My second mod of yours; the gifts of overhauls just keep on coming. I really liked it. Even though it's more of a departure from the original (unlike your Addamasartus overhaul), that's not a bad thing. Like MasssiveJuice mentioned on his post, the lava theme is cool and introducing verticality is always a plus for me when done well, like here.
I uploaded a couple of screenshots to celebrate your work.
Keep up the good fight, stonedoughnut5. And again, thank you for still devoting time to Morrowind.
Awesome work, as with your other cave overhauls! I love that you're taking the smaller, overlooked dungeons not touched by other overhauls like 'Mines and Caverns' and breathing fresh life into them. My only criticism with this and your other cave overhauls (which you might be able to correct me on as I'm still inexperienced with the CS) is that it seems that, rather than just making edits to the original caves, you recreate the cave from scratch beside the original and add new versions of the NPCs rather than moving them. This may limit out-of-the-box compatibility with other mods that make edits to those caves, which would require manually patching in all cases rather than only some cases. If I'm right about the NPCs being kind of duplicated, this could mean that changes to NPCs from something like 'Rogues Gallery' wouldn't carry over to the new NPCs without manually patching it. Also if a mod places something in those caves, it would need to be moved to the new cave – if you only make edits to the original cave, patches are less likely to be needed as the placed object/s might still be in a sensible place or at least still accessible. I understand doing it this way would make it harder to design the caves, like with Ulummusa where you have radically overhauled it by adding the lava pit for example (by the way I love that – finding the skeleton and chest hidden away in the little nook down there is so satisfying!). For some cases, like your Ulummusa Overhaul, it may not be feasible to make the edits only to the original cave so that's fair enough, but it could be good to try aim for only editing the original before instead recreating the cave from scratch. I could be wrong about the NPC part by the way – are you moving them in the CS, or essentially adding new versions of the same NPCs? If you're only moving them, then me having the NPCs appearing in both the old and new versions of the caves could perhaps be due to either load order or faulty object merging with Delta Plugin (I'm on OpenMW). Anyway, all the best and can't wait to see what else you create!
It may be best to just move them instead of duplicating them as you say(They should have the same ID though so edits to the original should affect the dupes too.). Thank you for all the kind words though!
No problem! Good point about the NPCs sharing the same ID, so yeah that should probably be fine. What are your thoughts on making edits to the original caves (I mean for your cave overhauls in general, not Ulummusa specifically) as opposed to rebuilding them from scratch nearby?
I'm not sure that it would make to much of a difference. I originally left the normal cave there in case another mod added a npc or quest item to it so it actually could be compatible. That way players could just tcl over to the normal one if they want to. Do you think It'd be better to just replace the original?
Ah I see what you mean! I actually did just that last night lol – 'Radiant Quests of Morrowind' places 'Arathor's Bow' in Ulummusa and I was able to TCL over and grab it lol. Fair enough then! With how comprehensive your overhauls are, maybe your approach is best then, and if a mod adds something to the old cave then it could be patched, but is otherwise technically already compatible if you TCL to the old cave :)
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I uploaded a couple of screenshots to celebrate your work.
Keep up the good fight, stonedoughnut5. And again, thank you for still devoting time to Morrowind.