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Re: Great House Dagoth

Posted: 16 Feb 2019, 20:22
by WhiteGuar
Some, but not all, of the compatibility-breaking differences are gone.
Sounds good. Is it possible to get over the remaining problems by playing around them or by using console commands? Or are they so game-breaking it's just not worth it?

Re: Great House Dagoth

Posted: 17 Feb 2019, 20:23
by LordInsane
WhiteGuar wrote:
16 Feb 2019, 20:22
Some, but not all, of the compatibility-breaking differences are gone.
Sounds good. Is it possible to get over the remaining problems by playing around them or by using console commands? Or are they so game-breaking it's just not worth it?
As I understand it: too gamebreaking for it to be worth.

Re: Great House Dagoth

Posted: 05 Jun 2019, 07:52
by Deathbguy
I, too, am curious about this mod's compatibility with OpenMW. What parts are still an issue? If any at this point.

Re: Great House Dagoth

Posted: 17 Jun 2019, 13:13
by WhiteGuar
Deathbguy wrote:
05 Jun 2019, 07:52
I, too, am curious about this mod's compatibility with OpenMW. What parts are still an issue? If any at this point.
In the changelog for 0.46 it says:
- Plug-ins with valid empty subrecords are now correctly loaded, which fixes issues with the "DC - Return of Great House Dagoth" mod (#4938)
However that's just one of the many problems GHD has with Openmw. Playing as a creature is still impossible and as far as I know they don't plan to add this feature until 1.0. version comes out.

Re: Great House Dagoth

Posted: 17 Jun 2019, 16:15
by Capostrophic
Great House Dagoth is not the same thing as Return of Great House Dagoth to my knowledge.

Re: Great House Dagoth

Posted: 21 Jun 2019, 15:30
by WhiteGuar
Ah, true...my bad.

Re: Great House Dagoth

Posted: 25 Jun 2019, 15:41
by WhiteGuar
https://www.nexusmods.com/morrowind/mods/46486
For whoever is interested, this mod makes great house dagoth playable in OpenMW at the cost of some features. I'm going to try it during this weekend and see if it's worth it.