Amazing mod! I had so much fun here. I think that the mod could definitely use a place to buy recall/mark potions to offset the complaints of backtracking- but nonetheless. This was a perfect send off for my Argonian. I wanted to note- Vasteix will give the rumor about Uxith-Kei's operations being hampered by the ghost problem and calls his own operation possibly desperate. I feel like this should be removed from his rumor list.
--may also want to note- you can increase the navmeshdb file for OpenMW with this tip: https://modding-openmw.com/lists/graphics-overhaul/352/ if you are having trouble loading locations over and over again for this mod this should cut the load times after the first times.
Finally got around to this one. The entire place feels like a world unto itself, not just in size but with the tension between the factions and overall attitudes. Overall great world-building, I found myself simply staying at Massama for my entire exploration of the mod, feeling no real need to leave until I'd exhausted everything that seemed to be present.
Many have already stated the constant backtracking to the Dunmer is a little tedious, I had the boots of blinding speed on so I didn't suffer as much but I can see this being the case indeed.
Another thought that crossed my mind was that when I initially found the Mirror Shield, I had a character with The Atronach sign and found myself wondering if I could negate the bad side effects to enjoy the neat looking shield anyway. It was moot after the upgrade at the end of the "main quest" of course, but I can't help but wonder if incorporating some bad side effects to the final form might balance it out a bit. Things that a clever player could negate while still offering powerful buffs, in true vanilla fashion.
A great experience, at the end of the day. Well done!
Hey everyone! I have a question. Is it normal that cave lamps scream like silt strider non-stop? (and I mean NON-STOP. They don't shut up) I'm trying to figure out if this is a bug or not.
Most likely the problem is not in the mod itself. Had a similar issue with creatures in "Investigations at Tel Eurus" I have a fairly extensive modlist, but nothing affecting creature sounds, as far as I know. At least not directly. Does anyone have an idea what could be causing it? (Sorry if this sounds super vague)
Dumb question: does anybody know what to do in the hidden temple of Boethiah? I have the axe and gained entrance. Read the book and got the picture of the shrine under, but can't figure out what more there is. If there is? I feel like there must be though.
By the story in the book, I'm assuming I need to off somebody? Idk, maybe get to escourt somebody later? Idk.
Everything about this is excellent and I loved it... except for the quests. You know what doesn't go together? Quests that toss you (needlessly) between the two same NPCs and huge cells that take forever to load even on strong PCs. Almost quit the mod when I got sent to talk to the dunmer dude for the fifth time in a row.
If you're just interested in the cool atmosphere, worldbuilding and music, give it a go, though.
123 comments
--may also want to note- you can increase the navmeshdb file for OpenMW with this tip:
https://modding-openmw.com/lists/graphics-overhaul/352/
if you are having trouble loading locations over and over again for this mod this should cut the load times after the first times.
Many have already stated the constant backtracking to the Dunmer is a little tedious, I had the boots of blinding speed on so I didn't suffer as much but I can see this being the case indeed.
Another thought that crossed my mind was that when I initially found the Mirror Shield, I had a character with The Atronach sign and found myself wondering if I could negate the bad side effects to enjoy the neat looking shield anyway. It was moot after the upgrade at the end of the "main quest" of course, but I can't help but wonder if incorporating some bad side effects to the final form might balance it out a bit. Things that a clever player could negate while still offering powerful buffs, in true vanilla fashion.
A great experience, at the end of the day. Well done!
Is it normal that cave lamps scream like silt strider non-stop? (and I mean NON-STOP. They don't shut up)
I'm trying to figure out if this is a bug or not.
Most likely the problem is not in the mod itself. Had a similar issue with creatures in "Investigations at Tel Eurus"
I have a fairly extensive modlist, but nothing affecting creature sounds, as far as I know. At least not directly.
Does anyone have an idea what could be causing it? (Sorry if this sounds super vague)
By the story in the book, I'm assuming I need to off somebody? Idk, maybe get to escourt somebody later? Idk.
If you're just interested in the cool atmosphere, worldbuilding and music, give it a go, though.
*EDIT: I discovered the culprit... the OpenMW Animation Blending version causes this lag, but the latest dev appears to fix the issue!