This is a great expansion for probably the smallest most mundane tomb in the game. The only thing to note is that for OpenMW users there is a specific light mesh that doesn't work, but it doesn't cause any exclamations, but the light reads "OPENMW STENCIL ERROR" and also under some grids under parts of the floor.
That's actually an issue with OpenMW itself. It can't render certain assets from OAAB_Data correctly. I believe this has been adressed in the latest nightlies.
Just saying that you didn't like it without actually giving any pointers is not particularly helpful, so I'm not really sure what I'm supposed to do with this comment.
You are not wrong, but given the amount of positive feedback you've received, I thought I'm not the right target for this mod and as such, I didn't write an extensive review.
So, where do I begin ? When I play a mod (especially a dungeon mod) I take a look at four different things: - Is it lore-friendly? - Is it bug-free and free of text errors? - Does it offers an experience that could be confused for original game content? - Is it worth playing it more than once? Do I regret playing it?
I can say that your mod satisfy the first three requisites well (or at least, I don't think I've found anything that felt to me out of place).
But for the forth requisite, I'm not sure I'm satisfied. Some feedback: - the linking between the two "dungeons" is well done. - Once you go inside the dungeon, the layout is really not intricate, especially due to the hallways with dead end. - The story is fine, but once you've played it, it is everything that the player has to experience. The player has no agency, it's only entering to get the staff and killing some mobs. There is no real impact - but I guess that's expected to happen, given that you are supposed to find this dungeon "passively" and not because you are brought here by a request of some quest-givers. - There aren't any areas that felt to me as strikingly "good-looking". The use of OOAB-Asset should serve this purpose, in particular. Otherwise, it is "just another dungeon".
The floor grates and broken in OpenMW 0.46 (show yellow missing mesh markers). The lights are still broken (grates with text behind them) even in OpenMW 0.47. I haven't tried the nightly OpenMW 0.48 builds as these apparently only run on macOS 11 and 12, which I've yet to install.
It should be compatible with all of those. Greater Dwemer Interiors changes the tileset and doesnt match vanilla perfectly, so there might be some clipping/placement issues with the new OAAB pieces.
This mod has some great environmental storytelling going on. If you just wanted an excuse to use Telvanni roots in a dwemer ruin, then you came up with a good explanation! I was intrigued after discovering the background on what was going on.
I'm still setting up my Morrowind mods to start a new playthrough and this mod looks like a fantastic addition (I love the look of the stalactites btw, very well done). Just one question: are there any alterations to the exterior of Hlervi Ancestral Tomb? If not, all the better :)
30 comments
https://ibb.co/xDwjqKf
But I didn't meet any bug and I thank you for sharing it with us.
So, where do I begin ? When I play a mod (especially a dungeon mod) I take a look at four different things:
- Is it lore-friendly?
- Is it bug-free and free of text errors?
- Does it offers an experience that could be confused for original game content?
- Is it worth playing it more than once? Do I regret playing it?
I can say that your mod satisfy the first three requisites well (or at least, I don't think I've found anything that felt to me out of place).
But for the forth requisite, I'm not sure I'm satisfied. Some feedback:
- the linking between the two "dungeons" is well done.
- Once you go inside the dungeon, the layout is really not intricate, especially due to the hallways with dead end.
- The story is fine, but once you've played it, it is everything that the player has to experience. The player has no agency, it's only entering to get the staff and killing some mobs. There is no real impact - but I guess that's expected to happen, given that you are supposed to find this dungeon "passively" and not because you are brought here by a request of some quest-givers.
- There aren't any areas that felt to me as strikingly "good-looking". The use of OOAB-Asset should serve this purpose, in particular. Otherwise, it is "just another dungeon".
The lights are still broken (grates with text behind them) even in OpenMW 0.47.
I haven't tried the nightly OpenMW 0.48 builds as these apparently only run on macOS 11 and 12, which I've yet to install.
For now I will postpone playing this mod.
Remiros, thank you for the great mod.
Is this compatible with Mines and Caverns, GDR: Interiors, The Dwemer Rebirth Project?