Kinda late to the party but I had a question, the Oblivion gates in the 6th(?) layer are all asking for a Sigil stone to go through, is this a mod conflict or have I just really missed a bunch of items?
If you want nothing but the mod itself, install "00 Core". If you have the "Achievments Framework" installed, add those to the install. If you have "SSQN - Skyrim Styled Quest Notification" or the Legendary Edition of it, add the "02 SSQN" or "02 SSQN Legendary" files. If you play with OpenMW use the OpenMW variants of said SSQN version. If you don't use FOMOD, you can ignore the fomod folder.
You'll have to go through to the end and pass through the portal that opens up. You'll need to go through that portal every time you're hit with the blindness curse, so best to have a mark down there. At least, that's what I had to do on OpenMW.
first off all this is a great mod and i really like the curse effect per layer and the layer designs and lore. I have a question the mages guild there needs 2 soul ancors or something like that i found 2 of them but when i click back on duties nothing happens he repeats his request am I doing something wrong here. Is it because im the arch mage or do i have the wrong soul ancors? please help.
An interesting possible bug report... just now, when testing, I loaded into Balmora and looked to the west and saw gigantic trees. ORI says this: "Report time: 2024.11.26 01:24:58 UTC Content file: 460 [Morrowind Swamp Trees.ESP] RefNum: 15 RefID: "mdBC_treeHuge" Memory address: 0000021C4AB15700 Cell: Bitter Coast Region Grid: -6 -2 Coordinates: -41300 -15788 -241.702 Model: meshes/md_bc/bctreehuge.nif (DIR: E:/Modding Utilities/Morrowind Modding Big Overhaul/mods/Into the Abyss) Bound textures: [None] Model textures: DIR: E:/Modding Utilities/Morrowind Modding Big Overhaul/mods/Into the Abyss diffuseMap: textures/md_bc/tx_bc_bark_new.dds diffuseMap: textures/md_bc/x0_bc_leaves_swamp6.dds"
When Into the Abyss is unchecked, the trees disappear. I can probably just disable them... but I'm not sure why this mod would be adding them? Am I massively misunderstanding?
You probably have Ghrat Morrowind swamp trees installed. INTA uses the meshes from that mod, however you likely also have Ghrat installed. Since the file path is the same, you likely have INTA lower in your load order.
The trees in the bitter coast are added by the Plugin from Ghrat trees.
It was given to you via script when you first got to the island and landed on the beach. You might have accidentally dropped it without noticing. Use this command: Player->Additem, "INTA_ART_Star_compass", 1
62 comments
If you have the "Achievments Framework" installed, add those to the install.
If you have "SSQN - Skyrim Styled Quest Notification" or the Legendary Edition of it, add the "02 SSQN" or "02 SSQN Legendary" files.
If you play with OpenMW use the OpenMW variants of said SSQN version.
If you don't use FOMOD, you can ignore the fomod folder.
Soul
"Report time: 2024.11.26 01:24:58 UTC
Content file: 460 [Morrowind Swamp Trees.ESP]
RefNum: 15
RefID: "mdBC_treeHuge"
Memory address: 0000021C4AB15700
Cell: Bitter Coast Region
Grid: -6 -2
Coordinates: -41300 -15788 -241.702
Model: meshes/md_bc/bctreehuge.nif
(DIR: E:/Modding Utilities/Morrowind Modding Big Overhaul/mods/Into the Abyss)
Bound textures: [None]
Model textures:
DIR: E:/Modding Utilities/Morrowind Modding Big Overhaul/mods/Into the Abyss
diffuseMap: textures/md_bc/tx_bc_bark_new.dds
diffuseMap: textures/md_bc/x0_bc_leaves_swamp6.dds"
When Into the Abyss is unchecked, the trees disappear. I can probably just disable them... but I'm not sure why this mod would be adding them? Am I massively misunderstanding?
The trees in the bitter coast are added by the Plugin from Ghrat trees.
Use this command:
Player->Additem, "INTA_ART_Star_compass", 1
Soul
Soul