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Mines of Moria Revised & Expanded Vanilla Version
Release: V1.5
Original Mines of Moria Mod: Tomolyons
Revised & Expanded: Firehawk7171
Twenty-First Hall Models & Textures: Firehawk7171

Description:

This is the Revised & Expanded Edition of Tomolyons Mines of Moria Mod. It now includes many new area's to explore in addition to the original 4 for a total of 13 area's. Some folks may not like that this mod is NOT true to LotR canon. Some may love it. This is my interpretation of the Mines of Moria.

Cleaned with TES5Edit.

Updates:

V1.5
Added Mithral Dwarven Armor Set
Added Mithral Dwarven Weapon Set
Added Mithral Ore, ingot and other related crafting material
Added Mithral crafting recipes and temper recipes
Added Mithral Forge (Dwarrowdelf - The Great Southern Abyss worldspace)

V1.4
The West Gate Entrance has been expanded and detailed, with scenery, effects, lighting, traps, etc.
The bridge of Khazad-dum has been updated with two new cutscenes, new lighting, effects, traps, and other eye candy.
The Waterworks area has been updated with a few new effects, and scenery.
Appropriate Balrog has been added.
The Dwarrowdelf interior cell has been changed to a World Cell, added encounters, traps, effects, and lighting.
All Navmesh's have been updated
Updated the Silverlode cell with more scenery, effects, traps, and encounters
Updated the Mineshaft cell with more scenery, lighting, effects and encounters
Updated the Twenty-First Hall Cell with more scenery, lighting, effects, update the encounters, and add a cutscene or two.
Updated the Dwarrowdelf world cell with more scenery, encounters, effects, and another sub-cell or two.
Updated the Khazad-dum Cravass and renamed to Foundations of Stone - with more scenery, lighting, and effects. Note: I may just turn this cell into one massive cutscene.


V1.3VA
Removed "Ripper Sword" Reference
Removed "Bamboo Arrows Mod" and replaced the "Don't Twist The Arrow" Activator with the Elven Sunhallowed Arrow (Should Be much easier to see now and should work as long as you have Dawnguard Installed - Caveat - You still need ALL Bethesda's DLC's to run this mod!)


V1.2VA
Changed the textures to more earthly tones. Reduced the sizes of the textures to 2046. Reduces the glossiness and specularity of the nif files to half of what they were before.

Requirements:

SKSE
All DLC's Required
- Hearthfire
- Dawnguard
- Dragonborn

Installation:

Extract the contents of the data folder into your Skyrim directory folder. It should look something like this:

C:\Program Files (x86)\Steam\SteamApps\common\Skyrim

Activate the Moria_VA.esp

Unintallation:

Just delete the Moria_VA.esp file

Known Issues & Troubleshooting:

1. Flickering Lights (Only notice this issue in The Mine Shaft).
Troubleshoot: Currently I have no fix for this and appears to only be one light.

2. Running through the Twenty-First Hall from Balin's Tomb to the Khazad-Dum entrance may cause CTD.
Troubleshoot: This is because you're running through sets of triggers designed to spawn in groups of Falmer. When you enter all those triggers too quickly, the game (or your machine) can't keep up with the load process). Suggestion: Don't sprint, walk/run at half speed or just enough to keep ahead of the Falmer. Also, try turning off your ENB effect during this stage of the map Shift + Enter > Untick Effect from the menu. Reactivate once you clear or leave the level.

3. Some of the CaveGPillars are scaled for The Great Southern Abyss. You may find yourself having to work around them.

Recommended Mods:

Climates of Tamriel By jjc71
ELFX By Anamorfus
Wearable Lanterns By Chesko

Special Thanks:

- Huge thank you goes out to Tomolyons for giving me permission to pick up on this mod where he left off.
- Special thanks to Dogtown1 for allowing me to include is Balrog asset from his MonsterModv13 file.
- Thank you to Bethesda for making Skyrim, and making it so awesome.

Tools:

- Skyrim
- Skyrim CK
- Autodesk 3DS Max 2014
- Adobe Photoshop CS6
- Nifskope
- TES5Edit

Notes:

- Lighting levels depends on your ENB and settings. I designed this mod to be dark, but playable. You should carry a lantern, torch, magelight or candlelight spell with you. This mod is designed for ENB use, but works just as well without.
- You will not encounter any Falmer if you take the Fellowship path through Moria until you enter Balin's Tomb. However, stick to the right in the Twenty-First Hall. Update: You will no longer activate the Falmer spawn triggers unless you Twist the Arrow first.
- I have fixed the lighting issues with this mod that brightens the lighting in other dungeons/area's. This should no longer be an issue.

Please report bugs in the Comments section.

I'd also love to see your screenshots or video's!

Thank you for downloading!

My other mods:
HTTYD2 Astrid Armor
HTTYD2 Hiccups Armor