Super job. Only thing is I’m getting a lot of pink boulders (missing textures/meshes?) In the far back of a cave where the loot is. With names like ab_in_telcrystal01, ab_in_telcrystal_05, ab_in_telcrystalsmall02, etc. No problems in Assu, higher up Mount Kand. I am pretty sure I don’t have any other mods that touch this area. Anybody have any suggestions on how to narrow this down and/or fix it? Thank you very much!
Seems mostly compatible to me... just noticed that a tree blocks part of the entrance to the Mount Kand Cavern, though I'm not sure if it was like that without this mod
The items hanging from trees have been removed in version 1.1. Now all hanging fixtures are attached to rocks. I've also moved the trees near the Mount Kand Cavern a bit, so hopefully they will no longer clip when using tree replacers.
I wanted to create a unique look for the skeleton which was achieved using modular skeletal pieces from OAAB Data. All the important pieces of loot from the container were place nearby it so it won't break the vanilla quest, though it could cause conflicts with any mods that use the container, I suppose.
dude you have some great mods. i could comment on all of them because i can tell that they are in the mod list i downloaded - but ya know it would be great if there were a way to see a linear output text file of what the heck the mod list ends up doing at the end of the day & idk .... Mainly just to say - the content is always such a solid addition. Momento Mori literally fucked me up. I thought i knew what the dark elves had to do to survive but i didn't get the scale & generational military contributions of a an extended life elf society that also serve after they die, on purpose. This last Tel Amur content is off that scale.
Ya know what would be really crazy? If there were a way to do a SNES Zelda dark world mod that allowed a complete vanilla world to be generated as well to in game swap back and forth between to look at the differences. Would be completely immersion breaking - just as a tool.
Thanks for the compliments! They've made my day. Memento Mori is definitely the mod I am most proud to have been a part of, and I'm glad you enjoyed it.
Your last request is completely beyond my purview or interest as a modder. It could in theory be done if you replaced every single object in a modded area with activators and scripted them to switch between normal and modded versions, but the effort in doing so would be pretty hefty for something that at the end of the day would be fairly gimmicky.
I really like this mod, very good for atmosphere and immersion! By the way, the storm atronach model in the screenshots looks amazing as well, where's it from? I'd really like a download! ^_^
It's the Storm Monarch creature from OAAB Data. It will always be present in the caverns in this mod as this mod requires OAAB Data, and just replaces the Mount Kand Storm Atronach with the Storm Monarch model. Off the top of my head, I also know Hla Odai is another mod that includes OAAB Data Storm Monarchs in it.
I noticed a small tear in the terrain at the side of mount kand up the mountain a ways, perhaps its alittle incompatible with vurt's ashlands overhaul?
This mod as with all my landscape mods makes no edits to vanilla landscape. I've only added rocks and mountain statics to give the illusion of altered terrain. The simplest fix might be to just load my mod earlier in your load order before any mods you suspect are altering the landscape.
Edit: It could also be my fault out right as well. While updating for Version 1.2 I found a floating rock that might have been what you were talking. Anyways the new version might also fix your problem.
I expect the cavern overhaul will conflict with Mines and Caverns, but would I be correct in thinking if I remove the cell records from Mines and Caverns for Mount Kand Cavern in Enchanted Editor it should be good?
Actually, I took a look and the two mods were mostly compatible with each other, since neither mod overly changes the layout of the cavern. Furthermore, the changes from both compliment the other quite well. I've moved around the few objects that were clipping from my mod in the newest version, so now they are 100% compatible with one another.
31 comments
Thanks for a reply.
Mainly just to say - the content is always such a solid addition.
Momento Mori literally fucked me up. I thought i knew what the dark elves had to do to survive but i didn't get the scale & generational military contributions of a an extended life elf society that also serve after they die, on purpose. This last Tel Amur content is off that scale.
Ya know what would be really crazy? If there were a way to do a SNES Zelda dark world mod that allowed a complete vanilla world to be generated as well to in game swap back and forth between to look at the differences. Would be completely immersion breaking - just as a tool.
Your last request is completely beyond my purview or interest as a modder. It could in theory be done if you replaced every single object in a modded area with activators and scripted them to switch between normal and modded versions, but the effort in doing so would be pretty hefty for something that at the end of the day would be fairly gimmicky.
By the way, the storm atronach model in the screenshots looks amazing as well, where's it from? I'd really like a download! ^_^
Edit: It could also be my fault out right as well. While updating for Version 1.2 I found a floating rock that might have been what you were talking. Anyways the new version might also fix your problem.
I expect the cavern overhaul will conflict with Mines and Caverns, but would I be correct in thinking if I remove the cell records from Mines and Caverns for Mount Kand Cavern in Enchanted Editor it should be good?
Cheers Straub666
Cheers, Straub666