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Greatness7 - Melchior Dahrk - TheDrunkenMudcrab

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TheDrunkenMudcrab

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100 comments

  1. TheDrunkenMudcrab
    TheDrunkenMudcrab
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    ATTENTION!

    We've released version 2.0. Apart from any bugfixes that we need to partake in... we're done folks. That's it, the mod as intended, including the cut puzzle. That's all she wrote.
  2. TheDrunkenMudcrab
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    ATTENTION ATTENTION!

    Players using the Morrowind Acoustic Overhaul (MAO) must use an alternative plugin included in MAO with this mod: MAO_ScriptExtender_alternative.esp. Otherwise, MAO breaks this mod due to how it is set up.
  3. stone1
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    Hello!  I love this mod, but I just made the leap over to OpenMW and would love to be able to use it there.  Is it compatible? I see the question was asked below but didn't get an answer.  I imagine it has a ton of scripts given the authors, and not sure if there is anything that might not work with the Dev Build 0.49 OpenMW engine.

    Thanks so much for all you guys do for the community--all three of you listed as authors!  Some of my all time faves.
  4. Compatible with openmw?
    1. BobTheBobCatt
      BobTheBobCatt
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      +1
    2. B1shop
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      I doubt it.
  5. BowShatter
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    This quest mod was great! I really like the unique spell interactions and how it basically serves as a spellmaking tutorial for new characters. Also, the dungeon design was amazing and the twist at the end was unexpected. Enjoyed hanging out with Flin-Dar.

    Sadly the unique artifact at the end does not work for me.
  6. jayhall0315
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    I can confirm that Expedition to Mzelthuand does not work with the main version of the mod: Magic Diversity Complete (or any of the earlier versions of the mod). Which is a real shame since Magic Diversity is primarily for spell casters and that is what Mzelthuand wishes your character to become proficient at. Might you guys consider a patch so that Mzel is not dependent upon the stock casting sounds? Thanks! 

    For those with Magic Diversity, the janky workaround is to use the regular sounds ESP version of Magic Diversity. That will allow you to complete Flim Darr's "tests."
  7. Dario1980
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    Review: 26/02/2023

    I've played this mod. I've liked the dialogue for the argonian that is supposed to escort you. I've found it fun.

    I was left a little wary by the comment made by Keoteo, because I thought there were some "graphical things" happening to your own character, but after playing the mod, I think he was referring to the series of starting quests you're sent by the argonian at the beginning of the quest chain that some may find "annoying".

    The artifact you find at the end is really really useful. For anyone wondering
    Spoiler:  
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    it's a gun. When you click the left button of your mouse, you get teleported to the point the gun is pointed to. Really useful to avoid a lot of running around


    By the way, you can give pieces of scrap metal to the argonian to upgrade his armor, but I don't understand what they are supposed to do.
  8. Dario1980
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    To freeze the water, you don't have to freeze the water via the spell,
    Spoiler:  
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    but the vent
  9. alextanon1
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    Anyone else having trouble finding the key or chilling the Flinn? I've been told the key is under the muckbucket in his backyard but I've tried everything (using the console to disable everything in his backyard to search the ground, disabling collision) and can't find it. When I add the key with the console, for the next quest no matter what I do I can't chill his flinn. Cast every frost spell I could think of. Not using MAO, MGEXE version .10/MCP/MWSE all updated and installed. Any advice? Is there a way to bypass the Flim-Darr quests? Would love to check this mod out.
    1. Greatness7
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      Check the first lines in "mgeXE.log" and "mwselog.txt" (both found in the base Morrowind folder).

      They should match these:

      MGE XE 0.10.0

      and

      MWSE 0.9.5-alpha.20171114 loaded
    2. Bahumut
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      I take it if I have MGE XE version 0.9.10 this mod will not work and I will need to upgrade to the newest beta 0.10.024b yes? I also assume this has to do with MWSE versions that comes packed with 0.10? Also, if you dont have the warp shader how does this effect the mod?
    3. Dario1980
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      the key is
      Spoiler:  
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      under the muck shovel

  10. regilover
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    Could someone post a picture of where the dart in the tree is? I must have spent the last hour going up and down every tree within 100ft of the shack and for the life of me I can't find it. I slightly suspect that maybe I might have had something that alters tree models at some point? Because my foliage surrounding the hut do not look like what I see in the screen shots.

    Edit: Found it. No idea how I missed it there the first time.

    Hint for those who come here looking for it like I did: It's in a tree with no leave.
    1. regilover
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      Slight follow up, but can someone tell me what exactly nothaving MGE XE breaks? I have it, just don't like it. Is it the MWSE stuff? Because I have that stand alone.
    2. TheDrunkenMudcrab
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      MWSE is the key.
    3. Dario1980
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      Can't find the dart :P. Any suggestion?

      Edit: found it. It's
      Spoiler:  
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      on the tree that is "attached" to the house of the guy. On the top.
  11. zelurker
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    Ah the teleport gun doesn't seem to work, well it fires its odd bullets which do between 0 & 1 damage but makes the target hostile, but I guess it's supposed to do something else ?
    Well I don't have mao, dd_2_eyepos is 124.5 and I didn't have any trouble in the quest itself, so no idea here...
  12. zelurker
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    Excellent mod. I'd say one of the spot which gave me the most trouble was the place were you cast feather on the big magnet, I couldn't find the small lever on the floor near the gate after that ! Except that, impressive, crazy and fun ! Thanks for the mod !

    For those who might wonder Flim-Dar correctly stop following you at the end of the quest now.

    ah yes, a small frost spell couldn't possibly freeze such a big quantity of water, but never mind, it was fun !