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Suxev

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44 comments

  1. suxevfan87
    suxevfan87
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    I LOVE IT, B-E-S-T mod!!! Thanks again, Suxev! *kiss*
  2. zsouza13
    zsouza13
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    Is this compatible with Groves of the north? There is a well right in front of the mages guild entrance. It's blocking the door
    1. Suxev
      Suxev
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      I have moved the well from its original position, so it's not compatible
      I guess you could use console commands to disable the well
    2. nexusmodssucks444
      nexusmodssucks444
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      Thats weird, because this is listed as 'recommended' on the GOTN mod's page..
    3. Suxev
      Suxev
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      That mod has not been updated since 2021.
  3. Oblib
    Oblib
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    Hi there ! 

    Is there quests ? I can’t start anything, Ehtra tells me that I need to talk to Ehtra ^^ 
    Also, I added the compatibility patch from Mage Robes, but they still have vanilla ones.

    Only collide I can think of would be Magical Missions, and I am on OpenMW.48.
    In any case, that’s a really nice addition, thanks much !
    1. Suxev
      Suxev
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      Hello!

      The base mod doesn't have quests. I'll go ahead and fix that dialogue issue with Ehtra, thanks for the report and the kind words! :)
      The Mage Robes patch was for half11's version of the mod, which was taken down if I recall correctly.
    2. Oblib
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      Oh I see ! So the duties dialogue should not be there at all ? 
      For the robes, it has a good side ^^ Because as much as I love the mages robes, I was a bit missing the other ones from another mod.
      ( I’ll roleplay that mage guild having a lore reasoning for not wearing them xD The rebels ! Hey, it’s a nord place after all. ) 

      Thanks for your answers, and the mod !
    3. Suxev
      Suxev
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      No, Ehtra had a separate dialogue, but unfortunately was overwritten by the other dialogue used by the other members.

      As a makeshift solution, you could add the mage robes to their inventories by using the console.
    4. Oblib
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      Ah yes, I did not think about the console, nice one. I still like it that way. Well, thanks again for your answers =)
  4. Alxemical
    Alxemical
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    Should this mod still work with v1.3: https://www.nexusmods.com/morrowind/mods/50885
    1. Suxev
      Suxev
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      No, I'm afraid. The author will have to update it as well.
    2. 1Mac
      1Mac
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      That quest mod seems like it should still work, actually. The quest starts just fine with the update to this mod. I think it just needs the same interior cell. This is on OpenMW fwiw.
    3. Oblib
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      So, by default, the mod doesn’t link this guild to other on the transport TP list ?
      Because that’s why I wanted to use Spammer21’s addon, but it doesn’t seem to add it either. ^^
    4. Suxev
      Suxev
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      The mod does include a guild guide that can transport you to Vivec, Ald'ruhn, Balmora and Caldera. Sadrith Mora wasn't included because you can't add more than 4 teleport locations and you can get to Sadrith Mora by boat.
    5. Oblib
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      No I mean, the other way around, can I reach that guild from the others ? 
      But now you say it, yeah I forgot about limited travel options… I need a mod that makes all guild reachable like one do for boats ^^ 
    6. Suxev
      Suxev
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      I didn't edit the other guild guides' transport destinations, because of compatibility reasons.
    7. Oblib
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      Makes total sens, I was misunderstanding how the travel system works ! ^^ And I did not find a mod that changes it.
  5. Warforyou
    Warforyou
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    Took me a lot of time to figure out that it's this mod's latest update is what crashes distant land generation in MGE XE. I have no idea why, though.
    1. Suxev
      Suxev
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      Hm, sadly I have no idea either. I only edited the landscape a tiny bit at the entrance of the guildhall.
    2. Suxev
      Suxev
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      I'm deeply sorry for the trouble my mod caused you, the fixed version is now uploaded!
    3. Warforyou
      Warforyou
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      Cheers! Thank you!
  6. Hrnchamd
    Hrnchamd
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    Hi, I'm the author of MGE XE. I'm trying to figure out the issue with your mod while improving error reporting.

    When I open the v1.3 esp as the active file in TES Construction Set, I get the error message:

    Land (7, 22) unable to load texture idx 3.
    Continuing through the loading process shows errors for idx 0, 1, 3, 4, 8.

    v1.2 is no problem.

    It's definitely a problem with the esp, most likely the LTEX records were removed during cleaning, or possibly not saved by the CS. You should test your final download in the editor and see if it gives the same error.
    1. Suxev
      Suxev
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      Hey, thanks for reaching out. Looks like you were correct. I deleted the LTEX records via the Enchanted Editor by mistake.
      When Warforyou mentioned the issue with MGE XE, I checked the already fixed version and I thought it wasn't a problem on my mod's end.
      The fixed version is now uploaded and should work as intended.
  7. Kirya
    Kirya
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    Anybody tried using this alongside Rise of the House Telvanni (which expands Dagon Fel mid-questline with Telvanni buildings?). Any issues?

    EDIT: There is a mushroom added by either RotHT or MDP that clips through the guild hall a little, one can disable it though. Otherwise, no issue. Also works with Dagon Fel mill and the Chapels of Vvardenfell.
    1. Cookiest
      Cookiest
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      godswork
  8. Kirya
    Kirya
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    A quest mod for this, "Dagon Fel - Mages Adventures" has been released
  9. EinBlonderTraum
    EinBlonderTraum
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    I'm wondering about compatibility with Sheogorad - Groves of the North: https://www.nexusmods.com/morrowind/mods/48240

    It mentions incorporating changes from 2 Dagon Fel altering mods.
  10. Pushkatu
    Pushkatu
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    This looks really nice. I'm also happy to see there's a patch for Epic Dagon Fel mod. I'm back into Morrowind modding after many years and I'm totally impressed with how it's modding community progressed after all this time, it's damn impressive to say the least. I can't wait to finish my load order and start playing. Anyway, thanks for sharing and keep up the good work!