Nice dungeon! It kept me busy sneaking around for a very long time in the pool room. The only thing i noticed is the difficulty to pass the 3 Deathlord draugrs in a certain hallway. I was level 14 so it explains a lot but it was too much nonetheless i think.
Really great start! completely different! I'm assuming when you get the the ship and find the trap door and try to open it it goes nowhere...that's the WIP part! Keep working on it. It has great potential!
it does nothing ? strange... it does not suppose to happen. I tested it now and it works fine for me. But if you have problem with trap doors on the ship there is also a other way arround just swim through the water to the end of a cave it will leads you to the next location
good work, provide a longtime play and no big issue.
some feedbacks here: 1. any better way which is more immersive to link these two cells? i mean this door is usually used to link "interior scene'', such as a ship interior..
2. place few enemies?
3. here's a lighting flicker issue, use torch you will see the flickers.
4. do you feel it looks a little poor? any better looking?
5. there's a snowrock, you used deleted flag, i suggest to disable it instead of delete. for game stability.
I've got an idea for the trapdoors if it is possible to do (i think i've seen it done in other mods before) You could attach the activation to go to the other cell to the Steering Wheel of the ship, to make it look like you're taking the ship from 1 side to the other side =)
agreed with this issues, except for point 2, i mean sometimes a scenenary it's placed for a reason, dungeons are always more enjoyable when they have visuals landscapes with a story to tell
This looks very promising and well done! You should keep at the good work.
I'm going to download it and take a poke around, I was wondering if I could talk to you about possibly using this in Invasion of Skyrim - Grand Admiral Thrawn? I always love to have modder's contributions, and this one looks beautiful!
Oh! After opening it up, I found that you seem to have forgotten an easy-to-remedy detail.
The dungeon has no Location or Encounter zone. This makes it hard for the game to place leveled characters and loot, and impossible for a radiant quest to point to it. Do you know how to set those up? If not, I'll be glad to help!
It'll be set up already in my mod. If you want to set it up for this standalone release of yours, (I would, it's worth the practice), just follow these steps.
1. In the CK, go to WorldData - Location. Add a new location, call it what you'd like. In the Keywords section in the bottom left, add "LocTypeClearable, LocTypeDungeon, LocSetCaveIce" and any other LocType you think fits.
1a Choose the name and ID for this. The name is important because it shows ingame in quests/journal. Set the parent location to the hold you placed the entrance in. (Falkreath)
1b. You can also set the default music to play for all cells in this location. I chose MusDungeonIce.
1c. You can set the map marker from the entrance as the World Location Marker Ref.
2. Go to WorldData - Encounter Zone, make a new encounter zone and set the minimum level/maximum level as you see fit. I chose 35 and 255, to make this a challenging dungeon. 2b. Set the location as the one you created earlier.
3. Now you just need to open IcyDungeon01, 02, 03, 04 and fill in the Location and Encounter Zone fields. Presto! Leveled Loot and enemies!
Hopefully that's easy to follow Making it radiant is trickier, so I'd look up the Creation Kit tutorial on that one.
20 comments
some feedbacks here:
1. any better way which is more immersive to link these two cells? i mean this door is usually used to link "interior scene'', such as a ship interior..
2. place few enemies?
3. here's a lighting flicker issue, use torch you will see the flickers.
4. do you feel it looks a little poor? any better looking?
5. there's a snowrock, you used deleted flag, i suggest to disable it instead of delete. for game stability.
You could attach the activation to go to the other cell to the Steering Wheel of the ship, to make it look like you're taking the ship from 1 side to the other side =)
canlocu.tumblr.com/post/143785839860/skyrim-the-treacherous-hollows-treacherous
/cheers
I'm going to download it and take a poke around, I was wondering if I could talk to you about possibly using this in Invasion of Skyrim - Grand Admiral Thrawn? I always love to have modder's contributions, and this one looks beautiful!
The dungeon has no Location or Encounter zone. This makes it hard for the game to place leveled characters and loot, and impossible for a radiant quest to point to it. Do you know how to set those up? If not, I'll be glad to help!
1. In the CK, go to WorldData - Location. Add a new location, call it what you'd like. In the Keywords section in the bottom left, add "LocTypeClearable, LocTypeDungeon, LocSetCaveIce" and any other LocType you think fits.
1a Choose the name and ID for this. The name is important because it shows ingame in quests/journal. Set the parent location to the hold you placed the entrance in. (Falkreath)
1b. You can also set the default music to play for all cells in this location. I chose MusDungeonIce.
1c. You can set the map marker from the entrance as the World Location Marker Ref.
2. Go to WorldData - Encounter Zone, make a new encounter zone and set the minimum level/maximum level as you see fit. I chose 35 and 255, to make this a challenging dungeon.
2b. Set the location as the one you created earlier.
3. Now you just need to open IcyDungeon01, 02, 03, 04 and fill in the Location and Encounter Zone fields. Presto! Leveled Loot and enemies!
Hopefully that's easy to follow
Making it radiant is trickier, so I'd look up the Creation Kit tutorial on that one.