Morrowind

File information

Last updated

Original upload

Created by

Dandy Daedra

Uploaded by

Danae123

Virus scan

Safe to use

Tags for this mod

40 comments

  1. Dario1980
    Dario1980
    • member
    • 2 kudos
    Hello,
    I tried a fireball spell on moss, it doesn't work.

    I also tried a fire dmg on touch spell (magnitude 1, duration 1, ft 1) to destroy the moss, but it doesn't work either.

    Suggestion? I'm in the first "chamber" of shal, where the summoning circle is located.
    1. abot
      abot
      • premium
      • 290 kudos
      Spoiler:  
      Show
      look for something odd... that burns...

      Spoiler:  
      Show
      .it is inside a chest...

    2. Dario1980
      Dario1980
      • member
      • 2 kudos
      Thanks. This is an ok mod, but I couldn't find all the journal pages.

      Also I'm a bit frustrated by the fact that I really get stuck a lot while moving around. I wonder if the actor collision box from PFP could help.
    3. abot
      abot
      • premium
      • 290 kudos
      Be sure to have the "Actor collision box fix" from Morrowind Code Patch enabled first, that usually helps
      Pages are hard to find, the ladies had fun hiding them, I often find half of them then take a break and come back refreshed even if I know they are all there somewhere...
      Some hints about the pages locations:
      Spoiler:  
      Show

      1, 11, Journal (Incomplete ): Shal
      3:Shal, Laboratory
      4: Shal, Living Quarters
      5, 6, 8, 9: Shal, Fungal Grotto
  2. EventideAdventuress
    EventideAdventuress
    • member
    • 0 kudos
    Great mod, I love mods that take boring vanilla quests and make them more interesting and true to concept, and the unique rewards feel great to earn.

    I was having a really bad day when I loaded the save that was about to enter Shal with this mod installed, working through the mod was so much fun I was smiling by the end in spite of my previous mood.
    1. abot
      abot
      • premium
      • 290 kudos
      Aww, thanks, give Ebonheart Underworks a try next!
    2. EventideAdventuress
      EventideAdventuress
      • member
      • 0 kudos
      You know, I was actually looking at that one earlier and thinking it'd be great for a future playthrough! I thought about adding it as something to do in the current save but it seemed to be geared toward the early game experience and I'm already way up there in levels so I wasn't sure if I'd get much out of it on the character I'm playing right now.

      (Also as long as I'm already replying to you, thank you so much for all your scenic travel mods, there's nothing quite so effective at setting the mood for a new playthrough as taking the scenic-travel strider route from Seyda Neen to Balmora fresh off the boat, totally recaptured and enhanced the "wow look at this cool alien world I'm in suddenly" vibe that made me fall in love with the game in the first place)
  3. JosephRivers
    JosephRivers
    • member
    • 1 kudos
    Good day, all.
    Danae123, thank you for the inventive mod.
    Is this compatible with BCoM, Mines and Caverns (RE: Ashurnibibi connection)?
    1. Danae123
      Danae123
      • premium
      • 314 kudos
      Fine with Mines and Caverns but I have not tested with BCOM. Our edits to the Daedric shrines are very light, basically a door, so chances are there is no conflict.  :)
  4. angelspear440
    angelspear440
    • member
    • 1 kudos
    What's your reccomended level for this? I've always loved the smugglers cove-type area around hla oad and would like to get to this asap
    1. abot
      abot
      • premium
      • 290 kudos
      It uses leveled enemies so difficulty should mostly adapt to player, apart one scripted encounter where you can be hit by 10-20 magic damage per hit, so I'd say a player level 3-5 and good strategy should be enough
  5. EinBlonderTraum
    EinBlonderTraum
    • premium
    • 28 kudos
    Do the changes to Ashurnibibi conflict with the "Mines & caves" mod. Apparently it also alters Ash...

    There is a big list of Dungeon altering & adding mods on this page: https://github.com/Lucevar/mw-immersion-mods/blob/master/dungeons.md
    1. Danae123
      Danae123
      • premium
      • 314 kudos
      I'm confused, if you know of Lucevar's list, then you can tell if there's a conflict ;)
      The Daedric ruin however is not modified as uch as it is expanded. Mines and Caverns adds bits to the exisiting caves.
    2. ActuallyUlysses
      ActuallyUlysses
      • supporter
      • 9 kudos
      Old post but... no, there is no incompatibility. I have both mods installed and checked.
    3. Danae123
      Danae123
      • premium
      • 314 kudos
      Thanks!
    4. ZooLanderIsMyHero
      ZooLanderIsMyHero
      • member
      • 0 kudos
      Thanks for posting this!
  6. Rollergrub
    Rollergrub
    • member
    • 10 kudos
    Great mod so far but I'm a little confused about how to use the Alchemy Lab? I've got all the ingredients and the Empty Vial but it keeps giving me the message saying I "must have missed something." Is there something else I need? I've got the vial, the bonemeal and the three different mushrooms all in my inventory.
    1. abot
      abot
      • premium
      • 290 kudos
      to see the item id, you can drop the item, open console, click the item, item id (plus 8 digits) should appear in the console header
      Spoiler:  
      Show
      you need these things for it to work:
      1 dd01_misc_flask_03,
      10 ingred_russula_01,
      12 ingred_coprinus_01,
      5 ingred_bonemeal_01,
      18 dd01_Ingred_yellow_01
  7. HMCascade
    HMCascade
    • member
    • 20 kudos
    Enjoyable mod probably spent 3ish hours just working through it.
    Made the Dungeon feel very unique without being overly long which is appreciated.
    Rewards are nice, balanced and varied enough to feel unique but not broken.

    Certainly a mod that will be going into the keep list.
    1. Danae123
      Danae123
      • premium
      • 314 kudos
      Glad you've enjoyed it~
  8. Pherim
    Pherim
    • premium
    • 245 kudos
    Awesome mod! Was really great fun to explore.
    1. Pherim
      Pherim
      • premium
      • 245 kudos
      There is a small problem with the shroom elixir in this mod (and Malacath's Blessing), and also with the "Ash Will" from Ebonheart Underworks (and possibly more from that mod): As you probably know, in vanilla Morrowind attributes can only be restored to their natural maximum, disregarding fortify effects. Morrowind Code Patch fixes this and lets the player restore attributes to the full amount, including fortified ones. However, the effects from this mod and Ebonheart Underworks are set up as "Curses" in the CS, and for these, the old behaviour still applies - probably because there are no curses in the vanilla game. That means, as soon as one attribute is damaged, the effect of the potion is permanently revoked for this attribute, as it will only be restored to the maximum minus two. You only notice that because they are no longer highlighted like other fortified attributes, as the spell effects are still shown as active.

      Is there a reason why you didn't make them Abilities instead of curses?

      Edit: OK, I've learned that with abilities they can't get over 100. Ok, that's not a problem with MCP uncapped attributes, but not everybody might want to use that.
    2. abot
      abot
      • premium
      • 290 kudos
      Uhm, ok so tell you what, I'm not going to maintain 4 separate versions for something like this, so I have added an optional patch to downloads that just replaces the curses with abilities, you can load it after the mods or use CS combine loaded plugins with it loaded last
    3. Pherim
      Pherim
      • premium
      • 245 kudos
      Yeah, it doesn't work if the spells are already active. So they have been removed with the console first, then the update can be installed, and then they can be added again with the console.

      Look, I'm not saying you should have multiple versions, but I just wanted to point out the potential problem with the curses. It's not my fault that Restore Attributes doesn't work with them... then again the worst that can happen (and probably will) is that attributes get damaged and the spells are still active despite not giving a boost any more. It's your mod and your decision after all, and I'm able to fix many issues myself - but I'm playing Morrowind for the first time in years now (only modded it in the meantime) and when I find bugs or issues like this, I report them. Sorry if that causes any inconveniencies. It's up to the mod authors to decide whether they want do anything about the things I report or not.
    4. abot
      abot
      • premium
      • 290 kudos
      I know you-Pherim are able to fix things in your game, and reports are always good, I just think it is something not worth making 4 versions and you-General user may be able to load the patch if desired.
      But if some common update will be released with new things/other fixes I will probably set them as abilities by default and make a patch with them set as curses
  9. Demanufacturer87
    Demanufacturer87
    • supporter
    • 43 kudos
    i have found only 2 pages od journal. How to use teleport?
    1. abot
      abot
      • premium
      • 290 kudos
      teleport? you mean the summoning platform?
      there are some hints about the journal pages in the spoilers section of the readme
  10. Zikerocks
    Zikerocks
    • premium
    • 13 kudos
    First of all. Great mod. I thoroughly enjoyed playing through it. The team did great. I'm going to go through the good then the issues I had.

    The atmosphere for the cave had a very odd out of place feel, which it is since it was all made unnaturally (yay magic). Nice character development for a character that really had none. I liked seeing the whys and hows, while it wasn't much it was enough to give us a sense of who she was/is. The concept was very unique and I definitely won't forget the cool mushroom cave. Actual level design, very nice, lost of very small details and nice hidden goodies that didn't feel super out of place. The rewards were mostly very nice little things, nothing game-changing (plus the ability to ruin your reward was really cool) but seeing as this isn't something end game or the like it shouldn't be massively game-changing.

    One neutral thing. Shal didn't feel "overgrown" so much as overrun though honestly, that may have been the intent. It was overgrown with mushrooms, true, but to me overgrown would be reclaimed by nature and it was more overrun by mushroom monsters.

    Now for my issues, mostly technical. Lost of issues with getting stuck in holes/on walls. I know this is a known issue and honestly not much to be done for it with the type of design that was being gone for. Plus I could just levitate or TCL if I got stuck but it's kind of immersion-breaking. So just something to keep in mind going forward. Summon reward doesn't work with teleportation, though this could be a limitation on it being a creature rather than an NPC, not sure. The ruins area was kind of annoying to transverse but water stuff sucks anyway, cool in concept but limited by the game itself. The blessing reward not actually being permanent, making some soul gems being the real reward was kind of sad. I was a bit bummed when I completed the quest to receive nothing from the quest giver but then activating the statue and getting the blessing I thought hey, this was a nice reward worth the suffering, nothing crazy or game-breaking just a nice buff to make stuff like this, not a hassle, then it wore off and I was sad again.

    All-in-all wonderfully unique and interesting mod and look forward to seeing more of the team's work.
    1. abot
      abot
      • premium
      • 290 kudos
      thanks, probably making the final blessing a permanent one is more rewarding/a good idea, I will do it in next update if rest of the team is ok with it
    2. Zikerocks
      Zikerocks
      • premium
      • 13 kudos
      Seeing as the new update makes the blessing permenant how would I go about recieveing it if I have already completed the quest?
    3. abot
      abot
      • premium
      • 290 kudos
      try activating the statue again, it should swap the old blessing with the new one.
      if it does not work, you can do it from the in game console:
      Player->RemoveSpell "dd01_malakath_blessing"
      Player->RemoveSpellEffects "dd01_malakath_blessing"
      Player->AddSpell "dd01_malakath_blessing2"
    4. Zikerocks
      Zikerocks
      • premium
      • 13 kudos
      While activating the shrine works fine there is an odd graphical glitch. The buff icons from the blessing go "clear" as if the timer is about to expire yet they never actually tick off. So I still have the buffs but the icons are messed up. Other sources of the same effects appear/stay fine. And the blessing appears fine initially. Not sure if this is an issue from having the buff before or not. I have tried removing the blessing via console and readding it, again it's fine initially but after, what I suppose is the timer for the original buff it goes clear.
    5. abot
      abot
      • premium
      • 290 kudos
      uhm, try waiting until old effect expires before touching the statue again, that should work. Probably I will just nuke the old spell completely in next update.
    6. Zikerocks
      Zikerocks
      • premium
      • 13 kudos
      Found the fix and it's super simple! I simply went into dd01_malakath_blessing2 changed it to spell, changed the duration from 900 to 0, changed it back to curse and the problem was resolved. It seemed to be an issue with it still registering the duration even though it did not actually have one as a curse, so it messed with the icon for some reason (thanks for the wonky engine Beth). Separate question, any reason for the effects being curses rather than abilities? Not sure what the mechanical difference is in the engine.

      Sorry to have been such a pain.
    7. abot
      abot
      • premium
      • 290 kudos
      at least on companion NPCs, constant effects reapplied on CellChange could overflow to negative values (probably the reason why slowfall could kill companions in the long run). I think this has been fixed in some Morrowind Code Patch option for slowfall magic effect, but as a rule whenever I need a permanent magic effect I prefer a curse which nobody reported giving such problems so far