Major, major issue with this mod: one of the Corprus creatures used appears to be flagged as one of Divayth Fyr's Corprusarium inmates. Which means that clearing the modded dungeon will break several quests. I mostly enjoyed the dungeon, but this is very frustrating. For posterity, I was able to fix the issue by putting "SetJournalIndex A2_3_CorprusKiller 30".
I don't have any other mods installed that would effect the creatures spawning in this mod's version of Kogoruhn, and my most recent save from immediately before running through the dungeon does not have the CorprusKiller flag and can talk to Divayth Fyr as normal.
Thanks for the journal command. I literally finished Kogoruhn yesterday with this mod, and it would be a pain to replay it. Altho by looking at wiki, it seems Divayth Fyr will still remember player's "crime", except it's just not mentioned in a journal, nor in dialogue box.
I'm putting together a new game and was wondering where you place dr data in terms of load order? I'm always concerned with this one. For example is it before TD or oaab data? Or if you could post your cfg on a spoiler tag that would be greatly appreciated 😁 tyvm!!
I'm interested in this mod but I'd like to avoid having to spoil an area I haven't been to in 20 years for the sake of playtesting - what kind of relative fps should I expect in this area? As in "Modded Balmora" or "lol TR Old Ebonheart" - I just need enough info to guess at whether my potato will manage a framerate I feel comfortable with in combat.
Any previous relevant posts seem to be from before a lot of the performance optimizations.
I play on heavily graphical modded setup in 2560x1440 resolution (everything is replaced with hi-res textures and meshes) with extra scripts for music etc so it's quite demanding. I have i5 9600k set to 4,7 (cpu from 2018) and rtx 3070 (from 2020). I have 70 - 140 fps outside and inside between 80 - 240
I eventually went and tested it - the framerate on my ancient PC is playable by my standards. I suspect by the time I finish installing the rest of the mods I'm interested in I'll have to cut back somewhere but that's how it goes.
nice mod idea, but not very lore-friendly, and overall feels like Disneyland if played along with vanilla + setup. Overcluttered, shiny things, and TOOO many Daedric items to find right from the start. From dark seducers you get 2 Daedric shields in 2 minutes. Wish there was a patch to remove half clutter and daedric items from mobs drop
I didnt add any daedric items to this mod. Maybe you should consider using some mods for drop rebalance - i also tested those dark seducers - only daedra hearts for me.
It's really excellent, but why all the mushrooms etc? Is there a mod that makes these seem appropriate in the location? Because the ashlands as they are in vanilla have no such thing. I'm afraid I'm going into your mod to delete them all!
In The Elder Scrolls Arena there were forests out there. My goal was to reimplement concept of ancient forest in Northern Ashlands near Kogoruhn and Maar Gan (Markgran) as you can see on the map. Vvardenfell deserves more unique and memorable places. Giant mushrooms feel 100% natural for Vvvardenfell biome. I have expanded this idea even more with my second mod Markgran Forest Check it out! They are designed to work together for the MAXIMUM FEELS :)
Interesting. But did you know that the word "forest" originally had a very different meaning to its currently understood definition of "place with lots of trees"? It is from the Latin "foresta", and meant a royal game preserve. That's why there are places known as "forests" that are not wooded, and never really have been.
So as much as I like your interpretation, would it be impossible to release a version without the mushrooms etc? Maybe a separate mod that adds the mushrooms? Otherwise I'm going to have to go and delete them all each time you update!
I have been doing a main quest character playthrough, so finally actually went to explore all this. I was really impressed - definitely the best of the Kogoruhn overhauls, IMO.
I still stand by my mushroom views though - fine if you want to add them as a separate patch, but I much prefer it without, so will be keeping my edited version.
Other than that though, my only real concern was the earthquake mechanic. It REALLY puzzled me at first, because I do have the (expanded) Shattered Stones installed, and I love it. And as soon as I came to Kogoruhn, that then sent me off on quite a big effort of trying to figure out why Shattered Stones was broken! Because I wasn't getting the shake, and I obviously hadn't read the readme enough to note that I should expect this (for non OpenMW users). Perhaps have this also an optional extra, because I'd rather just use the standard Shattered Stones, rather than something which is so similar, but without the shake.
But overall, fantastic. One of those "this is what it should have been originally" vanilla +++ additions.
MgeXE reports an error with "Cannot load texture q_skeleton.dds" which is supposed to be from this mod. I am assuming this texture should be in the archive or part of DR_Data but is missing. I assume I will see similar reports in game when I'm in the region of Kogoruhn. There is another post dated July 2013 that also references this error.
Hmm, I checked the archive and textures/aoi/q_skeleton.dds exists, so why is mgeXE throwing an error?
Edit: I fixed it, I opened in Nifskope meshes/aoi/ex_boethiahF02mirror.nif, I expanded the misc_skull section and under Texture Properties I renamed the source texture from textures/q_skeleton.dds to textures/aoi/q_skeleton.dds
This mod looks amazing, but it's too bad that it requires Dr_Data to run, as that asset pack has a lot of conflicts with some other great mods. Further, Dr_Data doesn't seem to ever be getting an update ever again, so it won't be dealt with.
150 comments
Corprusarium inmates. Which means that clearing the modded dungeon will break several quests. I mostly enjoyed the dungeon, but this is very frustrating. For posterity, I was able to fix the issue by putting "SetJournalIndex A2_3_CorprusKiller 30".
I don't have any other mods installed that would effect the creatures spawning in this mod's version of Kogoruhn, and my most recent save from immediately before running through the dungeon does not have the CorprusKiller flag and can talk to Divayth Fyr as normal.
edit.
Fixed in 2.9.1
Altho by looking at wiki, it seems Divayth Fyr will still remember player's "crime", except it's just not mentioned in a journal, nor in dialogue box.
Any previous relevant posts seem to be from before a lot of the performance optimizations.
rest of the mods I'm interested in I'll have to cut back somewhere but that's how it goes.
Looks really good though.
Map for you to see:
So as much as I like your interpretation, would it be impossible to release a version without the mushrooms etc? Maybe a separate mod that adds the mushrooms? Otherwise I'm going to have to go and delete them all each time you update!
I still stand by my mushroom views though - fine if you want to add them as a separate patch, but I much prefer it without, so will be keeping my edited version.
Other than that though, my only real concern was the earthquake mechanic. It REALLY puzzled me at first, because I do have the (expanded) Shattered Stones installed, and I love it. And as soon as I came to Kogoruhn, that then sent me off on quite a big effort of trying to figure out why Shattered Stones was broken! Because I wasn't getting the shake, and I obviously hadn't read the readme enough to note that I should expect this (for non OpenMW users). Perhaps have this also an optional extra, because I'd rather just use the standard Shattered Stones, rather than something which is so similar, but without the shake.
But overall, fantastic. One of those "this is what it should have been originally" vanilla +++ additions.
Hmm, I checked the archive and textures/aoi/q_skeleton.dds exists, so why is mgeXE throwing an error?
Edit: I fixed it, I opened in Nifskope meshes/aoi/ex_boethiahF02mirror.nif, I expanded the misc_skull section and under Texture Properties I renamed the source texture from textures/q_skeleton.dds to textures/aoi/q_skeleton.dds
Edit. It should be all good now
Dramatic Vivec
Ebonheart Underworks
Mines and Caverns
Also, some sound file conflicts (folder Sound vs. Sounds or something).