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> Suran Underworld 2.X--Most Common Questions
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Matthew
post Mar 19 2004, 08:48 PM
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UPDATED: 06Aug04


SPOILERS
If there are any other areas worthy of a mini walkthrough, post them here.


Thought I'd post the answers to the most common questions that I get e-mailed on concerning Suran Underworld. These definitely qualify as spoilers, so use only if needed.


General Questions
When I enter the Suran Sewers I get an error message concerning missing meshes/textures and the womens Thugi Armor appears to be white?
This is a problem that is strictly limited to v2.4. At the time I made v2.4 I did not know that certain meshes automatically link to certain textures. As a result I included female meshes for certain armors but did not know to include the textures. The textures are included in v2.5. If you are well into v2.4 I'd download and install ONLY the textures folder of v2.5 (extract only the textures folder in the zip file to the Morrowind->Data Files folder).


When entering the Suran Sewers I get an error message that says the specific texture "tx_a_domina_glove.bmp " is missing?
This error occurs with version 2.5. Basically this texture is somehow linked to a mesh that alters a cuirass--glove? cuirass? You see why this wasn't a very intuitive match? In any case, at present the solution is to either e-mail me and I'll e-mail you the texture or download the Lefemme Armor plugin which includes this texture.


How do I acquire the House and the Castle mentioned in the ReadMe file?
The House is acquired and expanded by doing quests for the Overlord. It is not acquired immediately and you will have to do quite a few quests before you can gain access to it. The Castle is acquired during the Aktheron Ring quests. It's owner is one of the bad guys in this quest line, and once you've (hopefully) eliminated him, the old rule of "to the victor go the spoils" kicks in. You can now return to Aegir's Keep and speak with Vaijon in the front hall to begin expanding your new castle.


Quests
COURIER QUEST
Where is the Alaric found?
--To find where the Courier, Thugi Terrel, has disappeared to, head up to Dagon Fel and the Renter's Rooms at the End of the World Tavern. Look for an Orc named Agnot and chat with him about "dice".
--Sedaryn's Tomb is west and slightly south of Dagon Fel. If you head west out of Dagon Fel, immediately upon reaching the outskirts of town you'll find that the road forks. Take the branch that heads west up a hill. In the regular game this road dead-ends after a short walk. Sedaryn's Tomb can now be found at the end of it.
--Once you find Sedaryn's Tomb, and hopefully survive any surprises that come your way, you'll note that Alaric has yet to make an appearance. This is where many people have problems.
--In one of the rooms in the Tomb are three skulls. One of those skulls is an activator. Click on it and it will move an Altar in another room. Beneath the altar is a trapdoor leading to Alaric.

TRAITOR QUEST
Well, I survived Shandar, what do I do now?
--Shandar is a dead end. His sole reason for existing is to make you dead and see to your end. No other leads can be found in his home or in the lava room.
--About now I'd be thinking about revenge on the sorry bastard who set you up. Head on back to Malthius' place in Hla Oad.
--Malthius is not home, but search his place carefully. . .pay attention to that pillow.
--The note you find under the pillow directs you to Arenim Manor in Gnaar Mok. . .check the basement for a trapdoor.
--You can avoid Shandar entirely by finding the note when you first encounter Malthius, however Malthius will attack, and you will absolutely have to kill Elona Krill. . .and, yes, you do have a choice.

SHARD QUEST
I've gotten to the room with the golem, but the darned golem will not activate?
--I'm not sure what is going on with this, but I've heard this complaint more than once. The script looks good to me (and works fine when I test it), but it is glitching for certain people. Here's a couple of fixes.
--First open the console and type in: "a_sd_golem"->StartCombat, Player : the golem should now try to stomp you. If this does not work. . .
--Second, and this fix bypasses the fight with the golem, open the console and type in: "a_sd_shard"->enable : then check the small lava pool on the other side of the room. Once you pick up the dagger you find there you will be back on track.

VOLMEER QUEST
What's up with the disappearing/reappearing Volmeer? Doesn't this guy ever stay in one place?
--My goal with Volmeer was to use the players tactics against them. For example, when the player gets in trouble, what do they do? Answer: retreat, heal up, and come back for more. Well, so does Volmeer.
--Volmeer will appear a total of five times. He always appears in one of the rooms that contains four coffins.
--If the player leaves Volmeer's Crypt, Volmeer will reset and you will end up having to fight him five times. . .again.
--After the first encounter with Volmeer (and assuming you haven't left and reset him), Volmeer will appear in the lower crypt area (which is not a seperate cell). You've probably already. . .uh, stumbled, into the lower crypt area, but if you haven't, take a close look at the tapestries in Volmeer's living quarters.

VOLMEER LOCATIONS
This is complicated but here is my best shot at directions to all the locations where Volmeer should be encountered.
--The 1st Volmeer Encounter is in his living quarters. This one is a no-brainer, just look for a room with the fireplace. In the southwest corner of the livinq quarters is a tapestry that conceals an opening. Go through the opening and down the stairs which open into one of many rooms with four coffins.
--This particular 4-coffins room has a secret door in the middle of the east wall. Go through it and follow the long hallway to another secret door that opens into another room with 4-coffins. Make a note of this room since this is where the 5th (and final) Volmeer Encounter takes place.
--Leave the 5th Volmeer Encounter room and go south down a short hallway that opens into a square room with four exits. Exit east, down a hall which opens into another 4-exits room. If you take the east passage it will lead you to a 4-coffins room in which the 3rd Volmeer Encounter takes place. Do not, at this time, take this east passage.
--instead leave this 4 exits room by taking the south exit. Follow the hallway until you hit another 4-exits room. From this room the south exit leads to another 4-coffins room in which the 2nd Volmeer Encounter takes place.
--now backtrack to the room in which the 5th Encounter will take place (hey, I told you to make a note of it). Once you are there. . .
--once again leave it by the south exit, going to the 4-exit room into which the hallway opens.
--instead of going east, as described earlier, leave this 4-exit room by the west exit. Follow the hallway to another 4-exit room (almost done). From this 4-exit room leave by the south exit, which, in turn, opens into a 4-coffin room in which the 4th Volmeer Encounter takes place.
--that's it. Clear as mud? If someone has an easier to follow walkthrough on this feel free to e-mail it to me and I'll post it.

VOLMEER WORKAROUND
I've had more than one person tell me that after the first time they encounter Volmeer he no longer appears. I'm beginning to think that there is something wrong with the "A_MD_VolmeerEncounter" script, which is the script that orchestrates Volmeer's disappearance/reappearance. So here is a workaround that I think will work. Use this ONLY if you have tried everything else.

--First: open the console and type in the following. . .
StartScript "A_MD_VolmeerEncounter"
. . .then see if you can find the other Volmeer's. If this does not work then go on to the second step.
--Second: the global variable that controls Volmeer's disappearing act is called "VolmCombat" and has a default setting of 0 (which means the first volmeer is enabled and the rest are disabled). To enable the others open the console and type in. . .
set VolmCombat to 1
. . .which will enable the second Volmeer (I know, I know, it isn't very intuitive). "set VolmCombat to 2" will enable the third and so on. There are a total of five. This fix will work only if the "A_MD_VolmeerEncounter" script is up and running. If it doesn't work then try step three.
--Third: Open the console and type in. . .
StopScript "A_MD_VolmeerEncounter"
. . .hit enter and then type in the new line. . .
enable "a_md_volmeer_05"
. . .this is a "cut to the chase" fix, that skips the intervening Volmeer encounters. Kill volmeer_05 and you should be back on track.


AKTHERON QUESTS
How do I begin the Aktheron ring Quests?
You first hear of the ring when given the Courier Quest, though you don't actually acquire it. The ring will be acquired when you go after the BlackRazor Gang in a later quest. When you have the ring in your possession, go speak with Ttam Semek in Beggar's Row. He'll get you started.

Okay, I've begun the Aktheron quests and I've gotten to the point where I've been ambushed in Maar Gan, but at this point I'm stonewalled. No one will give me any further information, including Ttam Semek of Beggar's row. How do I proceed?
Well Ttam is the right person to provide a lead, however you need to speak with him while you have the engraved dagger found inside Astaulf's hut in your inventory. Then pay attention to what Ttam says. This should have worked with any engraved dagger in your inventory, however apparently I didn't set this up correctly so it must be the one in Astaulf's hut (oops).

Well, I've tracked the red Grahl to Solstheim, and now I'm stuck wandering around with no clue as to how to proceed?
--A number of people have problems here. Take a close look at the cabin of the Red Grahl
--Check under the table. You'll find a note.

Where in Niflheim is the gate to Jotunheim?
--It's easiest to find this if you dig out your paper copy of the map, but the in-game one will work as well. . .as long as you've explored the area.
--On the paper map, just south of the Mortrag Glacier is what looks like a path that ends at the west coast. In-game this path is actually a river. Start at where the river dumps into the ocean. Get your character on the rivers's north bank and head east. The actual gate to Jotunheim is located beyond the fork of the river (still on the north shore) and near the rivers inland end.

Okay, I've kicked some posterior in Jotunheim, and I have the ring, but where did Ingvar go, 'cause I've got to find him before the Oathbreaker's curse kicks in?
--Your last words with Ingvar gave you directions to where you could find him once you'd acquired the ring.
--Directly east of Skaal Village is a Hjoldar's Tomb. Ingvar told you he'd be doing some research there. Go take a look.


Matthew
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liam_g
post Apr 5 2004, 01:38 AM
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Thanks for the mod ... I'm looking forward to playing it. However, I just downloaded v. 2.5, and I am getting an error that you seem to indicate was only present in 2.4: the missing textures when you first enter the Suran sewers. Here's what happens: I try to enter the sewers from the storage room in the guard tower, and instantly get this error message:

"TES3Stream Warning 'MeshesA_Dbmina_skin.NIF' tex not found TX_A_Domina_glove.bmp!"

I've looked for a file named TX_A_Domina_glove.bmp, and don't see it either in the zipfile I downloaded, or even in Avenger's female armor mod (which I downloaded after getting this error just to see if it was in that mod).

Thanks for any help you can give me!

Best Regards,
Liam
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Matthew
post Apr 5 2004, 03:33 AM
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I have heard of this problem from at least one other person, however, I'm more than a little puzzled by it. "TX_A_Domina_glove.bmp" is, I believe, a texture used by Lefemme armor (though I'll double check it). I think it is attached to the gauntlets used in the Domina Armor. It is not a texture that I've used in my mod. I have not added, nor altered, any gloves or gauntlets. The only armor types that I've altered are Cuirasses (and is that the proper plural for that?).

I'll do some further research and if I come up with anything, I'll post a reply here.


Matthew
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liam_g
post Apr 5 2004, 04:06 AM
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Hi, Matthew,

Thanks for the reply! I wonder if it's just that you have something installed that I don't? Should I look for a mod which has the Lefemme armor and the Domina armor? (I'm pretty new to all this mod business ... I just loved Morrowind so much I didn't want to quit playing!!!).

Thanks for the help, and for the mod.

Regards,
Liam
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Matthew
post Apr 5 2004, 06:16 AM
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Liam_g,

I've posted the solution (such as it is) above in the first post of this thread, since it looks as thought this is going to be a commonly asked question. E-mail me if you want me to send you the file that will fix the problem, or download LeFemme Armor.

Oh yeah, one last thing. . .Ooops. :oops:
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Delany
post Apr 5 2004, 06:43 AM
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Matthew,

I hope this isn't a completely stupid question however, i'm at a loss.
I'm currrently on the quest for the ring and have just travelled to Solsteim chasing it. The guy on the docks told me that they had gone to the Fort and spoken to someone, my journal says that they have gone north.

I can't seem to find anyone at the Fort who can help me with this. Am i not seeing someone or do you just have to head out of the Fort in a northerly direction and hope?

Thanks for your help...
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Delany
post Apr 5 2004, 09:09 AM
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OK, I found the person to talk to in the Fort. I wandered out into the forest and got attacked by Wolf. I eventually killed him (He didn't talk to me if he was supposed to) and now i am no further ahead then i was before as i now have no leads at all.

Could you please point me in the right direction?
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Matthew
post Apr 5 2004, 03:23 PM
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There should have been two ships docked back at the Fort Frostmoth docks. One of those ships is the Red Grahl. I'd take a close look at that ship, especially the cabin.

If that doesn't solve the problem, then let me know.


Matthew
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liam_g
post Apr 5 2004, 08:03 PM
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Hi, Matthew --

Thanks!! I just went and got the Lefemme plugin, and everything's great. I got into the sewers, and just joined the Tong ... ;)

Thanks for the help!

Liam
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Delany
post Apr 6 2004, 08:21 AM
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Matthew,

Thanks for the heads up.

I must have been having a "brain not working" kinda day.
Probably about 20 minutes after i posted the second question, i had a look at the 2 boats and realised what the deal was.

I've found the next part of the quest/story line and am about to go looking for a really big dog... :D
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Delany
post Apr 6 2004, 01:56 PM
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Hi again Matthew,

I've sorted out the issues i was having with the quest for the ring.

Now i think i have a major problem though.

I have to talk to a lighthouse keeper and i killed the woman at the Seyda Neen Lighthouse right at the start of the game. Are there any other lighthouses that will help me or is there a command i can run in the console if i'm stuck?
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Matthew
post Apr 6 2004, 03:48 PM
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This is one of the rare occasions that I've used an in-game NPC in one of my quests. My reasoning was. . ."who would want to kill the poor innocent lighthouse keeper?" So far you are the second person who has killed her. Shame on you. :evil:

In any case, enter the Seyda Neen lighthouse, go to the center of the room, open the console and type in. . .

PlaceAtPC, "thavere vedrano", 1, 1, 1

. . .that should once again place her in the game.


Matthew
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Delany
post Apr 7 2004, 04:32 AM
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Thank you for that.

I wasn't going to kill her, but unfortunately, i was spotted when stealing some stuff from the lighthouse right at the start and i killed her when she attacked me. Didn't think at the time that it would come back to haunt me so i didn't bother to reload the save before it.

You are going to get very sick and tired of me asking questions shortly i'd imagine because i now have another one.

I'm in the Vampire Crypt and have found my way to him. When i beat him down he disappears telling me to follow him. Where? I couldn't find any secret enterances apart from the one i used to get to him. Do i really have to search the entire area again, fighting all the enemies that respawn each time you enter (this gets very tedious after a while {not a critisism, just my observation}) or am i simply missing something?

Thanks for all your help so far.
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Matthew
post Apr 7 2004, 09:12 AM
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I made a real effort to have Volmeer use common player tactics against the player. For example, what happens when your character is low on health and getting the bejeesus kicked out of them? Answer, run away, heal up, and return for another try.




SPOILERS

You will encounter Volmeer a total of five times before he goes down for good. After the first encounter, you will find him in the lower parts of the crypts, and each time he will reappear in one of the rooms sporting four coffins. Volmeer will reset if you leave the dungeon (threat is gone, heal up, return to beginning).

You've probably already found a way into the lower crypt area, unless you managed to avoid that trapdoor? There is another way out of Volmeer's living area. . .take a close look at the tapestries in that area.

Hope that helps. . .


Matthew
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liam_g
post Apr 10 2004, 04:15 AM
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SPOILER (if you haven't done Kergill's 'Shard' quest already)








I'm in Sotha Sil's laboratory having been sent there by Kergill looking for the Shard dagger (I think that's the dagger's name). I'm in the room with teh Golem, but can't figure out how to do anything with it. The control panels behind the golem say that they won't work as long as the golem exists to guard them, but I can't find a way to make the golem come to life so I can fight it ... I've looked all around the room for some switch or something, but am stuck. I must have missed something .... help??
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Matthew
post Apr 10 2004, 08:34 AM
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QUOTE
I'm in Sotha Sil's laboratory having been sent there by Kergill looking for the Shard dagger (I think that's the dagger's name). I'm in the room with teh Golem, but can't figure out how to do anything with it. The control panels behind the golem say that they won't work as long as the golem exists to guard them, but I can't find a way to make the golem come to life so I can fight it ... I've looked all around the room for some



I have had one other report of this problem. What should be happening is that the golem should activate when you come within a certain distance. The script is sound, and it seems to work for 99% of the people out there (and always works for me), so my best guess is there is some sort of conflict, or it simply didn't execute as it normally should.

In any case, to solve the problem, open the console, type in the following line and hit enter. . .

"a_sd_shard"->enable

. . .then go check the small lava pool on the far side of the device.
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TheHound
post Apr 11 2004, 06:30 PM
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SPOILER QUESTION.....





okay ive accessed Volmeer's room via the tapestry hurt him he ran away, ive now spent an hour looking for him back down the lower parts. Ive broken most ofmy weapons but dont want to leave cos i dont want to start again, any chance of more detailed instructions?
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liam_g
post Apr 14 2004, 07:28 AM
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argh. I completed the first encounter with Volmeer last night. I got through the tapestry, saved, and came back to it tonight. When I tried to load my game, I got an error about it not being able to find a reference to something like "A_volmeer_encounter' (that's not it, but it had 'volmeer envounter' in it: the error doesn't occur now, so I can't copy it down). I thought my plugin file might have somehow gotten out of sync, so I opened the TES Construction Set, checked off the same files I have listed as Data Files in Morrowind, set Suran Underworld as active file, and saved. Now, I get the dreaded "the master files and plugins may have changed since the save file you are trying to load ... continue executable?" And of course, no matter what I answer, nothing works. I've tried going back into the construction set again. I've tried setting my system clock back a couple of days and opening the construction set and saving them again: this sets the 'date accessed' flag to a couple of days ago, but I still get the same error when loading my save game. Am I totally hosed????? I really don't want to start the mod over from the beginning after getting this far (I had a similar problem, and gave up and restarted once already after finishing the ring quest!).

I'm hoping it's just something simple that I don't know 'cause I'm so new at all this mod stuff!!!!! :shock:

Thanks for any help ...

Liam
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Matthew
post Apr 14 2004, 05:39 PM
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QUOTE
argh. I completed the first encounter with Volmeer last night. I got through the tapestry, saved, and came back to it tonight. When I tried to load my game, I got an error about it not being able to find a reference to something like \"A_volmeer_encounter' (that's not it, but it had 'volmeer envounter' in it: the error doesn't occur now, so I can't copy it down). I thought my plugin file might have somehow gotten out of sync, so I opened the TES Construction Set, checked off the same files I have listed as Data Files in Morrowind, set Suran Underworld as active file, and saved. Now, I get the dreaded \"the master files and plugins may have changed since the save file you are trying to load ... continue executable?\" And of course, no matter what I answer, nothing works. I've tried going back into the construction set again. I've tried setting my system clock back a couple of days and opening the construction set and saving them again: this sets the 'date accessed' flag to a couple of days ago, but I still get the same error when loading my save game. Am I totally hosed?????


I hate to say it, but you may be hosed. . .or maybe not.

Question, now that you've saved the file, do you get the "volmeer encounter" error message. If not, then you may be allright. . .at least partially. The problem is that if you have information from a specific version of a plugin in your save game, then open that plugin in the editor and save it, you may trigger the dreaded doubling bug. Since you did not actually change anything this may not happen, but don't be surprised if you run into it.

What I think the "volmeer encounter" message was all about was a script called "A_MD_VolmeerEncounter" that is triggered from another script that is attached to an activator found at the front door of Volmeer's Crypt. The VolmeerEncounter script is what disables/enables Volmeer throughout the Crypt.

First thing you should try is simply load up your save game, ignore the error messages, and play through (by the way, I've just edited the first entry in this thread to include a walkthrough of Volmeer Encounter locations). If everything works, you should have a major surprise once you kill the fifth Vomeer and return to the Suran Sewers, Upper Cistern.

If this does not work, I'd leave the crypt, which should reset Volmeer, and try it again. However, when you first enter the crypt this time around, open the console and type in the following. . .

StartScript "A_MD_VolmeerEncounter"

. . .hit "enter" and close the console. You should be back on track.

Let me know how it goes. . .


Matthew
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Cypha
post Apr 16 2004, 08:08 PM
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I can't figure out how to use the blood amulet (if itss even possible) that the Overlord gives you.....can you turn into a vampire, and would previously being a member of a different vampire clan effect it at all?
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