File information

Last updated

Original upload

Created by

LevinLozenges

Uploaded by

LevinLozenges

Virus scan

Safe to use

Tags for this mod

About this mod

Tweaks a few of Enderal's dungeons to fix issues namely with room bounds, cell loading, and implement some QOL.

Permissions and credits
Changelogs
This mod tweaks a few of Enderal's dungeons to fix issues that I've found while playing in third person with room bounds and rendering, causing you to briefly see the void / nothing for a split second when panning your camera at a certain angle in the affected cells below. If you are using mesh replacers that change the dimensions of certain meshes, you might also experience this issue that this mod aims to fix. I've also thrown in some QOL fixes to some dungeons to improve gameplay.

The changes are extremely minor and don't change anything about the structural layout of the dungeons or their navmeshing, so this mod should be compatible with anything.

Install Instructions
Install and add to your mod list. If you ran DynDOLOD - you may need to place this below that .esp as this mod makes some record changes to the Pirate Hideout worldspace.

The full list of tweaks is below:

List of Cells Affected / Tweaked
Spoiler:  
Show
  • Old Sherath [Sun Coast]:
    • Moved the room marker dimensions to the doorway instead of being in the middle of the stairway.
  • The Cemetery Interior [Heartland]:
    • Closed off the side room in the foyer, and moved all of its shelves and contents outside. 
    • Adjusted room marker dimensions in the lower levels to cover the entire room instead of only the player's height.
  • Undercity, Old Waterworks: 
    • Disabled all the room markers and portals. This is a relatively small cell and should not affect performance.
  • Undercity Orphanage: 
    • Adjusted room marker dimensions so the wooden planks of the 2nd floor of the Orphanage isn't cut off. 
    • Increased width of the portal markers to avoid seeing into the void.
  • Pirate Hideout [Sun Coast]: 
    • Adjusted the landscape in the water so your character can swim instead of half swimming and skirting across the ground. 
    • Added some underwater grass/seaweed to the bottom.
    • Moved some lights to avoid the engine light limit being refracted on some of the cave walls. 
    • Moved the waterfall and some of the planks from the exterior of the cave into the interior for immersion.
    • Adjusted the worldspace record so it counts as a fixed cell. All of the cave will be loaded instead of loading in the rest of the walls at the halfway point.
    • Added the unused missing lighting template and water template to the cell.
    • Moved the entry point closer to the ground so you don't hear a landing noise when entering, and enlarged it so you don't see the fog of war / cave winking out of existence.
  • Shimmering Grove [Sun Coast]: (v1.1)
    • Added a plank walkway to the end of the Shimmering Grove to prevent the player from swimming in deep water for a split second when fighting the Troll.
  • Clearwater Cave [Sun Coast]: (v1.11)
    • Replaced one of the static wooden planks with breakable ones on hit, allowing you to access the upper region of the mine's initial area.
    • Note: You may need Dynamic Collision Adjustment to crouch underneath the scaffolding.



Technical Details and Thoughts
There were a lot of changes to the Pirate Hideout since that was the dungeon I had the most beef with. I then compounded my other tweaks with the other dungeons to this mod.

You can read up on room markers and portals here and here. I wonder if these issues were missed during QA of Enderal, or if they were playing predominantly in first person where the camera FOV is smaller and less prone to run into these issues. But if you're playing on a 21:9 wide screen monitor, playing in third person, and love to jump around and exploit movement like me, you'll notice these glaring issues with the rooms in these dungeons.

The issue in GIF form (Warning: Flashing Lights/Abrupt Scene Changes - Way Worse in Spoiler #2):
Spoiler:  
Show

Spoiler:  
Show




Credits
CK Wiki for always being an amazing resource - https://ck.uesp.net/wiki/Landing_page
SureAI devs for Enderal