Been using this for a while but just fought Dagoth Ur with this installed for the first time as a level 30 mage, felt like a genuine boss fight and I even had to withdraw and stock up on potions and make some special debuff enchantments just to stand a chance, nice job.
Is this compatible with Cutting Room Floor - Dagoth ? It seems like it probably isn't, but just in case. I love cutting room floor, but I've been using this instead of CRF's Dagoth plugin, since this seems to do largely the same thing but also has the added rebalance that i love. Another question: does CRF - Dagoth do anything this mod doesn't? If it does, someone should make a patch :3
Looks like there are some minor problems with all-in-one plugin; and certain features, like Fake Keening doesn't appear in the game at all.
Also, if someone is going to combine this mod with Divine Dagoths; it's mandatory to merge these two mods. Otherwise you will end up with balance for Dagoth Ash Vampires used in Divine Dagoths; or broken scripts for appearance & animations which DD mod provides.
Additionally, I've noticed some people having a problem with Keening not appearing on Dagoth Odros... That's because you are likely still using the Heartwight Test Cell.ESP optional file; which comes with Divine Dagoths mod. This plugin prevents Keening to be spawn in Odros inventory upon his death, unless he is killed twice (which is impossible to do without using console) - thus, you have to unload this file, before you actually play.
shouldn't the order of difficulty be Solthiem > Sixth House > Tribunal ? Tribunals story is based on the idea that the Vvardenfell crisis is already complete. (although, yes, there is text for getting there before beating the main game)
Did this mod add some weird audible "The Sleeper awakes" message when initiating combat with an Ash Vampire? I checked the sound files and its "slpr_002.mp3" No idea why this would play from them.
Pretty sure it's an unused vanilla line. If it annoys you, then you can just remove/rename this file - there shouldn't be any errors. If some error occurs however, then just replace file with a silent audio-file (with same name).
Compatibility with Darknut's Greater Dwemer Ruins? I see the mod changes enemy placements too, so not sure if loading that mod after this one would take care of that...
The one that loads second will take priority as far as the enemies are concerned. This is mostly relevant for Keening and Sunder because GDR moves the real copies of the weapons elsewhere while this mod does not, meaning you'll probably get multiple copies of them (and more easily) if you have this load second after GDR. Not sure how GDR rebalances the creatures compared to this mod but, if it touches many/most/all Sixth House enemies, then this mod will do pretty much nothing if loaded before GDR.
So question about Dagoth Ordos. "you need magic attacks to harm him" but none of my enchanted weapons do anything to him, do you mean specifically only spells ?
It just means you need a lot of the relevant weapon skill to consistently hit him. Assuming you're using a Long Blade (for example), and raise it to 100, you'll probably hit him every so often (more if you also have ~100 Agility) but you'll need Fortify Long Blade (or Agility, to lesser effect) to be able to stunlock him again.
I don't remember the to-hit formula off-handedly, but a rule of thumb is to take your relevant weapon skill and subtract it by the enemy's Agility (divided by 5?) and Sanctuary and that's your chance to hit barring further boosts such as Fortify Attack (counteracts Sanctuary 1-1), your own Agility (counteracts theirs 1-1), and the like.
Love the mod but I'm really not a fan of the approach to Odros. Making it effectively impossible to hurt him unless you're a mage completely penalizes non-mage builds.
Yeah... i was starting to think Odros was bugged until i saw this thread. It's extremely unfair to fighters. Even throwing a dispel at him did not remove the Sanctuary, so it's nearly impossible to kill him with my character. Throwing magic summons, like various atronaches barely scratch him. And he recovers health. That does not help either.
Just max/near-max out your relevant weapon skill and agility, or bring a magic ring with a useful attack spell, and he should be defeated very easily. If you have Fortify (weapon skill) items equipped then even 100 Sanctuary + Agility should be surmountable.
If anything, I think the Ash Vampires are still far too weak and need to be massively buffed to handle the kind of builds you can make in Morrowind. However, their slow attack animations make Ash Vampires difficult to really buff since they're practically in perpetual slow motion and easily dodged.
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Also, if someone is going to combine this mod with Divine Dagoths; it's mandatory to merge these two mods. Otherwise you will end up with balance for Dagoth Ash Vampires used in Divine Dagoths; or broken scripts for appearance & animations which DD mod provides.
Additionally, I've noticed some people having a problem with Keening not appearing on Dagoth Odros... That's because you are likely still using the Heartwight Test Cell.ESP optional file; which comes with Divine Dagoths mod. This plugin prevents Keening to be spawn in Odros inventory upon his death, unless he is killed twice (which is impossible to do without using console) - thus, you have to unload this file, before you actually play.
Cheers and as always f*#@ Nexus!
If some error occurs however, then just replace file with a silent audio-file (with same name).
I don't remember the to-hit formula off-handedly, but a rule of thumb is to take your relevant weapon skill and subtract it by the enemy's Agility (divided by 5?) and Sanctuary and that's your chance to hit barring further boosts such as Fortify Attack (counteracts Sanctuary 1-1), your own Agility (counteracts theirs 1-1), and the like.
If anything, I think the Ash Vampires are still far too weak and need to be massively buffed to handle the kind of builds you can make in Morrowind. However, their slow attack animations make Ash Vampires difficult to really buff since they're practically in perpetual slow motion and easily dodged.