Hi, just downloaded version .51 and it CTD every time I enter Vanaheimr after exploring the Mysterious Cave...ran across one NPC in the cave who says nothing except careful with the fire...but does not engage in conversation although it has the start conversation E key available.
I found two entrances to Vanaheimr and both CTD when I open the doors...in the first version I did not get these CTD even tho there was nothing to do after exploring part of the city...no doors to open or people to speak to once I entered the city.....
So what are your next plans for this now? Have you thought about it a little more deeper yet?
Here are my suggestions...
Add a quest that also grants you a new follower after the quest line. Make this quest explain some of the mystery and story behind the town itself. If you add a companion you can meet there, make this companion actually tell stories while traveling with you about the history of the town. Nobody has done this yet with a companion mod. I think it would help make this stand out and end up being a front page item for a while.
I'm a fan of new settlements, so consider the following to be constructive in nature. I'm basing these observations on the screenshots.
The place appears to be something of a mess thematically. It seems to lack an internal logic or cohesion. At this stage, it doesn't look like a town, but rather a collection of "cool" things. Pieces seem to fit together oddly. That in itself is not a bad thing, if done by design and as a way of creating a point of interest, but that would require the oddity to be out of place within the overall structure of the settlement. Here it seems forced. The draugr bit here, the dwemer bit there, and giant statues scattered liberally about.
Please don't take this as a "your mod sucks!" comment, as that isn't my intention at all. There are the seeds of a really good mod here and I'd like to see them grow to fruition. If I may make a suggestion, go back and take a look at your basic premise. What is this settlement? Why is it here? What is its purpose or reason for being? How does it work?
Best of luck. I'm looking forward to your progress on this!
Looks very very promising, if you push this to the max will be one of the larger city mods i have seen on nexus, few things to worrie of tho, Will lvl 10 and lower be able to reach this city threw out there journey , and what position will you be able to hold with a city, Riverhelm was a great mod, but i felt like being a KING was a bit much and instead of voice overing himself, just used Vanilla Voice's, maybe make it so your a Yarl or something, and the Vanilla and Dawnguard will be important but you may want to prep it for Hearthfire just incase, and if something looks a little plain such as a giant wall, throw moss or a mantled fire on to the side of that badboy and give it more life, but i have been poking and prying at this mod and it could take off with every minute you put into it keep up the great work
Location with screenshot would be nice, and you should mention in description is it Vanilla or does it require Dawnguard DLC. btw screenies look very good.
And pls don't fill chests with high level loot. Those who are already high level don't need them, and those who aren't don't deserve them =).
13 comments
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I found two entrances to Vanaheimr and both CTD when I open the doors...in the first version I did not get these CTD even tho there was nothing to do after exploring part of the city...no doors to open or people to speak to once I entered the city.....
So what are your next plans for this now? Have you thought about it a little more deeper yet?
Here are my suggestions...
Add a quest that also grants you a new follower after the quest line. Make this quest explain some of the mystery and story behind the town itself. If you add a companion you can meet there, make this companion actually tell stories while traveling with you about the history of the town. Nobody has done this yet with a companion mod. I think it would help make this stand out and end up being a front page item for a while.
The place appears to be something of a mess thematically. It seems to lack an internal logic or cohesion. At this stage, it doesn't look like a town, but rather a collection of "cool" things. Pieces seem to fit together oddly. That in itself is not a bad thing, if done by design and as a way of creating a point of interest, but that would require the oddity to be out of place within the overall structure of the settlement. Here it seems forced. The draugr bit here, the dwemer bit there, and giant statues scattered liberally about.
Please don't take this as a "your mod sucks!" comment, as that isn't my intention at all. There are the seeds of a really good mod here and I'd like to see them grow to fruition. If I may make a suggestion, go back and take a look at your basic premise. What is this settlement? Why is it here? What is its purpose or reason for being? How does it work?
Best of luck. I'm looking forward to your progress on this!
I quite like the style of the town, itself.
And pls don't fill chests with high level loot. Those who are already high level don't need them, and those who aren't don't deserve them =).