Morrowind
0 of 0

File information

Last updated

Original upload

Created by

Half11

Uploaded by

half11

Virus scan

Safe to use

29 comments

  1. half11
    half11
    • premium
    • 193 kudos
    Locked
    Sticky
    So why not just include this fix in Patch for Purists? Are you so desperate for achievements? Ofcourse not (maybe a little). To avoid compatibility issues mostly. This fix moves a door to a completely different cell. Apart from Rebirth and Lougian's Caverns Overhaul, I don't think any mod touches the cave Dubdilla. However, I still don't want to force people to implement my edits for the mods to come.
  2. Lucas9
    Lucas9
    • premium
    • 85 kudos
    I'm on my yearly Morrowind reinstall and couldn't help but wonder how ironic it is that AI could finally revoice that dialogue line heh.
    1. half11
      half11
      • premium
      • 193 kudos
      Apart from the ethical implications of using a voice actor's work, I'm unsure if it would provide a better solution. It seems more plausible for a sorcerer to reside under Mount Assarnibibi than in a cave beneath the town of Vos. However, for what it's worth, ESO built the Dubdil Alar Tower on top of the original location, which would help compatibility.

      But again, I am very reluctant to blatantly use someone else's work to train AI models.
    2. Lucas9
      Lucas9
      • premium
      • 85 kudos
      Oh don't worry, I wasn't saying you should update the mod/create a separate mod. I just thought it was interesting to see how technology has changed over the years to provide a previously impossible (even if unethical) solution.
  3. Dario1980
    Dario1980
    • member
    • 2 kudos
    Hello,
    good mod. I vouch for merging it into PFP.
    1. half11
      half11
      • premium
      • 193 kudos
      Please read the sticky message above.
    2. Dario1980
      Dario1980
      • member
      • 2 kudos
      I read the stickied message. And it is not convincing (to me). :P
    3. half11
      half11
      • premium
      • 193 kudos
      The thing is, a patch is such a prominent part of a load order that it's the last thing you want to have a mod conflict with. That's why I'm very hesitant to implement conflict sensitive edits such as this.

      In addition, I also have to be careful not to abuse the patch's monopoly position to impose my view of the game and modding. If someone wants to use Lougian's Caverns Overhaul (or any other overhaul for this cavern) in addition to an up to date unofficial patch, then that shouldn't be a problem.

      Excluding mods (and having a lot of patch documentation to read before modding your game) doesn't seem like a desirable scenario to me.
    4. Dario1980
      Dario1980
      • member
      • 2 kudos
      Thanks for explaining your point view. Now it's clearer and a bit more persuasive.

      I wanna just point that a grating person could say "your mod is as a bugfix, Lougian is not. Why would you care about Lougian or other mods while Lougian (or other mods) could actually provide a way to use their mod with this one?".
  4. half11
    half11
    • premium
    • 193 kudos
    There were still some dirty edits in version 1.1 I uploaded yesterday. I just cleaned those and reuploaded the mod. I would advise people who have downloaded the mod between now and yesterday, to download this new clean version. Sorry for the inconvenience.
  5. leugimimi
    leugimimi
    • member
    • 1 kudos
    from Necrolesian modlist https://github.com/Necrolesian/morrowind-mod-list/blob/main/list.md

    ?There's one error in the plugin that can be fixed in the Construction Set. Edit the script VampireMolag and look toward the bottom of the script. See all those "endif"s? There's one too many. Delete one of them, save the script and the plugin, then clean in Wrye Mash.
    1. half11
      half11
      • premium
      • 193 kudos
      Thanks for the heads up. It's harmless (no need to edit the plugin) but I'll fix it eventually.
  6. Swordsguy2010
    Swordsguy2010
    • member
    • 6 kudos
    Hm, why can't you redo the voice?, like, you wouldn't be purging the voice actor from the game or anything, you would just be adding the correct erm, verbal dialogue at least for that specific NPC. just would need a good mic and read the line as the original guy did.
    1. half11
      half11
      • premium
      • 193 kudos
      I'm (Dovakeen?!) NOOOOUUUUUUU Arthmoor unfortunately.
    2. Swordsguy2010
      Swordsguy2010
      • member
      • 6 kudos
      o_o........very well...
    3. CiceroTR
      CiceroTR
      • member
      • 17 kudos
      Way more effort lad. And also in Molag Amur was the intent of the quest. Just someone didn't get the memo.
    4. GamerPoets
      GamerPoets
      • premium
      • 929 kudos
      If you ever need a voice for anything I'd be happy to give it a shot. Can always toss it in the trash after = )
    5. ApostasyPlague
      ApostasyPlague
      • premium
      • 0 kudos
      half11 please please please take gamerpoets up on this
  7. markamadeo
    markamadeo
    • member
    • 0 kudos
    I'm assuming the duplicate object instance "dead_skeleton" is intentional?  This is the output I'm getting from tes3cmd:

     Cleaned duplicate object instance (dead_skeleton FRMR: 395230) from CELL: dubdilla, uncharted caverns, lower
  8. CiceroTR
    CiceroTR
    • member
    • 17 kudos
    As this one turned out to be a success, I have another suggestion for you :). Ebernanit and Abernanit having their names switched. The book "Deathblow of Abernanit" describes a fortress to Mehrunes Dagon in the Ashlands. Abernanit in game is a bandit cave on an island in the Bittercoast region. Ebernanit is a Shrine to Mehrunes Dagon in the Ashlands. Switching the names to these places should alleviate another dev oversight. The quests related would need updating as a warning though. Was thinking you could post it in this mod also as a one stop esp for these oversights. Don't like all the individual mods for small fixes in Morrowind Modding :/
    1. PoodleSandwich2
      PoodleSandwich2
      • supporter
      • 100 kudos
      "Worldspace Changes" could be a separate ESM file for Patch for Purists. Just throwing that idea out there. It would make it easy for people to both track down and make patches for any potential conflicts.
  9. SAJNM
    SAJNM
    • member
    • 17 kudos
    Great plugin thank you.
    I concur with the decision to make this separate from PfP.
  10. Denina
    Denina
    • premium
    • 24 kudos
    Nice fix. I've added this to all my installs. I never noticed the inconsistency before but now that I know about, it would've bugged me. Thanks!
    1. half11
      half11
      • premium
      • 193 kudos
      I know, right?
  11. Athralsatar
    Athralsatar
    • premium
    • 1 kudos
    Finally, someone did it. I was wondering when someone would make a mod for this issue, not surprised it's you. I'll be trying this out. Now for people with ongoing games, they want to have not been in the locations for long enough to reset them or start a new game right?
    1. half11
      half11
      • premium
      • 193 kudos
      You probably want to start a new game with this.