[RELz] Darknut's Greater Dwemer Ruins thread 2

Post » Tue May 17, 2011 4:58 am

If I remember correctly (it's been a while) there is a way to climb over the machinery. You may have to use a jump spell. :)



KF
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alyssa ALYSSA
 
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Post » Mon May 16, 2011 11:50 pm

It's that simple? :blink: I have spent 3 hours trekking back FOR NOTHING? Levitation doesn't work so I figured I can't use anything like that.
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Pants
 
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Post » Tue May 17, 2011 9:00 am

It's that simple? :blink: I have spent 3 hours trekking back FOR NOTHING? Levitation doesn't work so I figured I can't use anything like that.

I think if you time it right, you can run under these: the http://img819.imageshack.us/i/mgescreenshot11.png/

But I always have a powerful jump spell by that point, so I just jump over.
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Tai Scott
 
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Post » Tue May 17, 2011 2:45 am

Thanks guys. I figure I've won the Darwin award.
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brian adkins
 
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Post » Tue May 17, 2011 9:46 am

GDR was designed to make the end of the main quest much trickier. :) Darknut did a great job of it too. The mazes are confusing, the traps are deadly, the enemies are harder to defeat, I LOVE IT! IMHO it's one of the best mods ever made. :)
If you manage to complete the main quest with this mod, you'll have a much greater sense of accomplishment. I don't want to spoil anything, but the best is yet to come for you. :)


KF
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BlackaneseB
 
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Post » Tue May 17, 2011 12:21 am

I've just realised I've never actually completed the vanilla MQ (I'm easily distracted). Should I download this first or should I experiance the vanilla one first?

BTW, you PES link on the first page is broken.
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Lizs
 
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Post » Tue May 17, 2011 3:07 am

GDR was designed to make the end of the main quest much trickier. :) Darknut did a great job of it too. The mazes are confusing, the traps are deadly, the enemies are harder to defeat, I LOVE IT! IMHO it's one of the best mods ever made. :)
If you manage to complete the main quest with this mod, you'll have a much greater sense of accomplishment. I don't want to spoil anything, but the best is yet to come for you. :)


KF


Oh I'm having loads of fun. The only problem is that I got some script errors and so every time I seem to be stuck I start worrying that my mod is broken.
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amhain
 
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Post » Tue May 17, 2011 5:06 am

I've finished the game. It was much more intense, much much better than the original main quest. Well done Darknut. I did visit the land of snow too. ;) I hope you decide to work in the game industry.

Thank you. :)

One question to you or anyone else whose played this mod - are there any repercussions if I untick the mod from the datafiles now? I have http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8474however right now it's not working due to a conflict with this mod. Since I've now beaten the main quest, I'd rather be able to use Keening longsword.
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Guy Pearce
 
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Post » Tue May 17, 2011 1:33 am

As long as you remove any items from GDR that may be in your inventory, save in an un-modded interior, and use Wrye Mash to clean your save, there shouldn't be a problem. :)

I'm going to attempt to make a patch for Keening Reforged to allow both to be used together. Wish me luck. :D


KF
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Fluffer
 
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Post » Tue May 17, 2011 12:50 pm

Good luck then, I'll await your release! :D
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willow
 
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Post » Tue May 17, 2011 12:54 am

Keening Reforged v2.1 is available now. It adds an .esp that is compatible with GDR. :)



KF
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Myles
 
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Post » Tue May 17, 2011 2:44 am

Hey this is a great great mod BTW and makes the MQ amazing, just wish all dungeons were like this!

But I have completed twice now and I always have a problem leaving the dungeon w/o using TLC to get out. I see the pod like objects all over that look like round phone booths or something but I've never been able to use them, I'm assuming you can/need these to get around but how do you activate them?

Thanks
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ANaIs GRelot
 
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Post » Tue May 17, 2011 1:40 pm

Hey this is a great great mod BTW and makes the MQ amazing, just wish all dungeons were like this!

But I have completed twice now and I always have a problem leaving the dungeon w/o using TLC to get out. I see the pod like objects all over that look like round phone booths or something but I've never been able to use them, I'm assuming you can/need these to get around but how do you activate them?

Thanks


If you go into the cylinder and turn around to face the door, there is a button on the right side of the doorframe that activates the pod. :)


KF
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Floor Punch
 
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Post » Tue May 17, 2011 3:58 am

If you go into the cylinder and turn around to face the door, there is a button on the right side of the doorframe that activates the pod. :)


KF


Ah ok thanks. I must have some kind of mod conflicting with the mod or maybe an improper install because that has never worked for me :(.
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Jessica Thomson
 
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Post » Tue May 17, 2011 2:20 am

I, too, am having what I assume to be cylinder issues. I see various metal cylinders, some of which are labeled with new locations like
Spoiler
Dagoth Ur, Hall of Passage
but when I try to interact with them they simply show a '?' symbol. There is no "inside" to these things, though there is a black rectangular area that looks like it might be intended to be a switch. That area does nothing, including even displaying the '?'.

I am at a loss. I, too, have the
Spoiler
green tube
, but by itself it does nothing at all. I am stuck wandering through the two towers and connecting areas over and over again, finding nothing new each time.
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Camden Unglesbee
 
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Post » Tue May 17, 2011 12:22 pm

Man, I'd hate to have to uninstall this due to my suspicions. I know these issues are old news by now for most, but somebody must be familiar with the mod for us new guys.
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Lisa
 
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Post » Tue May 17, 2011 12:44 pm

Man, I'd hate to have to uninstall this due to my suspicions. I know these issues are old news by now for most, but somebody must be familiar with the mod for us new guys.


Yes, the mod is beatable and yes those metal things do something. I am half incined to write a walkthrough for this as there are none but I have no idea if darknut would like people giving the secrets of his mod away, hah.
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Rachel Hall
 
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Post » Tue May 17, 2011 7:05 am

But are they supposed to be labeled '?' I pretty much know what they are supposed to do already, but they are just tubes with no way in, no matter where I find them. I am basically stuck without some sort of hint on this one.
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Laura Ellaby
 
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Post » Tue May 17, 2011 7:24 am

It's been awhile since I went through this, but if I recall, there's one particular place where you can activate all those ? cylinders, and once you do that they fulfill their intended function. I think you need a particular one of the colored tubes; I forget which.
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Gemma Flanagan
 
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Post » Tue May 17, 2011 12:38 am

It is the green tube, the one that could be found on a corpse. It can be used in iirc Dagoth Ur, North Hall, which can be accessed via a hidden switch on the top level of a large chamber with various levels and a destroyed bridge.
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A Lo RIkIton'ton
 
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Post » Tue May 17, 2011 3:28 pm

That is conveniently where I have the game saved. I will investigate more fully. With the way the things were labeled I was worried I might have some sort of script error. I always get two of those when I encounter robots that come to life, and I wasn't entirely sure if those broken scripts were affecting more elements. I'm glad it is working as intended, and thanks for the assist.
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SUck MYdIck
 
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Post » Tue May 17, 2011 5:31 am

Your NOM patch will work with the new NOM that is coming out, right?
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Amiee Kent
 
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Post » Mon May 16, 2011 11:27 pm

Woo, I just finished, thanks to that little tip. I have some questions though about elements that still confuse me a bit. I will just put in all in spoiler text just in case.

Spoiler
From what I read here the green tube lets you use the teleporters. What did the red one do? Did it let me get through some of the doors nearer to Dagoth Ur or something?

I got a quest for Dwarven Berserker Armor along with a key. I tried one of the "portal"-labeled teleporters, which landed me in the Lost Dwemer Ruin. After a bit of exploration I found unenchanted Dwarven Berserker Armor behind a locked door using a key I had found across a large pit (high acrobatics for the win), and to my knowledge I never used the key I received initially with the note starting the quest. Taking it did not remove the quest from my quest list however, and the shield text is smashed together, like this: Dwemer BerserkerTowerShield. Is this the right armor or is it a decoy? If it is real, how do I remove the quest from my log correctly?

In the Lost Dwemer Ruins I found 3 Powered Dwemer Coherers. I took them assuming they might be used for something since the rest of the game only has unpowered ones. I never found a use. Is there one?


Great mod. The end is waaaaaay better this way, and the end part gels perfectly with what you would expect from such an epic game.
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Veronica Martinez
 
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Post » Tue May 17, 2011 12:54 am

I looked up the powered coherer thing so I guess that is just random loot, but the others still have me wondering. Any love?
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A Dardzz
 
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Post » Tue May 17, 2011 5:10 am

Your NOM patch will work with the new NOM that is coming out, right?


I would like to know this as well. Can anybody who has NOM 3.0 and Darknut's Greater Dwemer Ruins confirm/deny that the patch is working?
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Vera Maslar
 
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