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Darknut

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Darknut

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18 comments

  1. Darknut
    Darknut
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    Uploaded version 1.3
    Sorry for the quick updates. This should it for the foreseeable future baring the discovery of a major bug.
  2. stan23434
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    No matter what I try, I'm always missing a texture for 'DN_H_tunnel2'
    I do have an extensive mod list with replacers, but that shouldn't matter afaik.
    Thanks. All help is much appreciated.
    1. Darknut
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      DN_H_tunnel2uses the vanilla texture "tx_natural_cavern_wall20"
    2. stone1
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      I'm actually having a similar problem on a heavily modded (but new) game (I'm still testing my new install). I don't get an error itself, but the escape tunnel is mostly untextured (just the pink mesh). Any help is appreciated as well. And thanks for amazing mods Darknut!
  3. Reedu85
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    Dear Darknut
    Is there anyway to acomplish quest in journal?

    Edit:
    Without editing esp you'll never finish the quest. Second script have bug with too much of `endif` so you'll never know what a really 'Trinket' is.
    Changing journal entry (quest name, additional finish flag) and correcting scripts isn't hard but we can modify it only with Darknut permision (can i get one? :))

    Ps. Mod is great. I really like house and mannequins even with those little bugs.
    1. Darknut
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      Yeah I need to update this ... & a few other things
  4. Reedu85
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    If anyone stumble on problem check if you're using right esp.
    Proper one (i think) is NOT in Data Files folder. So you need to manualy replace the second.
    Again - if you're using Mod Organiser 2, i'd propose to launch wrye
    (https://www.nexusmods.com/morrowind/mods/45439/)
    from it, and recheck under mod master files DN_Dwemer_Tilset.
  5. Jemolk
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    So, for the record, I just tested this in OpenMW's latest nightly. Good news! It's working completely! There's one problem, and that's that the mannequins in the upstairs portion of the living quarters are too close to the wall, inside the collision boxes in fact, causing them to levitate and vibrate. That's easily fixed by moving them a little away.

    There's also another reason to update anyway. The first journal entry for the quest has the "name" flag. Easy enough to miss, or mess up, probably, might have even done it automatically, but...yeah. Fun times.

    EDIT: Or....not? I can't find a hint of the "new teleport system" mentioned in the description in the OpenMW CS even.
    1. Darknut
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      It is impossible to get to the room with the mannequins without going through the teleport ..... unless you used the CS to coc there.

      I won't be tweaking things that work fine in actual Morrowind ... do need to fix that Journal though ... thanks
  6. User_1035317
    User_1035317
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    ---
  7. brakesbrakesbrakes
    brakesbrakesbrakes
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    I've moved into Kazara. It shows off a lot of the great things you've put in the tileset. I like it, I just need to work out how to make it as bright as your screenshots, as it's come out very dark on my settings.
    1. Darknut
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      I intended it to be a bit dark so the player could drop lamps or candles where they wanted.That's what I like to do.

      I use MGE XE with a custom lighting shader as well & the screen shots are a bit brighter (magic ring) than reality so you can see everything.
  8. Jemolk
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    This looks damn cool, like almost exactly the sort of house mod I've been looking for for absolute ages. I can sympathize with your not wanting to create an OpenMW version, but as I'm on OpenMW, I want to see if I can get the important stuff working. For personal use at least. It looks absolutely amazing.
    1. Darknut
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      Unfortunately some of it just won't work in OMW ... no way to fix it
  9. Sslaxx
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    https://forum.openmw.org/viewtopic.php?f=40&t=5217 - just so you know...
  10. RubberMan01
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    Good stuff mate :D
  11. CptnBrryCrnch
    CptnBrryCrnch
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    Cool!