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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. 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.
  3. 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
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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?
  4. 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
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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.
  5. 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. "
  6. 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
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      You're welcome. Enjoy the mod!
    4. 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
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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
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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. :/
  7. 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.
  8. 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
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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.
  9. 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!
  10. jsmirnoff
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    Would have loved to try, but had to remove - Alveleg has somehow been inside the mountain below the path. He has fallen in. I had to TCL to find him. If you relocate the entrance to somewhere more sensible (and easier to find), this would have a lot more people placing it in their permanent load list. Fow now, I will have to pass as Alveleg is part of the Fighters Guild questline and this breaks it (without using TCL).
    1. MelchiorDahrk
      MelchiorDahrk
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      Might be a mod conflict on your end. I just checked the latest version and Alveleg is up on the cliffside where he is supposed to be. No issues.
  11. Aubs400
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    Hey there. I'm playing as a Redoran, and have run into the same issue as mr pl0x. As soon as I enter the tomb, I am unable to move, and can have 2 conversations with Uveran. coc fails to do anything other than transport me elsewhere- my character is still afflicted with the inability to move, cast, etc. Levitation or feathering has no effect, and thus I seem utterly unable to progress any further. Am I missing something on my end, or is this a general problem for those doing the Redoran questline? I'm really enjoying the immersion so far, and looking forward to a good challenge, so it's a shame not to be able to go on.

    I'll try your latest update to see if anything in there alleviates the situation. Otherwise I'm stuck for now, I'm afraid xD

    Update 1: New ESP made no changes to situation. had a look at a suggested fix (see below), but it made no change. Having a look at the scripts now.

    Update 2: In the script where the player fatigue is set to -1 upon entering the tomb with Uveran, I changed it to 1. This seems to have solved the issue, but it's a bit of a brute-force workaround on my part, no doubt not helped by me being very inexperienced at coding! However, it seems to work, so I'll play on and see what happens.
    1. abot
      abot
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      if you have NOM loaded I think it is probably a conflict with NOM collapsing when fatigued script (basically having 2 mods nuking player fatigue at the same time seems to trigger this bug where you can't recover from collapsed animation), I had the same problem also with another mod triggered by a cursed drum
    2. Aubs400
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      That makes sense. I myself don't have NOM, but it might well be another of mine interfering like you suggest.
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