Your dungeon may be suffering from the NavMesh bug(http://forums.bethsoft.com/topic/1345681-navmesh-bug).
Try changing the file extension of your mod from an .esp to an .esm, and that will resolve the issue. Skyrim for whatever reason likes to forget NavMeshes after you leave the cell with .esp's, but .esm's are entirely unaffected.
Note that if you have this mod uploaded to Steam Workshop that the current system over there will de-Esmify your mod back into an Esp, so any dungeon/house/castle mods are a no go for now on that site. Wrye Bash supports converting .esp's to .esm's. Just right click the plug-in from the Mods list and select Copy to Esm to create a copy of the file in the form of an Esm, or Esmify self to turn the .esp into an .esm, destroying the original file.
I'm currently working on an update for this mod, and fixing bugs/adding content, please check back tonight, when an update will be uploaded. Currently trying to fix the issue with companions not entering the ruin.
Thank you for the feedback, I'm guessing it may be a navmesh error that makes Companions unable to go into the dungeon. (I modded for Oblivion only, and they had the pathgrid, Navmesh was introduced with Fallout, which I never modded for, so it's new to me.) I'll try to resolve it by the morning and give a test run with Erunder as my companion.
As for the dungeon, I might try extending it, adding traps and such, and adding some helpers, maybe regular Draugr's to the boss room fight.
Maybe add some helpers for the boss, much like the Companions mission to get the first fragment. So long as the help isn't too strong it would make the fight more interesting. Plus I had the follower problem too, I prefer to think she was too scared to go in. HA HA!!
22 comments
Try changing the file extension of your mod from an .esp to an .esm, and that will resolve the issue. Skyrim for whatever reason likes to forget NavMeshes after you leave the cell with .esp's, but .esm's are entirely unaffected.
Note that if you have this mod uploaded to Steam Workshop that the current system over there will de-Esmify your mod back into an Esp, so any dungeon/house/castle mods are a no go for now on that site.
Wrye Bash supports converting .esp's to .esm's. Just right click the plug-in from the Mods list and select Copy to Esm to create a copy of the file in the form of an Esm, or Esmify self to turn the .esp into an .esm, destroying the original file.
Hope this helps! ^-^
It's on my todo list. The Papyrus Scripting system is still bizarre to me, even with the tutorials on Creationkit.com.
I can't see clearing a dungeon for the sake of clearing a dungeon.
As for the dungeon, I might try extending it, adding traps and such, and adding some helpers, maybe regular Draugr's to the boss room fight.
I had the floating door thing also, but in and out a door fixed it.
One issue I had was my follower could not enter with me. She was left outside. I tried 3 times and gave up.
Nice work, keep expanding it and adding some flair. Thanks.