but can you edit the cell name? for example 'CELL - manny_ORS_MorthalPain06' change to 'CELL - mannyORSMorthalPain06' because if cell name have the _ , when I save, the save will be save in another location
I'm going to be blunt: at no point in this mod was I enjoying myself. The first entry of this series was fantastic- thoroughly enjoyable. A mostly straightforward race to the top of the tower. It was a process of going opening one door after another, whether by a key or by some sort of lever, very rarely did I find myself at a loss for what to do- and the one time it did happen, it was because a very obviously-placed key had gotten knocked down during a battle.
By comparison, this one was just atrocious. I never knew what to do throughout the course of this mod. Multiple times I died for no visible reason, and aside from modding issues, trying to find my way through Malacath's area might be the single most frustrating thing I've ever had to do in Skyrim. There was even one spot where I straight-up gave up and cheated my way through a door. I had to watch two let's-plays of the mod to get me through it because the means of progression were so obscure. The handle in the arena in particular was the worst offender- I found two pull chains at the top, how was I supposed to figure out there was a tiny little pull-handle hidden away elsewhere? I must have pulled those chains a hundred times!
Not to mention the atmosphere of this mod was all over the place. In Gate of Solitude, it felt like the Badlands, everything glowing red, alternating between a fiery landscape and a bloody tower. The little bits of storytelling in notes and books left around were great, and painted a truly horrific picture of what was happening. This was completely absent in Morthal Pain. Not only was Oblivion inexplicably icy, but it went through so many changes of venue that I had to wonder if we even still were in the same realm at all. WHY WERE WE ON THE MOON AT THE END?! The use of Oblivion Stones was inconsistent too. The first one is vital for progression, while the next two I found do nothing at all- which [sarcasm]really helped a lot[/sarcasm] when I was looking all over the place for spots to insert them.
I've rarely felt this disappointed in a mod before. This felt like a directionless mess. I advise modders to ignore this one and stick to the Gate of Solitude.
SSE conversion got only Manny's approval. He, in good faith, assumed I had nothing against it but never had actual permission from myself (since my daily job absorbed me totally back then). Life moved on for a long while and I discovered only by accident such a conversion was made (not from our hands). Me and Manny always had a private understanding, pillar for all of our collaborations : if one single person is not in favor to something we would not proceed in that direction; we wanted 100% agreement on every step and that worked like a charm. Total respect, perfect dialog between parties (friends) and so on. Technically this didn't happen for the ORS conversion mod. However, before asking the removal of the "unapproved" conversion I tried to catch up on the matter, looking into this whole (new to me) SSE thing to see if action was in the end avoidable. Long story short, I do not feel comfortable with some business practices (Bethesda/Zenimax) so I did prefer to keep all of my (our) work dedicated to the game I did actually support (the original one). On a side note, if you noticed, every single one of my mods doesn't even require any DLC to work, everything relies just on vanilla and custom assets; players where not meant to spend a single dime other then the base game in order to play my mods (imagine my thoughts about buying the game anew). My policy was as such all along. Also, according to the Nexus guidelines, if you not have full permission to do something you cannot proceed. I didn't gave mine so things are pretty straight forward. Don't get me wrong here, I hold nothing against anybody, such things happens. ff7legend did act in good faith too and I'm sorry he found himself in an awkward situation just out of the blue. Glad things resolved smoothly. Conversion is quite an easy task tho. If someone wants to convert mods just for his personal use nobody can stop him as long as those are not published around. That being said, I'm not sure if ORS is going to be further developed (I did some improvement lately but there is no actual plan for the future, things are pretty casual at the moment).
Oh, wow, so even more petty than I would've originally guessed. You really showed Todd Howard by stopping people from easily playing your mod. I guess if you want to die on that hill there's not really anything anybody can do to stop you.
I seriously hope ORS would be completed at some point via the development/release of ORS Chapter 3: Ascendant Misery sometime in the future... After all, ORS Chapter 2 leaves us on a gaping cliffhanger if one actually reads some of the books/lore laying around within the mod. Ascendant Misery was supposed to be the conclusion where one faces this so-called "Master" that's mentioned... At any rate, any word on a possible fix/update for the 3 portals issue I mentioned a long ways back MurderWrath? Thank you.
ORS3 Ascendant Misery was supposed to be huge. The time meant to develop it was enough for Manny to release "The Grey Cowl of Nocturnal" Quest on his own since I was unavailable to keep working together on the project and he did prefer to not waste time just waiting and rightfully so. What appeared to be just a "period" lasted way more then anticipated and when I was back again available the SSE thing took over (leaving me quite disappointed for a number of reasons). Now I'm not in the right place to make predictions but one more thing has been brought to the table... To be clear, don't take this as a teaser or anything like that, it's pure speculation at best, but... TES6 is likely to be released in a "reasonable" time so, IF I will have time (to mod) and IF we actually buy the game (I'm sure Manny will, not as solid on my front) there will be a question to raise : "Do we want to mod it back on TES5 or we close the series on TES6?" Like, ORS final chapter on the brand new chapter of the franchise. That's a possibility indeed. One thing is sure tho : I'd not put out a cripple tiny mod just to finish the series and give meaningless "closure". If I will not have time to build something serious I won't start at all (some projects take hundreds of hours and it is not easy to know in advance what to expect. You know, life is a *censored*). So, will you face the Master? Trust me, I'd love to make you all suffer by his hands, LOL. Getting back serious, guess only time will tell. About various fixes, small improvements or even large ones (optional new playable areas) that is not off the table. When the time is short I try to put it to fruition as well. Last year I completed an unfinished area of Hraghenskaag Labyrinths (because I felt compelled to do so) plus a couple of small convenient mods as a filler. Next time might be something juicy on the ORS front (hope so).
Well, I know what is the effort to do a "huge" mod because I made The Gray Cowl of Nocturnal. I was in for 13 months and some months to refining and porting to SSE. Most of the time was to study all the steps to make the terrain, the assets and the voice actors. Many time I rolled back many things starting from the area. The Gray Cowl of Nocturnal was supposed to be large as a quarter of Skyrim region but it was very huge for me, so I resized it to a hold region. If we would start to develop OSR3 by keeping the original concept then it will take a large amount of time to do. First of the quest concept to write, possible multiple finales (one of these we decided is that you can turn into evil!). Then the region to design according the quest(s) and (of course) the new assets to made because Skyrim packages doesn't have anything related to the Oblivion realm such towers, bridges, dungeons, enemies, etc. Then plotting the dialogues and seeking for professional voice actors and assembling it. And most of these thing must be made without any "official" toolkit. I can merely say that the project would take 16-24 months to be done. However we are two men and not only one.
Last but not least: The Daedric Brothers are still alive. You have just to "find our shrine" and pray exactly when you pray a Daedric Prince. Maybe we will listen to you, but don't fall into hope so easily!
I don't care how long it takes period. Please make The Oblivion Realm Series Chapter 3: Ascendant Misery. ORS is a SICK series & I'd hate for it to never be completed. As for TES6, I seriously doubt that will come anytime soon... No new announcements have been made by Bethesda since TES6 was first teased & it's already been nearly a decade since Skyrim first came out. I don't expect TES6 out until 2021 at the very earliest. With COVID-19 running amok at present, I expect many major game releases, including TES6, to be delayed indefinitely until the pandemic is somewhat brought under control. COVID-19 is likely here to stay & will likely become a seasonal deal a la the flu. Regardless, life as we knew it before COVID-19 will never be the same.
It's not my place to tell you what you should or shouldn't do, and I just want to say your mods are amazing and are definitely some of the greatest of all time. If you ever decide to port the mod to SE, it will get amazing exposure there as well. Keep up the great work!
Well, given a public port isn't possible right now, ff7Legend, did you run into any particular issues when you made these ports? Is porting them individually for personal use viable, or did they require extensive debugging to work with the new SE engine? Did the fact that these are ESMs rather then ESPs cause any issues?
Porting ORS for one's personal use is not difficult since both utilize vanilla assets.
Spoiler:
Show
According to a PM I received from MurderWrath a ways back, an official release of ORS on the SSE platform is planned as is the creation of ORS Chapter 3: Ascendant Misery... I've already provided copies of my personal ORS ports to MurderWrath for this purpose.
Not all of us are modders. I was looking forward to playing the SSE version of these two mods. They were part of my characters backstory in LE and i was gonna continue that in Special Edition, well guess im scrwed at the moment since there's no port and its 2022 now.
Was hoping to play through the first 2 parts again on SSE since ive moved on to that. That wont be happening i see. Oh well. These mods were fun on LE.
I still enjoy playing this mod and Solitude Gate as well. The lighting and mood alternate between moody and frenetic. The red, brooding sky can become very appealing after a time.
I can only imagine how good the much-rumored part 3 could be. It would be a huge commitment of time on the part of the authors. Here's hoping.
weird bug that i had, my last save was before i activated the skull (to open the portal), but the objective was already on my journal, so i activated the skull, went to the first portal to the cathedral, faced that dremora who is strong af and died. When i came back on to my last save and was about to activate the skull again, it didnt changed its appearance (it remained a head, not a skull) hence i cant activate it but again the objective in my journal is to activate the skull. Im stuck had to uninstall sadly
Does not work, level 62, ran around morthal for about 2 hours now at the spot the gate opens in the trailer and it doesn't spawn and not even at 1am like it says its supposed to
Tip: Fast travel to Movarth's Lair. Wait until around 12-1 am, then head down the path into Morthal. As you approach High Moon Hall (Jarl's Palace), the gate should violently appear to the left in a ball of fire/flame alongside Oblivion's Fury & 3 Dremora attack anything in the vicinity, including you. You must have completed The Gate of Solitude & removed the Oblivion Gate rubble before the gate outside Morthal will appear between 12-1 am.
One of the chains opens the door. The other two set off traps that do extremely high Frost damage to one's character. Be sure to search every nook & cranny for various secrets. There are some very powerful items to be had in ORS...
Sometimes the pull chain works, sometimes it doesn't. Pull the leftmost one, go down and check the gate. If it isn't open, go back up and try again. Rinse and repeat until it opens, or else just disable the gate through console commands and be done with it.
Love this mod. Played Gates of Solitude and was hooked. The adventure was well worth the time. The visuals are outstanding even on my old Windows 7 laptop. Don't ask.
However, I messed up I think. The oblivion forge, I am assuming that the Oblivion Stones are used ONLY at this forge to upgrade weapons? When I left, I tried upgrading the weapons and didn't get that option. So I have to start from the beginning. Oh well. If I am wrong, then what forge can I upgrade the Deadric weapons?
The neat secrets built into the mod are outstanding. I love me some serious exploring.
As for CTD's, yeah, twice it happened. But remember, I have an older laptop and we are still talking about Skyrim the game. So unless the mod has excessive CTD's or doesn't play well on my laptop, I keep it.
1409 comments
Chapters 1 and 2
officially ported to SSE
ORSmerged (ver 2.0)
but can you edit the cell name?
for example 'CELL - manny_ORS_MorthalPain06' change to 'CELL - mannyORSMorthalPain06'
because if cell name have the _ , when I save, the save will be save in another location
By comparison, this one was just atrocious. I never knew what to do throughout the course of this mod. Multiple times I died for no visible reason, and aside from modding issues, trying to find my way through Malacath's area might be the single most frustrating thing I've ever had to do in Skyrim. There was even one spot where I straight-up gave up and cheated my way through a door. I had to watch two let's-plays of the mod to get me through it because the means of progression were so obscure. The handle in the arena in particular was the worst offender- I found two pull chains at the top, how was I supposed to figure out there was a tiny little pull-handle hidden away elsewhere? I must have pulled those chains a hundred times!
Not to mention the atmosphere of this mod was all over the place. In Gate of Solitude, it felt like the Badlands, everything glowing red, alternating between a fiery landscape and a bloody tower. The little bits of storytelling in notes and books left around were great, and painted a truly horrific picture of what was happening. This was completely absent in Morthal Pain. Not only was Oblivion inexplicably icy, but it went through so many changes of venue that I had to wonder if we even still were in the same realm at all. WHY WERE WE ON THE MOON AT THE END?! The use of Oblivion Stones was inconsistent too. The first one is vital for progression, while the next two I found do nothing at all- which [sarcasm]really helped a lot[/sarcasm] when I was looking all over the place for spots to insert them.
I've rarely felt this disappointed in a mod before. This felt like a directionless mess. I advise modders to ignore this one and stick to the Gate of Solitude.
Very classy.
Conversion is quite an easy task tho. If someone wants to convert mods just for his personal use nobody can stop him as long as those are not published around. That being said, I'm not sure if ORS is going to be further developed (I did some improvement lately but there is no actual plan for the future, things are pretty casual at the moment).
So, will you face the Master? Trust me, I'd love to make you all suffer by his hands, LOL. Getting back serious, guess only time will tell.
About various fixes, small improvements or even large ones (optional new playable areas) that is not off the table. When the time is short I try to put it to fruition as well. Last year I completed an unfinished area of Hraghenskaag Labyrinths (because I felt compelled to do so) plus a couple of small convenient mods as a filler. Next time might be something juicy on the ORS front (hope so).
I was in for 13 months and some months to refining and porting to SSE. Most of the time was to study all the steps to make the terrain, the assets and the voice actors. Many time I rolled back many things starting from the area. The Gray Cowl of Nocturnal was supposed to be large as a quarter of Skyrim region but it was very huge for me, so I resized it to a hold region.
If we would start to develop OSR3 by keeping the original concept then it will take a large amount of time to do. First of the quest concept to write, possible multiple finales (one of these we decided is that you can turn into evil!). Then the region to design according the quest(s) and (of course) the new assets to made because Skyrim packages doesn't have anything related to the Oblivion realm such towers, bridges, dungeons, enemies, etc.
Then plotting the dialogues and seeking for professional voice actors and assembling it. And most of these thing must be made without any "official" toolkit.
I can merely say that the project would take 16-24 months to be done. However we are two men and not only one.
Last but not least: The Daedric Brothers are still alive. You have just to "find our shrine" and pray exactly when you pray a Daedric Prince.
Maybe we will listen to you, but don't fall into hope so easily!
I can only imagine how good the much-rumored part 3 could be. It would be a huge commitment of time on the part of the authors. Here's hoping.
Thanks, Mark
Does not work, level 62, ran around morthal for about 2 hours now at the spot the gate opens in the trailer and it doesn't spawn and not even at 1am like it says its supposed to
Would not reccomend
However, I messed up I think. The oblivion forge, I am assuming that the Oblivion Stones are used ONLY at this forge to upgrade weapons? When I left, I tried upgrading the weapons and didn't get that option. So I have to start from the beginning. Oh well. If I am wrong, then what forge can I upgrade the Deadric weapons?
The neat secrets built into the mod are outstanding. I love me some serious exploring.
As for CTD's, yeah, twice it happened. But remember, I have an older laptop and we are still talking about Skyrim the game. So unless the mod has excessive CTD's or doesn't play well on my laptop, I keep it.
Grazie!
https://www.nexusmods.com/skyrim/images/782841