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Pavel

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SilentJacket

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67 comments

  1. zheks222
    zheks222
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    very cool !
  2. BobrKulda
    BobrKulda
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    will this be continued ?
    1. SilentJacket
      SilentJacket
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      one day, when I am able to
  3. ReachHeavenByViolence
    ReachHeavenByViolence
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    I know this is on Hiatus, but I noticed some records in the ESP for Nchurdamz and I'd love to see your take on it some day (since no other mods have overhauled it yet)
  4. ReachHeavenByViolence
    ReachHeavenByViolence
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    Is the Nchuleft plugin still playable at all?
  5. Zzarcon
    Zzarcon
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    I've noticed that the scaffold in the beginning uses the ship creak sound effect, so there is the sound of water splashing when I go down, which is unrealistic given the location.

    Also I am using Lava mud mold caves by SVNR, and the deep ore passage cell has a notable seam where you leave the first room into the cave. I know that's the issue cause I have had a similar problem when working on a mod myself and noticed it. That can easily be fixed with additional rocks around that area though.
  6. Atanvarn
    Atanvarn
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    Happy to see the progress. Just FYI, Sabregirl's Werewolf Clans of Vvardenfell adds one small door to Nchurdamz (It's only visible at night and according to moon phases, lol. Should be visible in CS though.)

    Also, looks like in Arkngthand, Deep Ore Passage, behind the pool of water, there's a mesh missing on the second floor, in the left corner. On the first floor, there's a locked door leading to nowhere. (On the fourth floor, Dwemer Rebirth Project: Deep Watch Abyss adds a new door, but it works fine).
    1. SilentJacket
      SilentJacket
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      I’ll see what I can do. Screencaps always help. 
    2. Atanvarn
      Atanvarn
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      Thanks!
      Sabregirl's Werewolf Clans of Vvardenfell adds one small door to Nchurdamz:
      https://paste.pics/7195b5ba797ec6d06deb1e763695cf8c
      Arkngthand, Deep Ore Passage, behind the pool of water, on the second floor, there's a mesh missing in the left corner:
      https://paste.pics/8c74496e857b277dcb7e9310cf546ae1
      Arkngthand, Deep Ore Passage, behind the pool of water, on the first floor, there's a locked door leading to nowhere:
      https://paste.pics/4f8a72b685bfbfc13c3af4a3203d844c

      Also, when this mod is used together with Lava - Mold - Mud Caverns Revamp (https://www.nexusmods.com/morrowind/mods/50191), it creates a visible seam at the very beginning of Arkngthand, Deep Ore Passage:
      https://paste.pics/b2961b91b8a7245c53cb051f6dfa7680
      (It disappears when any of these two mods is disabled).
      This was solved by removing record in_dwrv_DN_corr4_05 in cell Arkngthand, Deep Ore Passage in Enchanted Editor.
    3. SilentJacket
      SilentJacket
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      werewolf clan compat integrated. Can't do much about about caverns revamped, author has closed permissions on those meshes.
  7. alvazir
    alvazir
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    Great mod!

    Small compatibility report on v2.1. TLDR: place at the beginning of load order for now:
    Spoiler:  
    Show

    Dirty edits(unneeded potential conflicts):
      CREA: centurion_steam
      LIGH: light_dwrv_neon01

    Unneeded conflicts:
      WEAP: iron warhammer (weight 32 -> 35)
      LIGH: light_com_candle_01 (time -1 -> 5)
      LIGH: light_com_lantern_01 (time 120 -> 15)

      Suggestion: it's better to create unique objects instead of modifiying existing widely used objects

    Missing PFP fixes:
      CREA: daedroth_fg_nchur(record mergers should fix it)

    Conflicts with BTBGI(iron warhammer), BTBGI Creature Buffs(centurion_steam, deadroth_fg_nchur). Place before BTBGI(e.g. right in the beginning of load order). Nocturnal Moths and TLAD would overwrite LIGH conflicts because they should be placed in the end of load order, though record merging utilities may make things a bit worse.

    I simply use following command to get rid of all the conflicts:
    tes3cmd delete --exact-id "iron warhammer" --exact-id "light_com_candle_01" --exact-id "light_com_lantern_01" --exact-id "centurion_steam" --exact-id "light_dwrv_neon01" --exact-id "daedroth_fg_nchur" "BetterDwemerInteriors.esp"

    1. SilentJacket
      SilentJacket
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      How on earth did that get in there.

      fixed in 2.1a
  8. GayusJuliusCaesar
    GayusJuliusCaesar
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    Loving this mod. :) Got to Arkngthand exploring it's passages and came across a journal that has a lot of erroneous text: Journal of Radoilo. It has what looks like part of Tailas' journal and text from a forum post about suggestions for the mod. ;P
  9. MizterMoonshine
    MizterMoonshine
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    Bunch of deprecated TR assets in Arkngthand.
    1. Lynzula
      Lynzula
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      even with Tamriel_Data Graveyard - Deprecations un-deprecated? 
    2. MizterMoonshine
      MizterMoonshine
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      I didn't try it.
    3. Fargoth117
      Fargoth117
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      Yes, they have been driving me crazy. Sorry to say that all those ruined books are all depreciated and there are still a ton of them in Arkngthand.
    4. SilentJacket
      SilentJacket
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      Where? I was certain I got all of them. 
    5. Fargoth117
      Fargoth117
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      Oh! I see it got an update!
      Now works perfectly! Thanks so much! :>
  10. SamFisher91
    SamFisher91
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    Dont suppose this could work in unison with Darknuts Lighted Dwemer Towers? (https://www.nexusmods.com/morrowind/mods/51358)
    1. SilentJacket
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      I’d have to create my own plugin to replace it entirely. Doable, but I’m focusing on pushing updates to existing dungeons at the moment.