[RELz] Darknut's Greater Dwemer Ruins

Post » Fri May 27, 2011 5:39 pm

I think this mod deserves a bump :o
The reason I've been delaying starting a new game was because I heard this mod enhances the Main Quest by turning some of those dungeons that look the same into something more; I was dissapointed in the original dungeons, and this changes them into a real experience..!

I can't imagine anyone not wanting this mod for a new game..!
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SexyPimpAss
 
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Post » Fri May 27, 2011 11:19 pm

May I please have some help with this amazing looking mod? First, is MGE required? I cannot get MGE to run and I want to uninstall it using Yacoby's Morrowind Mod Remover. I am assuming only the esm and esp need to checked off then.

I downloaded and installed all three parts of the mod. It has the esm, esp and the patch for distant land. I loaded them all last per the instructions, with the patch being the very last mod. When I started the game, my character was frozen with a vertical black line right behind my character. It was narrow and went from the top to the bottom of the screen. There was a message in a black box in the upper part of the screen that says to "activate "it"" but no keys or cursors would move anything. After several seconds it CTDs with a message box stating "MGE Error ? Distant Land was enabled, but distant land version file doesn't exist" (hence the request to see if I have to have MGE now). No matter which save game I loaded this would occur each and every time. When I tried to uncheck the esp, esm and patch, the game would crash after the following messages came up: "could not locate global script HRM_IVD_Global", "could not locate global script YAC_DLD_Global", "could not locate global script BJH_AL_CheckPlayerHeightScript" and "missing object BJH_AL_PalyerHeightChecker". I tried to just uncheck the patch and the same happened. So, any help would be really appreciated. Thanks again for the help.
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Chloe Mayo
 
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Post » Fri May 27, 2011 3:50 pm

is MGE required?


No.
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Evaa
 
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Post » Fri May 27, 2011 6:59 pm

May I please have some help with this amazing looking mod? First, is MGE required? I cannot get MGE to run and I want to uninstall it using Yacoby's Morrowind Mod Remover. I am assuming only the esm and esp need to checked off then.

I downloaded and installed all three parts of the mod. It has the esm, esp and the patch for distant land. I loaded them all last per the instructions, with the patch being the very last mod. When I started the game, my character was frozen with a vertical black line right behind my character. It was narrow and went from the top to the bottom of the screen. There was a message in a black box in the upper part of the screen that says to "activate "it"" but no keys or cursors would move anything. After several seconds it CTDs with a message box stating "MGE Error ? Distant Land was enabled, but distant land version file doesn't exist" (hence the request to see if I have to have MGE now). No matter which save game I loaded this would occur each and every time. When I tried to uncheck the esp, esm and patch, the game would crash after the following messages came up: "could not locate global script HRM_IVD_Global", "could not locate global script YAC_DLD_Global", "could not locate global script BJH_AL_CheckPlayerHeightScript" and "missing object BJH_AL_PalyerHeightChecker". I tried to just uncheck the patch and the same happened. So, any help would be really appreciated. Thanks again for the help.



First off MGE is "NOT" required to play DNGDR & there isn't any "patch" or other files pertaining to MGE distantlands included in the DNGDR files.

There is a section in the readme advising you to use a plugin that effect MGE distant lands if your running it.

"If you are using MGE w/distantland enabled (I can't play without it!) you need to get Distant Land Fix for MGE by harlanrm"


There is 1 esm & 2 esp's included in the DNGDR files:

1: "GDR_MasterFile.esm" this needs to be used regardless of which esp is used.

2: "DN-GDRv1.esp" this is the main Mod file use it unless your using "Necessities of Morrowind"

3: "DN-GDRv1_NOM.esp" Use this instead of "DN-GDRv1.esp" if your using "Necessities of Morrowind" DO NOT USE BOTH ESP's AT THE SAME TIME



The black bar telling you to activate it is from some other mod.

Post up your "Warnings.txt" & the list of mods your using & we will try to help you sort it out
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kirsty williams
 
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Post » Fri May 27, 2011 6:07 pm

this mod is awsome :D
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Tyrel
 
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Post » Fri May 27, 2011 1:53 pm

cool!
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Jessie Butterfield
 
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Post » Sat May 28, 2011 1:05 am

Nice and thks. Im waiting for the Great House Dagoth patch.
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sharon
 
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Post » Fri May 27, 2011 2:06 pm

Have I done any other ruins??!! :rofl::banghead::rofl: That would be a Negative .... the smoke in my brain from this one hasn't even cleared yet :bolt: :P


You haven't answered my other questions...What ruins do you plan to do next and do you plan to do a similar project for other dungeons?
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[ becca ]
 
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Post » Fri May 27, 2011 3:57 pm

You haven't answered my other questions...What ruins do you plan to do next and do you plan to do a similar project for other dungeons?




I'm doing all the Dwemer ruins that have ties to the 6th house & Prob at least 1 custom Dwemer ruin (who knows it might even be on one of the moons :P )

Nedius is working on the rest of the Dwemer Ruins.
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Roberta Obrien
 
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Post » Fri May 27, 2011 10:33 am

On the moon? If you do that, you'll HAVE to make the broken airship on solstheim functional. Possibly let it start from a secret Dwemer base under the ocean floor. Then we can finally play The Final Fantasy Scrolls: Morrowind. :wub:
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meghan lock
 
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Post » Fri May 27, 2011 7:27 pm

First off MGE is "NOT" required to play DNGDR & there isn't any "patch" or other files pertaining to MGE distantlands included in the DNGDR files.

There is a section in the readme advising you to use a plugin that effect MGE distant lands if your running it.

"If you are using MGE w/distantland enabled (I can't play without it!) you need to get Distant Land Fix for MGE by harlanrm"
There is 1 esm & 2 esp's included in the DNGDR files:

1: "GDR_MasterFile.esm" this needs to be used regardless of which esp is used.

2: "DN-GDRv1.esp" this is the main Mod file use it unless your using "Necessities of Morrowind"

3: "DN-GDRv1_NOM.esp" Use this instead of "DN-GDRv1.esp" if your using "Necessities of Morrowind" DO NOT USE BOTH ESP's AT THE SAME TIME
The black bar telling you to activate it is from some other mod.

Post up your "Warnings.txt" & the list of mods your using & we will try to help you sort it out

Thanks for all the help. You answered all my questions. I am out of town so will give it a run on Friday night and see what happens. I will delete the Distant Land esp, load the two applicable ones (esm and esp - not the NOM one) and uninstall MGE.

Thanks again!

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Theodore Walling
 
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Post » Fri May 27, 2011 4:36 pm

Can I use Endrek's Sixth House with this?
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ShOrty
 
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Post » Fri May 27, 2011 5:55 pm

Can I use Endrek's Sixth House with this?



Everything in DN'sGDRv1 is built around the concept of ultimately meeting Dagoth Ur in a final battle so it will conflict with any mod that changes that.


So it "will" conflict with Endrek's Sixth House ... sorry
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Anna Kyselova
 
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Post » Fri May 27, 2011 10:10 pm

Can't wait to try this!

First time I beated Dagoth Ur, two years ago, I was really disappointed. Now I think it will rock! :)
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Robert Garcia
 
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Post » Fri May 27, 2011 6:12 pm

How did I miss this? The Dagoth Ur battle used to be so anti-climactic - this should liven things up. Thank you!
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sarah
 
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Post » Fri May 27, 2011 2:31 pm

Trust me, you will be impress when you will meet and fight Dagoth Ur.
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FoReVeR_Me_N
 
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Post » Fri May 27, 2011 10:27 pm

Ahhh now this is great work frienc ;) ;) :goodjob::goodjob:
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Becky Palmer
 
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Post » Fri May 27, 2011 3:54 pm

This sounds like a fun mod. I'm always up for sprucing up the original game with mods that make the original NPC's and quests more fun and unique.
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Rachael
 
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Post » Fri May 27, 2011 3:37 pm

Just played it. Kudos. Epic; what Odrosal, Vemynal, DU should have been in Vanilla.
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Dalton Greynolds
 
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Post » Fri May 27, 2011 8:52 pm

Darknut, I'm stuck in the Vemynal Torgue Tube chambers. Stuck I say! Just when I think I've found my way through, dead end. Then a question-mark wall moves and it looks like I'll be able to get somewhere, only to realize that I'm just as stuck as I was before, but in a different spot! And then there's a hole in the ground, so I keep my fingers crossed and step into it, only to fall to my death in the lava pit below. Re-load, ugh, I'm way back there and haven't saved in the last half hour, so I've got to go through the tunnels, get lost, then push the wall, then get more lost, and find the door, only to remember I'm really just LOST!

I think I'm going bald here.

I'm having a great time. Thanks for this :)
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carly mcdonough
 
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Post » Fri May 27, 2011 7:40 pm

Darknut, I'm stuck in the Vemynal Torgue Tube chambers. Stuck I say! Just when I think I've found my way through, dead end. Then a question-mark wall moves and it looks like I'll be able to get somewhere, only to realize that I'm just as stuck as I was before, but in a different spot! And then there's a hole in the ground, so I keep my fingers crossed and step into it, only to fall to my death in the lava pit below. Re-load, ugh, I'm way back there and haven't saved in the last half hour, so I've got to go through the tunnels, get lost, then push the wall, then get more lost, and find the door, only to remember I'm really just LOST!

I think I'm going bald here.

I'm having a great time. Thanks for this :)



I glad you like it! :P

If you really really get stuck PM me


So did you already make it thru Odrosal?
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kitten maciver
 
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Post » Fri May 27, 2011 5:17 pm

So did you already make it thru Odrosal?

I think so. It was a few days ago. I found Keening and explored the lava core area a bit, and then finally went back the way I'd come and went to Vemynal. I have the strange feeling I missed something big, though, something important. I want to go back to Odrosal and explore it some more, but I can't yet because I'm having an Indianna Jones moment with Sunder.

EDIT: Oh dear. I just realized why I felt I missed something big, something important. A certain something is missing "the glow". I didn't notice it until now. Guess I'm going back to an earlier save. Again. :embarrass:
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Timara White
 
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Post » Fri May 27, 2011 2:19 pm

Woah this looks cool! I'll give it a go in my next game.

You should definitely upload the video to Youtube if you haven't already, let people know about this :)
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Trista Jim
 
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Post » Fri May 27, 2011 11:40 pm

Wonderful experiences I already had [WARNING: May contain mod spoilers]: in... Odrosal, if I remember correctly, there was this hallway. And suddenly it falls down. Lucky for me, I have levitation. In Dagoth Ur, I had finally reached the top of the tower, but the lock was to hard to go back. Lucky for me, I have levitation. Also in Dagoth Ur, there was this elevator, and I press "Lift Down". It starts to go down, but takes the command to literally, and it falls down to the ground. I look down, and like in those old cartoons, I hang for a few seconds in the air, before starting to fall. Lucky for me, I have levitation.

One tip: bring leviation scrolls/spells/potions.
~ Gie'il-Boron Ada'il T?wele

EDIT: Oh, and I love Dagoth Ur's new 'plotting' chambers :P
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Nancy RIP
 
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Post » Sat May 28, 2011 12:39 am

This was just brought to my attention by Shasta Thorne:

If you use Emma's Vvardenfell Travel Agency mod
to get past traps you may be stuck in you will not be able to Levitate or use recall after that so I would suggest that you
refrain from the temptation if you use Emma's mod

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Marguerite Dabrin
 
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