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Kalinter

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  1. Kalinter
    Kalinter
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    IMPORTANT!

    From V 1.2.0, the way we handle compatibility with Beautiful Cities of Morrowind has changed. There is now a separate BCOM patch rather than a replacement ESP. BCOM users need to install both the Memento Mori - BCOM Patch.ESP and the Memento Mori.ESP. The BCOM patch may also be used for compatibility with the RR Mod Series - Ghostgate Fortress. Everything is now packaged together in the main file.

    If you are using both plugins, then load order should be the following:

     1. Memento Mori - BCOM Patch.ESP
     2. Memento Mori.ESP
  2. zelurker
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    Got stuck in the last ossuary, Seht doing the side quest, running after the dwemer automaton with this special kind of dwemer tube : I never found it, but I found a dwemer ruin linked to this part of the catacomb and ended stuck inside. There is a lever (well hidden) in the big machine which makes it explode and creates a big hole in the floor, but then downstairs there is a big dwemer door which seems to expect that we put something in the box in front of it, well activating has no effect, and trying to open the door just displays "it hums with power but doesn't move" or close to this... !
    Well except that it was a very good experience. Some rocks blocked the entrance but I guess teleportation magic should still work...
    (it's with openmw)

    edit : finally all fixed. There was a dwemer coherter to find for the door, really well hidden very close to the lava, quite surprising for such a big device, and the spider was hidden in a room full of skeletons not very far from the entrance of the catacombs when coming from the seht ossuary. And for the end, multiple choices for the reward depending on who gets the tube, + the way we talk to him, quite a good idea, but it was by far the hardest side quest of this mod !

    Very good job, thanks for the work !
    1. Kalinter
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      Thanks for the feedback! Glad you were able to figure the last two bits out!
    2. globemallow
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      Glad you found the spider! Placing the little guy was tricky. It couldn't be too far away from the catacombs entrance as to be impossible, but I also didn't want to make it too simple for the player. If you go right at the first turn, you can miss the spider easily! We'll probably include a walkthrough in a future update :)
    3. mercurybard
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      Thanks for the hint. Now at least I know I need to find a coherer
  3. RithisAlrathith
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    So as to check whether I need the OpenMW patch or not, could someone tell me where are the npcs affected by these animations?
    1. Kalinter
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      coc "Ossuary of Ayem, Temple"

      The scribe with the sitting animations should be in the office on the second floor.
    2. RithisAlrathith
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      Alright and with the patch she's up and standing next to the chair; is it correct or something wonky on my part?
      In any case, truly impressive mod, just the vibes and architecture I was craving!
    3. antisanta666
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      Can you clarify what you mean by "something wonky?" Is something wrong with the NPC specifically?

      Sometimes a "no animations" version of a mod can act weird in OpenMW due to how OpenMW deals with actor collision. It's relatively easy to fix on your own, but I need to know more about the issue.
    4. RithisAlrathith
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      Nono it's all fine, I was just making sure that the actual function of the patch is to move the npc away from the chair so as to just avoid any interaction with it, which is ok.

      By the way, should it interest anyone, I came up with a sort of fix in this comment section; so far it's working.
    5. antisanta666
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      Oh neat, thanks for the link! I'll have to mess around with your technique next time I have issues with sitters. I too tend to avoid mods with sitting NPCs for the same reasons as you haha.
  4. zsouza13
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    Hello my friend, one of the smoke emitters is visible at the Ossuary of Seht, the exterior, coming out of the dwemer smoke stacks, the purple smoke cube is visible. Thank you my friend. 
  5. zsouza13
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    deleted
  6. antisanta666
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    This sounds incredible! Do we know if it's compatible with Ald-ruhn seat of power of house Redoran? Would I need to run the bcom patch?
  7. idemosaka
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    I can't get over how great this mod is - it adds so much depth to the game world and fleshes out so many of the concepts that are core to the themes of Morrowind. A definite must-have!
  8. Radix838
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    Is this compatible with Julan?
    1. Kalinter
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      There shouldn't be any compatibility issues at all with Julan.
    2. Cuiwi
      Cuiwi
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      Edit: disregard my comment! I have this mod mixed up with something else. Some ghostgate related mod I'm using has made julan and the clannfears disappear, but I haven't narrowed down which mod it is that's doing this yet.
  9. freakuac
    freakuac
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    Found a weird flow in conv in the ARBITER RAMIRON paragraph: (forgot the book name)

    Arbiter Ramiron interrupting and yelling at himself?
    1. Kalinter
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      Good find! Should be "interrupting Arbiter Varyon" if it's not clear from context. I'm just happy someone is actually reading the lorebooks!
    2. basileus3
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      what mods are you using for the nice typesetting with so many words on a page and book texture?
    3. freakuac
      freakuac
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      I'm not entirely sure for the moment but I'll list the mods I still remember:
      Journal and Scrolls
      Better Readable Beauty Font or (Better Dialogue Font)
  10. ReachHeavenByViolence
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    Does this change any of the Vanilla ancestral tombs?
    1. basileus3
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      there are doors leading from some vanilla tombs into the catacombs under ghostgate but that is all afaik
  11. basileus3
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    is there no way to give the fuse to the acolytes of clockwork? whoops i wasnt reading dialogue closely