Dagoth Ur looks absolutely amazing! I didn't like the three skulls but removing them wasn't too bad even for a newbie like me.
Rough instructions for anyone interested:
1. Download and open nifskope 2. Open file -> browse the Meshes folder of this mod. You will find a few files (in different sub-folders) named dagothr.nif or xdagothr.nif. Repeat step 3 for each of these files (edit: not quite, check the first reply): 3. Open the file, then right click on the skulls -> Block -> Remove. Save the file!
Only the xdagothr.nif file needs editing, being the one the game actually renders. Creature NIFs without the X prefix are mostly for animation testing, with the only necessity being its skeleton nodes.
The DN folder's duplicate of xdagothr.nif can be ignored if you're not using Darknut's Greater Dwemer Ruins, which changes Dagoth Ur's filepath for some reason.
Unwanted NIF objects can also be hidden to make it a bit easier to omit group nodes bearing multiple objects and effects.
Good to know. I didn't test how many of those files I needed to edit, but I figured it couldn't hurt to edit them all. Being a mega newbie, I couldn't figure out how to hide, rather then delete, but deleting worked really well. I went to see how Dagoth Ur looks and it was freaking epic!
If anyone is planning to use this mod with Beware the Sixth House (Sixth House Overhaul) (or any mod altering Dagoth and his brothers), remember that merge is mandatory + make sure to don't use Heartwight Test Cell.ESP plugin in your actual playthrough; otherwise you might unable to acquire Keening.
Checking in once again to say the head meshes on ash vampires being bugged for OpenMW users is still a thing. R-Zero's dragon priest resource has the same problem, but only for the masked variant, and I assume that's the base used for this mod's head meshes. @SpaceDevo Yes, the issue you stickied is still present in OpenMW 0.47.0.
Any chance of a version with a more... lore-accurate version of Dagoth Ur's mask? The little skulls and the gaudy ornamentation on the tips of the three crests are the only thing keeping me from downloading this mod.
You can set the Tribunal skulls and red gems to Hidden with NifSkope. Just make sure it's the xdagothr NIF file (in the R folder for those not using Darknut's Greater Dwemer Ruins) and not the one without an X prefix.
The Guy who I kill to get Keening from is completely transparent... Is this intentional? Is he supposed to be in like a spirit form. *Edit nvrm i think Beware The 6th House mod does that. Gives him chameleon
I'm having a very strange bug where the Ash Vampire's heads keep changing sizes. Just watching one walk around before combat, his head will snap between normal size and almost double size seemingly at random. It's honestly kind of cool and intimidating when it happens in combat, almost like a cobra's hood works to intimidating other animals.
I don't think I have any other mods that modify ash Vampire's besides GDR. I am also using OpenMW.
Probably has something to do with the NIF file's altered proportions via resized skeleton nodes, although I'm not sure why the bug would only affect the head when the limbs have also been tweaked the same way. Since the issue's specific to OpenMW, you might want to report the issue here.
Having similar issue with OpenMW, and entire models jumping from smaller to larger sizes as they move around. This may be specific to OpenMW, but I do have lots of other creature replacers running, most of them in fact, and this is only one doing this. The Dagoths go from looming over me up close, to normal size as they move away, in large jumps. Looks more like a perspective issue, as distance and movement is involved. Still, I like these models over the vanilla well enough to ignore this, for the short time I'll actually see these guys. :)
So are people still having this issue? It happens with OpenMW users, but that doesn't really narrow it down. I suspect the problem with the head mesh lies with assets used from Reizeron's Dragon Priest Resource. I say this because I inserted both the masked and unmasked dragon priests in my game via a test plugin and found the exact same bug with the wonky head shrinking on the masked variant, but not the unmasked variant of the dragon priest. I've tried contacting both Reizeron and SpaceDevo about this, but I haven't gotten a response from either in over a month now.
Thank God I'm not the only one who noticed this. Yep, also experiencing the shape shifting glitch where they grow big then back small again as they walk around. Is there any kind of workaround or decent substitute
170 comments
100360 endorsements,3,00010,000 unique downloads, and all the comments!And special thanks to the
STEP GuideMorrowind Graphics Guide for including my mod. :)Last edit on 24 February 2020, 10:50PM
EDIT: Also report any further issues directly to their devs so they have as much data as possible on potential complications.
EDIT: Should work fine with the latest patch.
Rough instructions for anyone interested:
1. Download and open nifskope
2. Open file -> browse the Meshes folder of this mod. You will find a few files (in different sub-folders) named dagothr.nif or xdagothr.nif. Repeat step 3 for each of these files (edit: not quite, check the first reply):
3. Open the file, then right click on the skulls -> Block -> Remove. Save the file!
The DN folder's duplicate of xdagothr.nif can be ignored if you're not using Darknut's Greater Dwemer Ruins, which changes Dagoth Ur's filepath for some reason.
Unwanted NIF objects can also be hidden to make it a bit easier to omit group nodes bearing multiple objects and effects.
I don't think I have any other mods that modify ash Vampire's besides GDR. I am also using OpenMW.