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)
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.
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).
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.
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"
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
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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.
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).
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.
Small compatibility report on v2.1. TLDR: place at the beginning of load order for now:
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"
fixed in 2.1a
Now works perfectly! Thanks so much! :>