[Quest Mod] The Dwarves Of The Mountain

Post » Wed Mar 30, 2011 12:15 pm

THE DWARVES OF THE MOUNTAIN - http://www.tesnexus.com/downloads/file.php?id=22268

From the sandy beaches of the Abecean Sea, to the swampy marshes of Blackwood, from the chilly windswept cliffs of Blizzard Peak, to the boiling lava tunnels of the Great Mine, The Dwarves Of The Mountain takes you on an immerse quest, where you are thrown into a society of troubled Dwarves, who are being ruled by an iron-fisted King, who of late has begun enslaving, and even killing the Dwarves of their fair city deep in the Jerall Mountains. Your mission is to infiltrate the mountain dwelling to discover the source of the King's new-found madness, while solving clues and completing tasks along the way, even being called upon by a great Dwarven Sorcerer. Can you help this distraught society...before it's too late? For them, and you?

The Dwarves Of The Mountain consists of 18 Quests; 15 Main Quests, and 3 side quests:

Main Quests:

DMM0001 - "Ageing Gracefully"
DMM0002 - "Rarest Of Plants"
DMM0003 - "A Klutz Of All Trades"
DMM0004 - "In Your Sights"
DMM0005 - "Deepsea Exploration"
DMM0006 - "All The King's Men"
DMM0007 - "Between A Rock And A Hard Place"
DMM0008 - "Dwarven Exile"
DMM0009 - "The Geomancer"
DMM0010 - "Hero Of The Dwemer"
DMM0011 - "Into The Great Mines"
DMM0012 - "Orichalcum"
DMM0013 - "Upheaval Of The Evil King"
DMM0014 - "Showdown On Blizzard Peak"
DMM0015 - "Escape From Dwarf Mountain"

Side Quests:

DSQ0001 - "Built For A Bigg'n"
DSQ0002 - "The Botanist's Legacy"
DSQ0003 - "Things That Go Bump In The Night"

Files Necessary:

The Orrery: For the Geomancer's main display
Shivering Isles: For two sets of eye textures

Final Battle music is "First Mission" from Crisis Core...
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WTW
 
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Post » Wed Mar 30, 2011 8:31 am

Sounds very exciting, but not very lore friendly if the dwarves are dwemer.
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Eileen Müller
 
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Post » Wed Mar 30, 2011 1:45 am

I don't think they're going to be Dwermer, as Dwermer weren't Dwarves. They were "Deep Elves" and I'm fairly certain that that means they aren't short, stout, and bearded. But, I haven't seen one, so I could be wrong...
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LuCY sCoTT
 
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Post » Wed Mar 30, 2011 1:51 am

They were fat, yellow and had mechanical spider legs last I saw of them.

Also, occasionally, tall, bearded, yellow and dead.
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Kate Murrell
 
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Post » Wed Mar 30, 2011 10:23 am

These are "common" Dwarves, you could say. The mod might not be lore-friendly when it comes to the Dwemer yet I can assure you that I have played through it and it's simply immensely enjoyable which, frankly, that's all that matters to me. I have nothing else to add other than the fact that I highly recommend this mod, you'll be delighted by it's storyline.
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Crystal Clarke
 
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Post » Wed Mar 30, 2011 3:55 am

This mod looks very promising, so I'll definitely add it to my new game.

A few suggestions on how to make it more user friendly:

I looked it over in TES4EDIT and it could use some cleaning, as there were 68 "Identical to Master" records.

Also you have edited the following vanilla records:
dripper01 [ACTI:00028979]
Undgrddoorfull01 "Wooden Door" [DOOR:000231F9]
BravilLoadDoorLowerINT02 "Door" [DOOR:00047A00]
This can cause problems, since it will affect *all* such activators and doors added by other mods. It's better to create new, unique versions of these instead of editing the vanilla ones.

Olav "Olav" [NPC_:00035EAC]
ImperialLegionForester2 "Imperial Legion Forester" [NPC_:0018BA84]
DAClavicusUmbraSword "Umbra" [WEAP:00026B22]
These look like "wild edits" since none of these are actually used by your mod, and therefore should be removed.


The Meshes could also be optimised by using Pyffi.

And lastly, if you repacked the archive and so that Meshes, Textures, Sound and the ESP were at the top level of the archive it will be readable by BAIN.
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Anna S
 
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Post » Wed Mar 30, 2011 12:40 am

This mod looks very promising, so I'll definitely add it to my new game.

A few suggestions on how to make it more user friendly:

I looked it over in TES4EDIT and it could use some cleaning, as there were 68 "Identical to Master" records.

Also you have edited the following vanilla records:
dripper01 [ACTI:00028979]
Undgrddoorfull01 "Wooden Door" [DOOR:000231F9]
BravilLoadDoorLowerINT02 "Door" [DOOR:00047A00]
This can cause problems, since it will affect *all* such activators and doors added by other mods. It's better to create new, unique versions of these instead of editing the vanilla ones.

Olav "Olav" [NPC_:00035EAC]
ImperialLegionForester2 "Imperial Legion Forester" [NPC_:0018BA84]
DAClavicusUmbraSword "Umbra" [WEAP:00026B22]
These look like "wild edits" since none of these are actually used by your mod, and therefore should be removed.


The Meshes could also be optimised by using Pyffi.

And lastly, if you repacked the archive and so that Meshes, Textures, Sound and the ESP were at the top level of the archive it will be readable by BAIN.



From what I heard, this mod is NOT compatible with UL mods. Is anyone planning to make patches for this?
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Laura Cartwright
 
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Post » Wed Mar 30, 2011 10:32 am

From what I heard, this mod is NOT compatible with UL mods. Is anyone planning to make patches for this?


The only conflict I can see is a Path Grid conflict with UL Ancient Redwoods in -14, 6.
No Landscape conflicts.
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Rudi Carter
 
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Post » Wed Mar 30, 2011 1:45 am

This looks excellent and I will definitely play it. I always thought the Dwemer were basically dwarves, living underground mining and building. I have always been disappointed that they don't appear in Oblivion. It's particularly strange because you can find lots of their armour and yet no dwarves. Incidentally, how come men can fit into the dwarf armour with no problems. I thought it was designed for people of restricted growth.
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Rusty Billiot
 
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Post » Wed Mar 30, 2011 12:53 am

oh because the 'dwarves' where sorta tall and skinny. In fact i have no idea why Bethesda even called them 'dwarves' since, aside from their society, they have nothing in common with traditional dwarves
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Hearts
 
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Post » Wed Mar 30, 2011 9:29 am

oh because the 'dwarves' where sorta tall and skinny. In fact i have no idea why Bethesda even called them 'dwarves' since, aside from their society, they have nothing in common with traditional dwarves


Probably because they started as common dwarves at the beginning of the Elder Scrolls series, but then somewhere along the road, lore started to get more shape and became something unique.
So dwarfs would be just a relict from generic fantasy first concept of Arena justified by http://www.uesp.net/wiki/User:Wrye/Somewhat_Acerbic_Modders_Dictionary#Weasel_Lore that the dwarves was the name by which giants called Dwemer, that were their allies and the name is still incorrectly used by some ignorant people of Tamriel.

IMHO, I like that, but I don't understand why items in Oblivion were called dwarven again instead of Dwemer now that everything is clear?
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Hairul Hafis
 
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Post » Wed Mar 30, 2011 4:07 am

Another incompatibility is found with UL-The Lost Coast, by the way. Hopefully somebody will make a patch one of these days.
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Dark Mogul
 
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Post » Wed Mar 30, 2011 3:01 am

Another incompatibility is found with UL-The Lost Coast, by the way. Hopefully somebody will make a patch one of these days.


Upon further investigation I see you are correct. Several houses and a pier is completely enveloped by UL Lost Coast, so not visible unless you make use of TCL.
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lolly13
 
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Post » Wed Mar 30, 2011 4:05 pm

In relation to the Unique Landscape incompatibility, there's nothing I can do about that...

If I leave it the way it is, it's not accessible to those WITH Unique Landscapes...

But, if I do change it to fit UL, say, somewhere along the new coastline, then it will be incompatible with everyone who DOES NOT have UL...

So, I'd rather leave it the way it is...

As for all those small problems you discovered PetrusOctavianus, I wish you had been around during the BETA stages; those were the things I would have liked to have known about...and they're silly little mistakes too, I should know better...

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Lloyd Muldowney
 
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Post » Wed Mar 30, 2011 11:32 am

In relation to the Unique Landscape incompatibility, there's nothing I can do about that...
As for all those small problems you discovered PetrusOctavianus, I wish you had been around during the BETA stages; those were the things I would have liked to have known about...and they're silly little mistakes too, I should know better...


I wouldn't be surprised if Vorians made patch(es) once all the incompabilities have been located.

Wish I could have been of help earlier, but I never heard of this mod before I saw the release thread here.
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Sammi Jones
 
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Post » Wed Mar 30, 2011 3:56 pm

[color="#008000"]In relation to the Unique Landscape incompatibility, there's nothing I can do about that...

If I leave it the way it is, it's not accessible to those WITH Unique Landscapes...

But, if I do change it to fit UL, say, somewhere along the new coastline, then it will be incompatible with everyone who DOES NOT have UL...

So, I'd rather leave it the way it is...
[color]

Well, this is why the poster is hoping for a compatibility patch, not a reworking of the main mod. If you're unfamiliar with them, you can check in over at the Unique Landscapes thread and ask for some pointers. There's like several dozen cps already and new ones pop up pretty often.

gothemasticator
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M!KkI
 
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Post » Wed Mar 30, 2011 2:11 pm

I've checked out all (I think) possible Landscape conflicts with the UL mods. As mentioned there is a http://i176.photobucket.com/albums/w179/octavius243/ScreenShot497.jpg?t=1269748813 There is one other serious conflict - http://i176.photobucket.com/albums/w179/octavius243/ScreenShot498.jpg?t=1269748871.

There was a possible conflict with UL Ancient Redwoods at the Morgal's Camp, but all looks fine except http://i176.photobucket.com/albums/w179/octavius243/ScreenShot499.jpg?t=1269749480 Maybe change the ground texture at this spot? Also, there is a little problem with Morgal and his deer friends being attacked by creatures spawned in 13, 6. You may want to disable [REFR:00062D3B] (places LL1WildernessForest [LVLC:000343DD] in GRUP Cell Temporary Children of ShadeleafCopseExterior [CELL:00007CE1] (in Tamriel [WRLD:0000003C] at -13,6)), if you want to ensure peace and serenity at Morgal's Camp. during two test runs his deer friend were first attacked by two Marauder types and the second time by a Starved Black Bear. Morgal survived, but most of the deer were killed. I think the spawn are peaceful in Vanilla, but with FCOM you risk anything from Marauders to Trolls.

There's also a small conflict with UL Ancient Yews in 24, 18, but that is resolved by loading the UL mod last. Also, as with Morgal's Camp, there is a problem with thttp://i176.photobucket.com/albums/w179/octavius243/ScreenShot500.jpg?t=1269750566, that worries the Fire Department...so maybe a different ground texture (if that is the correct term) here as well?

Lastly, you have edited Cell 38, 2, by renaming the Editor ID, but you haven't put anything in that cell?

EDIT: scratch that about changing ground textures, as that will only lead to more Landscape conflicts.
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Katie Samuel
 
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Post » Wed Mar 30, 2011 4:10 pm

Could the ground texture problems of the grass be resolved with this mod loaded afterward.

PetrusOctavianus - as ever great eye for detail.
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Charlie Ramsden
 
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Post » Wed Mar 30, 2011 6:48 am

I checked out the UL Thread, and I just wanted to thank you guys for patching (no pun intended) that problem up for me...

So, let's see if I've got this all down;

I've edited the original "dripper01" object...
I've edited the original "Undgrddoorfull01 "Wooden Door"" object...
I've edited the original "BravilLoadDoorLowerINT02 "Door"" object...
I've edited the original "Olav "Olav"" object...
I've edited the original "ImperialLegionForester2 "Imperial Legion Forester"" object...
I've edited the original "Cell 38, 2" cell...

(As for Umbra, yes, I did edit that intentionally, so as not to allow you to take it with you while all of your equipment disappears, so you don't have an advantage on the current situation)

As for this "BAIN" situation, I'm afraid you are going to have to re-explain that to me...

As for the creatures at Morgal's Camp, that would have to be another patch involved (I haven't yet checked if anyone's said anything about a UL patch there)

Also, the grass is something I don't know what to edit either...

So, is that all of them? I know they're all minor problems, but they're problems I know better than to make, and I want to be able to fix them...I just don't want to re-release a new version over and over because of new problems found, so I want to get them all at once...

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Lew.p
 
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Post » Wed Mar 30, 2011 12:38 pm



As for this "BAIN" situation, I'm afraid you are going to have to re-explain that to me...

As for the creatures at Morgal's Camp, that would have to be another patch involved (I haven't yet checked if anyone's said anything about a UL patch there)




BAIN - never mind, I was wrong. BAIN was indeed able to read the archive file.

Morgal's Camp. No need for a patch. All you need to to is to disable the vanilla spawn [REFR:00062D3B] (places LL1WildernessForest [LVLC:000343DD] in GRUP Cell Temporary Children of ShadeleafCopseExterior [CELL:00007CE1] (in Tamriel [WRLD:0000003C] at -13,6)). This is not a conflict with UL, but more of a problem with overhauls like OOO, MMM and FCOM making the spawn hostile. So it's easiest to just disable it if you want Morgal and the deer to be left in peace (as I think the intent is?). Disabling one spawn should have no effect, and is often done by other mods with the same "problem".
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Charlotte Lloyd-Jones
 
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Post » Wed Mar 30, 2011 1:54 am

Alright, so, just to clarify;

Edit the original "dripper01" object...
Edit the original "Undgrddoorfull01 "Wooden Door"" object...
Edit the original "BravilLoadDoorLowerINT02 "Door"" object...
Edit the original "Olav "Olav"" object...
Edit the original "ImperialLegionForester2 "Imperial Legion Forester"" object...
Edit the original "Cell 38, 2" cell...
Edit the original cells around Morgal's Camp...

Is that all?

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chirsty aggas
 
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Post » Wed Mar 30, 2011 1:09 am

Dwarves fit into any reality since the existence of Sigil connects all realities. A group of Dwarves that were in Sigil could have accidently went through one of the many doorways and ended up in Tamriel and couldn't find their way back so went on a journey to find a new home. They ended up finding the Jerall Mountains and decided to settle there.
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Taylor Tifany
 
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Post » Wed Mar 30, 2011 11:58 am

Alright, so, just to clarify;

Edit the original "dripper01" object...
Edit the original "Undgrddoorfull01 "Wooden Door"" object...
Edit the original "BravilLoadDoorLowerINT02 "Door"" object...
Edit the original "Olav "Olav"" object...
Edit the original "ImperialLegionForester2 "Imperial Legion Forester"" object...
Edit the original "Cell 38, 2" cell...
Edit the original cells around Morgal's Camp...

Is that all?



Yes, these are the problems I found in TES4EDIT and from a quick test run of some of the areas.

Looking forward to play your mod once I've finished installing my next game. It takes time when one wants nearly 500 mods...
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Manuel rivera
 
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Post » Wed Mar 30, 2011 10:54 am

Dwarves fit into any reality since the existence of Sigil connects all realities. A group of Dwarves that were in Sigil could have accidently went through one of the many doorways and ended up in Tamriel and couldn't find their way back so went on a journey to find a new home. They ended up finding the Jerall Mountains and decided to settle there.


You're mixing fantasy realms here. Sigil is part of D&D, TES is not.

It really doesn't matter since the mod has not been labelled lore-correct anyway, it's something to enjoy playing.
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Jenna Fields
 
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Post » Wed Mar 30, 2011 4:11 pm

Wow Petrus, that's a lot of mods...I'm amazed Oblivion still functions...

And I like the sounds of your theory Guenthar, even if it isn't from Oblivion...

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Maya Maya
 
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