So I completed the Solitude Gate mod, enjoyed that one and started this one and found myself stuck. I've been stuck in the Cathedral of Pain for over an hour with seemingly no way out, have made no progress. There's not much here, two large chests off to the sides, emptied those, an oblivion gate which I came from that is now inactive, and across the other side of the room a hole in the wall leading through a passage to a statue of Malacath and a platform before him with an oblivion sign on it. I done searched and searched every little thing, going back and forth, totally frustrated that I can't get out of this room.
Had fought and killed a dremora of ashes, got but it didn't have anything to help me. There's a locked display case that I don't have the key for, nor can I find it, got the other two opened but not this one. Opened a strongbox with the cathedral key but it only had some really good jewelry in it. I can't even find a pull chain, turn handle, no levers, even tried dropping the boss' corpse on that oblivion sign, summoned the wolf familiar on it, dropped some daedra hearts there as well as in the various bowls, tried lighting things on fire, grabbed up every item that I could, the statue of Mara with the skull face had a human heart in each hand but only one of those was grabbable, I searched every wall, floor, ceiling and still find nothing.
I did everything I could think of, and yet still here now completely at a loss wondering if I need to go back several saves to see if indeed I missed something because I'm not finding anything here that helps. I even used TFC to fly around and look at everything better, to see if there was more to this place and there isn't. And the journal still shows "Get into the passage to reach the three portals", well I am in one of those portals, this Cathedral of Pains, and it sure has been, a pain.
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Edited : Okay, so I went back to an earlier save, which I suppose was good because I missed some things, nothing big deal, just some hidden treasures, and when I got back to the cathedral, that small oblivion sign beneath the inactive portal was grabbable, but I tried that already and the problem is the usual Skyrim crap, inaccuracy, particularly in 3d person or for some screwy reason I just couldn't grab it the first time, and because of that just thought it was a design to mark the gate. So I take this little sign and bring it to the big one and get teleported to some place on a circular platform, barely any room to move around and invisible things attacking me, dead. Well, at least I finally got through that cathedral part.
Notes, issues : First thing when looking for the Oblivion gate to bring me here it did not show up immediately in Morthal, and at one point, appeared and then disappeared a moment later, so I roamed in and out of Morthal several times and eventually it appeared again and I got in there, but get this, very first thing that happened, I saw that pit, not too deep, easily jump down there and see if there was anything there, there was a corpse down there afterall, and get this, instant death before I even landed. So I thought, oh boy, one of these numbers, thus I expected more insta-kills from going places the mod creator doesn't want me to go, and sure enough later had quite a bit of those since I am so used to traversing mountains or taking shortcuts, hate that when my freedom is not just cut off, like what Skyrim does with invisible boundaries, but worse is when there are no invisible borders but instead, instant death, good way to get the rage going, thus found myself saving a ton more so far in this one unlike the Solitude Gate mod. Also, like that other Oblivion serie mod, my saves are sometimes not showing up or they are there but the description of that save is invisible until I move to select one and then the thumbnail appears briefly only to disappear again, and this seems to be happening sorta either random or in certain spots, not sure, but this issue showed up while playing both of these mods.
Spoiler:
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Loved the area with all the fog and dead tree and zombies, nice creepy atmosphere there, my favorite part of the mod. Hated the maze, reminded me of another dungeon mod that I can't remember at the moment that had an unusual maze sorta like this one, though that one was painful on the eyes, it has the same not so fun, more annoying feel to it, hovering over a void with no walls. Though once I saw the different colored lights I knew where to go, just with invisible attackers and the numerous failed and getting sent back to the start attempts or going off of the path and either taking huge damage or being sent back, was, again, very annoying and felt like a waste of my time for more enjoyable things.
If it wasn't for the Vindicator Sword (it continues to drain enemy health rapidly for a while, some die with one hit others take a few but die soon after) would have been impossible for me to win in the arena since nearly every hit was instant death by the dremora boss and the hordes of dremora that followered (since I am only a high level via console, this no perks, other than two, both put into sneak, one from the last mod played, Solitude Gate, and one earned while here in this mod), so using that sword along with knocking them down with force push magic and constant dodging I managed that after over a dozen tries and saving between battles, thankfully the shadows allowed me good hiding to recover.
Helgratz Fortress, the boss specter lady, well I shot the two dragons, both of them flew off with no return, but she just floated there, didn't respond to attack me even while I was hacking away at her, but the two that she summoned were about to but by then she was turned into a puddle. Also had some difficulty with those retracting spikes in the tunnel, they got messed up with the dremora I tried to kill that were unspikeable, had to kill all of them using the sword while they pressed against the closed gate trying to get at me.
I'm now in Helgratz throne room, killed the Dremora Lord without a fight, since not a single dremora here attacked, until after I killed him, and tried to enter those two portals on the opposite end, then a group of strong dremora appeared to attack, though the rest still just stood around or bowing on their knees still before the throne, I killed the attackers, pushing them down the throne stairs and then a huge pack of werewolves show up, they slaughtered all of the dremora that were bowing, I hurried up and pulled the chain again that raised the spike barrier to the throne steps and stepped back with it between me and these werewolf daedric beasts. I have one problem though, can't seem to get out now, can't reach the pull chain, can't jump over it because of high invisible barrier and see nothing to open the way anywhere near the throne.
Moments later... I got out, jumped onto one of the flame things on the side and then up against the wall and kept hopping until I got up it and then down the side, no invisible barrier except where the spike barrier was.
Okay, so never did figure out what those two black portals did, except take my daedra hearts and hurt me a little. But got to the Keeper, he didn't fight, either way he would be and is dead, and then killed some more dremora and saw the moon and followed that to another portal and jumped down into which brought me back to the start of this world and realized I did not get the Oblivion Black Heart so had to go back for that and made my escape back to Skyrim with more dremora after me, but the Oblivion gate closed, so that's it for their chance, this time. The end.
So I finished this one, and while it was definitely challenging, found myself more frustrated with trying to locate levers or keys or just having difficulty understanding what had to be done to get passed something. I did nearly quit at one point wondering why I was playing something that was pissing me off so much, but took a break, came back later and reloaded an earlier save and was able to get further. Since I was so weak through the whole thing I definitely had to take advantage of stealth and using my environment, only fighting up close when I had no other choice and usually died more than a few times because of the one hit killers. I would have liked to had used the force push magic through it all or most of it but this one was more difficult to do than with the Solitude Gate mod because there weren't always places that I could blow enemies over ledges and still those that it didn't affect, and that Vindicator Sword really did the job (glad it didn't use soul gems), allowing me to beat what would be nigh impossible foes. Also if I had known I would have collected a thousand arrows at the start of the game if I knew I'd be having to use the bow so much, so I had to additemmenu order myself some couple hundreds (something I would have had plenty of anyway if I had gone through leveling up normally and playing through some bandit and draugr dungeons before I came here). I did enjoy the mod despite having some issues with it, just glad my saves didn't get messed up anymore. I've tackled most dungeon mods at level 1 and most were doable, but this is one of those few that requires you come prepared, heavily, the combat is intense and foes super powerful.
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:
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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.
1413 comments
Chapters 1 and 2
officially ported to SSE
ORSmerged (ver 2.0)
Had fought and killed a dremora of ashes, got but it didn't have anything to help me. There's a locked display case that I don't have the key for, nor can I find it, got the other two opened but not this one. Opened a strongbox with the cathedral key but it only had some really good jewelry in it. I can't even find a pull chain, turn handle, no levers, even tried dropping the boss' corpse on that oblivion sign, summoned the wolf familiar on it, dropped some daedra hearts there as well as in the various bowls, tried lighting things on fire, grabbed up every item that I could, the statue of Mara with the skull face had a human heart in each hand but only one of those was grabbable, I searched every wall, floor, ceiling and still find nothing.
I did everything I could think of, and yet still here now completely at a loss wondering if I need to go back several saves to see if indeed I missed something because I'm not finding anything here that helps. I even used TFC to fly around and look at everything better, to see if there was more to this place and there isn't. And the journal still shows "Get into the passage to reach the three portals", well I am in one of those portals, this Cathedral of Pains, and it sure has been, a pain.
Edited : Okay, so I went back to an earlier save, which I suppose was good because I missed some things, nothing big deal, just some hidden treasures, and when I got back to the cathedral, that small oblivion sign beneath the inactive portal was grabbable, but I tried that already and the problem is the usual Skyrim crap, inaccuracy, particularly in 3d person or for some screwy reason I just couldn't grab it the first time, and because of that just thought it was a design to mark the gate. So I take this little sign and bring it to the big one and get teleported to some place on a circular platform, barely any room to move around and invisible things attacking me, dead. Well, at least I finally got through that cathedral part.
Notes, issues : First thing when looking for the Oblivion gate to bring me here it did not show up immediately in Morthal, and at one point, appeared and then disappeared a moment later, so I roamed in and out of Morthal several times and eventually it appeared again and I got in there, but get this, very first thing that happened, I saw that pit, not too deep, easily jump down there and see if there was anything there, there was a corpse down there afterall, and get this, instant death before I even landed. So I thought, oh boy, one of these numbers, thus I expected more insta-kills from going places the mod creator doesn't want me to go, and sure enough later had quite a bit of those since I am so used to traversing mountains or taking shortcuts, hate that when my freedom is not just cut off, like what Skyrim does with invisible boundaries, but worse is when there are no invisible borders but instead, instant death, good way to get the rage going, thus found myself saving a ton more so far in this one unlike the Solitude Gate mod. Also, like that other Oblivion serie mod, my saves are sometimes not showing up or they are there but the description of that save is invisible until I move to select one and then the thumbnail appears briefly only to disappear again, and this seems to be happening sorta either random or in certain spots, not sure, but this issue showed up while playing both of these mods.
Loved the area with all the fog and dead tree and zombies, nice creepy atmosphere there, my favorite part of the mod. Hated the maze, reminded me of another dungeon mod that I can't remember at the moment that had an unusual maze sorta like this one, though that one was painful on the eyes, it has the same not so fun, more annoying feel to it, hovering over a void with no walls. Though once I saw the different colored lights I knew where to go, just with invisible attackers and the numerous failed and getting sent back to the start attempts or going off of the path and either taking huge damage or being sent back, was, again, very annoying and felt like a waste of my time for more enjoyable things.
If it wasn't for the Vindicator Sword (it continues to drain enemy health rapidly for a while, some die with one hit others take a few but die soon after) would have been impossible for me to win in the arena since nearly every hit was instant death by the dremora boss and the hordes of dremora that followered (since I am only a high level via console, this no perks, other than two, both put into sneak, one from the last mod played, Solitude Gate, and one earned while here in this mod), so using that sword along with knocking them down with force push magic and constant dodging I managed that after over a dozen tries and saving between battles, thankfully the shadows allowed me good hiding to recover.
Helgratz Fortress, the boss specter lady, well I shot the two dragons, both of them flew off with no return, but she just floated there, didn't respond to attack me even while I was hacking away at her, but the two that she summoned were about to but by then she was turned into a puddle. Also had some difficulty with those retracting spikes in the tunnel, they got messed up with the dremora I tried to kill that were unspikeable, had to kill all of them using the sword while they pressed against the closed gate trying to get at me.
I'm now in Helgratz throne room, killed the Dremora Lord without a fight, since not a single dremora here attacked, until after I killed him, and tried to enter those two portals on the opposite end, then a group of strong dremora appeared to attack, though the rest still just stood around or bowing on their knees still before the throne, I killed the attackers, pushing them down the throne stairs and then a huge pack of werewolves show up, they slaughtered all of the dremora that were bowing, I hurried up and pulled the chain again that raised the spike barrier to the throne steps and stepped back with it between me and these werewolf daedric beasts. I have one problem though, can't seem to get out now, can't reach the pull chain, can't jump over it because of high invisible barrier and see nothing to open the way anywhere near the throne.
Moments later... I got out, jumped onto one of the flame things on the side and then up against the wall and kept hopping until I got up it and then down the side, no invisible barrier except where the spike barrier was.
Okay, so never did figure out what those two black portals did, except take my daedra hearts and hurt me a little. But got to the Keeper, he didn't fight, either way he would be and is dead, and then killed some more dremora and saw the moon and followed that to another portal and jumped down into which brought me back to the start of this world and realized I did not get the Oblivion Black Heart so had to go back for that and made my escape back to Skyrim with more dremora after me, but the Oblivion gate closed, so that's it for their chance, this time. The end.
So I finished this one, and while it was definitely challenging, found myself more frustrated with trying to locate levers or keys or just having difficulty understanding what had to be done to get passed something. I did nearly quit at one point wondering why I was playing something that was pissing me off so much, but took a break, came back later and reloaded an earlier save and was able to get further. Since I was so weak through the whole thing I definitely had to take advantage of stealth and using my environment, only fighting up close when I had no other choice and usually died more than a few times because of the one hit killers. I would have liked to had used the force push magic through it all or most of it but this one was more difficult to do than with the Solitude Gate mod because there weren't always places that I could blow enemies over ledges and still those that it didn't affect, and that Vindicator Sword really did the job (glad it didn't use soul gems), allowing me to beat what would be nigh impossible foes. Also if I had known I would have collected a thousand arrows at the start of the game if I knew I'd be having to use the bow so much, so I had to additemmenu order myself some couple hundreds (something I would have had plenty of anyway if I had gone through leveling up normally and playing through some bandit and draugr dungeons before I came here). I did enjoy the mod despite having some issues with it, just glad my saves didn't get messed up anymore. I've tackled most dungeon mods at level 1 and most were doable, but this is one of those few that requires you come prepared, heavily, the combat is intense and foes super powerful.
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