Now works with "Cellchanged fix" in MW Code patch 2.3 Now works with Open Morrowind .041 or later Load Graphic Herbalism after DNGDR & it should work fine
I love the concept, because assaulting Red Mountain really should be a challenge, but I'm not sold on the execution. Instant death traps, being punished for exploring in some cases, confusing layouts and changing Dagoth Ur's voice for something unfitting and stereotypically "evil" sounding just didn't do it for me. Plus it's a bit odd how the Ash Vampires commanding these ruins just chill near the entrance when that's just the start of your adventure each time.
Well worth trying if you want your final quest as Nerevarine to feel like the massive undertaking it should be, but I just think the mod could do with some editing to improve the good parts and remove/diminish the bad.
After defeating Dagoth Ur, I couldn't levitate any more, as "Levitation Magic doesn't work here" was displayed in all cells. Fortunately, going to Mournhold and returning to Vvardenfell solved the issue.
Not sure if this is a glitch with this mod, a glitch caused by some kind of conflict/load order issue or if I was just missing some switches or something, but I ran into some unopenable "Steel and Iron Door"s. Four of them were in a room in Vemynal, where the lift drops you down after that long hallway with the energy wall (forgot the name, but it was after the Torque Mechanical room with all the Centurions). The other door is in Dagoth Ur, Lower South Tower, after the apparition of Dagoth Ur speaks to you.
Edit: I also have two copies of Sunder, maybe that's related. Edit 2: Found your walkthrough on YouTube, seems like those doors are just glitched shut. Additionally, it seems the doors that are opened with the Dwarven Alpha key (which I somehow have two of) won't open, yet the Dwarven Omega key works to open that door to the armory. Edit 3: (sorry) I'm now getting the script that prevents me from using Levitation everywhere.
I don't know how often this occurs, but I found an instance where some interior walls were out of alignment. The instance I noticed this was in Mzuleft. I'm sure an update is unlikely at this point, but just thought I'd share. Too bad it's a master file and I can't edit it myself without adding a new plugin.
183 comments
Now works with Open Morrowind .041 or later
Load Graphic Herbalism after DNGDR & it should work fine
Instant death traps, being punished for exploring in some cases, confusing layouts and changing Dagoth Ur's voice for something unfitting and stereotypically "evil" sounding just didn't do it for me. Plus it's a bit odd how the Ash Vampires commanding these ruins just chill near the entrance when that's just the start of your adventure each time.
Well worth trying if you want your final quest as Nerevarine to feel like the massive undertaking it should be, but I just think the mod could do with some editing to improve the good parts and remove/diminish the bad.
Edit: I also have two copies of Sunder, maybe that's related.
Edit 2: Found your walkthrough on YouTube, seems like those doors are just glitched shut. Additionally, it seems the doors that are opened with the Dwarven Alpha key (which I somehow have two of) won't open, yet the Dwarven Omega key works to open that door to the armory.
Edit 3: (sorry) I'm now getting the script that prevents me from using Levitation everywhere.