I have a gargantuan modlist so who knows what might be causing this, and it's probably my own fault, but I'm getting a whole load of missing meshes with this, primarily tar pits, rem_grass somethings and foy_ somethings. I reinstalled OAAB Data, but the issue persists.
That's strange. This mod doesn't use any of those. The old versions of OAAB - Foyada Mamaea did, however. Try updating that mod, if you're using it and see if that helps.
I'm not sure what might be conflicting with this mod, but the door to Zainsipilu is a blank door without an area connected to it. It just opens and turns by 180 degrees, but I can't access the cave. I'm going to fiddle a little with my load order, though I don't believe I have many mods that alter that specific area.
Seems that Let there be darkness makes this cave super dark, way darker than any other location in the game, and torches make no difference, even when I tried it with skyrimatized torches.
If anyone else is running the Sable Dragon Inn mod with this, there's a small incompatibility in Bitter Coast Region -5, -6 near the Odai Plateau. A dungeon entrance SDI adds is covered by rocks. Removing the offending rocks in the CS quickly fixes the issue without problem.
Really fine mod and crafted with much love to detail.
Zainsipilu: Unfortunately I didn't go into this cave in vanilla mode, so it is difficult for me to compare and with a level 45 character shortly before going to Dagoth Ur it would be silly to complain about enemies in this cave being a bit easy (*grin). But what I noticed: Isn't there a bit too much stuff in that cave? As a rough estimation I'd reckon there is stuff altogether weighing about 2000 or more. As much love to detail that shows, isn't it a bit overkill? And too much giving to low-level characters which you are probably supposed to be when entering this cave? Or do the leveled lists mess it a bit up for me when entering at level 45?
By the way: Although I installed this mod plus most other OAAB-stuff this late in the campaign, they seem to work smoothly and without problems. And this with just a standard install and definetly no arcane knowledge about Mirrowind and mods just: # via Wrye Mash # plus automated multipatch creation # and auto repair-all to the last save. Instead of such a smooth transition I expected a hell of problems. This is good work!
Forget the line about giving too much to low-level-characters. Today I have gone into the same cave with a not optimized level-3 character. Got three times in a row insta-killed in the very first encounter... low-level-characters who dare to enter that cave and survive deserve whatever loot they can carry *grin
This is great (I particularly welcome the new shrooms, since I love collecting alchemical ingredients). Shame I have to disable Imperial Dwemer Society to play with it until that possible patch, though.
38 comments
| Make sure you use the esp replacer provided on the Clean Mines and Caverns nexus page under optional files!
what is this crap and why am i seeing it in plox
Setup:
openMW
gazzillion mods (disabled the imperial dwemer society entirely as I don't like it very much)
yellow triangles next to the mud pools.
I also installed the Tel Mora mod and that seems to be working fine? Does anyone have a clue what I'm doing wrong?
Zainsipilu:
Unfortunately I didn't go into this cave in vanilla mode, so it is difficult for me to compare and with a level 45 character shortly before going to Dagoth Ur it would be silly to complain about enemies in this cave being a bit easy (*grin).
But what I noticed: Isn't there a bit too much stuff in that cave? As a rough estimation I'd reckon there is stuff altogether weighing about 2000 or more. As much love to detail that shows, isn't it a bit overkill? And too much giving to low-level characters which you are probably supposed to be when entering this cave? Or do the leveled lists mess it a bit up for me when entering at level 45?
By the way: Although I installed this mod plus most other OAAB-stuff this late in the campaign, they seem to work smoothly and without problems. And this with just a standard install and definetly no arcane knowledge about Mirrowind and mods just:
# via Wrye Mash
# plus automated multipatch creation
# and auto repair-all to the last save.
Instead of such a smooth transition I expected a hell of problems. This is good work!