I've updated Something's Not Right (SNR) to version 1.11. You will now find mod files to use with VSW or Anthology Sosltheim. If you do not either of those two mods, you do not need the update.
If you have VSW or Anthology Solstheim installed and you already have SNR 1.1 or earlier, deactivate your older SNR file and activate the one corresponding to your steup.
Something's Not Right has been updated to version 1.1 with several additions and, most importantly, it restores the Akimaes Grotto door that was accidently removed in version 1.0. All dungeons, including grottos and working mines, are now covered. Hurray! Also, many dungeons, mostly main quest-related for the main game, Tribunal and Bloodmoon, have received unique messages triggered inside. Those new messages are directly inspired by Arena's main dungeons. I hope you it will help you immerse yourself a bit more in those locations. Enjoy!
Full changelog :
Additions
56 unique messages added to several dungeons, mostly main quest locations (main game, Tribunal and Bloodmoon). Added several triggers in dungeons that have lava in certain sections with new messages describing the heat's effect on your character. Added triggers near grottos with messages describing things like the water's changing temperature, the absence of small fishes nearby and the change of currents. Added triggers near working mines. All dungeons are now covered. Hurray!
Changes Triggers inside locations will now show messages only once.
Bug fixes
Fixed the missing door to Akimaes Grotto. Fixed a typo.
I've made an edit of this, mainly fixing the last few typos and reformulating some longer messages for readability (text boxes pass by quickly). Edited several repetitious lines in longer lists (e.g. repeat instances of "You detect [something] odor") to add variety. Also, minor locale tweaks where logical, such as 'dank' in hot, blighted or 6th house dungeons changed to 'fetid', 'cooler' in Solstheim to 'even colder', and small refinements to grottos. Added one or two original lines, which hopefully blend in well. Aside from a single typo, unique location messages are untouched. Several trigger distances slightly decreased to reduce pop-ups from caves and tombs placed very close to main roads—requiring you approach a bit closer to see the message.
Thanks to Cliffworms for the amazing mod and the cool feelings your lovely, interpretive words inspired in my game!
Hi. No, I haven't modified the TOTSP esp, just vanilla. However, I've only really edited the dialogue text of the scripts. If you have some knowledge of the CS, it wouldn't take long to copy-paste the couple dozen Cliffworms scripts in my plugin to the TOTSP one—nothing technical, the scripts window opens from the toolbar and they're clearly labeled. I didn't touch the worldspace at all so it would work fine. I could do it for you, if you're not sure how.
This breaks immersion!!! I got a text saying something like; "A dank breeze sweeps through my hair", or something like that... But you see, my character is a bald breton who fights with his fisticuffs... what hair are you implying that the breeze is flowing through?
Great idea, but I wish occurence of these popups would fell less...random? When I see the same text in different place again and again it kinda breaks the immersion.
Just an idea for you. You could put in some of those messages in areas that are not dangerous as well, so the feeling is wrong. Kind of makes it a little more unpredictable.
And, at least for my taste, you have hit exactly the right spot: not too much, not too long, never obtrusive nor annoying. And as short as the remarks are, good writing. With just a one- or two-liner it is as if my character suddenly can smell, feel eery or makes some successful spot checks.
And since I am easily distracted by the scenery or watching the sky and stars, it really helps finding that hidden door right behind the next stones.
49 comments
I've updated Something's Not Right (SNR) to version 1.11. You will now find mod files to use with VSW or Anthology Sosltheim. If you do not either of those two mods, you do not need the update.
If you have VSW or Anthology Solstheim installed and you already have SNR 1.1 or earlier, deactivate your older SNR file and activate the one corresponding to your steup.
Something's Not Right has been updated to version 1.1 with several additions and, most importantly, it restores the Akimaes Grotto door that was accidently removed in version 1.0. All dungeons, including grottos and working mines, are now covered. Hurray! Also, many dungeons, mostly main quest-related for the main game, Tribunal and Bloodmoon, have received unique messages triggered inside. Those new messages are directly inspired by Arena's main dungeons. I hope you it will help you immerse yourself a bit more in those locations. Enjoy!
Full changelog :
Additions
56 unique messages added to several dungeons, mostly main quest locations (main game, Tribunal and Bloodmoon).
Added several triggers in dungeons that have lava in certain sections with new messages describing the heat's effect on your character.
Added triggers near grottos with messages describing things like the water's changing temperature, the absence of small fishes nearby and the change of currents.
Added triggers near working mines. All dungeons are now covered. Hurray!
Changes
Triggers inside locations will now show messages only once.
Bug fixes
Fixed the missing door to Akimaes Grotto.
Fixed a typo.
Thanks to Cliffworms for the amazing mod and the cool feelings your lovely, interpretive words inspired in my game!
Thanks.
And, at least for my taste, you have hit exactly the right spot: not too much, not too long, never obtrusive nor annoying. And as short as the remarks are, good writing. With just a one- or two-liner it is as if my character suddenly can smell, feel eery or makes some successful spot checks.
And since I am easily distracted by the scenery or watching the sky and stars, it really helps finding that hidden door right behind the next stones.