hey, so i've entered the dungeon from the Edwinna quest to retrieve the blueprints. i've found the Dwemer airship schematics, but Edwinna says that is not enough. is it this mod that changes her demands? the dungeon looks great, but i also can't seem to figure out what to do and the clues are scarce. bear in mind my character isn't really doing the MQ (so Divayth messing with the coherer isn't happening soon) or Imp legion quest line. i'm sorry to ruin your work, but i need help progressing or at least assurance that i can progress further as is and that i'm not locked out of enjoying your mod as is? thanks for your effort and cheers
No, this mod does not touch Edwinna's quest nor any other vanilla quests. Progressing the dungeon will not lock you out from any other content the game or other mods might offer you.
I am playing the OpenMW version of the Mod, latest version. I have 0.48 release installed. I have a strange graphical glitch in that I see what looks like bits of Dwemer machinery superimposed on the foreground. Happens when you enter the Dwemer area. Doesn't otherwise affect the playing of the mod. I am halfway through (still to do the bit where you return) and will take a picture then if needs be.
One other comment is that the open doorway at the bottom of the first pit can be a bit tricky to pass through unless you get the angle right.
I have no idea what that might be. It's the first time I ever heard of it. Tbh from what it sounds like, it seems unlikely it has anything to do with this mod. You could try to ask the OpenMW folks. Maybe they can tell you more. But do feel free to post a screenshot so I better understand what the issue is.
Here you go. Floating just above the cursor are bits of the landscape/machinery which you encounter lower in the dungeon. It is like you are seeing them through the intervening walls/floors. As you get closer they get bigger. Not seen this before myself.
Very odd. I notice that it's two particular types of objects from OAAB. But I'm not convinced it's actually because of OAAB. I was not able to reproduce it, though I'm on MGEXE. I'll ask around a bit.
Wasn't able to find out too much. The likliest thing is still that it has something to do with OpenMW. What you could try is to deactivate your shaders if you're using any. Then see if the issue persists.
Thanks. I switched off all shaders and it made no difference I could see. I will post something on the OpenMW forum. It didn't really spoil the enjoyment of the mod.
Installed many months ago, finally revisiting the eggmine just now.
In my playthrough I'd completed the vanilla quests long ago before installing, I found no "technical/RP oddity" during the journey(so far, ofc the extra copies of well-hidden "quest items" should be there just in my mid-game case). Seamlessly and reasonably lore-friendly. Very satisfying and engaging, perfectly aligned with the MW main plot as a great addition into the world-building of the whole game. For green players you shouldn't miss this marvelous Dwemeri experience.
So uh I cant go back to Gnisis to try to find satchel charges to blow up the rock as when I leave the mine and open the door I spawn inside some rocks and cant move
Ok that fixed the issue thanks, another question I have is if the first imperial legion quest Vabdas deed is still playable as it uses the same mine https://en.uesp.net/wiki/Morrowind:Widow_Vabdas%27_Deed
Well I went to where you kill the orc in the quest but the orc is not there and I even saw someones video playing this mod and the orc was where it was supposed to be
Try moving Of Eggs and Dwarves down your load order so that it loads after any mod that might also edit the eggmine. Alternatively, if you installed the mod midplaythrough and you had already been to the vanilla eggmine with your character, it is possible that it saved the vanilla coordinates for the orc and so it doesn't show up in the location it is supposed to in the mod. In that case, it might be possible to repair your save using Wrye Mash.
Of Eggs and Dwarves - Gnisis Eggmine and Bethamez Overhaul (12/02/2023)
This is mostly a quest to showcase the ability with making good landscape scenarios by Seelof. The draft of the story goes like this: - Get the quest from Abelmawia - Find and pick up the book from bottom of the dungeon - Bring it back to Abelmawia, then go talk with the mage in Gnisis - Finish exploring the dungeon.
There is not much else to say, apart that I enjoyed the novelty factor of the earthquakes.
Anyway, I don’t like very much the OOAB texture for Kwava stuff. But to each his own.
Are you sure you played the mod? To say this is mainly a quest mod is quite beside the point. It's a dungeon overhaul that also happens to add a quest to help flesh out the dungeon delving experience. Also, there is no landscaping here. The mod takes place exclusively in the Gnisis Eggmine interior. No exterior edits have been made. And if you prefer vanilla kwama mines over OAAB's tileset, that's fine, but I think you'll find yourself in a very small minority.
The issue is that some people might read your comment and think this mod actually alters the exterior landscape. Which it doesn't. So instead of quoting the dictionary, you might want to be more careful with your modding terminology.
Also, if you dislike a mod, that's fine, but before acting on the urge to tell the world about it, you might want to make sure you have something a little more substantial in your hand than just "I don't like this, I don't like that, because reasons", all the while misrepresenting what the mod is actually about and then telling people not to install. Doesn't make for a productive discourse.
132 comments
One other comment is that the open doorway at the bottom of the first pit can be a bit tricky to pass through unless you get the angle right.
Other than that, very nice mod.
Cheers
In my playthrough I'd completed the vanilla quests long ago before installing, I found no "technical/RP oddity" during the journey(so far, ofc the extra copies of well-hidden "quest items" should be there just in my mid-game case). Seamlessly and reasonably lore-friendly. Very satisfying and engaging, perfectly aligned with the MW main plot as a great addition into the world-building of the whole game. For green players you shouldn't miss this marvelous Dwemeri experience.
This is mostly a quest to showcase the ability with making good landscape scenarios by Seelof. The draft of the story goes like this:
- Get the quest from Abelmawia
- Find and pick up the book from bottom of the dungeon
- Bring it back to Abelmawia, then go talk with the mage in Gnisis
- Finish exploring the dungeon.
There is not much else to say, apart that I enjoyed the novelty factor of the earthquakes.
Anyway, I don’t like very much the OOAB texture for Kwava stuff. But to each his own.
Thanks for this quest, but I won’t reinstall it.
[Landscape: noun] 1. all the visible features of an area of land, often considered in terms of their aesthetic appeal.
[Land: noun] 2. the part of the earth's surface that is not covered by water.So I was referring to the interior, not to the exterior.
Anyway, yes, I'm probably in the minority for not liking that OOAB texture.
Thanks for the mod.
Also, if you dislike a mod, that's fine, but before acting on the urge to tell the world about it, you might want to make sure you have something a little more substantial in your hand than just "I don't like this, I don't like that, because reasons", all the while misrepresenting what the mod is actually about and then telling people not to install. Doesn't make for a productive discourse.
I am following the "Total Overhaul list" It dose not say to choose the openmw version, but I am gonna assume so hehe :D