I must have done something wrong, or perhaps this is a mod conflict, but any idea why there is a deadric tower missing at the daedric ruin of Onnissiralis? The spires of the tower are floating over empty space.
Are other methods of teleport like Intervention supposed to be disabled within the Astral Pocket? I can Intervention or Recall out, and I'm not sure if that's intended behavior or a mod conflict.
e: For some reason its casting cost is being reduced to 18 magicka instead of 115, too, even with it at the bottom of my load list with nothing to overwrite it.
80 ?!! Crazy ! Does it allow a fortify skill maybe ?
edit : yeah it does, but 80 is not enough, I was at 48 in mysticism, so I started with a fortify mysticism 32 for 10s, didn't work. Fortify mysticism 40 for 10s worked though. The place is a little disappointing after all the pain to get there, plus with all this lava it's rather hostile if you are playing with ashfall (you can levitate to get out of harm way but if you want to use the big gate to get back you have to go very near the lava). And this big gate is the point of interest, you get an automatic return, no need to mark anything to return where you were, just pass the magical door and that's all. Ah so I guess the mage was trapped because he cast the teleport spell from inside the pocket plane... and the recall/intervention spells don't work ? Except that minimalistic house, but can eventually be useful just to store things in a hurry before returning fast. The setting is nice, but there not much to do here... You can get the last bottles of skooma the poor mage used to spend time, it quite made sense since he was totally stuck there !
I'd say 50 in mysticism is way enough for this teleport spell, no need to make it that high. 40 or 45 would probably be fine too.
BWAHAHAHA i cast the spell twice as soon as i got there and i tried to leave right after to test if it worked but i noticed i kept reappearing in the same place, i thought it was a bug and decided to explore the place a bit before uninstalling it, only then i realized it was intentional after reading the note
This mod has some landscape edits in the North-West of the map, it's SW of Solstheim. There are some mountains floating over the ocean and it conflicts with the landscape of Tamriel Rebuilt.
I looked at the plugin with TES3View and it contains some landscape edits that don't seem necessary to the mod. These edits conflicts with both Tamriel Rebuilt and Solsthiem Tomb of the SNow Prince.
Presumably I can just delete these landscape edits with Morrowind Enchanted Editor and it would be OK?
Great! Do you think you can disable teleport to Astral Pocket spell from using in Astral Pocket after MMM ? Of course I tried to cast the spell in Astral Pocket and got stuck here :)
This is fantastic! The new portal is *chef's kiss*
While levitating around I noticed one spot at the edge of the cell with an exposed lava tile (AB_Fx_LavaMagma1024, XX00009c). The area is not accessible by the player, but is visible while in-bounds. :)
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e: For some reason its casting cost is being reduced to 18 magicka instead of 115, too, even with it at the bottom of my load list with nothing to overwrite it.
edit : yeah it does, but 80 is not enough, I was at 48 in mysticism, so I started with a fortify mysticism 32 for 10s, didn't work. Fortify mysticism 40 for 10s worked though. The place is a little disappointing after all the pain to get there, plus with all this lava it's rather hostile if you are playing with ashfall (you can levitate to get out of harm way but if you want to use the big gate to get back you have to go very near the lava).
And this big gate is the point of interest, you get an automatic return, no need to mark anything to return where you were, just pass the magical door and that's all. Ah so I guess the mage was trapped because he cast the teleport spell from inside the pocket plane... and the recall/intervention spells don't work ?
Except that minimalistic house, but can eventually be useful just to store things in a hurry before returning fast.
The setting is nice, but there not much to do here...
You can get the last bottles of skooma the poor mage used to spend time, it quite made sense since he was totally stuck there !
I'd say 50 in mysticism is way enough for this teleport spell, no need to make it that high.
40 or 45 would probably be fine too.
I looked at the plugin with TES3View and it contains some landscape edits that don't seem necessary to the mod. These edits conflicts with both Tamriel Rebuilt and Solsthiem Tomb of the SNow Prince.
Presumably I can just delete these landscape edits with Morrowind Enchanted Editor and it would be OK?
Is it possible to freeze this lava?
While levitating around I noticed one spot at the edge of the cell with an exposed lava tile (AB_Fx_LavaMagma1024, XX00009c). The area is not accessible by the player, but is visible while in-bounds. :)