wel first of all there never a door to the right that was sealed it was to the left and second this doesnt work whenever i go back into the sewer the door is still sealed help plz with maybe a pic or message me
From the moment you enter the island whose name I can not spell, you're given a key to open a gate to reach the surface of the water, which is right above the gate. Much like Bethesda did with nearly all of their Ayleid ruins, I have to ask "why bother with something so trivial as putting a key right beside the gate it's for?"
So most of the NPCs in the plugin are flagged as immortal, except for the orc ship pilot, the Khajit standing around doing nothing, and the 'corpse-taker.' The weapons mostly don't have textures, so if you aren't desperate for a weapon don't bother killing them for them (it's a nice novelty for the scythe weapon).
In the ship cargo area there's a bilge full of mudcrabs, though I can't imagine the reason why. It's a pirate ship, and mudcrabs can't swim only walk along the bottom of the water; but it doesn't matter anyway because one can't figure out why the bilge is empty considering the ship's not even in the water. And in "the lunatic"'s house there's a trapdoor going downward, but ah, it's a one-way exit. So if you don't want to load a save, don't go down there.
Oh and the architecture of the town itself... It's a series of stairs on top of stairs. There are objects in mid-air which can't be explained how they got airborne and what keeps them airborne. They just are. Kind of like how all those stairs manage to keep up even though there's no form of supports to sustain them.
Most of the 'houses' you see are just mock-ups and don't even have real doors (in fact, you can walk right through the doors), and the corpse-taker's... cave(??) is a waste of resources since there's nothing in there to justify its existence other than a 'sleeping slab' -- apparently death sleeps but only on a coffin made of stone.
I can't suggest this file at all, it's poorly planned, poorly executed, and needs a lot of major reworking in order to make this module passable.
a good mod on the whole, but when i got bored i went to the chapel of the dead to leave, i got the key, unlocked the door but i was still in the chapel
22 comments
So most of the NPCs in the plugin are flagged as immortal, except for the orc ship pilot, the Khajit standing around doing nothing, and the 'corpse-taker.' The weapons mostly don't have textures, so if you aren't desperate for a weapon don't bother killing them for them (it's a nice novelty for the scythe weapon).
In the ship cargo area there's a bilge full of mudcrabs, though I can't imagine the reason why. It's a pirate ship, and mudcrabs can't swim only walk along the bottom of the water; but it doesn't matter anyway because one can't figure out why the bilge is empty considering the ship's not even in the water. And in "the lunatic"'s house there's a trapdoor going downward, but ah, it's a one-way exit. So if you don't want to load a save, don't go down there.
Oh and the architecture of the town itself... It's a series of stairs on top of stairs. There are objects in mid-air which can't be explained how they got airborne and what keeps them airborne. They just are. Kind of like how all those stairs manage to keep up even though there's no form of supports to sustain them.
Most of the 'houses' you see are just mock-ups and don't even have real doors (in fact, you can walk right through the doors), and the corpse-taker's... cave(??) is a waste of resources since there's nothing in there to justify its existence other than a 'sleeping slab' -- apparently death sleeps but only on a coffin made of stone.
I can't suggest this file at all, it's poorly planned, poorly executed, and needs a lot of major reworking in order to make this module passable.
Hey guys he did his best and it's really nice.Nice weapons lol..