Morrowind

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King Moyer TrulyOriginalArtCom

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TrulyOriginalArtCom

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21 comments

  1. qwertyquit
    qwertyquit
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    CTD in both boss fights (shrines). Castle shrine blocked inside with the pillar.
  2. DJSHAFT69
    DJSHAFT69
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    How do you get to the island? Is there a way to get transportation, or do you have to just swim or levitate there? I know where the island is on the map, but you don't have any notes on how to start the mod or to get to the island.

    Maybe a F.A.Q read me in the downloaded file would be good.

    I know this is an older mod, but it looks interesting.
  3. RlGOR
    RlGOR
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    How do you install it?.
  4. Unson666
    Unson666
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    Very Chaotic Island. I like it Little secrets here and there and a lot of artifacts. 10-10 would play part 2 of this mod.
    1. TrulyOriginalArtCom
      TrulyOriginalArtCom
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      Did you find the ice walkway?:-)
  5. Atlantis_C
    Atlantis_C
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    Let us know when it's been "cleaned" so we can re-download it. I'm setting up a new character, so would love to play this.
    1. TrulyOriginalArtCom
      TrulyOriginalArtCom
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      Maybe DarkElfGuy or another skilled modder can help me, but when I try to "clean" the mod, roughly 74 doors, containers, ect... simply get Deleted, So I am going to leave this mod be for the time being.Even if this mod is "dirty" I do not get any crashes from it or have any problems myself.So I would love some skilled assistance at "cleaning" the mod, until then please try it and enjoy!
    2. Dragon32
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      Have you tried using tes3cmd? Darkelfguy's tutorial is pretty straightforward.
    3. TrulyOriginalArtCom
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      Yes, and like I said it simply DELETES everything that is "dirty" I have to many things to do in my life.I am not going to remake the mod when it does not even crash or glitch.
    4. Dragon32
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      I assumed when you said "when I try to "clean" the mod" I thought you were doing it manually, with TESAME or what have you.

      Hrm, checking out the tes3cmd log people had better make sure any uncleaned version of your mod loads before any herbalism, lighting, weapon or armour or alchemy rebalance mods they're running.

    5. Dragon32
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      Hope a double-post isn't a bad thing...

      Had a thought about this: "roughly 74 doors, containers, ect... simply get Deleted"

      How did you test the cleaned version? If you simply swapped out the cleaned plugin for the original in an existing save then this kind of things can happen. Morrowind keeps track of which object's been added by which mod through mod indices and object indices, the ancestors of Form IDs. Sadly, the Morrowind implementation isn't as robust as the FormIDs implemented in Oblivion and later games. More here.

      The most common effect of swapping versions of mods in an active savegame is doubling. However, you can also see things randomly disappear, as you have.

      So... try testing the cleaned ESP on a brand new game (use COC and all that funky stuff). Or use Wrye Mash to update your existing save to refer to the new version of the mod (see linked pages on that Wiki page).
  6. hurrdurrmurrgurr
    hurrdurrmurrgurr
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    I'll download this if you can confirm it isn't conflicting with http://www.nexusmods.com/morrowind/mods/34725/? since that mod also plops a landmass north of Dagon Fel.
  7. darkelfguy
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    Haven't completely played this yet so I can't give a full review, but from what I have played this is a lot of fun with some great dungeon romps. No physical bugs that I've noticed so far, everything looks good! This gets an endorsement from me, I'll be sure to leave more detailed feedback in the future.

    One thing I can point out right away though is that this mod does have a ton of dirty references that really need to be cleaned out before playing. I don't know how familiar you are with dirty references, but generally speaking, dirty references are created when you hit the save button when placing or changing the information on a particular object. As an example, take a look at this screenshot. When you alter the data on a particular object (like ownership information, adding locks, or adding a teleport to a cell) you should always, ALWAYS, hit the cancel button (NOT the save button) as you can see in this screenshot. The Construction Set will save your changes to that object if you hit cancel, but if you hit "save" you'll actually be changing every instance of that object in the entire game, hence creating a dirty reference. You can also see a more visual example of this on Let's Mod Morrowind. Luckily it's pretty easy to clean mods of dirty references, and there's two main tools I'd recommend: Enchanted Editor and tes3cmd. For the first one, all you need to do is open up your mod with it, checkmark the dirty references (as seen in this screenshot) and hit delete marked. Once you save, your file is clean. For tes3cmd, you can use this tutorial here for help.

    Other than that though, as Kogorn mentioned, I would love to feature your mod on Morrowind Modding Showcases sometime, possibly for Episode 32 if you're interested.
    1. TrulyOriginalArtCom
      TrulyOriginalArtCom
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      Wow! Thanks for the info! LoLso typical that I am supposed to hit Cancel instead of save! :-DI create new item codes for most of the things I add, except for some statics like trees, rocks, walls ect,.. I will study the notes you gave me and clean this mod up, now that I know how.I really appreciate your comment and endoresement!The information you have given me is a help for sure, because I would always want my mods to be clean and glitch free!
      Also I am interested in having my mod featured in episode 32, it would be an Honor to me. :-D Thank you!

      ****Question****Do I only delete Containers and Doors with the Enhanced Editor?
    2. darkelfguy
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      Happy to help! To answer your question, you can use Enchanted Editor to clean (or delete) just about anything, not just containers and doors (that was only an example). The only thing Enchanted Editor doesn't do well is with cleaning dialogue, but I don't think that's something you need to worry about with your mod. You should probably run your mod through tes3cmd after Enchanted Editor, it should pick up anything you missed (like junk cells, which are interior or exterior cells altered by the mod on accident).

      Anyway, thanks for the permission, I will add Asmodeus Island to the lineup for Episode 32! I'll let you know when it goes live.
  8. Kogorn
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    This mod looks awesome! I just reinstalled/set up Morrowind again after a brief hiatus, and as soon as I get a character leveled enough to conquer it I'll give it a go!

    I also recommend you post an announcement on the Bethesda Morrowind Mods forum. You may even be able to get your mod featured on the community's Morrowind modding showcase video!
    1. TrulyOriginalArtCom
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      Thank you! Let me know when you Conquer! :-D
    2. Kogorn
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      Also, is this plugin compatible with Tamriel Rebuilt? From the map in the pic it looks like it is, but just want to confirm. Thanks!

    3. darkelfguy
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      Aye, it is compatible with Tamriel Rebuilt, I've played it with both enabled.
  9. otaku4242
    otaku4242
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    Any reason you named the island after the Demon of Lust?
    1. TrulyOriginalArtCom
      TrulyOriginalArtCom
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      AD& Monster Manual 4th E. 1979 page 20---- " Asmodeus, arch-fiend, the Overlord of all the dukes of Hell rules by both might and wit. He is physically stronger than any other devil (as strong as a Storm Giant) and the most cunning and artful. His mighty palace rests upon the floor of the lowest rift in Hell's ninth plane. His servitors are pit-fiends (q.v.) and whichever of the other lesser and greater devils he commands to service. Once per year he can command the arch-devils to attend his court to pay homage. "This is where I got the Idea of making him the Boss of this island.:-DThanks for your interest.