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The Mythical Beasts

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Danae123

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33 comments

  1. Kolodets
    Kolodets
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    I restored Ancient Dwemer Transport System, but i cant progress. Each time i talk to Sorin Lanlois i get reward of Dwemer Ring and Amulet infinite times
    1. Danae123
      Danae123
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      I will fix this loop with the next update.
      You don't need to talk t o Sorin anymore, you have already helped him with his reserch, though you are free to use the tranport system.
    2. Kolodets
      Kolodets
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      Can i close the quest somehow?
  2. bustopherj
    bustopherj
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    Hey really great mod! I just have one issue that's probably OpenMW's fault, but after building the display spider it spawns ontop of the case and the combat music plays. Just wondering if anyone else has dealt with this/knows a fix?
    1. Danae123
      Danae123
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      Yes, my guess is collision are handled a bit differently in OPenMW, maybe? You could open the construction set, go to the cell, and lower the spider a bit (hold z, left click, drag). Hope this helps
  3. Kolodets
    Kolodets
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    The guil location is too unimmersive, sorry
  4. Ayisyen
    Ayisyen
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    Is this perhaps compatible w/ Rubberman's Dwemer Rebirth Project?
    Getting an answer would be appreciated, aside from that endorsed.
    1. Danae123
      Danae123
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      This mod doesn't modify dwemer ruins all that much:
      - non-unique items are placed on tables and shelves, worst case scenario, you will have a floating object that you can pick up, or you won't have access to that item non-essential item.
      - 4 doors have been added to 4 ruins: Nchuleftingth, Nchurdamz , Bthungthumz and Arkngthunch-Sturdumz. Worst case scenrario, you don't have access to the teleportation room of that ruin.

      So overall, both mods should be compatible and definitely non-game breaking.
    2. Kudix
      Kudix
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      I use Your mod in my dwemer playthrough together with RubberMan's Dwemer Rebirth Project and can report that the teleport room in Arkngthunch-Sturdumz is not accessible in that ruin. I had to TCL my way through to get there and complete the teleport quest.
  5. deuxysmas
    deuxysmas
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    Marvelous! I can't seem to skip this gem of a mod whenever I install my morrowind. This imo goes well with another mod called Dwemer Loot so if any of you guys wanna check that out here's a link: http://mw.modhistory.com/download-24-2165
  6. EpsilonProgrammer
    EpsilonProgrammer
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    Nice mod and endorsed. However, I stumbled upon a bug. Whenever I open one of the reinforced doors, the daily food inventory opens and cannot be closed.
    Has anybody experienced this? I'm using Open Morrowind.
    1. Danae123
      Danae123
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      I'll try to reproduce this bug but I am not using OpenMW so that could be just it. I'll let you know. Thanks for the endorsement~
    2. EpsilonProgrammer
      EpsilonProgrammer
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      You're welcome. I love the mod anyway. It brings life to certain Dwemer ruins.
    3. EpsilonProgrammer
      EpsilonProgrammer
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      Nevermind. For some reason this issue solved itself by updating OpenMW to the last version, 0.43. Thanks, anyway.
    4. Danae123
      Danae123
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      Brilliant, I didn't manage to reproduce the error on my non OpenMW but always hesitate before pointing fingers and say ÖpenMW did it!"
  7. Aldurion
    Aldurion
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    I've encountered two problems, one of which I'm pretty sure is my own fault. First bug is that the body parts from Steam Centurions and Sphere Centurions aren't dropping. The Spiders, however, are dropping their parts. Since I've got only one other mod that affects the leveled lists of these mobs (Stuporstar's edit of the Srikandi alchemy mod), I can only assume that's the problem. I merged the lists with Wrye Mash but the problem remains. The second problem is that the buffs from the Thaumaturge's Staff I've created don't disappear when I exchange it to another weapon. Is this intended?
    1. Danae123
      Danae123
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      I'll check again the levelled list for the drops, I'm guessing there's a conflict somewhere though. The staff buffs are scropted to dissapear when you don't have the staff equiped, I'll try to reproduce the problem and get back yo you asap.
  8. slade0Hiro
    slade0Hiro
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    How do you start the mod? am i suppose to get something when i load the game or explore till i find it?
    1. Danae123
      Danae123
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      You start the mod by finding the guild, it is east of Hla Oad, just over the mountain and south west of the Odai plateau.
      Hope this helps
  9. JackCaboose
    JackCaboose
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    Looks great! I'll have to try it out when I fix my Morrowind install.
  10. Fizzol
    Fizzol
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    I tracked my problems down to "Jsp's Mines and Caverns". Once I turned that off almost all the glitches disappeared. I had a few floating barrels, but that was an easy fix.
    1. Danae123
      Danae123
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      What were the problems? There might be a way to make both mods play nicely.
    2. Fizzol
      Fizzol
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      Edit: This was in Arkngthunch-Sturdumz.

      They were mostly dungeon layout. There seemed to be extra corridors, rooms, columns and kegs and so on. There was a spot blocked by one strip of lava levitating in the air. The first staircase was blocked by a misalignment, and if you TCL'd through it and turned around, there was a black void behind you. There were wall textures you could walk through, floors at different levels, and at least one centurion buried in the floor.

      This isn't to say there's anything wrong with "Jsp's Mines and Caverns." It's a great little mod I've been using for a while.
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