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  1. SenseiMewtwo12345
    SenseiMewtwo12345
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    Extremely disappointed in this mod author for not including this vital information in either the description or the Readme.

    WARNING: This mod is completely non-functional in OpenMW!
    1. SpaceDevo
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      Not everyone uses OpenUnfinished. Therefore, they can't be expected to know which mods don't work with it unless someone actually tells them.
    2. SenseiMewtwo12345
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      That's exactly the point I'm trying to make. That should be in the compatibility notes, because most people do use OpenMW at this point. Aside from a very tiny selection of mods like this one, it functions just fine in the latest version, and likely will continue to. Especially with a super endgame mod like this where the player isn't going to find out that this mod is broken until many hours into their playthrough.
    3. SpaceDevo
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      Um, no. My point is that if the author doesn't use OpenMW, how are they supposed to know it doesn't work with their mod? They would need an actual OpenMW user to inform them -- preferably in a way that isn't rude and entitled.

      because most people do use OpenMW at this point

      That is highly debatable and most likely a fabrication, given the popularity of MGE and Lua mods -- unless you managed to poll every Morrowind player.

      Aside from a very tiny selection of mods like this one, it functions just fine in the latest version

      I've had two mods of mine experience issues with OpenMW not being able to recognize simple functions that work just fine with the vanilla engine. And I hear nothing but grief over script-heavy mods like those by Abot. Expecting authors to test every mod in an unfinished engine that isn't even at Version 1.0 -- which is what you imply by demanding they know every compatibility issue off the bat -- is quite frankly unreasonable.
    4. Allyserian
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      I do not use OpenM/W but, I went to their forum site and on the first page there is a post concerning this started Feb 2017, with 4 pages of responses. You might want to do your due diligence before downloading mods.
    5. User_69625103
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      I think that, if the author doesn't use OpenMW, he is kinda justified for not including this information.

      However, OpenMW is just GREAT, and is the only reliable option for Linux users (like me). since Wine and other emulators are kinda buggy and hard to use for ignorant users (like me).

      I would like to incourage the author to say in the description that this isn't OpenMW-compatible and, if possible, to create a patch for it (like the author of Welcome to the Arena did).

      Hope the author reads this soon. Hope to have this mod in OpenMW soon. No need for such a bitter, SenseiMewtwo12345 :) things happen
    6. Capostrophic
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      Please play SSE on a nightly build.
    7. t3hWAR10CK
      t3hWAR10CK
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      It took a few console commands to bypass a few of the non working parts but I was able to complete it in the end on OpenMW. Most of it works. There are just a few things that do not work from what I can see. Specifically:
      The Falling Pipe in the first area. Just /TCL to the correct location.
      The Moving Floors but that is because they exploit a bug in the original engine. But this made those parts much easier IMO.
      The Pocket Cabal Fight. To bypass that:
      (Because you probably can't move)
      EnablePlayerControls

      (Technically optional, but prevents weird, out of place journal entries later)
      journal sse_slums 10
      journal sse_slums 20
      journal sse_slums 30
      journal sse_slums 40

      Now enter ONLY ONE of the following depending on what kind of player you play:
      journal sse_slums 50 (Equivalent to murdering your way in through the slums - the NPCs won't talk to you later)
      --OR--
      journal sse_slums 55 (Equivalent to sparing the NPCs on the way in - the NPCs will like you)

      Finally, to make the town not on fire and make the NPCs appear:
      Set sotha_deadbegin to 2

      Everything else appears to work fine. There is someone working on patching the mod for OpenMW.
    8. Capostrophic
      Capostrophic
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      Yeah, it's me, right, please play it on a nightly and see if anything I'm not aware of still emerges.
  2. RealQi
    RealQi
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    What's the command to skip this mod? The holy tree won't talk to me. Please just give me a quest-end command so I can escape clockwork city and play on (talk to Almalexia telling her I took care of Sotha Sil etc.). I don't have any saves prior to sotha sil, because until now everything kinda worked out. I still endorsed the mod, because it's obviously a labor of love and I am just frustrated.

    Really appreciate it!

    Nevermind, there is a mod for it: https://www.nexusmods.com/morrowind/mods/45826?tab=files

    This mod here is amazing, I am just not patient enough.
    1. TheLordDagoth
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      Yeah this looks a lot like a great mod although I don't like it for a very different reason.

      Took one look at the dunmer cyborgs and decided this mod wasn't for me. Which is a shame becuase the mod looks fricken awesome. I just can't do cyborgs/robots. I really hate the dwemer robots but they're vanilla, and unfortunately I haven't found a mod that removes them from the face of the earth. Not unlike the cliffracer mod I have. (The cliffracers don't make any physiological sense to me) The netches make more sense than they do physically speaking.

      Again it looks like a great mod, I just REALLY hate robots. Like a lot. I can do steampunk architecture in fantasy worlds but I draw the line at cyborgs/robots.
    2. cukac
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      Cyborg robots are actually in the lore of The Elder Scrolls universe, Sotha Sil made them, know the Lore first dude, so nothing lore breaking there.
    3. SpaceDevo
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      I think he knows the lore, but that doesn't stop him from hating it (I guess) for deviating too far from the Tolkien formula.

      As for racers and netches not making sense: the former are basically winged snakes and the latter are living balloons with tentacles. Makes enough sense to me.
    4. t3hWAR10CK
      t3hWAR10CK
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      It's called Magi-Tech. I have seen this being done in many fantasy worlds. Basically magic can be used to enhance technology in ways that current scientific knowledge say are impossible. This is in fact how I am able to justify the use of modern computer systems in the TES Universe.
  3. IceCreeper4
    IceCreeper4
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    Hello. I'm having trouble getting the patch to work properly and it's obviously desperately needed. When I load the game with the patch installed, I get the following expression error and a CTD:

    Expression Error Unable to find referenced object 'act_sotha_innerpuzzledoor1' in script SothaInnerPuzzleLever1

    What do I do? Thanks.
  4. Malastraus
    Malastraus
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    SO the last time i downloaded this, i got in the first maze-like room with fog on the floor, no enemies. i read online that there was a lever in this room, i went to said lever and there was none. im gonna redownload it and see if it happens again, but can someone tell me how to fix this? and i dont know anything about modding, but i love mods.
  5. Dmettler182
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    Forgive me if I haven't looked hard enough, but I've checked the CS, scoured the internet, videos, forums, everything I can think of at this point; but for the the life of me I cannot find any of the *spoilers* Fyr modules? I was unable to even find references of them? Would anyone be able to help guide me in the right direction?
    1. Dmettler182
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      Nevermind. The moment I finally caved and posted a question I figured it out. Great mod Trainwiz
  6. Ravenier
    Ravenier
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    Leaving aside the risk that I might make myself look like a huge idiot, it's not intended that game starts spawning huge groups of hostile fabricants every four or five seconds after you enter the Slums, right? I simply outran them while I kept exploring the area in the hopes of finding the means to finish the respective quest and deactivate the corresponding trigger in doing so, but by now there's so many of them that my game is lagging rather badly.
    1. Dmettler182
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      That is intended
  7. Allyserian
    Allyserian
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    I do not use OpenM/W but, I went to their forum site and on the first page there is a post concerning this started Feb 2017, with 4 pages of responses. You might want to do your due diligence before downloading mods.
  8. Allyserian
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    In the Temple Quest... Talked to all four heads, they know nothing. What do I do now? Please help.
    Edit: Figured out a little...Killed 4 redoubts (pita). 3 had items . now what?
    Oops..Rewounds.
    Started over (4th time)... killed 6 or more rewounds, none with names. Getting tired of trying!!
    EGads!!! Killed them all, got my journal entry. Archcannon will not send me to Sotha Sil (?) .

    Finished the Main Quest!!! WHEW!!!!!Hellofa mod trainwiz. Thanx.











  9. steV42
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    I've got two quick questions:

    1. How do you start the Industrial Sector part of the main quest? I get the journal entry after talking to the High Foreman however I cannot for the life of me find the next step of the quest. 
     
    2. In the Temple district, I've killed the two unique rewounds and the boss rewound in the catacombs however I didn't get a journal entry to mark that part of the quest complete and the Archcannon still says there is trouble in the Temple district. Am I missing something?

    Note: I am using OpenMW .45 which I know has some bugs. Do I need to manually add journal entries?

    Cheers!
    1. trainwiz
      trainwiz
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      1. Right outside the High Foremer's quarters normally an NPC greets you and starts the rest of the main quest.

      2. You have to kill all the rewounds in the catacombs.
    2. Embolin
      Embolin
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      Wait, I already solved the catacombs and killed everything including the boss, before talking to the two unique ones outside. Do you mean I have to go through the the catacombs and kill them again?
    3. trainwiz
      trainwiz
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      You might not have. All the Rewounds you have to kill are uniquely named, and there's only three of them.
  10. Embolin
    Embolin
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    I'm trying to fix the insustrial district, but every time I enter one of the houses where the power surges happen there is no message about analizing it, or journal update or anything. Am I supposed to talk to someone?

    EDIT: alright, apparently I had already analized everything. Some kind of feedback would've been nice.
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