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Greatness7 - Melchior Dahrk - TheDrunkenMudcrab

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TheDrunkenMudcrab

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  1. TheDrunkenMudcrab
    TheDrunkenMudcrab
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    Version 1.1: Fixes a bug and adds an .esp description/author.

    Version 1.15: Fixes Dialogue Errors, Typos, an editor message that was left in accidentally, and a misplaced "floater" item.

    Version 1.16: Journal entry fix.

    Version 1.2: The Telvanni storyline now destroys the mine, as intended.

    Version 1.22: Fixes a major bug involving the Redoran and Telvanni storylines, and adds appropriate dialogue after the Telvanni storyline is concluded.

    Version 1.25: Edited some of the Telvanni questline's activators, and fixed a minimap glitch in Caldera Mine regarding the Telvanni questline.

    Version 1.26: Fixes a pretty major bug on the Telvanni side that didn't even show that the Battle for Caldera Mine happened. Also, you can now loot the questline reward as Telvanni, as well as Hlaalu and Redoran.

    Version 1.27: Fixes the "Rising Sun the Scrib" quest. Now it should properly exit your journal after completion.

    Version 1.28: Fixes the "Unruly Slave" quest. Now it should properly exit your journal after completion.

    Version 1.3: The Hlaalu Questline may now be played by beast races.
  2. ElderMalaclypse
    ElderMalaclypse
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    Good addition to my mod load, probably won't ever leave. Breathes new life into an area that really didn't seem complete in the base game. Haven't finished the house quest yet but the location and local quest all worked well. One small gripe is you moved the Ashanammu cave location, I guess cause it was behind the gate? Anyway the new location is not easy to find, actuall had to cheat to find it. Still great mod.
    1. MelchiorDahrk
      MelchiorDahrk
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      Glad that you’re enjoying the mod!
  3. gryffenator
    gryffenator
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    I'm doing the Telvanni quest for the mine, I've managed to place all the satchel charges without any issue, but when i leave the Mine, my character falls over from low fatigue. However, no matter how long I wait, even after I get full fatigue, my character never gets up.
    1. abot
      abot
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      if you have some other mod making player collapse lowering player fatigue by script (e.g. Necessities of Morrowind) in the same frame it may conflict.

      if you are using NOM, try opening the console before doing the quest and type:

      set NOM_fatigueactive to 0

      this should disable NOM fatigue collapsing

      if it works you should be able to reset NOM fatigue collapsing after a while with the

      set NOM_fatigueactive to 1

      console command
  4. X4vv4X
    X4vv4X
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    Hey guys Im wondering: Where is the Telvanni hideout now?
    In your description you mentioned something about south instead of north side
    but Ive been searchin for it almost over 1 hour now... Pls give me a little hint lel.
    ->Ashanammu cave <- Cant find it but needed to complete my fighters guild quest.
    May u can modify the (mod) description as well ^^
    Ty and Greetings
    1. X4vv4X
      X4vv4X
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      OK Ive found the direction where it should be and now I think Ive discovered some incompatibility with some other mod.
      I think it is "Apel's Asura Coast and Sheogorath Region Retexture" who causes a couple of some weird texture overlapping so the path to telvanni agents is full with landscape and mountains.
      is there a way to fix this?
    2. PrometheusX13
      PrometheusX13
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      I have the exact same issue
      Did you find a fix?
  5. lovefalso
    lovefalso
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    I found some bugs, when i enter (i don't even remember how i ended up there because the place looks like a buggy maze) the "caldera mine" (i think some mod intended to add a cell inside the ORIGINAL caldera mine, that's why the look similar and are aparently next to each other, i'm confused) i see a place full of floating pieces of mine caverns with the some original characters from your mod inside it plus the workers that MCA adds.

    Maybe.... "Mines and Caverns", MCA, and CME is a bad combination.
    1. MelchiorDahrk
      MelchiorDahrk
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      Yes, any mod which alters the interior may conflict with this one. Would be best for Mines and Caverns to add a patch for CME.
  6. abot
    abot
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    In response to post #66259551. #66837566 is also a reply to the same post.


    Spoiler:  
    Show

    This mod does not directly edit that NPC or script. Do you know where the NPC is located? Maybe it's in a cell that got renamed or something.
    I think it is a conflict as both mods add and delete NPCs from Caldera Mine interior, so last loaded mod will have all its NPCs loaded but will nuke some of the NPCs of the other mod.

    Probably a patch could be done removing reference to tl_mineguard1, tl_mineguard2 from juniper twin lamps TL_CalderaUprising script and loading Caldera Mine Expanded AFTER Juniper twin lamps
    [EDIT] e.g.
    Begin TL_CalderaUprising

    if ( MenuMode )
    return
    endif

    if ( GetPCCell "Caldera Mine" )
    else
    return
    endif

    float t1
    if ( t1 > 0 )
    set t1 to ( t1 - GetSecondsPassed )
    return
    endif
    set t1 to 2 ; delay for GetDistance
    if ( Dahleena->GetDistance "tl_mineboss" > 700 )
    return
    endif

    set Dahleena.followNow to 0
    Dahleena->AiWander 256 0 0 40 20 20 0 0 0 0 0 0
    Dahleena->StartCombat tl_mineboss
    tl_mineboss->StartCombat Dahleena

    khazura->AiTravel 2096 5024 80 0
    khazura->StartCombat tl_mineboss

    gilm->StartCombat "ahanabi assullinbanud"
    "ahanabi assullinbanud"->StartCombat gilm

    neesha->AiTravel 3916 5421 -46 0
    neesha->StartCombat "ahanabi assullinbanud"
    inorra->StartCombat "ohibaal assintashiran"

    "ohibaal assintashiran"->StartCombat inorra
    "dun-ilu assurnumausur"->StartCombat inorra

    ; "tl_mineguard1"->SetFight 100
    ; "tl_mineguard2"->SetFight 100
    "tl_mineguard3"->SetFight 100
    ; "tl_mineguard1"->SetAlarm 0
    ; "tl_mineguard2"->SetAlarm 0
    "tl_mineguard3"->SetAlarm 0
    "tl_mineguard3"->Say "vo\tl\Slavesattacking.mp3" "Slaves are attacking!"
    Journal "TL_Caldera Mine" 50
    StopScript TL_CalderaUprising

    End
    1. enderandrew
      enderandrew
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      So I tried editing the script to remove references to tl_mineguard1 and tl_mineguard2 from TL_CalderaUprising but then I still was receiving the error. Then I loaded the ESP file into the Construction Set to recompile the script, but TL_Shipwreck_Float apparently has an error and won't recompile.
  7. Kolodets
    Kolodets
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    How can i start this quest? Playing for Hlaalu
    1. abc123guy
      abc123guy
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      "To start the Hlaalu Great House quest involving Caldera Mine, speak to Crassius Curio after completing the "Shipment of Ebony" quest. He will discuss the topic of Caldera Mine with the "business" topic. "
  8. rockbiter68
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    Can anyone tell me where the Redoran camp is located? Or at least hints as to where it's general vicinity is? I've spent a good while looking around, but I can't seem to find it, and there's no in-game dialogue that hints at its position. I opened up the .esp in the CK and I only see a group of guards at the gate, but it seems like they're there for a scripted event, and that's certainly not a camp.
    1. MelchiorDahrk
      MelchiorDahrk
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      If you head out of the mine gate, it's off to the left on a small hill a little ways away.
    2. rockbiter68
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      Oops. Yeah, was just about to mention that I found a line in my quest journal that said they were to the north, and I looked around and found them pretty quick. Thanks for the help!
    3. MelchiorDahrk
      MelchiorDahrk
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      You're welcome. Enjoy the mod!
    4. rockbiter68
      rockbiter68
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      Thank you! Very excited to move forward in the question.

      However, do you mind if I ask one more question? I'm trying to change the armor that the Redoran Blood Guards are wearing to another set of Redoran armor (from another mod I use, and purely for my own use). However, in game, they're still wearing their Dwemer Gear. Am I doing something wrong? I opened up my .esp in the CK, and it says it has the armor I added in their inventories; also, I made the letter address your character by name and changed the Redoran guard names, and those are showing up, so I'm not sure what's going on. Was wondering if there was something special I had to do - I see there's a script attached to these guards, but I don't know a thing about scripting.
    5. MelchiorDahrk
      MelchiorDahrk
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      If you've already met the guards, it could be that their references already have the dwemer armor. You could try cleaning your save with Wrye Mash and try again. You could also test this by doing : "placeatpc "guard_ID" 1 0 0" and see if it has your new armor.
    6. rockbiter68
      rockbiter68
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      Okay, so I just tried all that. Repaired my saves, loading an earlier save before talking to Stlennius (I repaired that save, too), and they seem determined to wear their Dwemer armor. :/
  9. DurendalMartyr
    DurendalMartyr
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    There's a possible conflict with Twin Lamps, after installing this I've started getting the warning "Unable to find referenced object "tl_mineguard1" in script TL_CalderaUprising.", and believe that this is the only other mod I have installed that effects the Caldera Mine area, and the warning stops occurring when the CME .esp is disabled.
    1. Pushkatu
      Pushkatu
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      I am getting exactly the same error and I'm also using both. Any ideas? I really don't want to pick one or another, both are amazing mods.
    2. MelchiorDahrk
      MelchiorDahrk
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      This mod does not directly edit that NPC or script. Do you know where the NPC is located? Maybe it's in a cell that got renamed or something.
  10. MrDarcy22
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    <p>I don't know if I'm just looking in the wrong place, but for the Hlaalu quest, "Snakes and Liars", I've put on the armour and gone looking for the Redorans I'm supposed to infiltrate and...nothing, anywhere.And yes, I've met the crazy Telvanni who upped and disappeared. It could be a conflict with Morrowind Rebirth or any of the other forty mods I've got going. At this point, I'm just about going to use the CK to get the quest code and get past it. </p>
    <p> </p>
    <p>Might be a bug, might just be the conflicts. </p>
    1. MrDarcy22
      MrDarcy22
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      After looking around in the CK, I've found the guy I was looking for - precisely where I was looking for him in-game. Am now attributing his non-appearance to a conflict with Rebirth and am just going to PositionCell him into appearance. Then, hopefully, the quest should continue on proper trajectory. Have not read spoilers while in CK, just so you know.
  11. nicelyinconspicuous
    nicelyinconspicuous
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    This mod looks absolutely fantastic in game! Sadly I also tested it on my current Rebirth playthrough and it's definitely not compatible so I won't be able to play through it for a while. Marvelous vision though, endorsed!
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