I found an untouched ladder at Fort Valstaag. It's in the exterior at the northwestern-most wall, leading up to the western tower. To reach that location you have to cross some scaffolding which is usually reached from that small exterior gap between the cabinet and keep but you can jump onto some rocks from the frontmost wall to reach it too.
Likewise in the Old Garagatha dungeon. In the lower level, there's a ladder right at the entrance that doesn't have a climb function so you're stuck inside if you go down. Another obvious candidate would be the very long ladder leading down to the beach at the Farmers' Throne.
This is a very thoughtful implementation, by the way. Great job! I especially appreciate how it makes the bonus dungeon in the starting area or the smuggler camp in the desert so much easier to come across naturally.
Hey man, I need your help. I am trying to use skyclimb on enderal se non steam version, so my enderal version shows 1.6.1170. The problem is when I open the menu the game chrashes. I have installed the skyclim 1.6.1170 fix but does not work. any help?
Can't seem to get this one working for some reason. I have all of the dependencies, but it just doesn't seem to want to work. No idea what's causing the conflict.
Doesn't work in what way? Do you get a lever pull animation when interacting with a marker? I need to merge the files at some point but you'll need both the main file and the hotfix file update installed from this mod page, and have it overwrite the base mod.
I would check the FAQ on EVG as this is just a patch that adds EVG interactable markers to the Enderal worldspace - doesn't introduce any new functionality that the base mod does.
I should have clarified. I can get the markers to show up, but pressing the climb key doesn't do anything or play any animations. I checked the MCM and no matter how I try to toggle it, I can't get any keys to work.
Is it okay to use this with EVG 2.1? I suppose so, because 2.1 only adds some stuff for mod authors, but you gotta be sure...Anyway, this is super immersive mod, thank you!
That's correct. But I personally do not like the hand placed ones to be present were Skyclimb would be possible. Ladders are very good as they are not covered by Skyclimb
Sorry, but I won't be making a patch that reverts a lot of placements for a personal preference.
If you want to disable the indicator lights so they're not visible(the activators will still be there), you can open up the .esps in xEdit, click on the Base record for the EVGATIndicator Static in the EVGAnimatedTraversal.esl file, then check the Referenced By tab. Select all of the records that appear, click on Compare Selected, then set an Initially Disabled flag for one of them, then right-click and Copy to Selected Records and save the .esp changes.
For whatever reason, each traversal point plays pulling a lever animation for me and, thus, becomes unusable. At least, those I encountered in the beginning of the game. One squeeze through point and one climb up. Is it a messed up installation on my part?
Do you have Open Animation Replacer setup in your load order? You'll need the same requirements that the base EVGAT version 2.0beta mod needs for this mod to work.
OAR has superseded DAR so you should be using OAR.
If you don't want to - you can use the main file without the hotfix since that is on the older version of EVGAT - you will need to run Nemesis and have all the requirements that the EVGAT mod used for version 1.02.
Is it compatible with Forgotten Dungeons series? I've read the areas covered in the description, but I want to make sure that it doesn't alter any of these dungeons as I'm new to the game & haven't familiarized myself with the names yet.
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This is a very thoughtful implementation, by the way. Great job! I especially appreciate how it makes the bonus dungeon in the starting area or the smuggler camp in the desert so much easier to come across naturally.
I would check the FAQ on EVG as this is just a patch that adds EVG interactable markers to the Enderal worldspace - doesn't introduce any new functionality that the base mod does.
I've also made this mod to replace the use of Skyclimb - since Skyclimb has a constantly polling script that can cause performance issues.
If you want to disable the indicator lights so they're not visible(the activators will still be there), you can open up the .esps in xEdit, click on the Base record for the EVGATIndicator Static in the EVGAnimatedTraversal.esl file, then check the Referenced By tab. Select all of the records that appear, click on Compare Selected, then set an Initially Disabled flag for one of them, then right-click and Copy to Selected Records and save the .esp changes.
If you don't want to - you can use the main file without the hotfix since that is on the older version of EVGAT - you will need to run Nemesis and have all the requirements that the EVGAT mod used for version 1.02.
Edit: Yeah, it all works now. Thanks again.
I've read the areas covered in the description, but I want to make sure that it doesn't alter any of these dungeons as I'm new to the game & haven't familiarized myself with the names yet.
Forgotten Dungeons - Thalgard Monastery
Forgotten Dungeons - Abandoned Excavation Site
Forgotten Dungeons - Riverville Catacombs
Forgotten Dungeons - Palm Cove