0 of 0

File information

Last updated

Original upload

Created by

Glittergear

Uploaded by

GlitterGear

Virus scan

Safe to use

Tags for this mod

28 comments

  1. LetheHAARPy
    LetheHAARPy
    • member
    • 4 kudos
    Bal Ur's tiles are messed up, can see through the ceiling and some of the wall tiles are misaligned. On the upper level. Trying to fix it myself, but figured should notify. Happens even when the plugin is loaded alone with only its requirements. 

    Also some of the rocks outside are floating, and the tree with vines has collision on the vines which is mildly annoying. 
    1. GlitterGear
      GlitterGear
      • premium
      • 127 kudos
      Which shrine?

      Also, I'm no longer supporting each individual mod. I'll only be updating the FULL version moving forward.
    2. LetheHAARPy
      LetheHAARPy
      • member
      • 4 kudos
      Apologies, only realized after posting that I probably should've posted on the full version (which is what I'm using for the record)

      Bal Ur has this issue (in both cells, in the first with the ceiling and entrance on the upper floor and the walls on both floors, second one specifically at the entrance), as well as Ashalmawia to a much more minor degree. Still going through each cell and testing so there may be more.

      Pretty easy to fix pieces just needed to be gridsnapped. 

      Also! Was having issue with the skybox in the Vaermina dungeon having collision by the door (I am in openmw and meshes apparently automatically generate collision), managed to figure out how to fix that too. Needed to update the skybox mesh with a "no collision" flag, instructions to do so easily here https://wiki.project-tamriel.com/wiki/Nifskope
    3. GlitterGear
      GlitterGear
      • premium
      • 127 kudos
      Alright, thanks for the report! Sorry if I sound irate or cross with you. I'll revisit Molag's shrines and make sure they're gridsnapped for the 1.2 update.

      Thanks for the link for the mesh update as well! I had no idea how to do that.
    4. LetheHAARPy
      LetheHAARPy
      • member
      • 4 kudos
      Apologies if I sound irritated also, I just figured you'd like to know, since I'm currently fixing what I can see on my end anyways.

      Another small thing you may want to consider fixing are the pathgrids. e.g. in Kushtashpi (tho also in the other dungeons). the guy with the skull kinda just jumps off a cliff immediately after player enters the skybox room lol. The long pathway up to him is also hard for him to navigate even with a grid, but you may at least be able to prevent him from being cheesed by giving him a ranged spell and a small grid on his little platform. In that dungeon, the devourer next to the bed is also phased into the floor due to his feet being inside the platform in the cs. 

      If I find any other issues while playtesting, would you like me to continue posting them here? I don't want to bother you, but I'd also like to help if I can.

      This mod is generally excellent besides the minor polish issues btw, you have a great sense of aesthetics. 
    5. GlitterGear
      GlitterGear
      • premium
      • 127 kudos
      Nah, you're good, we're cool :)

      Thanks for reminding me about the pathgrids, I *always* forget about those.... Feel free to keep posting reports here! I just wanted to make sure that you knew that I'm not supporting this esp file specifically anymore

      I also appreciate the reports for Kushtashpi, since I have Big Plans for that shrine in an upcoming mod, so thank you for that.
  2. Neloth101
    Neloth101
    • supporter
    • 11 kudos
    Really enjoy this series of mods, as well as the exteriors :) Small issue, and I'm not sure if this is just on my end, but when I enter Ramimilk the door placement is off.
    1. Kursings
      Kursings
      • supporter
      • 3 kudos
      I also have this issue, did you figure out what it was?
    2. GlitterGear
      GlitterGear
      • premium
      • 127 kudos
      It's a small incompatibility between my two mods--if you download the FULL version, it should fix this.
  3. BlakenBits
    BlakenBits
    • member
    • 0 kudos
    As 2 other users have previously pointed out, there seems to be an issue with the interior spawn point for the PC in Tusenend. When you enter the cell, you are placed just inside the wall, outside of the usable interior of the shrine.

    https://imgur.com/a/MpfJUtk
    1. GlitterGear
      GlitterGear
      • premium
      • 127 kudos
      When I get back to modding, I do plan on making an entire compilation mod, so I'll fix it then. And this is top of my list when I get back.

      Really sorry about this--kinda embarassing when you're own two mods accidentally have a problem with each other!
  4. alexpublius
    alexpublius
    • premium
    • 40 kudos
    Is this mod compatible with Mines & Caverns? Both mods affect Ashalmawia, but your mod description says you left the 'Sunken Shrine' interior cell untouched, but I can't tell how much either mod affects the main 'Shrine' cell.

    Your Mehrunes Dagon mod states 'compatible with Mines & Caverns', which is not included in your mod description here.
    Your Sheogorath mod states 'slight incompatibility' and gives directions for removing a conflicting cell from M&C, which is not included here.

    Basically: please help?
    1. GlitterGear
      GlitterGear
      • premium
      • 127 kudos
      I'm 99% sure that it's compatible! I use M&C as well, and hadn't noticed any problems.
    2. alexpublius
      alexpublius
      • premium
      • 40 kudos
      I just explored Ashalmawia, and found quite a few bugs in the 'Sunken Vaults' interior cell, which Selection Details indicates were meshes placed by this mod. TESView confirms that this mod makes a bunch of changes to Ashalmawai, Shrine and the Sunken Vaults cell, which means there's a major conflict with M&C. Can you either remove the Sunken Vaults edits, or provide a patch so that this mod is compatible with Mines & Caverns? Thanks!

      EDIT: For anyone dealing with the same issue, it's easy enough to use Enchanted Editor to simply delete all 'Ashalmawia, Sunken Vaults' cell edits, which fixes all of the issues. Unfortunately, DSO Molag Bal also changes where the door is located, so going through the door from Sunken Vaults back into the main Shrine cell will leave you suspended in the wall. Fortunately it's not game-breaking or something that requires the console; you can just walk to the left through the temporarily collision-less wall and reach the correct hallway
  5. Brandneetjan
    Brandneetjan
    • member
    • 0 kudos
    When I enter Tusenend (near the Erabenimsun camp) i fall trough the floor upon entering.
    1. zsouza13
      zsouza13
      • premium
      • 10 kudos
      I have the same problem 
  6. mym
    mym
    • premium
    • 30 kudos
    Hi, and thank you for your overhauls :)
    I have a bug when entering Ashalmawia: my player appears near the door but just outside of the shrine.
    I also use Interesting Outfits: Cultists with his patch for your mod.
    1. GlitterGear
      GlitterGear
      • premium
      • 127 kudos
      Huh. To confirm, the door isn't actually letting you go inside the shrine? (want to make sure I'm understanding correctly)
    2. mym
      mym
      • premium
      • 30 kudos
      The door brings me outside the shrine, but I can see it, I'm in the good cell.
    3. Neloth101
      Neloth101
      • supporter
      • 11 kudos
      Also having this issue
    4. GlitterGear
      GlitterGear
      • premium
      • 127 kudos
      Figured out and fixed the door issue!
  7. xumpipe
    xumpipe
    • member
    • 3 kudos
    Hey Glitter,

    Using all your Daedric ruin mods. Are you still working on some themes?

    I checked Lucevars caves & ruins list and saw both Imperial Dwemer society by Danae123 and you mod touch Bal Fell, what kind of incompatibility is there do you think? Thanks in advance
  8. legionlfe
    legionlfe
    • member
    • 0 kudos
    Do I need the .esp from Doors of Oblivion or just the assets?
    1. GlitterGear
      GlitterGear
      • premium
      • 127 kudos
      Yes, you also need the esp and it needs to be activated.

      That said, The Doors of Oblivion makes almost no changes to Vvardenfell. It adds a single teleportation amulet to Tel Fyr, and everything else in the mod is in a completely different worldspace. If you don't want to use the Doors of Oblivion mod, it is very easy to not interact with/pretend it's not there.
    2. legionlfe
      legionlfe
      • member
      • 0 kudos
      Sounds good to me, thanks for the explanation. About to start a new game with a new load order so just wanted to get all the clarifications out of the way :) Looking forward to the rest of your overhauls!
  9. 1djhelix
    1djhelix
    • premium
    • 0 kudos
    description says "mehrunes dagon" and not "molag bal" not a big deal but might confuse some
    1. GlitterGear
      GlitterGear
      • premium
      • 127 kudos
      Whoops! Thanks for pointing out. Fixed.
  10. Vengyre
    Vengyre
    • premium
    • 26 kudos
    molag ballin