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Darknut's Greater Dwemer Ruins

PostPosted: Sun Oct 19, 2014 10:07 am
by Dynan3
I love Morrowind. The modders are OOTW!!! (Out Of This World) Such great work...it's like being a kid in a candy store.  :hoorah:

I just started playing Darknut's Greater Dwemer Ruins mod for the first time. I must say that it is absolutely amazing, as everyone said it would be. I avoided it initially because I didn't look forward to being perplexed and dead. But now that I've gotten my feet wet and bloody, I'm hooked.

I DID run into a problem. I have been joyously playing a game for a few months now loaded with everything I could stuff into 255 mods and maintain compatibility. I figure it'll take me years to flesh out all the goodies I have crammed into the MW directory. My problem is this:

I finished the main quest and was again disappointed as to how easy Dagoth Ur was to defeat. So I reloaded a game to start the assault on Dagoth Ur again, this time using Darknut's Greater Dwemer Ruins. It has been a mind boggling experience, to say the least. However I got to a point where I got stopped by an unsolvable dilemma. I was using a key ring mod which solved the problem of a billion keys crowding the inventory screen. However, it lumped the DNGDR keys together and would not let me use a key that I KNOW I have. I tried to unhook the keys and they then showed up in my inventory, but remained unusable in the DN ruins. Alas and alack, I have to start DNGDR over. I don't mind, since it is such a great mod and is quite engrossing.

However, I'd like some info on Darknut's Greater Dwemer Ruins. I see that I am playing DNGDR Vol.1 Ver 1
From this:
DNGRD V1 Ver2.jpg

(Site: http://www.mikeniccum.com/gmods.htm#dndu)

...I see that a Vol. 1 Version 2 exists. Dagoth Ur DOES look the same in my game (last pic in the screenshot above), so I MAY be playing Ver.2, but in my data files it's definitely listed as Vol1, Ver1.Can anyone direct me to a download site so that I can get the latest, greatest version of this fantastic mod? The TES Forum Thread link on the page doesn't work, probably due to antiquity.

Any help would be greatly appreciated.

Thanks in advance,
D

P.S. And what a GREAT and helpful site this is! Where can I donate to help maintain GHF, so it doesn't disappear like so many Morrowind sites have?

Re: Darknut's Greater Dwemer Ruins

PostPosted: Sun Oct 19, 2014 12:27 pm
by Drakkmore
I do not believe that V1,2 has ever been released.
He was working on it yet a couple of years back, but since then has (as far as I can tell) just disappeared from the modding community. I do know that there is no evidence that V1,2 was finished.

EDIT: Some times you may think you have a key that you may need, but instead you really need to have something else in your inventory to get the door open.
I have one thing to say though, once you get the teleportation system working the ruins are much much easier to get around. Enjoy the mod, and I hope that you find your way through Darknut's Madness.
Also if you are using Fliggerty's Keyring you might want to ensure that you are using the latest version available on his GHF DL Featured Modder page. The latest version fixed a number of issues that the previous version would some times experience.


On a side note I do not have any idea where such donations are to be sent. This site is hosted for free on a a server that belongs to some one the Boss man (That would be Fliggerty) Has ties with, and so is MMH. The only reason that that the site would go away is if the Server went away, and there was no where else to host the site.
We do have adds, and they do supply some revenue to the the site, which is put aside for such an occasion, so if you want to help you can turn off any ad blocking on GHF, MMH, Census and Excise, GHF Downloads, and The Holds of Skyrim that would be help enough.

Re: Darknut's Greater Dwemer Ruins

PostPosted: Mon Oct 20, 2014 5:20 am
by Dynan3
Once again, you rise to the occasion Drak.

After I posted my little diatribe, I restarted from the ending of the main quest Vemynal, Odroso and DU. I did see the things the pics suggests, so I guess I have the latest. Truly some mind-boggling work went into this...I can see why he stopped...he needed life and sanity. You can't let that much devious evil out and maintain in society. =^)

I had gotten past the need for the 'green' key on my first run-through. It was after that that I definitely had the Alpha key in my inventory, but that particular door wouldn't open. I am about to proceed through the portals again and I'll post if there are any further problems.

Speaking of portals and deviation...who on Earth would give you a portal that would place you a mile above Dagoth Ur??? Evil genius, I tell ya'!!!

Re: Darknut's Greater Dwemer Ruins

PostPosted: Mon Dec 08, 2014 3:05 pm
by Darknut
Darknut here ... Glad you like DNGDR ... it was great fun making it & No version 2 have never been finished .... just don't have the time to mod. (real life in the way to much ... I haven't even played Skyrim yet)

V2 DNGDR is playable but not done & I sure hope to finish it at some point.

Re: Darknut's Greater Dwemer Ruins

PostPosted: Sat Sep 12, 2015 10:26 pm
by Father Ted
Really looking forward to the update when it comes out as it's a great mod.

Would it be possible to make sure it contains BTB's bug fixes for the mod (just incase you're not aware of them) http://btb2.free.fr/files/morrowind_gdr.zip