Morrowind
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15 comments

  1. Stray0rabbies
    Stray0rabbies
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    Is this/will it be compatible with Imperial Dwemer Society?
  2. Zikerocks
    Zikerocks
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    I have an issue where when I load into the cell I'm dropped outside of the map. I can tcl into the map however there is no door out. Also, the scripts for the airlock valve don't appear to trigger. I activate the valve but nothing happens. I had loaded into the cell before installing the mod but even deleting the cell information from the save doesn't appear to resolve these issues.

    I've loaded into other cells from the reborn series prior to install and they all seemed to be fine. Is it possibly a conflict with Illuminated Order? I believe that mod also modifies the cell. Though I have reborn loading after it.

    Edit: Issues were resolved by going to the Dwemer Rebirth Project rather than the stand-alone mods.
  3. NullCascade
    NullCascade
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    Loving these ruins. Notes from running through Mzahnch:

    * Loading a save after blowing up the rocks causes the timer to run backwards into the negatives. Doing StopScript mzahnch_rocks/mzahnch_rocks_2/mzahnch_rocks_3 seemed to get it to calm down.
    * In the lower level there is a missing tile. It's after the first hall, in the room with the sleeping potion from The Tribe Unmourned.

    This was played in the merged version.
    1. RubberMan01
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      Ah the potion. This is from Rise of the Tribe Unmourned.

      Damn script. I keep forgetting to fix it >.<
  4. Flash3113
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    Just played through it and I loved it. Really nice, skyrim-like atmosphere.
    1. RubberMan01
      RubberMan01
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      Thank you.
  5. hokan42
    hokan42
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    You write "Scripted spider automatons will carry random soul gems/ scrap metals." - does this imply that you have Skyrim style spiders, that are controlled/powered by soul gems? The ones in Morrowind work differently and appear to be controlled/powered remotely by being close enough to Vvardenfell:

    "I also heard a strange story about the centurion spider that we captured and sent back to Cyrodiil. The ship captain I hired wrote to me with an odd story. He said that the spider nearly broke through its cage several times while near Vvardenfell, but once he left the Sea of Ghosts, the centurion suddenly stopped working. What happened next shows that he had more wits than I gave him credit for. He ordered the ship turned about and as they approached Vvardenfell again, the centurion began moving just as suddenly. This is a curious phenomenon and certainly deserves more investigation."

    source: https://www.imperial-library.info/content/senilius-report
    1. RubberMan01
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      The spiders in MW are actually powered by Red Mountain. I rather liked the idea that they could become a decent source of soul gems though and scrap metals (when I update the scrap mesh.)

      I intend to make a use for the scrap as well. Maybe even in the next one.
    2. OffworldDevil
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      I don't see the two as being inherently contradictory. Soul gems could be used to power them, with an outside signal handling their activation and control.
    3. hokan42
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      My reasoning goes something like this:

      * soulgems are used to enchant and power magical items (even Morrowind soulgems can be used to recharge magical items although this is less needed than in Oblivion/Skyrim as they recharge on their own).
      * spiders in Morrowind don't drop soulgems so presumably draw external power as implied by the text I quoted
      * it is possible that the spiders have internal power (soulgems) and simply deactivate when they get outside of their "radio control" range, but I can't recall any other case of remotely controlled magical artifact, which makes this scenario less likely
  6. RubberMan01
    RubberMan01
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    Sorry all!!! I missed out some textures. Rectifying it now

    Thank Caeris for pointing it out lol
  7. User_4870877
    User_4870877
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    I played the other two and they were great! Keep going!
    1. RubberMan01
      RubberMan01
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      Thank you. I have every intention of it
  8. TheDrunkenMudcrab
    TheDrunkenMudcrab
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    You realize the reason we put the Dreugh into our Mzelthuand mod, right?

    It starts with the adjacent place. The idea for our dungeon was that it was a testing center for the adjacent place (And all of the anomalies within, some of which involved the Dreugh). It doesn't make -too- much sense to carry that over into other mods, but I could see it, I suppose. There was a reason our dungeon teleported out of nowhere.

    Not annoyed, just intrigued as to the purpose there. Also I don't see a credit for using our work in the description of the mod- did you make that yourself?

    Edit: It seems that it is indeed an original model. You can use ours if you credit e_e We aren't that worried about it buddy.
    1. RubberMan01
      RubberMan01
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      It's made by me mate. Also the idea looked cool. Reason had nothing to do with it