[RELz] Darknut's Greater Dwemer Ruins thread 2

Post » Mon May 16, 2011 11:16 pm

For an interesting alternate way into the ruins, I suggest a massive jump spell so you can jump right to the top of the towers. When I first played the mod, I already happened to have a spell that did that when I got to them.
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Ice Fire
 
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Post » Tue May 17, 2011 11:49 am

I'm aware before I even ask that I'm hitting on a touchy subject, but why are there so many dirty references in this mod?

I only go to the trouble of asking because a grand total of two such references - Luminous Russula and Violet Coprinus - run into conflicts with Herbalism for Purists. And whether I manually adjust the load order or just delete those two specific references from GDR (I did the latter, FYI), what I'm doing in either case is the exact same thing: getting rid of a dirty reference that I can't explain for the life of me why it was even there to begin with.

I love ya to death, Darknut, but I swear you make the obsessive-compulsive inside of me cry sometimes.
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D IV
 
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Post » Tue May 17, 2011 1:07 pm

I'm aware before I even ask that I'm hitting on a touchy subject, but why are there so many dirty references in this mod?

I only go to the trouble of asking because a grand total of two such references - Luminous Russula and Violet Coprinus - run into conflicts with Herbalism for Purists. And whether I manually adjust the load order or just delete those two specific references from GDR (I did the latter, FYI), what I'm doing in either case is the exact same thing: getting rid of a dirty reference that I can't explain for the life of me why it was even there to begin with.

I love ya to death, Darknut, but I swear you make the obsessive-compulsive inside of me cry sometimes.


I wonder the exact same thing. Dirty references are supposed to be references which have not been changed, yet something is supposed to be changed with these. What is it?

On this note, are you working on an update to this or do we have to wait for it?
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katie TWAVA
 
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Post » Tue May 17, 2011 3:11 pm

Luminous Russula and Violet Coprinus

So that's why Graphic Herbalism wasn't working properly for those. I thought the issue would've been from something more logical that I use like Expanded Sounds or something. :facepalm:
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Lexy Corpsey
 
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Post » Tue May 17, 2011 4:59 am

I wonder the exact same thing. Dirty references are supposed to be references which have not been changed, yet something is supposed to be changed with these. What is it?

On this note, are you working on an update to this or do we have to wait for it?


http://btb2.free.fr/site/downloads/morrowind_gdr.zip
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Yonah
 
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Post » Tue May 17, 2011 11:09 am

Still working on an update to my mod list... got a whole bunch of stuff that needs to be edited in it.
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Claire Mclaughlin
 
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Post » Tue May 17, 2011 4:00 am

Was hoping for alittle help, almost at the end ... but one last hurdle.

Spoiler
After destroying the heart I make a run for the exit ... massive boulders dropping around ... one finally landing infront of the way I came in ... soon the lava rises and I'm dead. A crank says I need to find another way .... am I going the wrong way or just to slow?

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Len swann
 
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Post » Tue May 17, 2011 12:11 pm

There's another way out. Look near the entrance. You may have to get wet. :)



KF
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Lizzie
 
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Post » Tue May 17, 2011 6:01 am

If someone wants to write a walkthrough for DNGDR be my guest .... I kind of sux if you give away to many secrets right here in the open forum though.

Ah the dirty references ... I have no excuse other than extreme burnout at the time I finished & released DNGDR & I didn't realize they were there until I had released it ..... I know I should have patched it already ...but they usually don't cause any issues. I have fixed all that in the update I got in progress but I don't have time right now to do any modding .... I'm hoping to get back to it soon ... I really am jones'ing for some Morrowind.

I haven't tried the new NOM yet so I don't know if it works with DNDGR or not ...sorry
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Nienna garcia
 
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Post » Tue May 17, 2011 2:08 pm

Ah the dirty references ... I have no excuse other than extreme burnout at the time I finished & released DNGDR & I didn't realize they were there until I had released it ..... I know I should have patched it already ...but they usually don't cause any issues. I have fixed all that in the update I got in progress but I don't have time right now to do any modding


Fair enough. Better that than me actually breaking something by editing the plugin :P

I look forward to the eventual update, though. I'll be sure to update its entry on my list (if necessary) once it's out.

.... I'm hoping to get back to it soon ... I really am jones'ing for some Morrowind.


Yeah, so am I. One of these days, I might actually stop modding and play the damn thing.
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REVLUTIN
 
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Post » Tue May 17, 2011 6:52 am

Ah the dirty references ... I have no excuse other than extreme burnout at the time I finished & released DNGDR & I didn't realize they were there until I had released it ..... I know I should have patched it already ...but they usually don't cause any issues. I have fixed all that in the update I got in progress but I don't have time right now to do any modding .... I'm hoping to get back to it soon ... I really am jones'ing for some Morrowind.

I haven't tried the new NOM yet so I don't know if it works with DNDGR or not ...sorry


According to Taddeus, who created NOM, that version of DNGDR should still be compatible with the new NOM 3.02. And in the meantime, while waiting for your update, we can use the edited plugins BTB made, which have no dirty refs.a
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BlackaneseB
 
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Post » Tue May 17, 2011 12:50 pm

According to Taddeus, who created NOM, that version of DNGDR should still be compatible with the new NOM 3.02. And in the meantime, while waiting for your update, we can use the edited plugins BTB made, which have no dirty refs.a


Actually, I just removed the two problematic dirty refs >.>
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roxxii lenaghan
 
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Post » Tue May 17, 2011 2:22 am

I'm sorry to bump this, but I'm really having trouble. I'm in the lava core extraction chamber and there is a hallway with a floor that gives away to lava and a broken wheel. What am I supposed to do?
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SHAWNNA-KAY
 
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Post » Tue May 17, 2011 4:06 am

It's a dead end. Find another route. :)



KF
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Rhi Edwards
 
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Post » Tue May 17, 2011 5:02 am

:(

Am I at least in the right area? I just need to find Keening.

Edit: Ok. so I found Keening and now I'm at Dagoth Ur's place. Problem is, the bridge is out. Can anyone give me a hint as to where to go?
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ezra
 
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Post » Tue May 17, 2011 12:27 am

I don't use the mod, ETPC, but perhaps you can simply levitate over the bridge?
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jess hughes
 
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Post » Tue May 17, 2011 10:41 am

I don't use the mod, ETPC, but perhaps you can simply levitate over the bridge?


Levitate is disabled. I figured it out anyway.

This was a fun mod, but I wish Darknut would give the player a couple more hints. It's easy to get frustrated and not know where to go.
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Tiff Clark
 
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Post » Tue May 17, 2011 2:23 pm

Levitate is disabled. I figured it out anyway.

This was a fun mod, but I wish Darknut would give the player a couple more hints. It's easy to get frustrated and not know where to go.


As far as I'm concerned, that's the biggest selling point of the mod. :hubbahubba:

You have to think, you have to look around carefully, you have to watch for traps, it's perfect!

Don't you feel a big sense of accomplishment now that you've completed it? :D



KF
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Sarah Evason
 
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Post » Tue May 17, 2011 3:11 pm

I'm gonna do a little thread resurrection here.

I've finally got around to playing through this mod (its fantastic, by the way) and I have made it through both Odrosal and Vemynal (took me about 5 hours...). After wandering around in Dagoth Ur for a couple hours I have concluded that I am stuck. The only place I can think to look is this one room that is pitch black, not even torches or light spells will light it up. Is this by design?
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Kristina Campbell
 
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Post » Tue May 17, 2011 8:23 am

Never-mind my last post. I figured out the problem. I had to edit the mod. All the cells that that were showing up as black had the fog density set to zero. So I changed them and everything went smoothly from then on. I finally finished it and killed Dagoth Ur, although I believe I missed something
Spoiler
I got to the Forgotten Dwemer Ruins, died a couple times by drowning before I finally found the secret door, but after exploring everything I could find I got stuck and had to transport back using the teleporter thingy. I never could figure out how to get past the wall in the dwemer outpost. Did I miss something? Also I found the passage to Mournhold but it dead-ended. Is there actually a way to get to the city?

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Jhenna lee Lizama
 
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Post » Tue May 17, 2011 2:20 pm

Never-mind my last post. I figured out the problem. I had to edit the mod. All the cells that that were showing up as black had the fog density set to zero. So I changed them and everything went smoothly from then on. I finally finished it and killed Dagoth Ur, although I believe I missed something
Spoiler
I got to the Forgotten Dwemer Ruins, died a couple times by drowning before I finally found the secret door, but after exploring everything I could find I got stuck and had to transport back using the teleporter thingy. I never could figure out how to get past the wall in the dwemer outpost. Did I miss something? Also I found the passage to Mournhold but it dead-ended. Is there actually a way to get to the city?


Hey Chris,

Do you think you can list the names of those cells? I remember doing the same thing back when I played the mod a while ago and now that I'm preparing another playthrough I can't remember the ones that had to be changed.
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SWagg KId
 
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Post » Tue May 17, 2011 11:38 am

I haven't done the MQ in a while and I'd like to use this for the end game. When is a good time to install it? Should I wait until I'm starting my assault on Red Mountain?
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Gracie Dugdale
 
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Post » Tue May 17, 2011 3:58 am

It would have probably been best to have it installed from the start, but it can be added anytime before you go to red mountain. Installing it to an existing game won't bother this mod, but may throw off references (ref numbers) for other mods. A quick fix with Wrye Mash after installing it should minimize any errors. :)




KF
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[Bounty][Ben]
 
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Post » Tue May 17, 2011 3:18 am

Hey Chris,

Do you think you can list the names of those cells? I remember doing the same thing back when I played the mod a while ago and now that I'm preparing another playthrough I can't remember the ones that had to be changed.


I had to make the same changes to use the mod, I think it's the black screen bug that reared it's ugly head in Oblivion (NVIDIA + HDR + Bethesda interior cell fog density 0). Are you using MGE?

The 3 cells that need to be changed are:
- Dagoth Ur, Hall of Passage
- Dagoth Ur, Lower East Passage
- Odrosal, Tower
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carly mcdonough
 
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