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CodingCreature6

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CodingCreature6

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About this mod

Overhauls the Facility Cavern fight against Dagoth Ur into a prolonged 4 phase boss battle.

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Morrowind's main quest is arguably the best in the series but I felt the final fight was lacking the spectacle and challenge that it deserves. Despite being built up for the entire game as a great and powerful threat, Dagoth Ur's fight serves as nothing more than a foot note for the player.
While mods have tried to change this by boosting his stats, I felt the fight still lacked flair and finality.

This mod attempts to turn Dagoth Ur's fight into a longer and more difficult fight by dividing it into
phases where he uses mechanics inspired by the vanilla game and Darknut's Greater Dwemer Ruins.

The fight is fairly straight forward but should at least make it feel more climactic overall.
Think of it as a middle ground between ffann1998's The Wrath of God - Vivec Boss Fight Overhaul and Trainwiz's Versus Vivec.

Spoilers on Mechanics and Thought Process
Spoiler:  
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The 4 Phases
An obscure fact about Dagoth Ur's Akulakhan script is that he loses an elemental shield after every hit on the heart.
I decided to expand on this idea by having the fight involve Dagoth Ur expending the heart's powers throughout the fight, using a different element each phase, with each element damaging 2 different attributes. In addition, using his rarely ever heard voice lines in his Akulakhan encounter, had him gradually go from being overconfident, to annoyed, and finally, to being exhausted as he uses up more of the Heart's powers.


Astral Dagoths
An idea that I absolutely loved from DNGDR were the Astral Dagoths, as I thought it fit the whole dream controller theme,
so I also decided to expand on that by having him trap you in a sort of nightmare where you need to defeat all the Astral Dagoths,
using the corresponding phase's element, to escape and move to the next phase; all while gradually losing a growing amount of health, fatigue, and magicka.

There are 6 Astrals per wave, their positions are dependent on which patch you are using.
To fit in with them being Astral Projections, I also added a hidden gimmick where
Spoiler:  
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they will take significant damage from any dispel effect.


Astral Nightmare
Upon defeating a phase, Dagoth Ur will trap you in a nightmare where you must quickly defeat Astral Projections of him to escape.
Unless you have a strong restore fatigue ability or constant enchantment, managing Fatigue will become important in here as you
will collapse upon running out of it. While you are trapped, you will lose an increasing amount amount of health, fatigue, and magicka, with each increase being indicated by a gong being played.

Might of Lorkhan
Upon reaching half health in each phase, Dagoth Ur will gain an elemental shield, increased resistances, and sanctuary.
He will also attempt to cause a large AOE explosion around himself that will deal more damage than his other attacks
as well as summon 3 Atronachs to open fire on you for a short time.

During this buffing phase, he will be (mostly) invulnerable to all damage until the explosion finishes, making the best option to run away.


Teleportation
Dagoth Ur's AI seemingly breaks if you hit him long enough. Disabling and Re-enabling him fixes this so I used the opportunity to also have him reposition to one of the 3 corners whenever he does so to make the fight less static. I also don't find it unbelievable that he would have a few marks to recall to around his room. 


Extra Effects
I find it hard to believe that Dagoth Ur would just let you run away once the fight starts so I made it so he locks the exit and disables teleportation until the fight ends.

He also gains moments of (near) invulnerability to either taunt, buff, or transition to another phase.

Finally, to make it slightly more difficult to Resist Magicka all the effects, a constant Weakness to Magicka is given when the fight starts
and removed when the fight ends.



In addition, the mod (optionally) plays Scipio219's Dagoth Ur boss theme from his mod MUSE Music Expansion - Sixth House.
It is recommended to use this mod to have a consistent experience (as well as eMOElein's Dynamic Music if using OpenMW).
* As of V1.3, the mod now allows you to add any music using the S3maphore addon

New in V1.4.0:
Spoiler:  
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- further cleaned up the code
- removed blindness effect from final explosion
- removed Invincibility before the start of the fight
- removed script edits from OpenMW patch, replaced with an Absurd constant Restore Fatigue passive
-- will now work with the vanilla engine patch (in case you wanted Dagoth Ur to just never lose fatigue)
- added a slight passive restore fatigue effect
- added an extra option to the Durable Dagoth Patches: BarelyTanky (600 HP)
- modified base passive resistances to have a 10% Reflect effect
- modified hidden Astral gimmick to
Spoiler:  
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Take 100 Damage from any Dispel Effect, instead of immediately dying

(Vanilla Engine Patch Changes)
- merged a modified Scripted Music Patch into the Vanilla Engine Patch
(OpenMW-only Changes)
- fixed Scripted Music Patch sometimes triggering prematurely
- fixed Scripted Music initially ending prematurely
- fixed compatibility with Harder Better Faster Stronger (by Azura, do not use the Very Tanky patch with this unless you know what you're doing)
- fixed issue where fight will not properly start when initiating combat through dialogue 
- fixed issue where Dagoth Ur will imediately explode after starting combat if hitting him while doing a specific idle animation
- fully fixed issue where Dagoth Ur will sometimes skip out on exploding when the player is at certain distances/or performing specific actions
- modified Nightmare Damage to deal damage every second instead of every frame (base damage increased from 0.01 to 10)
- modified Nightmare Damage to play a Gong sound and increase by 10 every 30 seconds (60 with the EasyPatch)
- modified Easy Patch Nightmare Values to work with updated Nightmare Damage (0.005->5)
- modified teleport time to change depending on situation 
Spoiler:  
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- increased time before teleport right after exploding to give more time to the Atronachs
- halved teleport time in new final desperation phase 

- added a Final Desperation mini-phase that triggers at the last half of phase 4

Spoiler:  
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- will spawn 2 weak melee astrals on every teleport
- time before teleport is cut in half
- all astrals die when Dagoth Ur is killed

- added a Chameleon effect to Dagoth Ur to indicate when he is invulnerable
 

Any notes on current balancing (whether too easy/difficult) will be much appreciated as all my tests were made with higher level characters.

Requirements:
Tamriel_Data
OAAB_Data

There are Patches for the Following Dagoth Ur Mods:
Dagoth Ur Fleshed Out (and by extension Arvesa)
Darknut's Greater Dwemer Ruins
Unholy Trinity - Dagoth Ur - Vemynal - Odrosal Remade

(While there is a version for Vanilla, the vanilla version of the Facility Cavern is much smaller than others. While not game breaking, it may make for a more frustrating or challenging experience than intended) 
 
 
Difficulty (and recommended mods):
By default, the fight is balanced around (and above) Beware the Sixth House and is recommended to be used along side it, but 
there is also a patch to reduce the effects of everything by half (with some a lot more) for those that want an easier time. 

Do note that Dagoth Ur Fleshed Out already features Beware the Sixth House changes except with a nerfed Dagoth Ur,
so be sure to merge mods (tes3merge, etc.) if you plan on adding both. 

If on OpenMW, Harder Better Fast Stronger, as well as any other mod that changes creature stats, is also fully compatible, 
with the mod accounting for changes to max Hp when determining when to move to a new phase.

While not required, it is recommended to at least get something to increase Dagoth Ur's max health as having too little
can make it very easy to just kill him instantly. (This possibility is accounted for though and nothing will break.)

Zobator's Dagoth Ur's Divine Body Astral Dagoth Meshes and Sweezly's Honorable Dagoth - Courtesy of the First Blow are recommended as well.

For the Akulakhan Chamber encounter, I heavily recommend Jyggalagpuff's Akulakhan City for a grander experience.

Optional Addons:
02 Easy Patch - Reduces the Effects of spells and decreases the health of summons
03 Darknut Voice Patch - Uses the voice overs from Darknut's Greater Dwemer Ruins instead of Vanilla
04 Scripted Music Patch - plays Scipio219's Dagoth Ur boss theme, uninterrupted, during boss fight
04 S3maphore Addon (OpenMW) 

- allows one to add both their own Boss and Boss room music (Now Recommended over Scripted Music Patch)
- Requires S3maphore by magicaldave
- By default, all folders have a 10 second silence sound file but simply replacing it with any mp3 will add it to the game.
- The following can be customized:
-- Room Music Before Boss is Killed
-- Boss Music
-- Boss End Stinger
-- Room Music After Boss is Killed
05 Durable Dagoth Patches
- increases Dagoth Ur's base stats.
- must be loaded after mods that alter Dagoth Ur's stats
- there are 3 variants for HP: barelyTanky (600), slightly tankier (1000), tankier (1500), and very tanky (2000)
- all versions: 
-- increase his level to 100 
-- increase his fatigue (500->1500) and magicka (300->3000)
-- increase his base melee damage by 50pts
06 OpenMW Fatigue Patch
- "fixes" odd OpenMW engine issue where specifically Dagoth Ur's fatigue cannot be modified by mods
- since this locks Dagoth Ur's fatigue to 500, the mod patch just makes it so it cannot get lowered
06 Vanilla Engine Patch
- fixes most issues when using the mod with the vanilla engine / MWSE
- due to engine differences, some mod features had to be removed for the fight to function
-- the initial explosion was removed
-- taunt and explode telegraph animations, and voice lines mid-combat were removed
-- the room entrance will no longer lock
- certain aspects of the fight will work differently
-- Explosion will not happen as consistently and can be interupted
-- Phase 1->3 Summons can still move, the patch sets their speed to 0 to accomidate
-- for some Cosmic Reason, Dagoth Ur won't get rid of his vanilla "Wrath of Dagoth" spell  *fixed in 1.3.6 hotfix
- All other functions work without issue
- Fully compatible with OpenMW Fatigue patch (if you don't want him to lose fatigue for some reason)
- load after Core, EasyPatch, and Beware the Sixth House 

Known Issues:
"Transition" is misspelled in the script. (It doesn't break anything but I find it annoying :( )   --Fixed as of V1.2 :)
Initiating combat through dialogue will have the fight not start properly  --Fixed as of V1.4

Loading this mod BEFORE True Lights and Darkness will have his summons become invisible. Load AFTER to fix this issue.
   
Compatibility:

Compatible with any mesh or texture replacers
Compatible with mods that modify Dagoth Ur's stats directly

Not Compatible with mods that give Dagoth Ur any new spells (abilities are fine).
Not Compatible with mods that change the Dagoth Ur, Facility Chamber room without a patch

As of V1.2:  Compatible with mods that change or replace the DagothUrCreature1 Script
     (such as Dagoth Ur Voice Addon ElevenAI Version)

Compatible with Voices of Vvardenfell (and the OpenMW Patch) which also includes Dagoth Ur

Tested extensively in OpenMW but not in MCP+MGEXE+MWSE Morrowind.
* As of V1.3.5, the mod is also compatible with the vanilla engine if using the patch



Load Order:
Load Patches after both Core and the Dagoth Ur Overhaul mod chosen. 

TLAD Full - Still - Necro Colors.esp
BO_DagothUr_Core.ESP
-- chosen dagoth citadel mod --
BO_DagothUr_---.ESP
BO_DagothUr_EasyPatch
BO_DagothUr_MusicPatch or BO_DagothUr_S3MaphoreMusic
BO_DurableDagoth_---
BO_DagothUr_OpenMWFatiguePatch
BO_DagothUr_VanillaEnginePatch

Other Scripted Boss Fights (that I know of)
Awakened Ash - Ash Vampire Combat Enhancer by Aphiteth
The Honor of Being - Hircine's Prey by Aphiteth
Tribunal Reforged by Von Djangos and SuperDuple
Sotha Sil Expanded by Team SSE
Beyond the Firmament by Team Sixth-and-a-Half House
Caldera Priory and the Depths of Blood and Bone by Seelof and his Minions

(This is also the first mod I have ever published so any feedback is appreciated!)

Credits:
Darknut- for ideas and assets from DNGDR
SuperDuple  - single handedly got me interested in scripting boss fights with his amazing work 
Scipio219- for his incredible work on his Morrowind's Music Expansion mods
MasterofChim - for inspiring me to make this due to the larger and more detailed boss room
magicaldave - for adding the Journal rules to S3maphore