Greater Dwemer Ruins bug

Post » Mon May 07, 2012 9:41 pm

Hello,

I am using Greater Dwemer Ruins from Darknut.

So far, it is excellent. I obtained both artifacts now and I am ready for the final assault.

But I met two problems.

First:

In Vemynal, there are some steam centurions. When I approach them, the game send an error message to me. It is something about "running EXCEPTIONS" in script called GDN_robo_attack. If I click on "YES", the game goes on normally. This script is present on those centurions in TESCS. And I "think" it has something to do with those centurions looking broken or dormant and be "awakened" when you approach them". I have to say, they still attack. so everything is probably working, only that error messega bothers me.


Second:

In some areas, there is levitation forbidden. Thats Dagoth Ur facility too. But, if I use some kind of teleportation to get from there, I cannot use levitation magic everywhere from that point.

Any suggestion how to repair that?
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Irmacuba
 
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Post » Tue May 08, 2012 1:50 am

if i remember right to turn back on levetation just open the console and type "EnableLevitation" without the ""s.

for the other i can't say i know.... but i bet someone will

Edit spelling
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Lynette Wilson
 
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Post » Mon May 07, 2012 1:59 pm

Thank you :)

I just want to know whats wrong in the mod with it (levitation).

I met one situation there, where you should be trapped, if you do something wrong. Using teleport help you with that issue. Maybe the autor did not want Me to do that. But then he should disable the teleportation there altogether.
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marina
 
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Post » Mon May 07, 2012 11:29 pm

You should not teleport in/out, mod considers this sort of cheating.
There are levitation (re)activators around Vemynal 0, 10, Dagoth Ur 2,8, Forgotten Dwemer Outpost
else from the game console you can use EnableLevitation command from console as suggested
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N3T4
 
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Post » Mon May 07, 2012 5:37 pm

Or dont bother with levitation and just do a massive jump spell.
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Chris Ellis
 
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