I am not sure if it's fault of OPENMW or in general Path of Incarnate mod setup but with this mod I could't hit heart of lorkhan at all. Only turning it off helped. Tried without other mods, beware the sixth house etc but it seems like only without this it works properly.
Nothing to do with your mod per se, but the giant skeletons of mamaea and Akulakhan used to unsettle me, let my imagination wander. There's nothing conclusive about their origins. Are they gods bones? Atmorans who fought with Wulfharth? Those monster babies of Vehk the God in the 36 Lessons? Did the Dwemer grow them in lab somewhere? Maybe all the above.
I'm getting a pink missing texture for Akulakhan's bones for some reason :/ I have the '00 - Core' files and '01 - Optional Version' installed on Openmw 0.48, loaded in that order. Any ideas what could be causing it?
Im not sure if this will help anyone but when I try to unzip the contents of rar files from this user all at once, the 00core file always gets skipped for some reason. If you unzip all the files and are missing the core file try unzipping it by itself. This worked for me. I'm also on mobile so that could have been the issue.
Also thank you for the hard work on these mods. I haven't experienced all of them yet but I'm sure I'm going to enjoy them.
I tried running this together with DNGDR 1.2.1. What I found out:
These mods are MOSTLY compatible. It doesn't seem like there is any showstopping bugs when using them together. However...
1. Near Dagoth Ur's tomb or whatever it is, you guys placed some stairs. They clip with a rock from DNGDR. Very simple fix, obviously! This seems to be the only outstanding problem with using the two together, surprisingly
and unrelated to DNGDR compatibility
2. The hanging scaffolds or whatever you wanna call em, their collision is wrong. Try walking on them and you will find that the collision for them is actually such that they will clip through your waist.
Thanks for the feedback. For DNGDR I would have to make a patch ESP for it and I do not know if is worth it.
The scaffold, well, I do not know how I did not notice it! I have fixed it, together with the cable animation for OpenMW and a cave version that uses SVNR textures. I am going to upload the update over the weekend.
Some observations and thoughts on possible improvements:
* akula_metal_r.dds makes Akulakhan overly glossy in OpenMW (0.46), my current workaround is to make this texture completely black, this gets rid of the gloss effect. I'm not entirely sure what the proper solution would be. * Considering that the cavern is full of lava it might make more sense to use the lava cave set, rather than the pyrite one. This would also mean that the cavern would use much nicer textures and meshes if a mod like Lava - Mold - Mud Caverns Revamp is installed. * The walkway (ledge) circling around Akulakhan seems somewhat thin (in thickness). OAAB_Data has a bunch of lava related resources perhaps some of these could be used to create a more detailed and naturally looking cavern wall?
Thanks for the feedback. *I use openMW 0.47 and the texture behave normally, so I think that for now, I will have to leave it to your workaround :) *I'll make an add-on to make it Lava set using SVNR textures, for the ones that want it and use SVNR upgrades. The entire cave cannot be redone with those set since is a one-piece unique mesh from vanilla and not built using a set such as the pyrite one. *I'll change this in the optional version too, but again, I can't make it as default since means changing the main mesh of the cave and a purist like RP would kill me on the spot.
Nice. The question which remains unanswered though is how did they plan for this huge thing to go out ?!! Even if it had been able to move and fight during this fight it would have been a completely different story !
I guess the idea was to transfer the heart of Lorkhan inside this thing at some point, making it even harder to reach... ! The most impressive mod for the end of the main quest is still divine dagoths, but this mod is a nice add-on !
58 comments
Can you change the version number on the front page to show correctly? Thats all.
TY
Can you redownload and try again? The alternative version had the wrong texture assigned to the bones.
Should work now.
Thanks,
I'm also on mobile so that could have been the issue.
Also thank you for the hard work on these mods. I haven't experienced all of them yet but I'm sure I'm going to enjoy them.
I just tested it and...yes, is your mobile phone :)
Hope you'll have a great time in Morrowind!
These mods are MOSTLY compatible. It doesn't seem like there is any showstopping bugs when using them together. However...
1. Near Dagoth Ur's tomb or whatever it is, you guys placed some stairs. They clip with a rock from DNGDR. Very simple fix, obviously! This seems to be the only outstanding problem with using the two together, surprisingly
and unrelated to DNGDR compatibility
2. The hanging scaffolds or whatever you wanna call em, their collision is wrong. Try walking on them and you will find that the collision for them is actually such that they will clip through your waist.
Thanks for the feedback.
For DNGDR I would have to make a patch ESP for it and I do not know if is worth it.
The scaffold, well, I do not know how I did not notice it!
I have fixed it, together with the cable animation for OpenMW and a cave version that uses SVNR textures. I am going to upload the update over the weekend.
Have a good one!
Cheers!
Those chalk white bones inside a dusty cave in the deep of the Red Mountain really look off
Some observations and thoughts on possible improvements:
* akula_metal_r.dds makes Akulakhan overly glossy in OpenMW (0.46), my current workaround is to make this texture completely black, this gets rid of the gloss effect. I'm not entirely sure what the proper solution would be.
* Considering that the cavern is full of lava it might make more sense to use the lava cave set, rather than the pyrite one. This would also mean that the cavern would use much nicer textures and meshes if a mod like Lava - Mold - Mud Caverns Revamp is installed.
* The walkway (ledge) circling around Akulakhan seems somewhat thin (in thickness). OAAB_Data has a bunch of lava related resources perhaps some of these could be used to create a more detailed and naturally looking cavern wall?
Thanks for the feedback.
*I use openMW 0.47 and the texture behave normally, so I think that for now, I will have to leave it to your workaround :)
*I'll make an add-on to make it Lava set using SVNR textures, for the ones that want it and use SVNR upgrades. The entire cave cannot be redone with those set since is a one-piece unique mesh from vanilla and not built using a set such as the pyrite one.
*I'll change this in the optional version too, but again, I can't make it as default since means changing the main mesh of the cave and a purist like RP would kill me on the spot.
Cheers!
Vegetto
Even if it had been able to move and fight during this fight it would have been a completely different story !
I guess the idea was to transfer the heart of Lorkhan inside this thing at some point, making it even harder to reach... !
The most impressive mod for the end of the main quest is still divine dagoths, but this mod is a nice add-on !
:) :)