"the chests are hidden (though not to the point of being frustrating to find, don’t worry)."
Well that was a fking lie. Got so frustrated I used the ID of the keys to spawn them in my inventory, and even with TCL couldn't find the chests so in the end I went into the construction set to find them.
When I am sad, I come back to this comment to cheer me up :)
The chest are hidden but no more hidden than the vanilla morrowind. Maybe, if we have the strength we can make an optional esp that add some lights where the chests are to make it easier to spot them.
bro you really couldn't find the passage further down the lava pit? There's even a hint to it in a previous chest... Hell, even the minimap will show you there's a path.
Awesome mod! The chest locations were quite intuitive to find. A little trick with the submerged chest being in the smaller pool of water, in the room before. The hardest chest was the one by the smoke - I thought it'd be somewhere on the ground with the corprus bros, but it was way above and kind of blended with the flesh. But the overall design is just great. The Frankenstein chamber is super creepy too. Is this how the daughters were made? Or just some twisted experiments on the corprus victims?
Any idea why the textures for the bal_corp_pycave_ceil01 and bal_corp_pycave_wall01 meshes looks so weirdly low-res? Or maybe stretched? They look way worse than what's in your screenshots. With the animations the moving eyes appear fine, but the corprus flesh stuff surrounding them is all blurry. I'm on OpenMW, by the way.
Ah nevermind, it uses the textures for the corprus stalkers. For whatever reason the Corprus Natives textures just look absolutely terrible when used like this, which is a shame.
I noticed the same thing, I just edited the relevant NIFs with NifSkope and changed the texture to textures\tx_nasty_6th_corpusmeat.dds, which made things a bit better. Where there are corprus faces and other bits in some of the meshes they look slightly off (these bits are in Corprus Natives "green/blue'" instead of the "flesh" of the textures\tx_nasty_6th_corpusmeat.dds texture) but still much nicer than your screenshot.
Great you guys implemented Remiros' puzzle fixes. Since this does not alter any dialogue, I take it this is also compatible with Gavrilo's Plunder the Dungeon? (https://www.nexusmods.com/morrowind/mods/46977)
Hi Zobator, it seems fully compatible, just tested it! Maybe is not influent to the final result but I had our mod loaded after Plunder dungeon. Hope you'll like it!
Nice to know it's compatible with / already include Remiros' puzzle fixes and Gavrilo's Plunder the Dungeon, but does anybody tried this with Uvirith Legacy? I think UL add some doors leading to separate cell, nothing important. ... Ok, going to try on my own, it's too tempting, can't resist :)
Update: Seems to work just fine, UL added cave entrance is accessible and well hidden and book of daedric summoning is here too. This mod loaded after Uvirith's Legacy, just in case it matters.
I have found all the other chests, except for the third one ("Look around you in green light, among the horror"), which is a problem, since it's in the middle of the chain. :)
Pretty cool mod! I don't agree with the whole "having to do the puzzle" because that's what having high security/alteration is for but beyond that it's a pretty refreshing change to a amazing part of the game.
I'm a bit late on this, but it seems like it was meant to be solved with some restrictions. I can't see Divayth designing a puzzle that anyone with a bunch of scrolls can cheat. He's the most powerful wizard in the game, after all.
After the entrance go right, surpass the pitfire on your right. Keep following the corridor and when you see another pitfire, on your left, stop. On the right of that cave room, you will notice that you can get down underwater. There it is.
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And all of that for
The chest are hidden but no more hidden than the vanilla morrowind. Maybe, if we have the strength we can make an optional esp that add some lights where the chests are to make it easier to spot them.
I noticed the same thing, I just edited the relevant NIFs with NifSkope and changed the texture to textures\tx_nasty_6th_corpusmeat.dds, which made things a bit better. Where there are corprus faces and other bits in some of the meshes they look slightly off (these bits are in Corprus Natives "green/blue'" instead of the "flesh" of the textures\tx_nasty_6th_corpusmeat.dds texture) but still much nicer than your screenshot.
Hope that helps,
Cheers Straub666
Hope you'll like it!
Update: Seems to work just fine, UL added cave entrance is accessible and well hidden and book of daedric summoning is here too. This mod loaded after Uvirith's Legacy, just in case it matters.
You guys really fleshed it out (pun intended).