I'd say that your mod is close to perfection, excepted just one thing. The note that start the story is marked as a quest item and, story completed, such remains. So, a player can delete it from his inventory just using the player.removeitem console command, otherwise it will remain forever with him. Just a flaw in a very nice mod.
I enjoyed this mod, it worked well for my playthrough. I also liked the non-linear aspect of the dwemer ruin. It's great to avoid using the map and get a little bit lost.
My follower (Arissa) would not follow me into the final room. But i was able to move her to my location and keep going. It ended a little abruptly, i was really hoping to be sent on another quest to find the other bit needed. Maybe this is something you are planning to add?
And as has been mentioned by others, some of the spiders just wouldn't attack me. My sneak level is 100, but when i stand up i would expect them to see me.
Highly annoying bug, probably the worst kind in as much you fight all the way through the dwemer ruins to find the dais with the quest marker on it.....and nothing on the dais whatsoever. No artifact.
As for feedback, despite the fact you do stipulate level 30, there were too many chests at master and expert level.....leave a few that are apprentice, novice level etc. not everyone has master level lockpicking even at level 30.
Also, as has already been reported, the first half dozen dwarfen spheres just idle, even if you come out of sneak and jump up and down in front of them.
Positives are, very atmospheric layout and good level design.
Edit - just noticed the update to 1.2. So will try that and see if the quest artifact shows up.
I played it at level 60 and really enjoyed it. Well done! It worked well with my High Level Enemies mod for the dwarven and falmer baddies.
However, many of the dwarven spheres would sit in ball form and do nothing until I hit them first. Shouldn't they attack when they detect me?
I also looked at it in TES5EDIT and then the CK. You edit the vanilla location AlftandLocation and use it for your new dungeon. I have no idea if this would impact that Alftand interiors or the quests related to them. It might be better to copy the location to a new form for your location and then modify it.
You also edited NchuandZelLocation and OldHroldanInnLocation, though I see no reason why.
You edited Cell Alftand02 to move a DweRubblePile02. Why?
Under Actors, you edited vanilla NPCs, but the edits are maybe unintentional (like Object Bounds or Tint Layers)? For NPC LvlFrostbiteSpiderAllAmbush you changed its template, which means this will change that NPC where ever it is used in the game instead of just your mod.
Please learn to use TES5EDIT to look over all of your changes. You can then remove unintentional ones. Instead of modifying vanilla forms you should create new ones and then use them for your mod so you don't impact the rest of the game.
I just tried, this mod today and it was pretty good But I do have a few things ide like to suggest, 1: please change the letter to address either the player's name, or adventurer, you know for those who havnt started with the vanilla beginning. 2:You might want to speed up the voice actors dialog, its just when he talks, it kinda have an awkward pause in between his sentences, other than that he is perfect
Also i was curious, does this mod have a part two to it? After you get what the guys asks for, is there a part two to it? I hope so, because ide love to have this in my play through!
Downloaded and played this mod today. Couple of things I noticed:
1. Courier worked fine; received my letter, etc. 2. Spoke with new NPC but he was not voiced as described. Not sure if this is unintentional. Heads-up. NPC dialogue was well-scripted. But he also skipped a lot of the subtitles. They would appear briefly on screen and immediately proceed to the next subtitle. 3. Entered dungeon. Wonderful level layout and design. Personally I enjoy large rooms, but perhaps more enemies? 4. Seemed to be a lot of Master-level lock picks? Especially on one of the Falmer chests which gave me 14 gold and a magicka potion. 5. Enemies in the actual Dwemer ruins could be seen and killed before they emerged from their ports. This was every Dwemer Sphere and Dwemer Spider. Frostbite Spider worked near perfectly. Dwemer Colossus was already out of his frame when I entered the room, as well. Odd that the Frostbite Spider worked but not the others. 6. Arrived at the quest marker to find nothing on the table and I couldn't interact with it.
I will be tracking this mod, I see hope for it. Good luck!
Thank you for the feedback. Since this is my first time modding and putting something up on Nexus this sort of stuff is awesome. I am really glad you liked the layout and design, more than anything that is what I was aiming for. As for the ambushes, I must admit I'm really not sure why these are not triggering the way they should. I took the file out of public view so that I could find a fix for this, but Alas after over 12 hours of searching the only thing I have really been able to turn up ios that this is a bug inherit in the CK. I have packed everything into a new BSA File, so all the artwork should work now for the cube. Once again thanks for the feedback and the download!
1. Dialogue now works. I like the voice acting. Very immersive. Doesn't skip the subtitles now, either. 2. I did some testing with the ambushes. (They were still out of their "holes"). Instead of killing them from a distance, as is my characters modus operandi, I tried some methods to make them activate. They do not respond to sound (Shouts, footsteps, near-miss arrows, etc.) or being brushed against (While moving) however they DO respond to activation via "E" key, bashing with a shield or bow, and attacks. 3. I was able to find the cube and return it to the NPC.
Nicely done. Will still track it for future updates. Good luck!
Looks like the BSA file is missing from the 1.1 upload; all I see is the BSL, ESP and SEQ files. Is it OK to continue with version 1.0 for now or have there been changes made to the ESP file?
I took a quick look at your mod in TesVedit, and noticed a few things: regarding the courier issue, you have edited one of the dialogues, which may conflict with other mods. Why not create a new dialogue topic and leave the vanilla unchanged? I've also noticed that you ship all the files raw, and not in BSA - it is not that big of a deal, if people use Mod organizer, that put all the files in their separate folders anyway, but for the sake of others, it should be put in BSA. You have edited some of the Dummy Items, renaming them. Dummy items are special and are supposed to spawn other items. Full disclosure: I have never played with them, but as arule of thumb I'd stay away from editing them.
Thanks for the look around, its good to have someone else take a look honestly. That is some good advice on the dummy items, Icleanbed them and will avoid using the vanilla forms for them in the future.
22 comments
Just a flaw in a very nice mod.
Every time I try to leave it returns me to my desktop. Very sad, after getting my ass beat I had to prepare for this very interesting mod.
My follower (Arissa) would not follow me into the final room. But i was able to move her to my location and keep going.
It ended a little abruptly, i was really hoping to be sent on another quest to find the other bit needed.
Maybe this is something you are planning to add?
And as has been mentioned by others, some of the spiders just wouldn't attack me. My sneak level is 100, but when i stand up i would expect them to see me.
Great job, and many thanks!
As for feedback, despite the fact you do stipulate level 30, there were too many chests at master and expert level.....leave a few that are apprentice, novice level etc. not everyone has master level lockpicking even at level 30.
Also, as has already been reported, the first half dozen dwarfen spheres just idle, even if you come out of sneak and jump up and down in front of them.
Positives are, very atmospheric layout and good level design.
Edit - just noticed the update to 1.2. So will try that and see if the quest artifact shows up.
However, many of the dwarven spheres would sit in ball form and do nothing until I hit them first. Shouldn't they attack when they detect me?
I also looked at it in TES5EDIT and then the CK. You edit the vanilla location AlftandLocation and use it for your new dungeon. I have no idea if this would impact that Alftand interiors or the quests related to them. It might be better to copy the location to a new form for your location and then modify it.
You also edited NchuandZelLocation and OldHroldanInnLocation, though I see no reason why.
You edited Cell Alftand02 to move a DweRubblePile02. Why?
Under Actors, you edited vanilla NPCs, but the edits are maybe unintentional (like Object Bounds or Tint Layers)? For NPC LvlFrostbiteSpiderAllAmbush you changed its template, which means this will change that NPC where ever it is used in the game instead of just your mod.
Please learn to use TES5EDIT to look over all of your changes. You can then remove unintentional ones. Instead of modifying vanilla forms you should create new ones and then use them for your mod so you don't impact the rest of the game.
Thanks!
1: please change the letter to address either the player's name, or adventurer, you know for those who havnt started with the vanilla beginning.
2:You might want to speed up the voice actors dialog, its just when he talks, it kinda have an awkward pause in between his sentences, other than that he is perfect
Also i was curious, does this mod have a part two to it? After you get what the guys asks for, is there a part two to it? I hope so, because ide love to have this in my play through!
1. Courier worked fine; received my letter, etc.
2. Spoke with new NPC but he was not voiced as described. Not sure if this is unintentional. Heads-up. NPC dialogue was well-scripted. But he also skipped a lot of the subtitles. They would appear briefly on screen and immediately proceed to the next subtitle.
3. Entered dungeon. Wonderful level layout and design. Personally I enjoy large rooms, but perhaps more enemies?
4. Seemed to be a lot of Master-level lock picks? Especially on one of the Falmer chests which gave me 14 gold and a magicka potion.
5. Enemies in the actual Dwemer ruins could be seen and killed before they emerged from their ports. This was every Dwemer Sphere and Dwemer Spider. Frostbite Spider worked near perfectly. Dwemer Colossus was already out of his frame when I entered the room, as well. Odd that the Frostbite Spider worked but not the others.
6. Arrived at the quest marker to find nothing on the table and I couldn't interact with it.
I will be tracking this mod, I see hope for it. Good luck!
I have packed everything into a new BSA File, so all the artwork should work now for the cube.
Once again thanks for the feedback and the download!
1. Dialogue now works. I like the voice acting. Very immersive. Doesn't skip the subtitles now, either.
2. I did some testing with the ambushes. (They were still out of their "holes"). Instead of killing them from a distance, as is my characters modus operandi, I tried some methods to make them activate. They do not respond to sound (Shouts, footsteps, near-miss arrows, etc.) or being brushed against (While moving) however they DO respond to activation via "E" key, bashing with a shield or bow, and attacks.
3. I was able to find the cube and return it to the NPC.
Nicely done. Will still track it for future updates. Good luck!
Sorry about the mixup, new to this- and thanks for the catch.
You have edited some of the Dummy Items, renaming them. Dummy items are special and are supposed to spawn other items. Full disclosure: I have never played with them, but as arule of thumb I'd stay away from editing them.