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Invading Morrowind is also fine. You should get some options to interact with the Tribunal as their liege, regardless of faith.
The mod EK2: Soulless Flame adds a unique dwemer to play or perhaps have as an antagonist to your own. Worth a try if you haven't already.
Until then if you want to fire the event without converting you can copy this into your console and it should work the same:
"effect = {
trigger_event = {
id = vivec_trial.0001
}
hidden_effect = {
remove_character_flag = flag:truce_with_tribunal
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_vivec_brought_to_trial
}
} }"
Anyway, a basic central-limit-theorem argument (which is not strictly speaking the setting we are in, but it is ok for a preliminary estimate) gives that it would be *highly* unlikely to see Dagoth spawn in outside the interval 350-450 anyway, and it would add to the suspense.
But I am good with whatever. 800 years is just too long.
With a spawn requirement of 2000 such points, does that not mean that it would take approximately 800, and not 400, years of non-cultist gameplay for him to spawn in? Of course, these numbers are greatly reduced by active worship, seeing that sacrifices give 50 points each and the 10-year-cd piety event give you 100 every time.
I am a modding neanderthal, so I apologize if I read any of these things wrong.
Thanks!
The Ai will attempt becoming incarnates (more likely once Dagoth has spawned) but will often go to Red Mountain unprepared. You can give a promising one Kagrenac's Tools and they might succeed.
Might be a bit tricky but I can try and add a cap. Atm there's a decent cooldown to their spawn event and they should disband at the end of the war, so it's unlikely to get more than 2 unless there's been a long war with Vivec/Almalexia sieged down repeatedly.
.
I really appreciate all the work you have been doing on this.
Now, a question. Are there any reqs on Dagoth spawning in? I have had two games now with spawn times set at 200 and 400 years, without Dagoth arriving within 500 both times. Are there any hidden reqs attached to following the Sixth House and using their unique decision paths?
Also, is it possible for the AI to go through the incarnate quest line if I choose not to?
Thanks!
Helping the Tribunal as the Nerevarine can also have a (small) change to the faith.
- Fixed a problem with an event causing non-dunmer to become ashlanders
- If an argonian player king/empire already controls the county where the argonian uprising would spawn, they are instead given the option of leading the uprising themselves (can expand on in future if there's interest)
- Update of Path of Incarnate tooltip to prevent confusion.
I was actually working on making a mod to revive house Dagoth ( and making the title a Great house one, with those mechanics) as well as adding unique tombs and buildings to Vardenfell.
Its just a personal mod (and likely will always be), although after having a lot of fun on this one (and the connected themes) I wondered if you would be interested to use some of the icons i drew for the buildings?
The age of Dagoth Ur when he awakes (468) is copied directly from the age he was when he died at Red-Mountain (in accordance with base Elder Kings - they included a dead historical character). Dagoth Ur was defending Resdayn from invaders in 1E 416, which makes him at least 284 years old at 1E 700. Considering he was also head of House Dagoth by 1E 416, it is entirely reasonable to assume he was 184+ years old when defending Resdayn, which justifies the age. Whilst high, he was an early Chimer, and as such probably could have lived a much longer lifespan than 2E dark elves.
The entire point of this mod is "alternate history" where Dagoth Ur awakes earlier. If you want to rp an earlier Tiber Septim, you can. Otherwise I'm sure the EK2 team will eventually add him/other start dates as they did to the og Elder Kings.