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dnoah

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  1. Rawmann
    Rawmann
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    bro what is puzzle answer of mana points
  2. dnoah
    dnoah
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    Edit : Got safely back "home"...with 27 orphan scripts ;-)


    This mod has no scripts running outside its content. If the tool you're using tells you script names, this mod's scripts start with exsd_ or exsl_.
  3. Ghia
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    Tnx, that clears it up ! My fault for thinking there was more to do with the K...
     
     
    Edit : Got safely back "home"...with 27 orphan scripts ;-)
  4. dnoah
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    Thank you, that confirms my findings, including all the fragment recordings from D10 :-)


    So, is Miro's dialogue still confusing to you?
     
    EDIT: I'll post Miro's intended behavior here, just in case.
    Spoiler:  
    Show

    He may not enter dialogue first time he is activated, telling the player char to wait. After that, he will always enter dialogue. The player may ask Miro to help him/her get back to Skyrim, and Miro will agree but state it will require preparations. After a few back-and-forths in dialogue, Miro will recall that he has something to do at Ventilation and will end dialogue. The player is free to accompany Miro there or just wait for a few hours for him to finish. After Ventilation, Miro will head to "Miro's Cave" and will wander there indefinitely. Upon finishing up in Ventilation, when spoken to, he will tell the player that he is ready to transport him/her back, and will give howto instructions.

  5. Ghia
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    Thank you, that confirms my findings, including all the fragment recordings from D10 :-)
  6. dnoah
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    Then I must be extraordinarily stupid...everything was comparatively straightforward until the meeting with Miro :-)


    The story is meant to be uncovered as follows (excluding some secondary text resources): (spoilers)
    Spoiler:  
    Show

    First, Miro's note at the end of Bhhtmrdramz Excavation, from which can be uncovered, that:
     - There was an expedition to the place about 200 years ago to study some kind of artifact/anomaly. The expedition perished after several cave-ins, leaving a sole gravely wounded survivor.
     - The name that note is signed with, which is a key to D10 anagram puzzle.
    Second, the "recordings" acquired from D10 after solving it, that are best viewed after transcribing them into a book via a D10 dialogue option. Most of info on what became of the Dwemer is here. Highlights:
    - That sole survivor (Miro) decided to put down roots and continue with his expedition's purpose, which had been going on for decades, at least - with conclusion unknown. Last entry suggests he was going crazy.
    - The Dwemer disappearance is in fact their transcendence into some sort of uber brain/collective consciousness/pseudo deity, that resulted in some sort of object which Miro called the Kagrenac Spherical Artifact, or sometimes Kagrenac, or simply the K.
  7. Ghia
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    Then I must be extraordinarily stupid...everything was comparatively straightforward until the meeting with Miro :-)
  8. dnoah
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    The intentions of this mod are clear enough from the description on Nexus. However, I find it doesn't say much about what the player actually has to do to fulfill those intentions. (Not asking for quest markers or hand-holding...just feeling there is so much information to confuse the player.)



    Isn't every required player action hinted at in a rather obvious fashion? The player is literally led to every essential checkpoint along the way. The backstory's epistolary narrative is concluded in meeting Miro, who is generally helpful and will answer any questions the player might have left - that I could think of, at least. Frankly, I don't see what else can be done, except adopting that annoyingly patronizing attitude most vanilla Skyrim quest content manifests.
  9. Ghia
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    Fuz Ro D-oh dialogue delivery speed is configured on end user machine, in Data\skse\plugins\Fuz Ro D'oh.ini. Mods relying on it (like this one) cannot override that setting AFAIK. As for the goal, I could not state it better than in description:
    Spoiler:  
    Show

    This mod primarily attempts at two things:

    - Providing a plausible from a lore point of view explanation to the Dwemer disappearance. The explanation comes mostly in form of text or unvoiced dialogue, uncovered during playthrough.

    - Increasing variety and challenge of stock gameplay by adding puzzles, that are essentially fairly basic combinatorics with occasional lateral thinking involved.

    Yes, I have edited the .ini file to improve the dialogue with Miro.
    The intentions of this mod are clear enough from the description on Nexus. However, I find it doesn't say much about what the player actually has to do to fulfill those intentions. (Not asking for quest markers or hand-holding...just feeling there is so much information to confuse the player.)
  10. dnoah
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    Spoiler:  
    Show



     


    Thank you..I'll try that :-)
    Fixed the freezes. They were caused by Boinc running, although suspended. My Papyrus log is just 17KB, nothing too bad in there. And no orphan scripts running.
     
    Spoiler:  
    Show
    Since you seem to have experience with this mod : Do you remember if the repository puzzle needs to be done BEFORE talking to Miro ? And what is the number for maximum power ? The best I've been able to do is 40. How do you know when you've reached the max ? The elevator power puzzle gave a red flash when done, but I haven't seen that in the Repository...



    Repository puzzle is completely optional as per mod description, it can be done whenever the player has access to it. I'd had plans to expand that bit into an optional fork involving D10, but have never gotten around to it. Don't quite remember what the success indicator was, but solving it should power up the button at the top of the round room (which does nothing but teleport the player back and forth).
     
    My suggestion was not a fix, just a way to determine what goes wrong with your game. The mod should throw "exsd: Failed to start an essential quest" in the log if something goes wrong with the quest part. Not much *can* go wrong actually. All quests start up when the player falls towards the first falmer scene, and after that update via essential dialogue (with D10 and Miro), so it's likely that some of that has been skipped for some reason. For instance, if you COC into one of the mod's interior cells instead of starting it as intended, the dialogue will not work.
     



    Got Miro to talk now, I don't know why it suddenly worked.Had to prod him several times.His conversation is a bit fast in places, even with fus-ro-dah. Quests seem to be running as they should. But I still have no idea what the goal of the mod is...there is such a lot of confusing information from both D10 and Miro.  


    Fuz Ro D-oh dialogue delivery speed is configured on end user machine, in Data\skse\plugins\Fuz Ro D'oh.ini. Mods relying on it (like this one) cannot override that setting AFAIK. As for the goal, I could not state it better than in description:
    Spoiler:  
    Show

    This mod primarily attempts at two things:

    - Providing a plausible from a lore point of view explanation to the Dwemer disappearance. The explanation comes mostly in form of text or unvoiced dialogue, uncovered during playthrough.

    - Increasing variety and challenge of stock gameplay by adding puzzles, that are essentially fairly basic combinatorics with occasional lateral thinking involved.

    If something seems confusing story-wise, I might be able to clarify.