Great House Dagoth

Learn about OpenMW mod compatibility, check for problematic mods, discuss issues, and give us feedback about your experience with modded OpenMW.
WhiteGuar
Posts: 10
Joined: 10 May 2017, 14:20

Re: Great House Dagoth

Post by WhiteGuar » 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?

LordInsane
Posts: 16
Joined: 17 Jul 2018, 15:01

Re: Great House Dagoth

Post by LordInsane » 17 Feb 2019, 20:23

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.

Deathbguy
Posts: 2
Joined: 01 Jun 2019, 03:34

Re: Great House Dagoth

Post by Deathbguy » 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.

WhiteGuar
Posts: 10
Joined: 10 May 2017, 14:20

Re: Great House Dagoth

Post by WhiteGuar » 17 Jun 2019, 13:13

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.

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Capostrophic
Posts: 613
Joined: 22 Feb 2016, 20:32

Re: Great House Dagoth

Post by Capostrophic » 17 Jun 2019, 16:15

Great House Dagoth is not the same thing as Return of Great House Dagoth to my knowledge.

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