Morrowind

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Mike Darknut Niccum

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Darknut

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161 comments

  1. Darknut
    Darknut
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    Locked
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    Now works with "Cellchanged fix" in MW Code patch 2.3
    Now works with Open Morrowind .041 or later
    Load Graphic Herbalism after DNGDR & it should work fine
  2. Dellmizzle
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    The dwemer ruin that you go to, to get the puzzle box has two map markers in the local mini map (in my game).... 2 entry points with the same name of the ruin. Any idea why this is or how to fix it
  3. lyrika4x
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    So i've found that this mod seems to be fairly compatible with RMR, except for the most important part: Dagoth Ur's citadel itself.
    Vemynal and Odrosal have no problems that I notice. The other locations around the mountain seem fine as well.

    To report in what I know:
    Spoiler:  
    Show


    I actually think I could make my own compatibility patch for this mod if DN himself is unable to. I just don't think I'd be allowed
    to distribute it to others.

    UPDATE:
    RMR Has a couple patches already, I had to do some digging to doublecheck this. But so far while it's not perfect, there is a solution.
    I still may go and do my own patch based on this, but if you were having a similar issue to me, there's something!
  4. Tapuki
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    I ran Vemynal first and when I finished that I was thinking I'd be able to happily endorse this mod despite some caveats of the dungeon feeling held together by tape a bit, but Odrosal soured me a little bit on it, and then honestly Dagoth Ur completely tanked my enthusiasm for the mod, I'm sorry but it just felt padded out in a way that's extremely detrimental to the pace.
    The teleport passage room is so incredibly unnecessary since shortcutting to previous parts of the dungeons has no real purpose, the "lost dwemer ruin" is a boring timesink, and the Red Mountain teleport trap one is just like, a comically bad thing, it's maybe worse than an instant-death trap since if you survive it you would have to trudge through the dungeon again anyway. Not just that, but the seemingly-pointless cranks and the teleport booths dotted around felt like they were sucking up mental bandwidth that I was already needing to use to keep my sense of direction and where I was at with puzzles etc etc.
    The changes to fighting Dagoth Ur the first time and then to the Akulakhan chamber sequence felt completely antithetical to the thematic direction of entering the citadel and encountering Dagoth Ur in a way where like... I hate to have to sound like this but it's as though it went over your head when it feels like the most obvious set of thematic choices ever. The same goes for the red 'force ghost' things 'cause I really really felt like Dagoth's voice being disembodied in the base game conveyed a purposeful sense of his mastery of the citadel, his effective omniscience within there. Most egregiously of all, the included Dagoth Ur voice mod is like, parodically bad, it is missing the entire point of Dagoth's original voice performance so incredibly hard and it caught me flat-footed because I didn't know it was included in this mod. It is so, so bad and I would implore you to reconsider including it, if you ever think about updating this mod.
    I'm being so, so harsh and I can only apologise. I think my feelings are so harsh because Vemynal set me up to think I was going to enjoy the overall mod more. If the mod had been just Vemynal I think I would've happily hit it with an endorsement and just a couple of mild constructive caveats. I hate to be this harsh because like, it is super clear just how much work went into all this across the board, in terms of assets, level-building, scripting, everything. Please don't consider this some kind of personal attack because I very much don't mean it as that and I in fact feel mildly indebted to you for the use I get out of some of your other mods.
    1. Psychlonic
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      I have to second this. This mod is impressive, but it is not fun. Any given ruin introduces multiple new mechanics the player has no way to be familiar with and zero indicator of what does what, making them a trial and error affair where you find yourself abusing saves every time you encounter an interactive item because maybe it will kill you, maybe it won't. You never know, because the safe option and the trap option are exactly alike with no hints. It's no more a challenge than Simon Says and does nothing but bog the game down. You know when you read a "choose your own adventure" book and there's usually no indication of what option is going to kill you, you just have to memorize literally the entire book? That exactly what this mod plays like. On top of this, maps are designed to be large and multiple leveled with doors organized in just a way to make your map useless. No levitation allowed, and when you finally trudge through one of the ruins to get what you're after, hopefully you remember all of those ridiculous layouts because no teleportation for you.

      I get that seasoned players will find the original dungeons way too easy making the Main Quest kind of trivial to plow through, but this is like changing the mechanic of driving from one side of the block to the other from a straight line to a series of indoor parking lot spirals connected to one another filled with speed bumps. Except some of the speed bumps, which look like all of the other ones, are actually IEDs because lol.

      The Dwemer Rebirth Project did a much better job sprucing up the ruins it covers, but as for this mod I ended up uninstalling it because I wanted to play Morrowind again.
  5. Night073
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    Are you still planning to release 2.0? Super excited for it.
  6. Langusteer
    Langusteer
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    Hi, the mod's great. It's nice to get a more fleshed out final dungeon. It really has a scale which is more fitting to what you could expect from the ending and it breaks off in a good way from the familiar feeling of knowing what to expect after the hours it takes reach the end of the game.

    Though one thing, why does it change the sounds for the corprus stalker? This isn't mentioned on the mod page so finding the source of the change was quite a chore. Could this be pointed out in the description? If anyone else runs into this:

    The mod changes the moan sound effect to a long gagging sound on corprus stalkers (DN-gag.wav) which plays for quite some time each time you kill one.
    It's is in Sounds\Darknut.
    1. Avienus
      Avienus
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      Wow.

      Thank you so much for mentioning this. I had to Google this so many times and it redirected me to your comment, so thanks. I scoured my entire mod list and could not figure out what mod was making that terrible sound. I mean, I don't mind the sound, but its way too long (14 seconds). Is there anyway to patch this mysterious choking sound from the Corprus Stalker? I think I might just find a zombie gagging sound to replace it with.
    2. starlessmao81ac
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      you could also just use a free audio editor (e.g. Audacity) to shorten the .wav file, it is really simple!
  7. criminalboy
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    Absolutely adored this mod!

    I noticed there's a compatibility patch for Great House Dagoth and DN GDR that's by MoonAndStar, but they don't mention what version it's for, 1.1 or this version. I'd found an old post where they mention talking to you about it, so I was wondering if you could answer this one?
    Am dying to play both mods together.
    This is the link to the patch http://mw.modhistory.com/download-53-7195

    If the patch is for version 1.1, maybe I can take care of the patch for 1.2, just need to know details about what's changed.
  8. Konstantinos
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    I have the latest version of Morrowind Rebirth and this installed. I have missing meshes, such as MR_Shack_Toilet in Seyda Neen. I used console to check the origin and it says it's DN-GDRv1.2-Rebirth.esp. Is this because it's not designed for the latest version of Rebirth? Anything I can do to fix it?
  9. Roji4
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    How does GDR and Rebirth conflict?
  10. Master Toddy
    Master Toddy
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    latest version of Morrowind Rebirth is 5.0.2 any chance of an updated compatibility patch?
    1. Darknut
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      On My list ....
  11. drstrangelove42
    drstrangelove42
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    This looks really awesome!

    I'd really like to know a little bit more about the "DO NOT MERGE, DO NOT CLEAN" instruction and some compatibility.

    I'm using tes3cmd "multipatch" function as well as tes3merge for leveled lists and general merging. In case i want to install "Greater Dwemer Ruins" does that mean that i explicitly deactivate the GDR masters (.esm) and the Plugin (.esp) when i run the multipatch and tes3merge? And where would i put GDR then in my load order? After my multipatch.esp and merged objects.esp?
    What exactly does happen, if run multipatch and tes3merge with GDR activated?

    Also i'm running the "Beware the Sixth House" rebalance by mort, which makes all sixths house creatures a lot tougher. Are there any known conflicts with GDR?

    Help with this is greatly appreciated. Thank you :).

    Cheers!
    1. SpaceDevo
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      I assume the "do not merge" part is because deleted inventory items (such as Sunder being on Dagoth Vemyn) will be re-added because TESTool is stupid and doesn't take these things into account. I've been told by the TES3Merge author that he's trying to rectify this very issue, which should hopefully make mods like GDR safe to merge. As for "do not clean": the bigger and more complex a mod is, the more chance it will be broken by being cleaned, such as Morrowind Rebirth for instance. Not quite sure why that's the case.

      And yes, you'll have to deactivate GDR when merging, but it's probably safe to make a multipatch, which you'll want to load after GDR.

      Unfortunately, unmerged rebalance mods will just revert GDR's changes to scripts, inventories and positions. Someone would have to manually make a patch for it.
    2. drstrangelove42
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      Hey SpaceDevo,

      thank you very much for your explanation. For now i will only play with "Beware the Sixth House" enabled and see how i like it. Since it'll probably be a while until i pay my old pal Dagoth Ur a visit, i wait and see what compatibility option might come up in the future (or even a GDR 2.0 :) ).



    3. Darknut
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      Thanks SpaceDevo .... Merging or "More" cleaning breaks this mod ... I have said this over & over