[Relz] Pozzo's Rise of House Telvanni v1.3

Post » Sun Sep 12, 2010 6:18 am

My question: What is this conflict, and where do you get v1.20, all versions i've seen are 1.10?

Check http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1045818&view=findpost&p=15175288 for the conflict's details, the v1.2 note is likely a mistake.
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Johanna Van Drunick
 
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Post » Sun Sep 12, 2010 11:22 am

Talking of that section of the Readme....

RoHT has unresolved critical conflicts with:
--------------------------------------------
.....
Less Generic NPCs (LGNPC) Tel Uvirith v1.20 and earlier
I have contacted Cyrano about this, and he will add patches into both LGNPC
mods with the next update. Thank you, Cyrano!


My question: What is this conflict, and where do you get v1.20, all versions i've seen are 1.10?


LGNPC Tel Uvirith 1.20 is currently being tested. It, along with several other updates, should be released in the next few weeks or so.
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Hayley O'Gara
 
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Post » Sun Sep 12, 2010 11:51 am

My question: What is this conflict, and where do you get v1.20, all versions i've seen are 1.10?

I believe 'critical conflict' overstates the matter. The nature of the conflict affects a few side events in LGNPC Tel Uvirith only. The nature of the conflict is rather more severe upon LGNPC Pax Redoran, but that may affect the readers of this post no more than to make the corner of their mouths curl upward the slightest detectable amount. ;)

This matter will be completely resolved with the release of LGNPC Tel Uvirith version 1.20 in the weeks ahead.
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tiffany Royal
 
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Post » Sun Sep 12, 2010 9:17 am

This matter will be completely resolved with the release of LGNPC Tel Uvirith version 1.20 in the weeks ahead.

The Telvanni goodies just keep on flowing in...
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Elea Rossi
 
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Post » Sun Sep 12, 2010 1:36 pm

The Telvanni goodies just keep on flowing in...


Yes, they really do, don't they? At the moment, only Telvanni can be considered truly dynamic in the sense of changing through interactions with the others, thanks to mods (including yours). A shame the other houses and the guilds are left high and dry, but I suppose that's what one can expect from innate but modestly disclaimed superiority.
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Matt Terry
 
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Post » Sun Sep 12, 2010 9:41 am

I'm still stumped on Alighiere's quest. No, I'm not asking for help. It's a good riddle.
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SEXY QUEEN
 
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Post » Sun Sep 12, 2010 7:25 am

After taking a break from playing Morrowind for a few weeks, I got back into the RoHT stuff last night :wub:

Spoiler
Saved a certain former Mages Guild member, beat the stuffing out of a dissatisfied Bosmer (I'd been wondering where he came from as I didn't remember him being in Sadrith Mora in vanilla, but wasn't sure what had added him)... now on to more goodness =P!




And, as always, a renewed thanks for all the great work!
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Robyn Lena
 
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Post » Sun Sep 12, 2010 8:23 am

Is this incompatible with Sixth House mod? I'm getting an error message with this mod loaded. >.<

EDIT: This is what i see in my warnings text with the two mods loaded togheter.

Not able to find Foot part in BC_shoes_common_1.
Unable to find referenced object "dreamer_ranged" in script SixthHouseCheck.
Unable to find referenced object "dreamer_ranged" in script SixthHouseExpell.
Not able to find Ankle part in rt_pants_MW32_a.
Not able to find Knee part in rt_pants_MW32_k.
Not able to find Upper Leg part in rt_pants_MW32_ul.
Not able to find Ankle part in emc_rt_p_br_21_a.
Not able to find Knee part in emc_rt_p_br_21_k.
Not able to find Upper Leg part in emc_rt_p_br_21_ul.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_5.
Not able to find Foot part in BC_shoes_common_1.
Not able to find Ankle part in RT_T_Pants1_M_a.
Not able to find Knee part in RT_T_Pants1_M_k.
Not able to find Upper Leg part in RT_T_Pants1_M_ul.
Not able to find Ankle part in rt_pants_MW32_a.
Not able to find Knee part in rt_pants_MW32_k.
Not able to find Upper Leg part in rt_pants_MW32_ul.
Not able to find Knee part in RTJEB_nin_pants_k.
Not able to find Upper Leg part in RTJEB_nin_pants_ul.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_extrav_2_f.
Not able to find Foot part in BC_shoes_common_5.
Texture "Data Files\Textures\WAR_FEMME_NOGLOW.dds" count 3.
Texture "Data Files\Textures\_war_bm_fnl_xf1a_d.dds" count 3.
Texture "Textures\_land_default.tga" count 3.
Texture "Textures\menu_thick_border_bottom_right_corner.dds" count 2.
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Sheeva
 
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Post » Sun Sep 12, 2010 5:48 am

Some of the errors mentioned by Diell are unrelated to this mod or the 6 th house one.

Install the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6764. It should fix all the errors where BC_ is mentioned.
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Solène We
 
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Post » Sun Sep 12, 2010 5:53 pm

Is this incompatible with Sixth House mod? I'm getting an error message with this mod loaded. >.<

EDIT: This is what i see in my warnings text with the two mods loaded togheter.

Unable to find referenced object "dreamer_ranged" in script SixthHouseCheck.
Unable to find referenced object "dreamer_ranged" in script SixthHouseExpell.
......


Those errors are for the sixth house patch for creatures X, which you will always get unless you remove the ref for dreamer ranged from the two scripts yourself.
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priscillaaa
 
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Post » Sun Sep 12, 2010 4:33 am

And none of those errors seem to be connected with RoTH.
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Hussnein Amin
 
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Post » Sun Sep 12, 2010 5:22 pm

And none of those errors seem to be connected with RoTH.


Still i get those errors only when RoTH is loaded into my game. Pretty weird if you ask me.

EDIT: i don't use any patch for the sixth house and i don't really know what creature X is.
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Margarita Diaz
 
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Post » Sun Sep 12, 2010 4:13 pm

I find it hard to believe - especcially with the shoes problem (which is connected with Better Clothes as SkyPiercer said). Perhaps you could share your mod list with us? It's in your ini file.
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Deon Knight
 
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Post » Sun Sep 12, 2010 7:19 pm

Hi there! :wave:

I have taken a break from RoHT and actually begun to play some of those mods that I have downloaded during RoHT's development but didn't dare to install because of possible savegame corruption. And I have also begun to live up to my promises to other modders: first, I have taken up work on a little something I promised to contribute to SME, and I'll begin testing UL in the next days. I guess the tide of Telvanni mods will keep rolling in for a while longer. :)

When I'll have fulfilled those promises, I'll begin to work on RoHT v1.31. It will only be a small update. In detail, I will:
  • provide a way to either spare Duke Dren's life or stall for time
  • alter the Telasero altar script to cater for levitating player characters
  • fix the "Wizard for Hire" workaround bug (reported by MogTM(
  • check for inconsistencies concerning Therana's death (reported by Hakuroshi on TESNexus)
  • add a line of dialogue on the "Cube of Uvirith" quest to reflect the player's progress on Morrowind's main quest (also reported by Hakuroshi)
  • update the Readme file (I listed wrong version numbers for the LGNPC mods)
  • add a FAQ for RoHT's single frequently asked question "where is Zafirbel's Star?" and possibly add a few hints for Alighiere's quest.
  • clean RoHT thoroughly with TESTool.

So, I guess I owe you all some answers.
Talking of that section of the Readme....

RoHT has unresolved critical conflicts with:
--------------------------------------------
.....
Less Generic NPCs (LGNPC) Tel Uvirith v1.20 and earlier
I have contacted Cyrano about this, and he will add patches into both LGNPC
mods with the next update. Thank you, Cyrano!

My question: What is this conflict, and where do you get v1.20, all versions i've seen are 1.10?


Karpik777 is absolutely right by suspecting this to be a mistake: it is. RoHT v1.3 conflicts with LGNPC Tel Uvirith v1.10 and will be compatible with later versions.

I believe 'critical conflict' overstates the matter. The nature of the conflict affects a few side events in LGNPC Tel Uvirith only. The nature of the conflict is rather more severe upon LGNPC Pax Redoran, but that may affect the readers of this post no more than to make the corner of their mouths curl upward the slightest detectable amount. ;)

You're probably right, but I seem to remember that at least one of the side quests can be played by any player, Telvanni or not. Something regarding the Urshilaku Wise Woman or so. I'll have to look into it to be sure, though.


I'm still stumped on Alighiere's quest. No, I'm not asking for help. It's a good riddle.

:hehe: Good. If an ancient vampire couldn't solve it in years, it should take you some time. If you need a hint, just let me know.


Is this incompatible with Sixth House mod? I'm getting an error message with this mod loaded. >.<

EDIT: This is what i see in my warnings text with the two mods loaded togheter.

Not able to find Foot part in BC_shoes_common_1.
Unable to find referenced object "dreamer_ranged" in script SixthHouseCheck.
Unable to find referenced object "dreamer_ranged" in script SixthHouseExpell.
[snipped rest of the list]

Those two errors could be the result of RoHT's changes to Telasero. Have you ever visited Telasero after Stoh-Gei set up his camp there? The air in the stronghold's aisles is pure, and all Sixth House creatures have left forever. I have achieved that by replacing each and every creature in Telasero with an equivalent from RoHT that will be disabled by script after the Stoh-Gei quest. That includes the two Dreamers near Telasero's entrance who attack you with throwing stars (ID: dreamer_ranged). Those two are the only ones of their kind in unmodded Morrowind, and RoHT replaces them with identically looking Dreamers (ID: RoHT_Telaero_dreamer_r). That could be the reason why the SixthHouseCheck script and the SixthHouseExpell script report an error. However, I only removed those two Dreamers' references from Telasero, the object "dreamer_ranged" remains intact and unaltered.
Since you are playing both mods: how does the Sixth House mod work? I'd imagine that the player will be expelled from any Great House if he chooses to side with Dagoth Ur. Is this not the case?
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Nicholas
 
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Post » Sun Sep 12, 2010 7:56 pm

Those two errors could be the result of RoHT's changes to Telasero. Have you ever visited Telasero after Stoh-Gei set up his camp there? The air in the stronghold's aisles is pure, and all Sixth House creatures have left forever. I have achieved that by replacing each and every creature in Telasero with an equivalent from RoHT that will be disabled by script after the Stoh-Gei quest. That includes the two Dreamers near Telasero's entrance who attack you with throwing stars (ID: dreamer_ranged). Those two are the only ones of their kind in unmodded Morrowind, and RoHT replaces them with identically looking Dreamers (ID: RoHT_Telaero_dreamer_r). That could be the reason why the SixthHouseCheck script and the SixthHouseExpell script report an error. However, I only removed those two Dreamers' references from Telasero, the object "dreamer_ranged" remains intact and unaltered.
Since you are playing both mods: how does the Sixth House mod work? I'd imagine that the player will be expelled from any Great House if he chooses to side with Dagoth Ur. Is this not the case?


Hi, thanks for the answer. Unfortunately i can't be of any help. I just started modding Morrowind after playing it for xbox when it was first released, so i've yet to test all these mod. Btw i've downloaded the BC patch and now the only conflicts i have is this one, but i don't know how serious it can be. ^^;
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Amy Cooper
 
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Post » Sun Sep 12, 2010 7:36 pm

Hi, thanks for the answer. Unfortunately i can't be of any help. I just started modding Morrowind after playing it for xbox when it was first released, so i've yet to test all these mod. Btw i've downloaded the BC patch and now the only conflicts i have is this one, but i don't know how serious it can be. ^^;

In theory, it shouldn't matter at all. I suspect those scripts to make the NPC dreamer_ranged peaceful towards a player who has joined House Dagoth. RoHT only removes their references (their instances) from Telasero, but leaves their object (their definition) unaltered. And since NPCs' references are automatically set to persist, the scripts should be able to reference them. Here's something you could try out: create a new mod that adds one of those dreamer_ranged to a Cell of your choice. Activate that mod in your game and see if those errors return.
So far, I haven't been interested in joining the Sixth House, but I'll download it and have a look at those scripts. Just exactly which Sixth House mod are they from: Endrek's or MadGod's?
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meghan lock
 
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Post » Sun Sep 12, 2010 11:33 am

I discovered and installed this mod just before my character became Archmagister (and Archmage). Haven't played most of the quests yet, but it's sure great so far. It's well that the dialogue and quest options allow for a character who heads both the Telvanni and the Mages' Guild, because any player who has the slightest preference for powergaming over strict role-play is bound to do both.

What I'd like to see in an update, or a mod, is a questline which allows the Archmagister to bring the Mages' Guild in as allies if he's also the Archmage. It shouldn't be a simple matter--the feud is ancient and deep, and neither the Archmagister nor the Archmage has the power to set it aside by saying "Make it so." But do enough favors for the right people, and maybe kill off a couple of diehards on each side. . .

One thing I'm curious about. When the advisor suggests you pick a new master for Tel Aruhn, he names three candidates, but the description of the quests at the start of this thread makes it seem that Lady Zubadaiah is definitely going to be the one. In my game, she happened to be the one I spoke to first, and I appointed her without ever speaking to the others. What would have happened if I'd done it differently? Do the others turn down the position if offered, or what?
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Tai Scott
 
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Post » Sun Sep 12, 2010 2:01 pm

Hi there! :wave:
I have taken a break from RoHT and actually begun to play some of those mods that I have downloaded during RoHT's development but didn't dare to install because of possible savegame corruption. And I have also begun to live up to my promises to other modders: first, I have taken up work on a little something I promised to contribute to SME, and I'll begin testing UL in the next days. I guess the tide of Telvanni mods will keep rolling in for a while longer. :)


Heh, I'm doing the same thing while waiting for bug reports to roll in from the last UL beta. I've just started a new character on a fresh install and I'll be playing through the entire UL and RoHT storylines together (as well as the beta of LGNPC Tel Uvirith 1.20 which cyran0 kindly gave me). I have to admit, I've never played my mod straight through with no interruptions for bug fixes or other changes. I've always played it in bits and pieces, most of which I've run through over and over again to test things. I've never actually played my mod. And I haven't played RoHT all the way through either since 1.25. So I'm going to put my new projects on hold for a bit and just play through the whole thing with no interruptions. :clap:
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matt oneil
 
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Post » Sun Sep 12, 2010 8:12 pm

In theory, it shouldn't matter at all. I suspect those scripts to make the NPC dreamer_ranged peaceful towards a player who has joined House Dagoth. RoHT only removes their references (their instances) from Telasero, but leaves their object (their definition) unaltered. And since NPCs' references are automatically set to persist, the scripts should be able to reference them. Here's something you could try out: create a new mod that adds one of those dreamer_ranged to a Cell of your choice. Activate that mod in your game and see if those errors return.
So far, I haven't been interested in joining the Sixth House, but I'll download it and have a look at those scripts. Just exactly which Sixth House mod are they from: Endrek's or MadGod's?


I was using the Endrek's one. I won't use it for now anyway, my goal was to became and archmage this time (since in my first and only playthrough i played as a pure thief) and your mod seems like something that i just can't pass on. :)
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kristy dunn
 
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Post » Sun Sep 12, 2010 3:03 pm

The Telvanni Council currently has no focus... I think I've actually finished the (main) content of RoHT! It just seems like I've gotten so many hours of fun out of it that I didn't actually expect it to end.

I really like the way the writing brings certain characters to life.
Spoiler
Done so well that as I rested in tranquility after a certain long labor and was awakened by assassins, I could practically feel my character seeth with rage and crumple the contracts signed "T." I was so into it at that moment that I raged with the desire to burn Tel Branora to the ground even before I spoke to my advisor to reveal "T's" identity. I am thinking of perhaps using it as a large trash heap instead now that Therana is gone and my wrath has calmed. That will show them!


Spoiler
Did the teleportation portals in the daedric pocket realm make anyone else think of Reboot?

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Ross Thomas
 
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Post » Sun Sep 12, 2010 8:26 am

RoHT + BuUG + Uvirith's Legacy provided a ridiculous amount of content for House Telvanni. Good show, all.

I am having problems with what I think is Rise of House Telvanni...some cells I can't enter without crashing, such as Ebonheart Grand Council Chambers, many propylon chambers, Caldera Mages Guild, the Royal Chambers in Mournhold, and a few others. The crashing began after I wiped out the Mages Guild.
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Misty lt
 
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Post » Sun Sep 12, 2010 6:35 pm

What I'd like to see in an update, or a mod, is a questline which allows the Archmagister to bring the Mages' Guild in as allies if he's also the Archmage. It shouldn't be a simple matter--the feud is ancient and deep, and neither the Archmagister nor the Archmage has the power to set it aside by saying "Make it so." But do enough favors for the right people, and maybe kill off a couple of diehards on each side. . .

I recommend you have a look at RoHT's modders' readme file and start making that mod, 'cause I won't. I'm not interested in combining both factions into one, and there are dozens if not hundreds of details that need to be solved for it, like: what would I do with Edwinna's and Skink's quests? How would the mainland react? Who might be in favour of combining both factions, and why? Who would have to be convinced, who would have to be bribed, who would have to be made an offer he couldn't resist, who would have to be... Well, you get it. Doing this is a massive task. If you're going to tackle it: good luck! :)
One thing I'm curious about. When the advisor suggests you pick a new master for Tel Aruhn, he names three candidates, but the description of the quests at the start of this thread makes it seem that Lady Zubadaiah is definitely going to be the one. In my game, she happened to be the one I spoke to first, and I appointed her without ever speaking to the others. What would have happened if I'd done it differently? Do the others turn down the position if offered, or what?

Mallam Ryon will turn the offer down: he has other plans for his future. Depending on how you decide on the Mages Guild, you might encounter him again in RoHT. And Bols Indayn... I fear that poor Bols still hasn't recovered from Therana. He might have been a suitable candidate before that fateful encounter, but now... Well, visit him in Tel Naga's Great Hall and talk to him. Poor chap...

Heh, I'm doing the same thing while waiting for bug reports to roll in from the last UL beta. I've just started a new character on a fresh install and I'll be playing through the entire UL and RoHT storylines together (as well as the beta of LGNPC Tel Uvirith 1.20 which cyran0 kindly gave me). I have to admit, I've never played my mod straight through with no interruptions for bug fixes or other changes. I've always played it in bits and pieces, most of which I've run through over and over again to test things. I've never actually played my mod. And I haven't played RoHT all the way through either since 1.25. So I'm going to put my new projects on hold for a bit and just play through the whole thing with no interruptions. :clap:

I know that all too well: during RoHT's development I used to test it quest by quest, skipping all earlier quest with the help of my trusted "Ring of Betatest". That ring is still part of RoHT although it isn't placed anywhere in the game: it is waiting to be reactivated for the next round of testing. To any modder who intends to mod RoHT: This ring is actually an activator, its ID is RoHT_Ring_of_Betatest, and it runs the RoHT_betatestScript when its activated. You might be interested in using it for testing your own mod.
Well, since RoHT v1.25 is the latest version you have played, you'll be in for a lot of surprises and new quests. Just like I will be with UL: last time I played it, it was called "Uvirith Inside". :embarrass:


I was using the Endrek's one. I won't use it for now anyway, my goal was to became and archmage this time (since in my first and only playthrough i played as a pure thief) and your mod seems like something that i just can't pass on. :)

Thanks! I have just downloaded Endrek's mod and will have a look at it in the next couple of minutes. I'll report on my findings when I have completed that look.


The Telvanni Council currently has no focus... I think I've actually finished the (main) content of RoHT! It just seems like I've gotten so many hours of fun out of it that I didn't actually expect it to end.

Congratulations! So how did the masters reward you? (Yes, that really depends on how much you have done to strengthen House Telvanni.)

I really like the way the writing brings certain characters to life.
Spoiler
Done so well that as I rested in tranquility after a certain long labor and was awakened by assassins, I could practically feel my character seeth with rage and crumple the contracts signed "T." I was so into it at that moment that I raged with the desire to burn Tel Branora to the ground even before I spoke to my advisor to reveal "T's" identity. I am thinking of perhaps using it as a large trash heap instead now that Therana is gone and my wrath has calmed. That will show them!

What held you back in the first place? RoHT is able to cope with your anger. As soon as the last assassin dies, RoHT will take all necessary steps for this quest's further development. You can speak to your advisor before taking action, but you needn't to. :)
Spoiler
Did the teleportation portals in the daedric pocket realm make anyone else think of Reboot?

:lmao: No, but now that you mention it... it's even more fitting for the portals on Vvardenfell: you flip a switch (cast a spell), and the thing starts up. :D

I am having problems with what I think is Rise of House Telvanni...some cells I can't enter without crashing, such as Ebonheart Grand Council Chambers, many propylon chambers, Caldera Mages Guild, the Royal Chambers in Mournhold, and a few others. The crashing began after I wiped out the Mages Guild.

I can't completely rule RoHT out concerning Ebonheart's Grand Council Chambers and the Caldera Mages Guild: RoHT does indeed add to those Cells. In Mournhold's palace, however, it only affects the Guards' quarters and the jail, and Telasero's propylon chamber is the only one altered by RoHT. This is also the first time I hear of these problems, so I suspect that it's either a mod conflict or a dirty savegame. :shrug:

B
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KIng James
 
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Post » Sun Sep 12, 2010 5:23 am

I have completed my look at http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2464 mod with regard to RoHT compatibility. These are my findings:
  • The SixthHouseCheck script is a local script, attached to two NPCs. When the player joins the Sixth House, all House Dagoth creatures have their fight settings lowered to 50 which will make them docile towards the player.
  • The SixthHouseExpell script would raise those fight settings back to 90 when the player is expelled from the Sixth House. I wrote would, because this script isn't started anywhere. It is capable of doing its job, but it simply isn't used (probably a bug.)
  • The Sixth House mod doesn't alter the NPC object "dreamer_ranged" at all.
  • The Sixth House mod doesn't alter anything in or around Telasero.
  • When the player joins the Sixth House, (s)he will be expelled from the Blades. All other factions won't be directly affected.
  • During its quests, the Sixth House requires the player to kill Divayth Fyr and Duke Dren.
  • I couldn't reproduce the warnings that Diell reported.

So my conclusions are: RoHT and Endrek's Sixth House mod are compatible as long as the player doesn't try to actively play them both at the same time. That's absolutely fine with me: I wouldn't want to be both Archmagister and Dagoth Ur's lap dog. It seems to be safe to have both mods running at the same time so that you can choose which House you'd like to join. But when you're playing both mods simultaneously, I can't offer you assistance if anything breaks. It might work, it might not. In case you intend to try both mods simultaneously, I suggest that you at least complete Zubadaiah's and Edwinna's quests first. That way, you won't have to worry about killing Divayth Fyr for the Sixth House.
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Russell Davies
 
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Post » Sun Sep 12, 2010 8:25 pm

I'm having a bit of trouble again. Not sure whats happening, but i followed the mask across morrowind and found the abandoned house pod. I need to check the basemant according to my journal, but the door to the basemant won't open, no messages or "this door is locked' type messages are displayed. I tried stop levitating and that didn't help. Anyone know a fix?
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Josh Sabatini
 
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Post » Sun Sep 12, 2010 6:54 am

I'm having a bit of trouble again. Not sure whats happening, but i followed the mask across morrowind and found the abandoned house pod. I need to check the basemant according to my journal, but the door to the basemant won't open, no messages or "this door is locked' type messages are displayed. I tried stop levitating and that didn't help. Anyone know a fix?


Spoiler
Try looking around back.
At first I thought the same thing, that something must be broken, but then it dawned on me =).
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Petr Jordy Zugar
 
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