SKYRIM
Testing purpose - Immersive Dungeons by MarianHawk
Skyrim » Dungeons - New
Added: 13/04/2014 - 03:23AM
Updated: 23/07/2014 - 10:19PM

21 Endorsements

1.0.5 Latest version

158 Unique D/Ls

184 Total D/Ls

9,131 Total Views

Uploaded by MarianHawk

Description

Last updated at 22:19, 23 Jul 2014 Uploaded at 3:23, 13 Apr 2014

I would like you to let me use here as a 'Testing Ground'.
This mod adds 4 dungeons for a testing purpose.

== Current status of the progress (21/07/2014) ==

The updated version 1.0.4 is in the main download section.

I have almost finished the followings
- 'Fossil Rock', it is navmeshed and playable. (Enemies not placed correctly)
- Exterior-like 'Lorkhans Heart' (Enemies not placed correctly yet)
- Exterior-like 'Alt Fort Amol' (Enemies not placed correctly yet)

And, I have not reflected some of advices and bug reports given by my friend. I will reflect these at the last phase. I will finish the half-finished Cells above gradually by this weekend. -_-


== Thank you for endorsement, this encourages me ^_^ ==

[ ] Testing purpose
- Advise me the position of lighting, fog, moss, un-movable small clutters.
For the in-game photographers, I want to hear opinions and views on the 'immersion' of my mod, especially on lighting, atmosphere, sound, location of clutters. I want to satisfy the in-game photographers to a certain extent.
- Advise me if you want more crafting spots I noticed that there are lots of people who use immersive mods like 'hungry', 'thirsty', 'cold', 'sleepy' etc. So I want put some immersive crafting spots even during the exploration of a dungeon.


!!! Required Mods: all official DLCs !!!
- Dawnguard
- Dragonborn
- Hearthfire

!!! Delete my mod after each test !!!
I want you to delete this testing mod after the test, because I keep changing the contents of

the file for the completion.

!!! Install & Uninstall !!!
- Use the NMM
- Manually put/pull out the main file into your 'Data' folder of Skyrim. Activate/Deactivate the

file.
(Only esp file. No bsa files so far)


[ ] Followings are the dungeons I would like to test:
(Map marker is added, still you can check them in Image section)


<Ancient Dwemer Air Base (temporary name)>
Dwemer ruin mixed with forest composed of 2 cells.
Located on 'Shor's Stone'
Known issue:
- Atmospheric assets are not optimized yet (fog, sun lighting, rapid flow, sound effect)
- enemy encounter has not been optimized, they may rush to attack you.

Showcase&Lore: In the official version of the mod, player comes to this dungeon for a key item.




<Smuggler's Hideout (temporary name)>
Green cave composed of 1 cell.
Located on 'Sarethil Farm'
Known issue:
- Atmospheric assets are not optimized yet (fog, sun lighting, rapid flow, sound effect)

Showcase&Lore: In the official version of the mod, player comes to this dungeon for an

information.




<Riftvald>
Nord Ruin composed of 5 cells.
Located on 'Crystal Drift'
Dungeon is navmeshed and enemies are positioned.
Known issue:
- Traps are not optimized yet.
- Atmospheric assets are not optimized yet
- Boss chamber has not been added
- Exteior of the entrance temple will be added in the official version

Showcase&Lore: In the official version of the mod, player comes to this dungeon for a key item.



<Alt Fort Amor>
Imperial fort composed of 2 cells.
Located very near 'Fort Amor'
Dungeon is navmeshed and enemies are positioned.
Known issue:
- Atmospheric assets are not optimized yet
- enemy encounter has not been optimized, they may rush to attack you.

Showcase&Lore: In the official version of the mod, player comes to this dungeon for an

information.



<Lorkahn's Heart>
Dwemer building composed of 5 cells.
Located on 'Deep Folk Crossing'
Dungeon is navmeshed and enemies are positioned.
Known issue:
- Traps are not optimized yet
- Atmospheric assets are not optimized yet
- Boss chamber has not been added
- Exteior of the entrance temple will be added in the official version

Showcase&Lore: In the official version of the mod, player comes to this dungeon for a key item.



<Fossil Cave (temporary name) >
Nord ruin mixed with fossils composed of 2 cells.
Located on 'Cradle Crush Rock'
Known issue:
- Second 'cell' is under construction
- Traps are not optimized yet.
- Atmospheric assets are not optimized yet
- Dungeon is NOT navmeshed and a few testing enemies are positioned.


[ ] Overall warning:
- This mod uses several locations of 'Skyrim world', so if other mods (you installed) use the

same location, there is incompatibility (CTD perhaps).
- Do not try to jump into the water of a large room, I haven't put 'floor' there.
And I will put 'collision plane' for a safety at the time of official release. If you happen to

be dropped off, use the console-command 'tcl 1' (collision off) and get back to the ground, and

type 'tcl 0' (collision on).
- If you have difficulty in slaying enemies or boss, just use the console-command 'kill' or

toggle to the god mode.


[ ] Upcoming dungeons to be tested:
<Ice Cave>
I am making now... -_-;
Ice cave mixed with 'imperial fort' assets composed of 2 cells.
Located on 'Yngol Barrow' (See the picture in Image Section)
Known issue:
- Traps are not optimized yet.
- Atmospheric assets are not optimized yet
- Dungeon is NOT navmeshed and a few testing enemies are positioned.

<Riftenzel>
I am making now... -_-;
Dwemer ruin composed of 2 cells.
Located on 'Shor's Stone' (TBD)

<Cave for a fetch quest (temporary name)>
I am making now... -_-;
Cave composed of 1 cell.
Located on 'Mix watermill' (TBD)

<Valharandam)>
I am making now... -_-;
Dwemer air-floating garden composed of several cells.
Located on 'Kagrenxel' (TBD)


Thank you for your testing//