Darknut's Greater Dwemer Ruins Version 2

Post » Thu Jun 14, 2012 10:53 am

I got an email awhile back from someone who was having a problem with GDR... and I'm apparently the go-to guy when *anything* on my mod list doesn't work as expected.

Anyhow, I ended up fixing a bunch of scripts from your mod and posting it on my site. If you're looking to update said mod, you might be interested in it.

Thanks .... I will get that
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x a million...
 
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Post » Thu Jun 14, 2012 12:18 am

DNGDR V2 is harder than V1 .... I plugged some holes that people found to get around some of the puzzles .... & the final battle cavern is a completely new mesh ...... no more super jumping down to DU .... your going to have to get to DU honestly.

Also if you use certain console cheats you will be turned to stone :)
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Sian Ennis
 
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Post » Wed Jun 13, 2012 9:27 pm

Oh snap! No more Cheating, lol. By the way, Darknut, if you haven't already seen, I am working on some non-damaged remakes of the Vanilla Dwemer models, if that is of any interest to you.
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Jonathan Egan
 
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Post » Thu Jun 14, 2012 10:11 am

DNGDR V2 is harder than V1 .... I plugged some holes that people found to get around some of the puzzles .... & the final battle cavern is a completely new mesh ...... no more super jumping down to DU .... your going to have to get to DU honestly.

Also if you use certain console cheats you will be turned to stone :smile:
While I dont mind hole plugging, I hope it isnt with invisible barriers; that would be too cheesy.
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Manuel rivera
 
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Post » Thu Jun 14, 2012 5:30 am

While I dont mind hole plugging, I hope it isnt with invisible barriers; that would be too cheesy.

You don't know me very well .... not into cheese
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Isaiah Burdeau
 
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Post » Thu Jun 14, 2012 12:25 pm

For some reason, Giant Cheese of Doom sprang to mind.

Just had to post that....

:D
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DeeD
 
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Post » Thu Jun 14, 2012 10:05 am

Thanks .... I will get that

Yeah, if you want to know what all I changed, just try to compile the original using MWEdit - I edited everything that turns back an error.
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Kit Marsden
 
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Post » Thu Jun 14, 2012 2:13 am

Darknut, are you plan on revamping the encounter with Dagoth Ur at all? I ask because the only feature of DNGDR that I didnt care for were the astral versions of Dagoth Ur. Other than that, I loved the mod (I consider it part of my personal "required mods").
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Jessie
 
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Post » Wed Jun 13, 2012 8:26 pm

Darknut, are you plan on revamping the encounter with Dagoth Ur at all? I ask because the only feature of DNGDR that I didnt care for were the astral versions of Dagoth Ur. Other than that, I loved the mod (I consider it part of my personal "required mods").
I thought those were a nice touch because it made him seem more god like. I did think that perhaps there could have been a couple less than there were though.
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Kim Bradley
 
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Post » Thu Jun 14, 2012 6:32 am

I'm tweaking the DU end fight .... but Astral DU is staying
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Saul C
 
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Post » Thu Jun 14, 2012 6:43 am

Darknut, your GDR mods were some of the first mods i ever added,and I don't play with out them. Thank you for them. I'm glad to see that you're back and I can't wait to use V.2. I don't use NOM.
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Greg Swan
 
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Post » Thu Jun 14, 2012 12:21 pm

Welcome back my friend. :)

It's really great to see you modding again!
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Portions
 
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Post » Thu Jun 14, 2012 7:22 am

Hey DN, welcome back!

And for what it's worth, I very much use and enjoy NOM. Support for it would be greatly appreciated.

I also would like to say... my first experience beating the game was with Greater Dwemer Ruins installed, and it was an absolute blast, especially the ending sequence. It was a gaming experience I will never forget. I just thought you should know that. My mind knows no other version of the end of the game than yours. Some day I'll go back and play the vanilla version just to see how much you added. I also have tremendous respect for your level design and aesthetics; I felt like the entire area was laid out like a really good Half Life 1 level(s), with environmental puzzles and all. The grid-based areas with secret sliding doors was also masterfully done.

Ok, I'll stop bowing down now. :bowdown:

I'm glad you're looking into using BTB's script fixes. When playing your GDR for the first time, I also found several cells that are pitch black, I believe because of a fog / lighting issue with the cell data. I hope that you will be looking into this as well? I don't have a list of the cells in question but could provide them if asked.

Also, along with NoM, please investigate supporting http://www.gamesas.com/topic/1344967-rel-mountainous-red-mountain/. He's already released a compatibility patch for GDR v1, and I'd like to see it continued to be supported.

Again, thank you for the hard work and providing an epic and memorable end to my game.
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Elisabete Gaspar
 
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Post » Thu Jun 14, 2012 4:35 am

Hey DN, welcome back!

And for what it's worth, I very much use and enjoy NOM. Support for it would be greatly appreciated.

I also would like to say... my first experience beating the game was with Greater Dwemer Ruins installed, and it was an absolute blast, especially the ending sequence. It was a gaming experience I will never forget. I just thought you should know that. My mind knows no other version of the end of the game than yours. Some day I'll go back and play the vanilla version just to see how much you added. I also have tremendous respect for your level design and aesthetics; I felt like the entire area was laid out like a really good Half Life 1 level(s), with environmental puzzles and all. The grid-based areas with secret sliding doors was also masterfully done.

Ok, I'll stop bowing down now. :bowdown:

I'm glad you're looking into using BTB's script fixes. When playing your GDR for the first time, I also found several cells that are pitch black, I believe because of a fog / lighting issue with the cell data. I hope that you will be looking into this as well? I don't have a list of the cells in question but could provide them if asked.

Also, along with NoM, please investigate supporting http://www.gamesas.com/topic/1344967-rel-mountainous-red-mountain/. He's already released a compatibility patch for GDR v1, and I'd like to see it continued to be supported.

Again, thank you for the hard work and providing an epic and memorable end to my game.

Thanks & there will be a NOM version & Of course There will be a version for Mountainous Red Mountains.

Yes I'm looking into the "fog" thing .... I've been playing it on a very new, very fast laptop with Nvidia video at the moment & I've not had any total black areas.
Well be playing it on a just built gaming desktop that has a Radeon 6850 as soon as I get everything installed ( morrowind stuff)
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Andres Lechuga
 
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Post » Thu Jun 14, 2012 3:19 am

The pitch black cells are due to the Nvidia http://www.uesp.net/wiki/Tes3Mod:Engine_Bugs#Fog (although I've experienced on an ATi / AMD card too).

According to http://code.google.com/p/mlox/wiki/Tes3cmd#tes3cmd it's these cells:
CELL: dagoth ur, hall of passage [DN-GDRv1.esp]
CELL: dagoth ur, lower east passage [DN-GDRv1.esp]
CELL: odrosal, tower [DN-GDRv1.esp]
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Elisha KIng
 
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Post » Wed Jun 13, 2012 11:00 pm

The pitch black cells are due to the Nvidia http://www.uesp.net/wiki/Tes3Mod:Engine_Bugs#Fog (although I've experienced on an ATi / AMD card too).

According to http://code.google.com/p/mlox/wiki/Tes3cmd#tes3cmd it's these cells:
CELL: dagoth ur, hall of passage [DN-GDRv1.esp]
CELL: dagoth ur, lower east passage [DN-GDRv1.esp]
CELL: odrosal, tower [DN-GDRv1.esp]

Yep, and I was playing on an nVidia card. Thanks for posting the list of cells.

According to the link, the fix thankfully seems simple enough (changing the fog value from 0.0 to 0.01)
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Louise Andrew
 
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