[RELz] Deadly Dagoths

Post » Mon Sep 06, 2010 1:39 am

I managed to make this in just a couple of days but a lot of work went into it. Let me know what you think :)

"The region inside the Ghostfence is dangerous, and the Nerevarine will need to be familiar with its particular challenges. After measuring skills and resources against Dagoth Ur's defenses, the Nerevarine will know better how to pace a campaign, alternating raids with improving skills, getting better equipment, and stockpiling resources... Dagoth Ur's kin have become markedly more powerful in recent decades, after remaining stable for thousands of years. If they can be individually isolated and destroyed, they will not be able to support Dagoth Ur in later stages of the war."
- Vivec, "Plan to Defeat Dagoth Ur"

I never felt like the assault on the Sixth House citadels was much of a "campaign"; it was more the case that I was able to make a single trip up Red Mountain, grab the necessary artifacts and take out Dagoth Ur with ease. Dagoth Ur's "kin" certainly never presented much of a challenge. I wanted to make the idea of this campaign more of a reality, so that each Ash Vampire slain felt like an accomplishment, and progress towards the ultimate goal of killing Dagoth Ur.

This mod gives every one of Dagoth Ur's kin one or more special properties, based on the properties of the randomly-found unique monsters in Diablo II. These "properties" can come in the form of new abilities, spells, or both. My aim was to make every Dagoth creature feel like a boss fight, each requiring different tactics and preparation. This makes them a lot more challenging, but hopefully also more satisfying. Only the named "Dagoths" have been changed, generic Sixth House creatures (i.e. "Ascended Sleeper", "Ash Ghoul") are unaffected.

Vivec's "Plan to Defeat Dagoth Ur" mentions the need to alternate raids with "improving skills, getting better equipment, and stockpiling resources". That should now be much more apparent; health, magicka and fatigue potions are obviously very useful, but now also you might consider a healthy supply of potions that allow you to resist magicka, or more specifically fire, frost, poison and shock. A good spell will also come in handy where a weapon just won't do the job, and vice versa.

This mod has been designed to interfere with the original game as little as possible; killing the seven Ash Vampires will still weaken Dagoth Ur in the normal way, Dagoth Gares will still greet you, and all new spells have been scripted, so the actual behaviour of the Dagoth creatures has not been affected. However, this may conflict with other mods that alter these creatures.

When a Dagoth comes in sight, a message box will appear telling you of their properties. The properties you might encounter are listed below; "Abilities" permenantly affect the creatures, "Auras" affect you whenever you come close to the creatures and "On Death" spells will be cast in your direction when the creatures die, so get out of there quick!

BLINDING
Aura: Blind (Note: a Fortify Attack effect is also applied to make up for the severity of the blindness)

CORRUPTING
Aura: Drain Health, Drain Fatigue

CURSED
Aura: Drain Attributes

EXTRA FAST
Ability: Fortify Speed

EXTRA STRONG
Ability: Fortify Strength, Fortify Endurance, Fortify Health

FIRE ENCHANTED
Ability: Immune to Fire
Aura: Fire Damage
On Death: Fire Nova

FROST ENCHANTED
Ability: Immune to Frost
Aura: Frost Damage, Drain Speed
On Death: Frost Nova

GHOSTLY
These creatures are slow but deadly.
Ability: Chameleon, Drain Speed, Fortify Strength (and enhanced damage)

IMMUNE TO MAGIC
Ability: Immune to Magic (ALL harmful magic)

IMMUNE TO PHYSICAL
Ability: Immune to Physical (ALL weapons)

MAGIC RESISTANT
Ability: Resist Magic (ALL harmful magic)

MAGICKA BURN
Aura: Drain Magicka

POISON ENCHANTED
Ability: Immune to Poison
Aura: Poison Damage
On Death: Poison Nova

REGENERATION
Ability: Restore Health

SHOCK ENCHANTED
Ability: Immune to Shock
Aura: Shock Damage

STONE SKIN
Ability: Resist Physical (ALL weapons)

THORNS
Any physical damage you deal to these creatures will be dealt back to you.
Ability: Thorns

I tried to give each Dagoth abilities that fitted with their location; for instance, several of those near lava have been made Fire Enchanted, and many of those in Dagoth Ur's citadel are somewhat more powerful than the others. See the readme for a full list of the Dagoths and their new properties.


http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9160
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Tina Tupou
 
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Post » Mon Sep 06, 2010 4:12 am

This is a great idea and I like your implementation.

Have you thought much on how the Ash Vampires tend to attack immediately rather than allow the player to view their dialogue? This is kind of sad because the dialogue obviously gives them all more character, but I guess it's important so that the player doesn't go around looting everything and then just calmly strolling out? Here is a page with Dagoth Odros' dialogue that I've never seen in-game:
http://www.uesp.net/wiki/Morrowind:Dagoth_Odros
Also, the page mentions something about how killing each minor Dagoth is supposed to weaken Dagoth Ur: "However, extensive testing in the community suggests that this has no effect on your final battle with Dagoth Ur." Have you looked into this at all?
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Shirley BEltran
 
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Post » Mon Sep 06, 2010 6:37 am

I'm definitely going to try this.

I have a little suggestion, too. I believe it is supposed to be especially dangerous to rest inside Ghostgate. That always made me *expect* Dark Brotherhood-like attacks or at least those terrible nightmares given to the player by Dagoth Ur in the beginning, but nothing really seems to happen if you're away from the standard spawn points. I certainly agree that the atmosphere of Red Mountain certainly isn't as foreboding as it seems it should be. Do you think adding such things to keep the PC from resting comfortably inside the Ghostgate would work in your mod?
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Queen Bitch
 
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Post » Mon Sep 06, 2010 2:35 pm

This is a great idea and I like your implementation.

Have you thought much on how the Ash Vampires tend to attack immediately rather than allow the player to view their dialogue? This is kind of sad because the dialogue obviously gives them all more character, but I guess it's important so that the player doesn't go around looting everything and then just calmly strolling out? Here is a page with Dagoth Odros' dialogue that I've never seen in-game:
http://www.uesp.net/wiki/Morrowind:Dagoth_Odros
Also, the page mentions something about how killing each minor Dagoth is supposed to weaken Dagoth Ur: "However, extensive testing in the community suggests that this has no effect on your final battle with Dagoth Ur." Have you looked into this at all?


Thanks :)

That's a good point, I never really knew that dialogue existed... Maybe I could make them greet the player before attacking, just like Dagoth Gares. It would definitely make them seem more significant, and much cooler plot-wise I think, as Vivec's "Plan to Defeat Dagoth Ur" mentions that they'll probably think you've come to challenge them in order to ascend in House Dagoth.

Someone mentioned on PES (it wasn't you was it?) about the weakening of Dagoth Ur being broken. I didn't realise that at all (it seems like such a massive oversight on Bethesda's part) and I'll be sure to do something about it the next time I update this.

I'm definitely going to try this.

I have a little suggestion, too. I believe it is supposed to be especially dangerous to rest inside Ghostgate. That always made me *expect* Dark Brotherhood-like attacks or at least those terrible nightmares given to the player by Dagoth Ur in the beginning, but nothing really seems to happen if you're away from the standard spawn points. I certainly agree that the atmosphere of Red Mountain certainly isn't as foreboding as it seems it should be. Do you think adding such things to keep the PC from resting comfortably inside the Ghostgate would work in your mod?

Hehe, I quite like that idea, too! It could all come together to essentially "revamp" the last mission of the main quest. I might make it modular, though...

2 mods spring to mind regarding this - I don't plan to incorporate them but I just thought I'd mention them in case you're interested... one is "Sleepers, Awake!" that gives all of the disturbing dreams creepy voiceovers (:D) and the other is my own "Find Shelter", which stops you sleeping anywhere outside in rough weather (which would effectively stop you resting in Red Mountain Region).
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Dominic Vaughan
 
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Post » Mon Sep 06, 2010 8:52 am

This sounds awesome!

I've recently started looking at mods that make the final stages of the main quest into something more epic. This sound like it will fit that category nicely.
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TWITTER.COM
 
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Post » Mon Sep 06, 2010 11:49 am

No, I didn't post about this on PES.

Some dialogue, such as that for Dagoth Endus, suggests that the Dagoths are not inclined to attack first: "Whenever you're ready, then? You're the challenger, and I am your host. So honor demands that you deliver the first blow." http://www.uesp.net/wiki/Morrowind:Dagoth_Endus
I think that the devs intended to have them wait to be attacked, but then realized that a player could just come there at low levels and loot everything and then leave and that would only require some invis potions and an Intervention scroll to do.

I'm not sure why the "weakening" doesn't actually work, but it's possible that it wasn't an oversight and the devs just decided that they couldn't do it the way they wanted so they disabled it.
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Angel Torres
 
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Post » Mon Sep 06, 2010 4:11 am

I'm not sure why the "weakening" doesn't actually work, but it's possible that it wasn't an oversight and the devs just decided that they couldn't do it the way they wanted so they disabled it.


"Dagoth Ur's health is supposed to be reduced by 50 for each Ash Vampire killed during The Citadels of the Sixth House quest, but the script intended to produce this effect does not work." - UESP

And:

1) The script does work! But only if you see Dagoth Ur's first version (I mean ID: dagoth_ur_1) before making the script start itself, ergo before killing (or seeing not sure exactly) one Ash Vampire
2) The script (when you make it works) is way unbalanced: it reduces Dagoth Ur's health by 50. This, multipled by all 7 Ash Vampires, would kill him on the fly!

Hope this helps!

By the way, intresting project Danjb!
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sophie
 
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Post » Mon Sep 06, 2010 8:24 am

That's going directly into my permanent loadlist. I'll been looking for a way to make the Red Mountain campaign more epic. Diablo-style abilities certainly appeal to my tastes. I do, however, clearly remember a mod that changed the first encounter with Dagoth Ur to be more boss-like and also fixed the weakening script. I'm currently searching for it (and failing) but I plan on combining it with your mod for the ultimate Dagoth-clash experience.

Thanks for the release, Danjb.

Edit: http://www.gamesas.com/index.php?/topic/1172867-wip-tougher-deities/. Still a wip though and the effects are somewhat different from what I remembered. Meh, no combining I guess.

Edit2:
That's a good point, I never really knew that dialogue existed... Maybe I could make them greet the player before attacking, just like Dagoth Gares. It would definitely make them seem more significant, and much cooler plot-wise I think, as Vivec's "Plan to Defeat Dagoth Ur" mentions that they'll probably think you've come to challenge them in order to ascend in House Dagoth.

All this great dialogue wasted, it's a shame. Some sort of forced greetings followed by combat would indeed be much cooler.
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Adam
 
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Post » Mon Sep 06, 2010 5:10 am

I already use Sleeper's Awake, but I'm not too fond of not being able to sleep in inclement weather *at all*. I've slept out in the rain plenty of times, so I don't see why it should be impossible for the PC, even without a tent. I prefer the idea that something is actually keeping the player awake rather than the idea that the PC is just too dumb to cover her head with an animal skin or even a broad leaf.

Not that I think there's anything wrong with the mod or how others rp; I just see my character as at least being able to do what I have done.
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Alexandra Louise Taylor
 
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Post » Mon Sep 06, 2010 4:53 pm

I have to assume this is not compatible with Darknut's Greater Dwemer Ruins volume 1.

If that's the case, any chance for a patch?
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celebrity
 
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Post » Mon Sep 06, 2010 7:37 am

I already use Sleeper's Awake, but I'm not too fond of not being able to sleep in inclement weather *at all*. I've slept out in the rain plenty of times, so I don't see why it should be impossible for the PC, even without a tent. I prefer the idea that something is actually keeping the player awake rather than the idea that the PC is just too dumb to cover her head with an animal skin or even a broad leaf.

Not that I think there's anything wrong with the mod or how others rp; I just see my character as at least being able to do what I have done.

I feel the same way. I just assume that my character has an invisible backpack that contains a tent, bedroll, food, water and he manages all that stuff on his own when I'm not looking at the screen. For coinage, I assume that there are various types of coins so when I'm carrying around 10000 gold I'm carrying just ten 1000 gold pieces rather than dragging around an enormous, heavy sack of gold.
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Kayla Keizer
 
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Post » Mon Sep 06, 2010 4:24 pm

I have to assume this is not compatible with Darknut's Greater Dwemer Ruins volume 1.

If that's the case, any chance for a patch?

Actually, as long as Darknut's Greater Dwemer Ruins contain the original Dagoths (which I'm guessing it would), they should work fine together. The only problem I can forsee is if Darknut has tinkered with the creatures as well, in which case (at least for now - a patch is always possible), the last mod to load will take priority.

I've just taken a quick look at DGDR and it seems he's edited 9 of the Dagoths (out of 30+). To avoid problems I'd make his mod load last.

I feel the same way. I just assume that my character has an invisible backpack that contains a tent, bedroll, food, water and he manages all that stuff on his own when I'm not looking at the screen. For coinage, I assume that there are various types of coins so when I'm carrying around 10000 gold I'm carrying just ten 1000 gold pieces rather than dragging around an enormous, heavy sack of gold.

Fair enough - I think sometimes you've just got to make these kind of assumptions, otherwise it does get a little unrealistic (waiting in the same place for 24 hours... yeah, right).
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Abel Vazquez
 
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