jumps and allow you to wear the whole set from the beginning

:facepalm:
User avatar
courtnay
 
Posts: 3412
Joined: Sun Nov 05, 2006 8:49 pm

Post » Fri May 27, 2011 3:51 pm

*Slight spoiler alert*

I'm having GDR installed for the first time and am doing the Tribunal http://www.uesp.net/wiki/Morrowind:Crosier_of_St._Llothis_the_Pious quest, which is the first time I've entered Dagoth Ur. The problem is that I don't know how to do the quest with GDR installed. If I understand it correctly, GDR removes the vanilla way to enter Dagoth Ur? I can't find the pipe that opens the door anyway, so I guessed I should go through the entrances in the towers high above instead? But now I've done everything I can in both the south and the north tower entrances - but I still don't understand how to continue the quest?

Sorry if this has been answered previously in the thread, but I'd like to avoid spoilers so I haven't read through it.
User avatar
Ana Torrecilla Cabeza
 
Posts: 3427
Joined: Wed Jun 28, 2006 6:15 pm

Post » Fri May 27, 2011 6:07 pm

Campers.... PM Me if you need a clue that way no Spoiler problems.
User avatar
Chris Cross Cabaret Man
 
Posts: 3301
Joined: Tue Jun 19, 2007 11:33 pm

Post » Sat May 28, 2011 12:22 am

If I use this with Minions of house Dagoth, will they conflict?
User avatar
Avril Louise
 
Posts: 3408
Joined: Thu Jun 15, 2006 10:37 pm

Post » Fri May 27, 2011 5:48 pm

If I use this with Minions of house Dagoth, will they conflict?


I don't see why they would conflict.
User avatar
sarah simon-rogaume
 
Posts: 3383
Joined: Thu Mar 15, 2007 4:41 am

Post » Fri May 27, 2011 8:58 pm

I believe that the mod adds creatures to the ruins. I don't know if this would cause a problem or not. Did you edit cells or add cells in this mod?
User avatar
Kelly Osbourne Kelly
 
Posts: 3426
Joined: Sun Nov 05, 2006 6:56 pm

Post » Fri May 27, 2011 5:55 pm

i have Instant Hero 3000, and when it adds keening and sunder to my inventory, i remove them, and i dont get the journal entry saying i found it, is that still breaking the mod? or is there a way to do this beyond the mq, or is the potion and my method fine?
Also, i have seen things like cylinders with a ? as their name, i click on it as to activate it to see where ti goes, but i go nowhere, what am i doing wrong?
User avatar
Avril Louise
 
Posts: 3408
Joined: Thu Jun 15, 2006 10:37 pm

Post » Fri May 27, 2011 5:41 pm

i have Instant Hero 3000, and when it adds keening and sunder to my inventory, i remove them, and i dont get the journal entry saying i found it, is that still breaking the mod? or is there a way to do this beyond the mq, or is the potion and my method fine?
Also, i have seen things like cylinders with a ? as their name, i click on it as to activate it to see where ti goes, but i go nowhere, what am i doing wrong?


Not all of the cylinders are active.

sieboldii
User avatar
rae.x
 
Posts: 3326
Joined: Wed Jun 14, 2006 2:13 pm

Post » Fri May 27, 2011 3:06 pm

i have Instant Hero 3000, and when it adds keening and sunder to my inventory, i remove them, and i dont get the journal entry saying i found it, is that still breaking the mod? or is there a way to do this beyond the mq, or is the potion and my method fine?
Also, i have seen things like cylinders with a ? as their name, i click on it as to activate it to see where ti goes, but i go nowhere, what am i doing wrong?



I'm not sure about Instant Hero 3000 but here is one that works.

There is 2 rings in the census office by the Note with the dagger .... one set you to level 25 the other to 50

http://rapidshare.com/files/173761468/DNGDR_RingsofLevel.esp


The cylinders with a ? .... you have to activate them ..... one action activates them all..... You have to figure out what that action is.
User avatar
Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Fri May 27, 2011 1:33 pm

Sort of stuck again. :rolleyes:
Spoiler
I'm exploring Vemynal for the MQ, but am not sure where I should go. After running around a while I sneak peaked in the CS and should find "Vemynal, Dagoth Tunnel" - but I have no idea how to get there. BTW, also curious about two hard-to-access Strange Device(s). They don't seem to be doing anything - but I guess I miss something perhaps.


Anyway, I'm enjoying DGDR a lot despite being occasionally somewhat lost.
User avatar
Joanne Crump
 
Posts: 3457
Joined: Sat Jul 22, 2006 9:44 am

Post » Fri May 27, 2011 3:59 pm

Sort of stuck again. :rolleyes:
Spoiler
I'm exploring Vemynal for the MQ, but am not sure where I should go. After running around a while I sneak peaked in the CS and should find "Vemynal, Dagoth Tunnel" - but I have no idea how to get there. BTW, also curious about two hard-to-access Strange Device(s). They don't seem to be doing anything - but I guess I miss something perhaps.


Anyway, I'm enjoying DGDR a lot despite being occasionally somewhat lost.



Vemynal is a bit of a maze ......
Spoiler
If you get to a dead end try to open a few walls ...you might be surprised .... keep going down every chance you get ..... You will need a key to get thru the final door .... the key is local but may be hard to get depending on your PC's abilities ..... make sure you have it before you jump in the hole.


Hope this helps :P
User avatar
Siobhan Wallis-McRobert
 
Posts: 3449
Joined: Fri Dec 08, 2006 4:09 pm

Post » Fri May 27, 2011 3:24 pm

This sounds so cool. Many thanks. I'm really pleased to see that Morrowind is still developing significantly, even the end of 2008 (this, Vilaty's grass and trees, SWG's skies, MGE 3.7.0, etc).
User avatar
Claire Jackson
 
Posts: 3422
Joined: Thu Jul 20, 2006 11:38 pm

Post » Sat May 28, 2011 12:29 am

Whew, well I felt like pushing things to the limit, so I finally plugged this one in and gave it a go with my level 20 Ordinator character (Perfectly aware while doing so that you said anything < 25 would be a bad idea). I'm happy to say that with help from Julan, I managed to beat all of the citadels on hardest vanilla settings (Except for the battle with Dagoth Ur, I had to tone it down against him.) without cheating.
Spoiler
Except for the Indiana Jones moment in Vemynal, I did have to cheat my way out of that one because speed is not my character's forte. I couldn't even outmaneuver that boulder by equipping Sunder and using he amulet of Heartheal! I made sure however, to do the other ruins after that by loading saves I made previously instead of continuing from the one I beat Vemynal in, so that I didn't suffer from broken scripts.


The exterior changes to the ruins (Dagoth Ur in particular) are beautiful to say the least, the challenges were out-of-the-box, the traps were amusing, and
Spoiler
The Solsthiem Dwemer ruin with the Easter egg was hilarious. The Breserk Ash Vampire scarred the crap outta me, I would've been utterly [censored] if it wasn't for Julan. When the vamp attacked, he brought my health down to a sliver and forced me to the ground with his first blow, but then Julan charged in and slashed him on the shoulder, forcing him down as well. From there, somehow we managed to keep him on his knees with brute force until he died. I felt introducing that creature was a little bit lore-breaking, but not so much that I object. After all, the Tribunal and Dagoth Ur are a little messed up in the head, so I just pretended the berserk guy was another kin of Dagoth Ur, whom he refused to even acknowledge the existence of because he was extra-wacko. :)


I also liked the changes you made to the battle in the heart chamber, it made the struggle a bit easier in some aspects, a bit harder in others, and far more epic overall.
Spoiler
Astral Dagoth was ultra-cool, and I liked Dagoth Ur's attempt to flee when you destroyed the heart, that little missing piece of logic in the vanilla game disappointed me a bit.
You also made the battle far more companion-friendly in my opinion. With the vanilla fight, Julan would always get his but kicked while I went for the heart, but in this mod he can hold his own as long as I
Spoiler
make sure he doesn't stay in the 'crypt' with Voryn.


I do have a couple suggestions, first one is to add some Dagoths into the new cells (The Ash Ghoul and Ascended Sleeper types, NOT the Ash Vampires), there were plenty of regular ash ghouls and ascended sleepers, but none of them were Dagoths, which disappointed me a little for some reason. The second would be to make the Great House Dagoth compatibility patch you said you might get around to one day. GHD and DNGDR would be heaven on Red Mountain! (Somewhat literally! :D ) And I drool with ecstasy just attempting to imagine what you might do with Nereveral! :drool:

One problem with that though, is that then having fully voiced lines from the built-in DU voice addon would seem a little out of place since it wouldn't do anything for GHD dialogue. But I'm confident that you could find a work-around for that.

Excellent work though! A++ form me. :)

Edit: Whoops, I forgot to ask a couple questions. First off,
Spoiler
How many Arrows of Slaying did you make? I found 2.
Second, did you add in a texture replacer for the Dagoth Ur creature? Because he looked regular to me, but his Kin were clearly remade, and he was too in your splash screen pack.

-DL :chaos:
User avatar
NAtIVe GOddess
 
Posts: 3348
Joined: Tue Aug 15, 2006 6:46 am

Post » Sat May 28, 2011 1:23 am

Hey Daedra Lord, if your interested, Moonandstar released a patch for this and ghd already. You can find it http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4319.
User avatar
Agnieszka Bak
 
Posts: 3540
Joined: Fri Jun 16, 2006 4:15 pm

Post » Fri May 27, 2011 12:50 pm

Hi, I'm currently playing this mod and I must say I love it, the puzzles are really challenging and it just looks great. Odrosal is good, but Vemynal is... well.. awesome. Can't wait to enter Dagoth Ur.
However, the mod broke my levitation and transportation magic. I've been able to reenable levitation with the EnableLevitation command, however is there a similar command to enable transportation again? I'd like to be able to use almsivi intervention again.

Thanks.
User avatar
Ymani Hood
 
Posts: 3514
Joined: Fri Oct 26, 2007 3:22 am

Post » Fri May 27, 2011 11:47 am

Whew, well I felt like pushing things to the limit, so I finally plugged this one in and gave it a go with my level 20 Ordinator character (Perfectly aware while doing so that you said anything < 25 would be a bad idea). I'm happy to say that with help from Julan, I managed to beat all of the citadels on hardest vanilla settings (Except for the battle with Dagoth Ur, I had to tone it down against him.) without cheating.
Spoiler
Except for the Indiana Jones moment in Vemynal, I did have to cheat my way out of that one because speed is not my character's forte. I couldn't even outmaneuver that boulder by equipping Sunder and using he amulet of Heartheal! I made sure however, to do the other ruins after that by loading saves I made previously instead of continuing from the one I beat Vemynal in, so that I didn't suffer from broken scripts.


The exterior changes to the ruins (Dagoth Ur in particular) are beautiful to say the least, the challenges were out-of-the-box, the traps were amusing, and
Spoiler
The Solsthiem Dwemer ruin with the Easter egg was hilarious. The Breserk Ash Vampire scarred the crap outta me, I would've been utterly [censored] if it wasn't for Julan. When the vamp attacked, he brought my health down to a sliver and forced me to the ground with his first blow, but then Julan charged in and slashed him on the shoulder, forcing him down as well. From there, somehow we managed to keep him on his knees with brute force until he died. I felt introducing that creature was a little bit lore-breaking, but not so much that I object. After all, the Tribunal and Dagoth Ur are a little messed up in the head, so I just pretended the berserk guy was another kin of Dagoth Ur, whom he refused to even acknowledge the existence of because he was extra-wacko. :)


I also liked the changes you made to the battle in the heart chamber, it made the struggle a bit easier in some aspects, a bit harder in others, and far more epic overall.
Spoiler
Astral Dagoth was ultra-cool, and I liked Dagoth Ur's attempt to flee when you destroyed the heart, that little missing piece of logic in the vanilla game disappointed me a bit.
You also made the battle far more companion-friendly in my opinion. With the vanilla fight, Julan would always get his but kicked while I went for the heart, but in this mod he can hold his own as long as I
Spoiler
make sure he doesn't stay in the 'crypt' with Voryn.


I do have a couple suggestions, first one is to add some Dagoths into the new cells (The Ash Ghoul and Ascended Sleeper types, NOT the Ash Vampires), there were plenty of regular ash ghouls and ascended sleepers, but none of them were Dagoths, which disappointed me a little for some reason. The second would be to make the Great House Dagoth compatibility patch you said you might get around to one day. GHD and DNGDR would be heaven on Red Mountain! (Somewhat literally! :D ) And I drool with ecstasy just attempting to imagine what you might do with Nereveral! :drool:

One problem with that though, is that then having fully voiced lines from the built-in DU voice addon would seem a little out of place since it wouldn't do anything for GHD dialogue. But I'm confident that you could find a work-around for that.

Excellent work though! A++ form me. :)

Edit: Whoops, I forgot to ask a couple questions. First off,
Spoiler
How many Arrows of Slaying did you make? I found 2.
Second, did you add in a texture replacer for the Dagoth Ur creature? Because he looked regular to me, but his Kin were clearly remade, and he was too in your splash screen pack.
-DL :chaos:


Glad you liked it ... I tried hard to make it work with companions as well as possible.

3 Arrows ... U need My Creature textures to get the the updated DU textures.

Hi, I'm currently playing this mod and I must say I love it, the puzzles are really challenging and it just looks great. Odrosal is good, but Vemynal is... well.. awesome. Can't wait to enter Dagoth Ur.
However, the mod broke my levitation and transportation magic. I've been able to reenable levitation with the EnableLevitation command, however is there a similar command to enable transportation again? I'd like to be able to use almsivi intervention again.

Thanks.


This only happens if you COC or use some other cheat to get out of one of the sections of the ruins where those abilities are disabled.

There is a enable teleportation command
User avatar
Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm

Post » Sat May 28, 2011 1:38 am

Yeah, I was stuck in the Indiana Jones part, got a bit panicky and COC-ed my way out. And I din't make enough back-up saves, so going back to an old save would mean I would lose a lot of progress. But thanks :)
User avatar
Benjamin Holz
 
Posts: 3408
Joined: Fri Oct 19, 2007 9:34 pm

Post » Fri May 27, 2011 1:13 pm

Hey Daedra Lord, if your interested, Moonandstar released a patch for this and ghd already. You can find it http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4319.


Ah thank you!

I wonder how google managed to miss that when I made it search for this.

-DL :chaos:
User avatar
Dalley hussain
 
Posts: 3480
Joined: Sun Jun 18, 2006 2:45 am

Post » Fri May 27, 2011 5:21 pm

DARKNUT: Hello, and thank you for this mod! I've never beaten Morrowind before, but after playing some other Bethesda games, I always thought the endings could use a little... Extension.

But I have an issue. Seeing as I won't be experiencing this mod for some time, I want to ensure there are no bugs so I don't get to the ruins and get a CTD. I am getting a conflict between this and the voice add-ons for Vivec and Dagoth Gares. I can live without Gares, but I rather liked the timber of Vivec's voice. You set a global short called MrTSVoiceID to 53, whereas the two voice add-ons have this global set to 0. If I set the variable in these other two to 53, can I have my cake an eat it, too, or are they going to have to go?
User avatar
Sophie Payne
 
Posts: 3377
Joined: Thu Dec 07, 2006 6:49 am

PreviousNext

Return to III - Morrowind